User prompt
ahora los nombres en la parte de abajo de cada torre
User prompt
un poco mas separados
User prompt
ahora las torres verticales
User prompt
ahora las torres un poco mas abajo
User prompt
un poco mas
User prompt
perfecto, me gustaria mas si los ui estuvieran ubicados un poco mas a la derecha
User prompt
pero un poco mas corto
User prompt
okey, pero si te fijas tiene un error ya que aun se pueden colocar tropas en el camino, agrega una distancia entre las tropas y el camino
User prompt
okey ahora quiero efectos de sonido al disparar y tambien en el momento que le da la bala, tambien quiero efecto de sonido cuando los enemigos mueren
User prompt
dejalo como estaba antes
User prompt
perfecto quiero esten mejor colocados, mas a la derecha, igual con la vida de la base y todo lo demas
User prompt
okey ahora quiero un lugar en el que puedan seleccionar las torres
User prompt
quiero que las torres tengan mas rango
User prompt
sabes que, quita la barra dejalo como estaba antes
User prompt
creo que no me entiendes, sabes que, mejor coloca la barra en le parte de arriba
User prompt
pon la barra mas arriba
User prompt
creo que pusiste la barra muy abajo
User prompt
quiero la barra de color cafe
User prompt
pero coloca la barra que yo no la veo
User prompt
Please fix the bug: 'tween.killTweensOf is not a function' in or related to this line: 'tween.killTweensOf(buttonBg);' Line Number: 471 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
quiero que agreges una barra en la parte de abajo muy llamatavia en la que estara un boton, si lo tocas podras colocar la torre
User prompt
no agregaste nada
User prompt
okey pero ahora quiero que haya una barra en la parte de abajo en la que estaran las torres que puedes seleccionar y colocar ahi
User prompt
muy bien, quiero que las torres no se puedan colocar por el camino
User prompt
si pero no disparan
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, target, damage) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.target = target; self.damage = damage; self.speed = 8; self.update = function () { if (!self.target || self.target.parent === null) { // Target destroyed, remove bullet self.destroy(); var index = bullets.indexOf(self); if (index > -1) bullets.splice(index, 1); 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) { // Hit target self.target.takeDamage(self.damage); self.destroy(); var index = bullets.indexOf(self); if (index > -1) bullets.splice(index, 1); } else { // Move towards target var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } }; return self; }); var Noob = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'basic'; var assetId = 'noob'; self.maxHealth = 100; self.speed = 2; self.reward = 10; if (self.type === 'fast') { assetId = 'fastNoob'; self.maxHealth = 60; self.speed = 4; self.reward = 15; } else if (self.type === 'strong') { assetId = 'strongNoob'; self.maxHealth = 200; self.speed = 1.5; self.reward = 25; } var noobGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.health = self.maxHealth; self.pathIndex = 0; self.targetX = pathPoints[0].x; self.targetY = pathPoints[0].y; self.update = function () { // Move towards current target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { // Reached current target, move to next self.pathIndex++; if (self.pathIndex >= pathPoints.length) { // Reached base baseHealth -= 20; self.destroy(); var index = noobs.indexOf(self); if (index > -1) noobs.splice(index, 1); return; } self.targetX = pathPoints[self.pathIndex].x; self.targetY = pathPoints[self.pathIndex].y; } else { // Move towards target var moveX = dx / distance * self.speed; var moveY = dy / distance * self.speed; self.x += moveX; self.y += moveY; } }; self.takeDamage = function (damage) { self.health -= damage; LK.getSound('enemyHit').play(); // Flash red when hit tween(noobGraphics, { tint: 0xFF0000 }, { duration: 100, onFinish: function onFinish() { tween(noobGraphics, { tint: 0xFFFFFF }, { duration: 100 }); } }); if (self.health <= 0) { currency += self.reward; LK.getSound('enemyDeath').play(); self.destroy(); var index = noobs.indexOf(self); if (index > -1) noobs.splice(index, 1); } }; return self; }); var Tower = Container.expand(function (gridX, gridY, towerType) { var self = Container.call(this); self.gridX = gridX; self.gridY = gridY; self.level = 1; self.towerType = towerType || 'basic'; var typeData = towerTypes[self.towerType]; self.damage = typeData.damage; self.range = typeData.range; self.attackSpeed = self.towerType === 'rapid' ? 