User prompt
Towers should be destroyed after taking 4 hits, playing a destruction sound. The main building should be destroyed after 10 hits, ending the game and showing a “You Lost, Restart” screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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The arrows shot by the character should play an arrow impact sound upon hitting.
User prompt
The main hero should shoot arrows, with a shooting range three times the range of the towers. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When enemies touch the tower, the tower should blink red to indicate damage. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Isometric stylized tower defense game scene at the climax of battle, central fantasy tower heavily damaged with cracks and smoke, hero character collapsed on the ground or surrounded by enemies, visual indicators of game over state, enemies overrun the area, dramatic lighting, red alert glow, magical projectiles and arrows in the air, muzzle flashes and fire bursts from cannons, cartoon-style explosion effects, vibrant and intense fantasy colors, stylized hand-painted textures, battlefield filled with action and destruction ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Isometric fantasy battle scene, stylized monsters charging toward the nearest target, some attacking a central hero with a sword, others moving toward archer and cannon towers, glowing red eyes, dust clouds and motion lines to show movement, vivid colors, stylized cartoon shading, hand-painted textures, fantasy battlefield environment with grass and rocky ground, dynamic action moment ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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with a large magical attack radius visualized as glowing circular aura around the tower, extended range indicators, arrows or energy beams reaching far enemies, wide attack radius effects ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Top-down view of a stylized game environment with animated grass, replacing plain green background with lush, hand-painted grass textures, gentle wind effect causing grass to sway, vibrant and saturated colors, loopable animation frames, isometric or top-down angle, perfect for fantasy strategy or tower defense games, seamless tileable design, cartoon-inspired shading ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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User prompt
Crystal Citadel Defense
Initial prompt
Isometric fantasy tower defense game scene, a stylized central magic tower standing in the middle of a battlefield, surrounded by attacking fantasy monsters (goblins, trolls, skeletons), vibrant colors, stylized lighting, fantasy environment with rocky terrain and grass patches, small defense towers (archer and cannon types) placed around, gold coins scattered on the ground, magical attack effects from the main tower, hero character fighting in the middle, action-packed moment, high detail, game asset style, perfect for use in Unity or Godot, top-down isometric view
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var CrystalTower = Container.expand(function () { var self = Container.call(this); self.health = 500; self.maxHealth = 500; self.range = 200; self.damage = 40; self.fireRate = 30; self.lastShot = 0; self.hits = 0; self.maxHits = 10; // Create magic aura for attack radius visualization self.magicAura = new MagicAura(); self.addChild(self.magicAura); // Scale aura to match tower range (range 200 = diameter 400) self.magicAura.scaleX = self.range * 2 / 400; self.magicAura.scaleY = self.range * 2 / 400; var graphics = self.attachAsset('crystalTower', { anchorX: 0.5, anchorY: 1 }); self.takeDamage = function (damage) { self.health -= damage; self.hits++; // Tower blinks red when taking damage tween(graphics, { tint: 0xff0000 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xff0000 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 150, easing: tween.easeOut }); } }); } }); } }); LK.effects.flashObject(self, 0xff0000, 500); // Add damage effects based on health percentage var healthPercent = self.health / self.maxHealth; if (healthPercent < 0.7) { // Add cracks var crack = LK.getAsset('crackEffect', { anchorX: 0.5, anchorY: 0.5 }); crack.x = self.x + (Math.random() - 0.5) * 100; crack.y = self.y - Math.random() * 150; crack.rotation = Math.random() * Math.PI; crack.alpha = 0.8; game.addChild(crack); } if (healthPercent < 0.5) { // Add smoke effects var smoke = new SmokeEffect(); smoke.x = self.x + (Math.random() - 0.5) * 80; smoke.y = self.y - 100 - Math.random() * 50; game.addChild(smoke); } if (healthPercent < 0.3) { // Add red alert glow LK.effects.flashScreen(0xff0000, 300); } if (self.hits >= self.maxHits) { // Create massive explosion effect for (var i = 0; i < 5; i++) { var explosion = new ExplosionEffect(); explosion.x = self.x + (Math.random() - 0.5) * 150; explosion.y = self.y - Math.random() * 200; game.addChild(explosion); } // Play destruction sound LK.getSound('towerDestroy').play(); // Flash screen red for dramatic effect LK.effects.flashScreen(0xff0000, 1500); LK.showGameOver(); } }; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= self.fireRate) { var projectile = new TowerProjectile(); projectile.x = self.x; projectile.y = self.y - 60; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); towerProjectiles.push(projectile); self.lastShot = LK.ticks; // Trigger magical attack aura effect self.magicAura.showAttackPulse(); // Add magical flash effect to tower LK.effects.flashObject(graphics, 0x4169e1, 500); // Add muzzle flash var flash = new MuzzleFlash(); flash.x = self.x; flash.y = self.y - 80; game.addChild(flash); LK.getSound('towerShoot').play(); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); self.enemyType = type || 'goblin'; self.health = 100; self.maxHealth = 100; self.speed = 1; self.goldValue = 10; self.currentTarget = null; self.lastX = 0; self.lastY = 0; self.dustTimer = 0; self.motionEffects = []; if (self.enemyType === 'goblin') { self.health = 80; self.maxHealth = 80; self.speed = 1.5; self.goldValue = 15; var graphics = self.attachAsset('goblin', { anchorX: 0.5, anchorY: 1 }); } else if (self.enemyType === 'troll') { self.health = 200; self.maxHealth = 200; self.speed = 0.8; self.goldValue = 30; var graphics = self.attachAsset('troll', { anchorX: 0.5, anchorY: 1 }); } else if (self.enemyType === 'skeleton') { self.health = 120; self.maxHealth = 120; self.speed = 1.2; self.goldValue = 20; var graphics = self.attachAsset('skeleton', { anchorX: 0.5, anchorY: 1 }); } // Add glowing red eyes self.redEyes = self.attachAsset('redEyes', { anchorX: 0.5, anchorY: 0.5 }); self.redEyes.y = -graphics.height * 0.8; // Make eyes glow with pulsing effect self.eyeGlowDirection = 1; self.eyeGlowAlpha = 0.8; self.targetX = 1024; self.targetY = 1366; self.findNearestTarget = function () { var nearestTarget = null; var shortestDistance = Infinity; // Check crystal tower var dx = crystalTower.x - self.x; var dy = crystalTower.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); nearestTarget = crystalTower; shortestDistance = distance; // Check hero dx = hero.x - self.x; dy = hero.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = hero; shortestDistance = distance; } // Check towers for (var i = 0; i < towers.length; i++) { var tower = towers[i]; dx = tower.x - self.x; dy = tower.y - self.y; distance = Math.sqrt(dx * dx + dy * dy); if (distance < shortestDistance) { nearestTarget = tower; shortestDistance = distance; } } return nearestTarget; }; self.createDustCloud = function () { var dust = LK.getAsset('dustCloud', { anchorX: 0.5, anchorY: 0.5 }); dust.x = self.x + (Math.random() - 0.5) * 30; dust.y = self.y + (Math.random() - 0.5) * 20; dust.alpha = 0.6; game.addChild(dust); // Animate dust cloud tween(dust, { alpha: 0, scaleX: 1.5, scaleY: 1.5, y: dust.y - 20 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { dust.destroy(); } }); }; self.createMotionLine = function () { var motionLine = LK.getAsset('motionLine', { anchorX: 0, anchorY: 0.5 }); motionLine.x = self.x - 40; motionLine.y = self.y - 20; motionLine.alpha = 0.7; // Calculate motion direction for line orientation var dx = self.x - self.lastX; var dy = self.y - self.lastY; if (dx !== 0 || dy !