User prompt
add a wave count to corner
User prompt
remove all xps on the ground after wave ends
User prompt
reset xps after wave ends
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: brotato is not defined' in or related to this line: 'if (brotato.fireCooldown > 0) {' Line Number: 485
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change all Brotato name with PickleDick
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add a background
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play silah1 sound after all shots
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Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 270
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Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 270
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Please fix the bug: 'ReferenceError: Enemy is not defined' in or related to this line: 'var enemy = new Enemy();' Line Number: 176
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Please fix the bug: 'TankBrotato is not defined' in or related to this line: 'brotato = new TankBrotato();' Line Number: 124
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add a tanky character that has more healt but slower
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Make a background with pastel black and white squares
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Please fix the bug: 'ReferenceError: XPOrb is not defined' in or related to this line: 'var orb = new XPOrb();' Line Number: 287
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Please fix the bug: 'ReferenceError: Enemy2 is not defined' in or related to this line: 'enemy = new Enemy2();' Line Number: 225
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Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 273
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Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 273
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Please fix the bug: 'ReferenceError: Enemy is not defined' in or related to this line: 'enemy = new Enemy();' Line Number: 178
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Please fix the bug: 'Brotato is not defined' in or related to this line: 'brotato = new Brotato();' Line Number: 123
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add a new type of enemy that has its own asset
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make speed upgrade less slower
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make it more slower
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more slower but if we get move speed up upgrade make it faster
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Play music (if you have a music asset, e.g. 'bgmusic')
// LK.playMusic('bgmusic');
// Brotato (player) class
var Brotato = Container.expand(function () {
var self = Container.call(this);
// Add brotato image asset, centered
var sprite = self.attachAsset('brotato', {
anchorX: 0.5,
anchorY: 0.5
});
// Gameplay properties
self.radius = 80; // for collision, matches asset size
self.hp = 5;
self.maxHp = 5;
self.level = 1;
self.xp = 0;
self.damage = 1;
self.bulletCount = 1;
self.bulletSpread = 0.18; // radians between bullets
self.fireRate = 30; // frames between shots
self.fireCooldown = 0;
self.followSpeed = 0.04; // initial slow follow
// Upgrade handler
self.applyUpgrade = function (type) {
if (type === 'firerate') {
self.fireRate = Math.max(8, self.fireRate - 5);
} else if (type === 'speed') {
self.followSpeed = Math.min(self.followSpeed + 0.03, 0.25);
} else if (type === 'damage') {
self.damage += 1;
} else if (type === 'bullets') {
self.bulletCount = Math.min(self.bulletCount + 1, 5);
} else if (type === 'hp') {
self.maxHp += 1;
self.hp = self.maxHp;
}
};
return self;
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
// Attach bullet image asset, centered
var sprite = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 50; // half of asset size (100x100)
self.dx = 0;
self.dy = 0;
self.speed = 32;
self.damage = 1;
self.update = function () {
// Move bullet
self.x += self.dx * self.speed;
self.y += self.dy * self.speed;
};
return self;
});
// Enemy (red ellipse) class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach enemy image asset, centered
var sprite = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.radius = 110; // matches asset size (half of 220, asset is 250x250 but visually fits 220)
self.hp = 3;
self.maxHp = 3;
self.damage = 1;
self.xpValue = 1;
self.speed = 2.2 + Math.random() * 0.7; // randomize a bit
self.target = null;
self.update = function () {
// Move toward target (brotato)
if (self.target) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0.1) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222222
});
/****
* Game Code
****/
// new enemy asset
// Upgrade button (box, blue)
// XP orb (ellipse, green)
// Bullet (box, yellow)