30 : 60; // frames between attacks self.cost = typeData.cost; self.upgradeCost = Math.floor(typeData.cost * 1.5); self.lastAttack = 0; var towerGraphics = self.attachAsset(typeData.asset, { anchorX: 0.5, anchorY: 0.5 }); self.x = gridX * 128 + 64; self.y = gridY * 128 + 64; self.update = function () { self.lastAttack++; if (self.lastAttack >= self.attackSpeed) { // Look for enemies in range var target = null; var closestDistance = self.range; for (var i = 0; i < noobs.length; i++) { var noob = noobs[i]; var dx = noob.x - self.x; var dy = noob.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < closestDistance) { target = noob; closestDistance = distance; } } if (target) { self.shoot(target); self.lastAttack = 0; } } }; self.shoot = function (target) { var bullet = new Bullet(self.x, self.y, target, self.damage); game.addChild(bullet); bullets.push(bullet); LK.getSound('shoot').play(); }; self.upgrade = function () { if (self.level < 3 && currency >= self.upgradeCost) { currency -= self.upgradeCost; self.level++; self.damage += 15; self.range += 50; self.upgradeCost = Math.floor(self.upgradeCost * 1.5); if (self.level >= 2) { towerGraphics.removeChild(); towerGraphics = self.attachAsset('upgradedTower', { anchorX: 0.5, anchorY: 0.5 }); } // Visual upgrade effect tween(self, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); } }; self.down = function (x, y, obj) { if (selectedTower !== self) { selectedTower = self; updateUI(); } else { self.upgrade(); updateUI(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F3542 }); /**** * Game Code ****/ // Sounds // UI Elements // Base // Projectiles // Towers // Noobs // Path tiles // Game variables var pathPoints = [{ x: 0, y: 384 }, { x: 256, y: 384 }, { x: 256, y: 768 }, { x: 640, y: 768 }, { x: 640, y: 1152 }, { x: 1024, y: 1152 }, { x: 1024, y: 1536 }, { x: 1408, y: 1536 }, { x: 1408, y: 1920 }, { x: 1792, y: 1920 }, { x: 1792, y: 2304 }, { x: 2048, y: 2304 }]; var noobs = []; var towers = []; var bullets = []; var currency = 100; var baseHealth = 100; var wave = 1; var enemiesInWave = 5; var enemiesSpawned = 0; var waveComplete = true; var spawnTimer = 0; var selectedTower = null; // Create path visualization function createPath() { for (var i = 0; i < pathPoints.length - 1; i++) { var start = pathPoints[i]; var end = pathPoints[i + 1]; // Create tiles between points var steps = Math.max(Math.abs(end.x - start.x), Math.abs(end.y - start.y)) / 128; for (var j = 0; j <= steps; j++) { var x = start.x + (end.x - start.x) * (j / steps); var y = start.y + (end.y - start.y) * (j / steps); var pathTile = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0.5 }); pathTile.x = x; pathTile.y = y; game.addChild(pathTile); } } // Initialize path tiles data for tower placement checking createPathTiles(); } // Create grass background function createBackground() { for (var x = 0; x < 16; x++) { for (var y = 0; y < 22; y++) { var grassTile = LK.getAsset('grassTile', { anchorX: 0, anchorY: 0 }); grassTile.x = x * 128; grassTile.y = y * 128; game.addChild(grassTile); } } } // Create base var base = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5 }); base.x = pathPoints[pathPoints.length - 1].x; base.y = pathPoints[pathPoints.length - 1].y; // UI Elements var currencyText = new Text2('Currency: 100', { size: 60, fill: 0xFFD700 }); currencyText.anchor.set(0, 0); var healthText = new Text2('Base Health: 100', { size: 60, fill: 0xFF6B6B }); healthText.anchor.set(0, 0); var waveText = new Text2('Wave: 1', { size: 60, fill: 0x4ECDC4 }); waveText.anchor.set(0, 0); var towerInfoText = new Text2('Tap the PLACE TOWER button, then tap empty space to build', { size: 40, fill: 0xFFFFFF }); towerInfoText.anchor.set(0.5, 0); // Tower selection variables var selectedTowerType = 'basic'; var towerTypes = { basic: { cost: 50, damage: 25, range: 250, asset: 'basicTower', name: 'Basic Tower' }, cannon: { cost: 100, damage: 50, range: 220, asset: 'upgradedTower', name: 'Cannon Tower' }, rapid: { cost: 75, damage: 15, range: 280, asset: 'basicTower', name: 'Rapid Tower' } }; // Tower selection