== 0) { motionLine.rotation = Math.atan2(dy, dx); } game.addChild(motionLine); self.motionEffects.push(motionLine); // Fade out motion line tween(motionLine, { alpha: 0, scaleX: 0.5 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { for (var i = self.motionEffects.length - 1; i >= 0; i--) { if (self.motionEffects[i] === motionLine) { self.motionEffects.splice(i, 1); break; } } motionLine.destroy(); } }); }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.die(); } }; self.die = function () { // Clean up motion effects for (var i = 0; i < self.motionEffects.length; i++) { self.motionEffects[i].destroy(); } var coin = new GoldCoin(); coin.x = self.x; coin.y = self.y; coin.value = self.goldValue; game.addChild(coin); goldCoins.push(coin); LK.getSound('enemyDeath').play(); for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; self.update = function () { // Store last position for motion effects self.lastX = self.x; self.lastY = self.y; // Update glowing eyes effect self.eyeGlowAlpha += self.eyeGlowDirection * 0.05; if (self.eyeGlowAlpha >= 1) { self.eyeGlowDirection = -1; } else if (self.eyeGlowAlpha <= 0.5) { self.eyeGlowDirection = 1; } self.redEyes.alpha = self.eyeGlowAlpha; // Find nearest target and charge toward it self.currentTarget = self.findNearestTarget(); var targetX = self.currentTarget.x; var targetY = self.currentTarget.y; var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { // Move toward target with charging behavior var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; // Create dust clouds periodically while moving self.dustTimer++; if (self.dustTimer >= 15) { self.createDustCloud(); self.dustTimer = 0; } // Create motion lines for charging effect if (LK.ticks % 8 === 0) { self.createMotionLine(); } } else { // Attack the target if (self.currentTarget === crystalTower) { crystalTower.takeDamage(20); } else if (self.currentTarget === hero) { // Flash hero red when attacked LK.effects.flashObject(hero, 0xff0000, 500); // Damage hero heroHealth -= 25; if (heroHealth <= 0 && !heroCollapsed) { heroCollapsed = true; // Hero collapse effect tween(hero, { alpha: 0.3, scaleX: 0.8, scaleY: 0.4, rotation: Math.PI / 2 }, { duration: 1000, easing: tween.easeOut }); // Add smoke effect var smoke = new SmokeEffect(); smoke.x = hero.x; smoke.y = hero.y; game.addChild(smoke); } } else { // Check if target is a tower for (var i = 0; i < towers.length; i++) { if (towers[i] === self.currentTarget) { self.currentTarget.takeDamage(); break; } } } self.die(); } }; return self; }); var ExplosionEffect = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('explosion', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.8; self.scaleX = 0.3; self.scaleY = 0.3; // Animate explosion tween(self, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var GoldCoin = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('goldCoin', { anchorX: 0.5, anchorY: 0.5 }); self.value = 10; self.collected = false; self.collect = function () { if (!self.collected) { self.collected = true; gold += self.value; goldText.setText('Gold: ' + gold); LK.getSound('coinCollect').play(); for (var i = goldCoins.length - 1; i >= 0; i--) { if (goldCoins[i] === self) { goldCoins.splice(i, 1); break; } } self.destroy(); } }; self.down = function (x, y, obj) { self.collect(); }; return self; }); var GrassPatch = Container.expand(function (grassType) { var self = Container.call(this); self.grassType = grassType || 'grassPatch'; self.swayAmount = 0.1 + Math.random() * 0.15; // Random sway intensity self.swaySpeed = 2000 + Math.random() * 1000; // Random sway duration var graphics = self.attachAsset(self.grassType, { anchorX: 0.5, anchorY: 1 }); // Start initial sway animation self.startSway = function () { var targetRotation = self.swayAmount * (Math.random() > 0.5 ? 1 : -1); tween(self, { rotation: targetRotation }, { duration: self.swaySpeed, easing: tween.easeInOut, onFinish: function onFinish() { // Reverse sway direction var reverseRotation = -targetRotation * (0.8 + Math.random() * 0.4); tween(self, { rotation: reverseRotation }, { duration: self.swaySpeed * (0.8 + Math.random() * 0.4), easing: tween.easeInOut, onFinish: function onFinish() { self.startSway(); // Continue swaying indefinitely } }); } }); }; // Start swaying with random delay to create natural effect LK.setTimeout(function () { self.startSway(); }, Math.random() * 2000); return self; }); var Hero = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1 }); self.speed = 3; self.range = 450; self.damage = 35; self.fireRate = 