User prompt
no se selecciona ni se coloca,no se si siquiera estamos hablande de las mismas torres
User prompt
no se puede colocar
User prompt
quiero que cuando la seleccione se pueda colocar
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cost')' in or related to this line: 'if (currency >= towerTypes[obj.towerType].cost) {' Line Number: 466
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'cost')' in or related to this line: 'if (currency >= towerTypes[obj.towerType].cost) {' Line Number: 465
User prompt
pero no deja seleccionar
User prompt
bueno dejemolo asi por el momento, quiero que la torre no se coloque si no la seleccionas
User prompt
dije un POCO no tan grande, por que lo agrandas tanto
User prompt
pero un poco mas, un poquito
User prompt
la distencia del camino un poquitito mas grande, demasiado poco
User prompt
dije un poco menos, dejalo como estaba pero con la distancia un poquitismo reducida
User prompt
un poco menos
User prompt
un poco mas pequeño por no tanto
User prompt
quiero que el espacio en el que se coloquen las torres en el camino sea un poco mas grande
User prompt
no tan reducido
User prompt
pero no tanto
User prompt
no tanto
User prompt
aleja el espacion un poquito mas grande
User prompt
los enemigos dejalos como estaban
User prompt
mas pequeñas, no tan grandes
User prompt
igual las torres
User prompt
quiero que los enemigos sean mas grandes
User prompt
dejalocomo estaba antes de este cambio
User prompt
okey pero creo que esta invisible
User prompt
sigue sin verse
/**** * 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: 1366 }, { x: 600, y: 1366 }, { x: 600, y: 800 }, { x: 1400, y: 800 }, { x: 1400, y: 1900 }, { x: 600, y: 1900 }, { x: 600, y: 1366 }, { x: 1500, y: 1366 }, { x: 2048, y: 1366 }]; 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 = 450; verticalBackground.y = -30; // Move up slightly more at the top verticalBackground.width = 620; // Make much larger to the right verticalBackground.height = 800; // Keep increased height verticalBackground.alpha = 0.9; towerSelectionContainer.addChild(verticalBackground); // Create darker border for the vertical background panel var borderThickness = 8; // Top border var topBorder = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0 }); topBorder.x = verticalBackground.x; topBorder.y = verticalBackground.y; topBorder.width = verticalBackground.width + borderThickness * 2; topBorder.height = borderThickness; topBorder.tint = 0x3d2914; // Darker brown color towerSelectionContainer.addChild(topBorder); // Bottom border var bottomBorder = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0 }); bottomBorder.x = verticalBackground.x; bottomBorder.y = verticalBackground.y + verticalBackground.height; bottomBorder.width = verticalBackground.width + borderThickness * 2; bottomBorder.height = borderThickness; bottomBorder.tint = 0x3d2914; // Darker brown color towerSelectionContainer.addChild(bottomBorder); // Left border var leftBorder = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0 }); leftBorder.x = verticalBackground.x - verticalBackground.width / 2 - borderThickness / 2; leftBorder.y = verticalBackground.y; leftBorder.width = borderThickness; leftBorder.height = verticalBackground.height; leftBorder.tint = 0x3d2914; // Darker brown color towerSelectionContainer.addChild(leftBorder); // Right border var rightBorder = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 0 }); rightBorder.x = verticalBackground.x + verticalBackground.width / 2 + borderThickness / 2; rightBorder.y = verticalBackground.y; rightBorder.width = borderThickness; rightBorder.height = verticalBackground.height; rightBorder.tint = 0x3d2914; // Darker brown color towerSelectionContainer.addChild(rightBorder); // 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();
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--- original.js
+++ change.js