User prompt
mas
User prompt
te estoy diciendo que para abajo no para arriba
User prompt
agrandalo pero para abajo
User prompt
mas
User prompt
pero para abajo dije
User prompt
ahora un poco mas grande pero para abajo
User prompt
ahora un poquitito mas grande, pero bien poquito
User prompt
un poco mas grande
User prompt
aun mas grande pero no tanto
User prompt
maas grande
User prompt
quiero el fondo mas grande por la parte izquierda
User prompt
quiero el fondo horizontal, no los botones, el FONDO
User prompt
perdon, en horizontal
User prompt
quiero que todo los que se encuentre en el fondo, osea la ui, se coloque en la parte de abajo, en vertical
User prompt
como que errooor, dejalo como estaba antes
User prompt
no arreglaste nada, aun tiene ese cuadro en medio de mis torretas
User prompt
no, dejalo como estaba antes
User prompt
dejalo como estaba antes de que te pidiera lo de encojecimiento
User prompt
dejalo como estaba antes, lo dañaste
User prompt
te dije que lo dejes como estaba
User prompt
dejalo como estaba antes, no funciona
User prompt
sigue sin pasar nada, solamente quiero que al pasar el mouse por esncima de la torre de la derecha osea la que estan en ese cuadro se encoja, solo la torre, NADA mas, poro solo al pasar el mouse por encima ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
no curre lo que quiero ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
no pasa nada
User prompt
perfecto, ahora quiero que cuando pase el mouse por encima de la torre ui se encoja osea se haga mas llamativa ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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: 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, 1); currencyText.x = 20; currencyText.y = -20; var healthText = new Text2('Base Health: 100', { size: 60, fill: 0xFF6B6B }); healthText.anchor.set(0, 1); healthText.x = 20; healthText.y = -90; var waveText = new Text2('Wave: 1', { size: 60, fill: 0x4ECDC4 }); waveText.anchor.set(0, 1); waveText.x = 20; waveText.y = -160; var towerInfoText = new Text2('Tap the PLACE TOWER button, then tap empty space to build', { size: 40, fill: 0xFFFFFF }); towerInfoText.anchor.set(0.5, 1); towerInfoText.y = -230; // Tower selection variables var selectedTowerType = null; 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 horizontal background panel for all tower buttons var verticalBackground = LK.getAsset('pathTile', { anchorX: 0.5, anchorY: 1 }); verticalBackground.x = 450; verticalBackground.y = -50; // Position relative to bottom verticalBackground.width = 800; // Wider for horizontal layout verticalBackground.height = 300; // Reduced height for horizontal positioning 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: 1 }); topBorder.x = verticalBackground.x; topBorder.y = verticalBackground.y - verticalBackground.height; 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: 1 }); bottomBorder.x = verticalBackground.x; bottomBorder.y = verticalBackground.y; 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: 1 }); 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: 1 }); 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 = 250 + i * 160; // Position horizontally from left to right button.y = -300; // Fixed vertical position at bottom 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); } // Add event handlers to tower buttons after they are created for (var i = 0; i < towerButtons.length; i++) { var button = towerButtons[i]; button.interactive = true; // Create a closure to capture the correct towerType for each button (function (btn, type) { btn.down = function (x, y, obj) { // Check if player can afford this tower type if (currency >= towerTypes[type].cost) { selectedTowerType = type; selectedTower = null; updateUI(); } }; })(button, button.towerType); } // Position UI elements at bottom LK.gui.bottom.addChild(towerSelectionContainer); LK.gui.bottom.addChild(currencyText); LK.gui.bottom.addChild(healthText); LK.gui.bottom.addChild(waveText); LK.gui.bottom.addChild(towerInfoText); 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 if (selectedTowerType) { towerInfoText.setText('Selected: ' + towerTypes[selectedTowerType].name + ' (Cost: ' + towerTypes[selectedTowerType].cost + ') - Tap empty space to build'); } else { towerInfoText.setText('Tap the PLACE TOWER button, then tap empty space to build'); } updateTowerSelectionUI(); } function updateTowerSelectionUI() { for (var i = 0; i < towerButtons.length; i++) { var button = towerButtons[i]; if (selectedTowerType && 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) { // Only handle tower placement if we have a selected tower type and we're clicking on the game area (not UI) if (selectedTowerType && y < 2200) { // Make sure we're not clicking on bottom UI area 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; selectedTowerType = null; // Clear selection after placing 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
@@ -370,17 +370,17 @@
// Tower selection UI
var towerSelectionContainer = new Container();
var towerButtons = [];
var towerTypeNames = ['basic', 'cannon', 'rapid'];
-// Create vertical background panel for all tower buttons
+// Create horizontal background panel for all tower buttons
var verticalBackground = LK.getAsset('pathTile', {
anchorX: 0.5,
anchorY: 1
});
verticalBackground.x = 450;
verticalBackground.y = -50; // Position relative to bottom
-verticalBackground.width = 620; // Make much larger to the right
-verticalBackground.height = 600; // Reduced height for bottom positioning
+verticalBackground.width = 800; // Wider for horizontal layout
+verticalBackground.height = 300; // Reduced height for horizontal positioning
verticalBackground.alpha = 0.9;
towerSelectionContainer.addChild(verticalBackground);
// Create darker border for the vertical background panel
var borderThickness = 8;
@@ -434,10 +434,10 @@
var button = LK.getAsset('towerButton', {
anchorX: 0.5,
anchorY: 0.5
});
- button.x = 420;
- button.y = -450 + i * 160; // Position from bottom up
+ button.x = 250 + i * 160; // Position horizontally from left to right
+ button.y = -300; // Fixed vertical position at bottom
button.towerType = towerType;
button.selected = towerType === selectedTowerType;
towerButtons.push(button);
towerSelectionContainer.addChild(button);