20; self.lastShot = 0; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= self.fireRate) { var projectile = new HeroProjectile(); projectile.x = self.x; projectile.y = self.y - 25; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); heroProjectiles.push(projectile); self.lastShot = LK.ticks; } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); var HeroProjectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('heroProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.target = null; self.damage = 35; self.update = function () { if (!self.target || self.target.destroyed) { self.destroy(); for (var i = heroProjectiles.length - 1; i >= 0; i--) { if (heroProjectiles[i] === self) { heroProjectiles.splice(i, 1); break; } } return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.target.takeDamage(self.damage); LK.getSound('arrowImpact').play(); self.destroy(); for (var i = heroProjectiles.length - 1; i >= 0; i--) { if (heroProjectiles[i] === self) { heroProjectiles.splice(i, 1); break; } } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); var MagicAura = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('magicAura', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.2; self.pulseDirection = 1; self.basePulse = 0.15; self.currentPulse = self.basePulse; self.update = function () { // Create pulsing effect self.currentPulse += self.pulseDirection * 0.003; if (self.currentPulse >= 0.4) { self.pulseDirection = -1; } else if (self.currentPulse <= self.basePulse) { self.pulseDirection = 1; } graphics.alpha = self.currentPulse; // Slight rotation for magical effect graphics.rotation += 0.01; }; self.showAttackPulse = function () { // Flash brighter when tower attacks tween(graphics, { alpha: 0.7, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { alpha: self.currentPulse, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); }; return self; }); var MuzzleFlash = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('muzzleFlash', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.9; self.scaleX = 0.5; self.scaleY = 0.5; // Quick flash effect tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var SmokeEffect = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('smokeCloud', { anchorX: 0.5, anchorY: 0.5 }); graphics.alpha = 0.4; self.scaleX = 0.8; self.scaleY = 0.8; // Rising smoke animation tween(self, { y: self.y - 100, scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); return self; }); var Tower = Container.expand(function (type) { var self = Container.call(this); self.towerType = type || 'archer'; self.range = 150; self.damage = 25; self.fireRate = 60; self.lastShot = 0; self.hits = 0; self.maxHits = 4; if (self.towerType === 'archer') { self.range = 180; self.damage = 30; self.fireRate = 45; var graphics = self.attachAsset('archerTower', { anchorX: 0.5, anchorY: 1 }); } else if (self.towerType === 'cannon') { self.range = 120; self.damage = 60; self.fireRate = 90; var graphics = self.attachAsset('cannonTower', { anchorX: 0.5, anchorY: 1 }); } self.takeDamage = function () { self.hits++; // Tower blinks red when taking damage tween(graphics, { tint: 0xff0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(graphics, { tint: 0xffffff }, { duration: 200, easing: tween.easeOut }); } }); if (self.hits >= self.maxHits) { // Create explosion effect var explosion = new ExplosionEffect(); explosion.x = self.x; explosion.y = self.y; game.addChild(explosion); // Play destruction sound LK.getSound('towerDestroy').play(); // Remove from towers array for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === self) { towers.splice(i, 1); break; } } self.destroy(); } }; self.findTarget = function () { var closest = null; var closestDistance = self.range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < closestDistance) { closest = enemy; closestDistance = distance; } } return closest; }; self.shoot = function (target) { if (LK.ticks - self.lastShot >= self.fireRate) { var projectile = new TowerProjectile(); projectile.x = self.x; projectile.y = self.y - 40; projectile.target = target; projectile.damage = self.damage; game.addChild(projectile); towerProjectiles.push(projectile); self.lastShot = LK.ticks; LK.getSound('towerShoot').play(); // Add muzzle flash effect var flash = new MuzzleFlash(); flash.x = self.x; flash.y = self.y - 30; game.addChild(flash); } }; self.update = function () { var target = self.findTarget(); if (target) { self.shoot(target); } }; return self; }); var TowerProjectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('towerProjectile', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.target = null; self.damage = 25; self.update = function () { if (!self.target || self.target.destroyed) { self.destroy(); for (var i = towerProjectiles.length - 1; i >= 0; i--) { if (towerProjectiles[i] === self) { towerProjectiles.splice(i, 1); break; } } return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 20) { self.target.takeDamage(self.damage); self.destroy(); for (var i = towerProjectiles.length - 1; i >= 0; i--) { if (towerProjectiles[i] === self) { towerProjectiles.splice(i, 1); break; } } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a4d1a }); /**** * Game Code ****/ var enemies = []; var towers = []; var towerProjectiles = []; var heroProjectiles = []; var goldCoins = []; var crystalTower; var hero; var gold = 100; var wave = 1; var enemiesInWave = 5; var enemySpawnTimer = 0; var enemiesSpawned = 0; var waveComplete = false; var draggedHero = false; var heroCollapsed = false; var heroHealth = 100; var heroMaxHealth = 100; // Create animated grass background var grassPatches = []; for (var i = 0; i < 80; i++) { var grassTypes = ['grassPatch', 'tallGrass', 'smallGrass']; var randomType = grassTypes[Math.floor(Math.random() * grassTypes.length)]; var grass = new GrassPatch(randomType); // Position grass randomly across the field, avoiding center area var angle = Math.random() * Math.PI * 2; var distance = 300 + Math.random() * 800; // Keep grass away from center tower area grass.x = 1024 + Math.cos(angle) * distance; grass.y = 1366 + Math.sin(angle) * distance; // Ensure grass stays within bounds grass.x = Math.max(50, Math.min(1998, grass.x)); grass.y = Math.max(50, Math.min(2682, grass.y)); // Add some scale variation for natural look var scale = 0.8 + Math.random() * 0.4; grass.scaleX = scale; grass.scaleY = scale; // Tint variation for more natural grass colors var tintVariation = 0.9 + Math.random() * 0.2; grass.tint = 0x228B22 * tintVariation; game.addChild(grass); grassPatches.push(grass); } // Create crystal tower at center crystalTower = new CrystalTower(); crystalTower.x = 1024; crystalTower.y = 1366; game.addChild(crystalTower); // Create hero hero = new Hero(); hero.x = 900; hero.y = 1200; game.addChild(hero); // UI Elements var goldText = new Text2('Gold: ' + gold, { size: 60, fill: 0xFFD700 }); goldText.anchor.set(0, 0); LK.gui.topRight.addChild(goldText); goldText.x = -200; goldText.y = 20; var waveText = new Text2('Wave: ' + wave, { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0, 0); LK.gui.top.addChild(waveText); waveText.x = -100; waveText.y = 20; var healthText = new Text2('Tower HP: ' + crystalTower.health, { size: 50, fill: 0x00FFFF }); healthText.anchor.set(0, 0); LK.gui.bottom.addChild(healthText); healthText.x = -150; healthText.y = -80; // Tower placement UI var archerButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); archerButton.x = 150; archerButton.y = -150; LK.gui.bottom.addChild(archerButton); var archerText = new Text2('Archer\n50g', { size: 30, fill: 0xFFFFFF }); archerText.anchor.set(0.5, 0.5); archerButton.addChild(archerText); var cannonButton = LK.getAsset('uiPanel', { anchorX: 0.5, anchorY: 0.5 }); cannonButton.x = 400; cannonButton.y = -150; LK.gui.bottom.addChild(cannonButton); var cannonText = new Text2('Cannon\n80g', { size: 30, fill: 0xFFFFFF }); cannonText.anchor.set(0.5, 0.5); cannonButton.addChild(cannonText); // Tower placement handlers archerButton.down = function (x, y, obj) { if (gold >= 50) { placingTowerType = 'archer'; placingTowerCost = 50; } }; cannonButton.down = function (x, y, obj) { if (gold >= 80) { placingTowerType = 'cannon'; placingTowerCost = 80; } }; var placingTowerType = null; var placingTowerCost = 0; function spawnEnemy() { var enemyTypes = ['goblin', 'goblin', 'skeleton']; if (wave >= 3) enemyTypes.push('troll'); if (wave >= 5) enemyTypes.push('troll', 'troll'); var randomType = enemyTypes[Math.floor(Math.random() * enemyTypes.length)]; var enemy = new Enemy(randomType); // Spawn from random edge