variables var canPlaceTowers = false; // Position UI elements LK.gui.top.addChild(currencyText); LK.gui.top.addChild(healthText); LK.gui.top.addChild(waveText); LK.gui.bottom.addChild(towerInfoText); healthText.y = 70; waveText.y = 140; function updateUI() { currencyText.setText('Currency: ' + currency); healthText.setText('Base Health: ' + baseHealth); waveText.setText('Wave: ' + wave); if (selectedTower) { towerInfoText.setText('Tower Level ' + selectedTower.level + ' | Upgrade Cost: ' + selectedTower.upgradeCost + ' | Tap again to upgrade'); } else { towerInfoText.setText('Tap empty space to build tower (Cost: ' + towerTypes[selectedTowerType].cost + ')'); } } function startNextWave() { wave++; enemiesInWave = Math.floor(5 + wave * 1.5); enemiesSpawned = 0; waveComplete = false; spawnTimer = 0; selectedTower = null; updateUI(); } function spawnEnemy() { var enemyType = 'basic'; if (wave > 3 && Math.random() < 0.3) { enemyType = 'fast'; } if (wave > 5 && Math.random() < 0.2) { enemyType = 'strong'; } var noob = new Noob(enemyType); noob.x = pathPoints[0].x; noob.y = pathPoints[0].y; noobs.push(noob); game.addChild(noob); enemiesSpawned++; } // Create a set to store all path grid positions var pathTiles = []; function createPathTiles() { pathTiles = []; for (var i = 0; i < pathPoints.length - 1; i++) { var start = pathPoints[i]; var end = pathPoints[i + 1]; // Create tiles between points var steps = Math.max(Math.abs(end.x - start.x), Math.abs(end.y - start.y)) / 128; for (var j = 0; j <= steps; j++) { var x = start.x + (end.x - start.x) * (j / steps); var y = start.y + (end.y - start.y) * (j / steps); var gridX = Math.floor(x / 128); var gridY = Math.floor(y / 128); // Add to path tiles if not already added var found = false; for (var k = 0; k < pathTiles.length; k++) { if (pathTiles[k].x === gridX && pathTiles[k].y === gridY) { found = true; break; } } if (!found) { pathTiles.push({ x: gridX, y: gridY }); } } } } function canPlaceTower(gridX, gridY) { // Check if position is on path for (var i = 0; i < pathTiles.length; i++) { if (pathTiles[i].x === gridX && pathTiles[i].y === gridY) { return false; } } // Check if tower already exists for (var i = 0; i < towers.length; i++) { if (towers[i].gridX === gridX && towers[i].gridY === gridY) { return false; } } return true; } // Initialize game elements createBackground(); createPath(); game.addChild(base); // Game event handlers game.down = function (x, y, obj) { var gridX = Math.floor(x / 128); var gridY = Math.floor(y / 128); var towerCost = towerTypes[selectedTowerType].cost; if (canPlaceTower(gridX, gridY) && currency >= towerCost) { var tower = new Tower(gridX, gridY, selectedTowerType); towers.push(tower); game.addChild(tower); currency -= towerCost; selectedTower = tower; updateUI(); } else { selectedTower = null; updateUI(); } }; game.update = function () { // Check game over if (baseHealth <= 0) { LK.showGameOver(); return; } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.parent) { bullet.update(); } } // Spawn enemies if (!waveComplete) { spawnTimer++; if (spawnTimer >= 90 && enemiesSpawned < enemiesInWave) { spawnEnemy(); spawnTimer = 0; } if (enemiesSpawned >= enemiesInWave && noobs.length === 0) { waveComplete = true; currency += 20; // Wave completion bonus updateUI(); } } else if (LK.ticks % 180 === 0) { // Auto-start next wave after 3 seconds startNextWave(); } // Update UI periodically if (LK.ticks % 30 === 0) { updateUI(); } }; // Start first wave updateUI(); startNextWave();
===================================================================
--- original.js
+++ change.js
@@ -173,9 +173,9 @@
if (self.level < 3 && currency >= self.upgradeCost) {
currency -= self.upgradeCost;
self.level++;
self.damage += 15;
- self.range += 25;
+ self.range += 50;
self.upgradeCost = Math.floor(self.upgradeCost * 1.5);
if (self.level >= 2) {
towerGraphics.removeChild();
towerGraphics = self.attachAsset('upgradedTower', {
@@ -347,23 +347,23 @@
var towerTypes = {
basic: {
cost: 50,
damage: 25,
- range: 150,
+ range: 250,
asset: 'basicTower',
name: 'Basic Tower'
},
cannon: {
cost: 100,
damage: 50,
- range: 120,
+ range: 220,
asset: 'upgradedTower',
name: 'Cannon Tower'
},
rapid: {
cost: 75,
damage: 15,
- range: 180,
+ range: 280,
asset: 'basicTower',
name: 'Rapid Tower'
}
};