User prompt
CUADRADO DIJE
User prompt
en el medio, un cuadrado, cuadrado grande, pero en el medio
User prompt
pero en el medio quiero que este cuadradoo
User prompt
pero el cuadrado mas grandee
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te salio mal, haz el cuadrado mas grande y en la partde de abajo
User prompt
quiero que en el medio haya como un redonde, osea formen un cuadrado y por ahi pasen los enemigos
User prompt
el camino, en la parte del medio, quiero que se haga mas abajo
User prompt
no entendiste o que, en la parte del medio quiero que el camino se haga mas abajo
User prompt
perfecto, ahora quiero que el camino vaya un poco mas abajo en la parte del medio
User prompt
el fondo un poco mas grande por arriba y por la dercha
User prompt
ahora ponle vordes de un color mas oscuro
User prompt
ahora solo un poco mas grande por arriba
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un poco mas por arriba y mucho mas grande por la derecha
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maas
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mas aun
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mas grande por arriba y por la derecha
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mas grande
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un poquitito mas grande por abajo, y por arriba mas grande
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quiero que sea pas grande por la parte de arriba y por la parte de abajo se un poco mas pequeña
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pero que la wave base health y currency y todo eso este por encima
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quiero que sea mas grande
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del color del camino dije
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perfecto, quiero que sea un poco mas garnde y del color del camino
User prompt
quita eso, a lo que me refiero es como un fondo o algo, un rectangulo vertical
User prompt
ahora ponles algo en la parte de atras para que se difernecie eso del mapa
/**** * 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 ****/ // Game variables // Path tiles // Noobs // Towers // Projectiles // Base // UI Elements // Sounds 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); currencyText.x = 180; var healthText = new Text2('Base Health: 100', { size: 60, fill: 0xFF6B6B }); healthText.anchor.set(0, 0); healthText.x = 180; var waveText = new Text2('Wave: 1', { size: 60, fill: 0x4ECDC4 }); waveText.anchor.set(0, 0); waveText.x = 180; 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; // Tower selection UI var towerSelectionContainer = new Container(); var towerButtons = []; var towerTypeNames = ['basic', 'cannon', 'rapid']; // Create vertical background panel for all tower buttons var verticalBackground = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0 }); verticalBackground.x = 420; verticalBackground.y = 40; // Move up even more to extend further at the top verticalBackground.width = 320; // Make even wider to extend more to the right verticalBackground.height = 750; // Keep increased height verticalBackground.alpha = 0.9; towerSelectionContainer.addChild(verticalBackground); // Create tower selection buttons for (var i = 0; i < towerTypeNames.length; i++) { var towerType = towerTypeNames[i]; var button = LK.getAsset('towerButton', { anchorX: 0.5, anchorY: 0.5 }); button.x = 420; button.y = 350 + i * 160; button.towerType = towerType; button.selected = towerType === selectedTowerType; towerButtons.push(button); towerSelectionContainer.addChild(button); // Add tower type text below button var buttonText = new Text2(towerTypes[towerType].name, { size: 24, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); buttonText.x = button.x; buttonText.y = button.y + 70; towerSelectionContainer.addChild(buttonText); // Add cost text below button var costText = new Text2('$' + towerTypes[towerType].cost, { size: 20, fill: 0xFFD700 }); costText.anchor.set(0.5, 0.5); costText.x = button.x; costText.y = button.y + 95; towerSelectionContainer.addChild(costText); } // Position UI elements LK.gui.top.addChild(towerSelectionContainer); 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('Selected: ' + towerTypes[selectedTowerType].name + ' (Cost: ' + towerTypes[selectedTowerType].cost + ') - Tap empty space to build'); } updateTowerSelectionUI(); } function updateTowerSelectionUI() { for (var i = 0; i < towerButtons.length; i++) { var button = towerButtons[i]; if (button.towerType === selectedTowerType) { button.tint = 0x00FF00; // Green for selected } else if (currency >= towerTypes[button.towerType].cost) { button.tint = 0xFFFFFF; // White for affordable } else { button.tint = 0x666666; // Gray for unaffordable } } } 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 or too close to path for (var i = 0; i < pathTiles.length; i++) { var pathTileX = pathTiles[i].x; var pathTileY = pathTiles[i].y; var distance = Math.sqrt((gridX - pathTileX) * (gridX - pathTileX) + (gridY - pathTileY) * (gridY - pathTileY)); // Prevent placement if within 1.0 grid units of path if (distance < 1.0) { 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) { // Check if clicked on tower selection buttons (convert to GUI coordinates) var guiPos = LK.gui.top.toLocal({ x: x, y: y }); for (var i = 0; i < towerButtons.length; i++) { var button = towerButtons[i]; var dx = guiPos.x - button.x; var dy = guiPos.y - button.y; if (Math.abs(dx) < 50 && Math.abs(dy) < 50) { // Clicked on tower button if (currency >= towerTypes[button.towerType].cost) { selectedTowerType = button.towerType; selectedTower = null; updateUI(); } return; } } // Tower placement logic 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
@@ -381,10 +381,10 @@
anchorX: 0.5,
anchorY: 0
});
verticalBackground.x = 420;
-verticalBackground.y = 80; // Move up much more to extend at the top
-verticalBackground.width = 280; // Make wider to extend to the right
+verticalBackground.y = 40; // Move up even more to extend further at the top
+verticalBackground.width = 320; // Make even wider to extend more to the right
verticalBackground.height = 750; // Keep increased height
verticalBackground.alpha = 0.9;
towerSelectionContainer.addChild(verticalBackground);
// Create tower selection buttons