var side = Math.floor(Math.random() * 4); if (side === 0) { // Top enemy.x = Math.random() * 2048; enemy.y = 0; } else if (side === 1) { // Right enemy.x = 2048; enemy.y = Math.random() * 2732; } else if (side === 2) { // Bottom enemy.x = Math.random() * 2048; enemy.y = 2732; } else { // Left enemy.x = 0; enemy.y = Math.random() * 2732; } game.addChild(enemy); enemies.push(enemy); enemiesSpawned++; } function checkWaveComplete() { if (enemiesSpawned >= enemiesInWave && enemies.length === 0) { waveComplete = true; wave++; enemiesInWave += 2; enemiesSpawned = 0; waveComplete = false; waveText.setText('Wave: ' + wave); if (wave > 10) { LK.showYouWin(); } } } game.down = function (x, y, obj) { if (placingTowerType) { // Check if position is valid (not too close to crystal tower or other towers) var tooClose = false; var dx = x - crystalTower.x; var dy = y - crystalTower.y; if (Math.sqrt(dx * dx + dy * dy) < 200) { tooClose = true; } for (var i = 0; i < towers.length; i++) { var tower = towers[i]; var dx = x - tower.x; var dy = y - tower.y; if (Math.sqrt(dx * dx + dy * dy) < 120) { tooClose = true; break; } } if (!tooClose) { var newTower = new Tower(placingTowerType); newTower.x = x; newTower.y = y; game.addChild(newTower); towers.push(newTower); gold -= placingTowerCost; goldText.setText('Gold: ' + gold); LK.getSound('towerPlace').play(); } placingTowerType = null; placingTowerCost = 0; } else { // Check if clicking on hero to start drag var dx = x - hero.x; var dy = y - hero.y; if (Math.sqrt(dx * dx + dy * dy) < 50) { draggedHero = true; } } }; game.move = function (x, y, obj) { if (draggedHero) { hero.x = x; hero.y = y; } }; game.up = function (x, y, obj) { draggedHero = false; }; game.update = function () { // Spawn enemies if (enemiesSpawned < enemiesInWave) { enemySpawnTimer++; if (enemySpawnTimer >= 120) { // Spawn every 2 seconds spawnEnemy(); enemySpawnTimer = 0; } } // Update health display healthText.setText('Tower HP: ' + crystalTower.health); // Check for hero collecting coins for (var i = goldCoins.length - 1; i >= 0; i--) { var coin = goldCoins[i]; var dx = coin.x - hero.x; var dy = coin.y - hero.y; if (Math.sqrt(dx * dx + dy * dy) < 40) { coin.collect(); } } // Add random battlefield explosions during intense moments if (enemies.length > 8 && LK.ticks % 180 === 0) { var explosion = new ExplosionEffect(); explosion.x = 200 + Math.random() * 1648; explosion.y = 200 + Math.random() * 2332; game.addChild(explosion); } // Add red alert glow when tower health is critical if (crystalTower.health < crystalTower.maxHealth * 0.2 && LK.ticks % 60 === 0) { LK.effects.flashScreen(0x8b0000, 200); } checkWaveComplete(); };
===================================================================
--- original.js
+++ change.js
@@ -13,8 +13,10 @@
self.range = 200;
self.damage = 40;
self.fireRate = 30;
self.lastShot = 0;
+ self.hits = 0;
+ self.maxHits = 10;
// Create magic aura for attack radius visualization
self.magicAura = new MagicAura();
self.addChild(self.magicAura);
// Scale aura to match tower range (range 200 = diameter 400)
@@ -25,8 +27,9 @@
anchorY: 1
});
self.takeDamage = function (damage) {
self.health -= damage;
+ self.hits++;
// Tower blinks red when taking damage
tween(graphics, {
tint: 0xff0000
}, {
@@ -82,16 +85,18 @@
if (healthPercent < 0.3) {
// Add red alert glow
LK.effects.flashScreen(0xff0000, 300);
}
- if (self.health <= 0) {
+ if (self.hits >= self.maxHits) {
// Create massive explosion effect
for (var i = 0; i < 5; i++) {
var explosion = new ExplosionEffect();
explosion.x = self.x + (Math.random() - 0.5) * 150;
explosion.y = self.y - Math.random() * 200;
game.addChild(explosion);
}
+ // Play destruction sound
+ LK.getSound('towerDestroy').play();
// Flash screen red for dramatic effect
LK.effects.flashScreen(0xff0000, 1500);
LK.showGameOver();
}
@@ -366,8 +371,16 @@
smoke.x = hero.x;
smoke.y = hero.y;
game.addChild(smoke);
}
+ } else {
+ // Check if target is a tower
+ for (var i = 0; i < towers.length; i++) {
+ if (towers[i] === self.currentTarget) {
+ self.currentTarget.takeDamage();
+ break;
+ }
+ }
}
self.die();
}
};
@@ -646,8 +659,10 @@
self.range = 150;
self.damage = 25;
self.fireRate = 60;
self.lastShot = 0;
+ self.hits = 0;
+ self.maxHits = 4;
if (self.towerType === 'archer') {
self.range = 180;
self.damage = 30;
self.fireRate = 45;
@@ -663,8 +678,43 @@
anchorX: 0.5,
anchorY: 1
});
}
+ self.takeDamage = function () {
+ self.hits++;
+ // Tower blinks red when taking damage
+ tween(graphics, {
+ tint: 0xff0000
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(graphics, {
+ tint: 0xffffff
+ }, {
+ duration: 200,
+ easing: tween.easeOut
+ });
+ }
+ });
+ if (self.hits >= self.maxHits) {
+ // Create explosion effect
+ var explosion = new ExplosionEffect();
+ explosion.x = self.x;
+ explosion.y = self.y;
+ game.addChild(explosion);
+ // Play destruction sound
+ LK.getSound('towerDestroy').play();
+ // Remove from towers array
+ for (var i = towers.length - 1; i >= 0; i--) {
+ if (towers[i] === self) {
+ towers.splice(i, 1);
+ break;
+ }
+ }
+ self.destroy();
+ }
+ };
self.findTarget = function () {
var closest = null;
var closestDistance = self.range;
for (var i = 0; i < enemies.length; i++) {
izometric cannon tower. In-Game asset. 2d. High contrast. No shadows. izometric
archerTower. In-Game asset. 2d. High contrast. No shadows
goblin. In-Game asset. 2d. High contrast. No shadows
goldCoin. In-Game asset. 2d. High contrast. No shadows
Archer hero. In-Game asset. 2d. High contrast. No shadows
skeleton. In-Game asset. 2d. High contrast. No shadows
troll. In-Game asset. 2d. High contrast. No shadows
single arrow image. In-Game asset. 2d. High contrast. No shadows
Create a flying dragon enemy with the following features:. In-Game asset. 2d. High contrast. No shadows
Here’s a prompt for a very distant, wide-angle view of a tree-free forest floor: **Prompt:** A very distant, wide-angle aerial view of a tree-free forest floor, showing expansive grassy plains with patches of dirt, scattered rocks, and low vegetation. The terrain stretches far into the horizon with subtle color variations and soft natural lighting, creating a vast, open, and serene natural environment without any trees.. In-Game asset. 2d. High contrast. No shadows
A stylized full-body illustration of a small hobbit holding a glowing ring in one hand, viewed from a 45-degree angle. The hobbit has curly hair, bare feet, and wears rustic, earth-toned clothing with detailed textures. The scene has warm, soft lighting emphasizing the character’s expressive face and the shining ring. The art style is cartoonish with rich colors, smooth shading, and a fantasy atmosphere.. In-Game asset. 2d. High contrast. No shadows
A magical yellow light glowing softly, with radiant beams and sparkling particles floating around. The light has a warm, enchanting aura that illuminates its surroundings with a golden hue. The atmosphere feels mystical and inviting, perfect for fantasy scenes or magical effects.. In-Game asset. 2d. High contrast. No shadows
A full-body stylized illustration of Smeagol (Gollum), showing his thin, hunched frame and large expressive eyes. He is barefoot and shirtless, wearing ragged shorts, with exaggerated cartoonish features that highlight his creepy yet pitiful nature. He clutches a glowing precious ring tightly in one hand. The art style is dark fantasy with vibrant colors, detailed skin textures, and a shadowy, mysterious background to enhance the eerie atmosphere. Perfect for full-character concept art or game design.. In-Game asset. 2d. High contrast. No shadows
A full-body stylized illustration of an orc warrior, standing in a dynamic pose. The orc has green or grayish skin, muscular build, tusks, and tribal armor made of bone, leather, and metal. The style is fantasy-themed with bold lines, exaggerated proportions, and detailed textures. The lighting is dramatic, emphasizing the orc’s strength and menace. Background is minimal or softly blurred to keep focus on the character. Suitable for fantasy RPG game concept art.. In-Game asset. 2d. High contrast. No shadows
A stylized fantasy axe with a broad, curved blade and intricate engravings. The handle is wrapped in worn leather, and the metal has a slightly weathered look, giving it a battle-worn feel. The design is bold and exaggerated, suitable for an orc warrior, with a glowing rune etched into the blade. The style is high-fantasy with clean lines, vibrant highlights, and a dramatic shadow for depth. Perfect for 2D game assets or concept art.. In-Game asset. 2d. High contrast. No shadows