// Enemy (ellipse, red)
// Potato hero (ellipse, brown)
// --- Map Border Setup ---
var borderThickness = 24;
var borderColor = 0xffffff;
// Top border
var borderTop = LK.getAsset('borderTop', {
width: 2048,
height: borderThickness,
color: borderColor,
shape: 'box',
x: 0,
y: 0,
anchorX: 0,
anchorY: 0
});
game.addChild(borderTop);
// Bottom border
var borderBottom = LK.getAsset('borderBottom', {
width: 2048,
height: borderThickness,
color: borderColor,
shape: 'box',
x: 0,
y: 2732 - borderThickness,
anchorX: 0,
anchorY: 0
});
game.addChild(borderBottom);
// Left border
var borderLeft = LK.getAsset('borderLeft', {
width: borderThickness,
height: 2732,
color: borderColor,
shape: 'box',
x: 0,
y: 0,
anchorX: 0,
anchorY: 0
});
game.addChild(borderLeft);
// Right border
var borderRight = LK.getAsset('borderRight', {
width: borderThickness,
height: 2732,
color: borderColor,
shape: 'box',
x: 2048 - borderThickness,
y: 0,
anchorX: 0,
anchorY: 0
});
game.addChild(borderRight);
// Game state
var brotato;
var enemies = [];
var bullets = [];
var xporbs = [];
var wave = 1;
var waveTimer = 0;
var waveDuration = 900; // 15 seconds per wave (60*15)
var inUpgrade = false;
var upgradeButtons = [];
var score = 0;
// UI
var scoreTxt = new Text2('Score: 0', {
size: 100,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var hpTxt = new Text2('HP: 5/5', {
size: 80,
fill: "#fff"
});
hpTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(hpTxt);
hpTxt.y = 120;
// Level up text
var levelTxt = new Text2('', {
size: 100,
fill: 0xFFE066
});
levelTxt.anchor.set(0.5, 0.5);
LK.gui.center.addChild(levelTxt);
// Helper: spawn brotato in center
function spawnBrotato() {
brotato = new Brotato();
brotato.x = 2048 / 2;
brotato.y = 2732 / 2;
game.addChild(brotato);
}
// Helper: spawn enemy at random edge
function spawnEnemy() {
// 30% chance to spawn Enemy2, otherwise normal Enemy
var enemy;
if (Math.random() < 0.3) {
enemy = new Enemy2();
} else {
enemy = new Enemy();
}
var border = 24; // borderThickness
var minX = border + enemy.radius;
var maxX = 2048 - border - enemy.radius;
var minY = border + enemy.radius;
var maxY = 2732 - border - enemy.radius;
var edge = Math.floor(Math.random() * 4);
if (edge === 0) {
// Top
enemy.x = minX + Math.random() * (maxX - minX);
enemy.y = minY;
} else if (edge === 1) {
// Bottom
enemy.x = minX + Math.random() * (maxX - minX);
enemy.y = maxY;
} else if (edge === 2) {
// Left
enemy.x = minX;
enemy.y = minY + Math.random() * (maxY - minY);
} else {
// Right
enemy.x = maxX;
enemy.y = minY + Math.random() * (maxY - minY);
}
enemy.target = brotato;
enemies.push(enemy);
game.addChild(enemy);
}
// Helper: spawn XP orb at (x, y)
function spawnXP(x, y, value) {
var orb = new XPOrb();
orb.x = x;
orb.y = y;
orb.value = value || 1;
xporbs.push(orb);
game.addChild(orb);
}
// Helper: fire bullets from brotato
function fireBullets() {
// Do not fire if there are no enemies
if (enemies.length === 0) {
return;
}
// Find nearest enemy to brotato
var nearestEnemy = null;
var minDist = Infinity;
for (var i = 0; i < enemies.length; i++) {
var dx = enemies[i].x - brotato.x;
var dy = enemies[i].y - brotato.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < minDist) {
minDist = dist;
nearestEnemy = enemies[i];
}
}
var angleBase = 0;
// If there is a nearest enemy, aim at it
if (nearestEnemy) {
var dx = nearestEnemy.x - brotato.x;
var dy = nearestEnemy.y - brotato.y;
angleBase = Math.atan2(dy, dx);
}
for (var i = 0; i < brotato.bulletCount; i++) {
var spread = brotato.bulletCount > 1 ? (i - (brotato.bulletCount - 1) / 2) * brotato.bulletSpread : 0;
var angle = angleBase + spread;
var bullet = new Bullet();
bullet.x = brotato.x;
bullet.y = brotato.y;
bullet.dx = Math.cos(angle);
bullet.dy = Math.sin(angle);
bullet.damage = brotato.damage;
bullets.push(bullet);
game.addChild(bullet);
}
}
// Helper: show upgrade selection
function showUpgradeSelection() {
inUpgrade = true;
// Remove all enemies and bullets
for (var i = 0; i < enemies.length; i++) enemies[i].destroy();
for (var i = 0; i < bullets.length; i++) bullets[i].destroy();
enemies = [];
bullets = [];
// Show 3 random upgrades
var upgrades = [{
type: 'firerate',
label: 'Faster Fire Rate'
}, {
type: 'speed',
label: 'Move Speed Up'
}, {
type: 'damage',
label: 'Bullet Damage Up'
}, {
type: 'bullets',
label: 'More Bullets'
}, {
type: 'hp',
label: 'Max HP Up'
}];
// Shuffle upgrades
for (var i = upgrades.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = upgrades[i];
upgrades[i] = upgrades[j];
upgrades[j] = temp;
}
// Show 3
for (var k = 0; k < 3; k++) {
var btn = new UpgradeButton();
btn.x = 2048 / 2;
btn.y = 900 + k * 350;
btn.text.setText(upgrades[k].label);
btn.upgradeType = upgrades[k].type;
btn.onSelect = function (type) {
// Remove buttons
for (var b = 0; b < upgradeButtons.length; b++) {
upgradeButtons[b].destroy();
}
upgradeButtons = [];
brotato.applyUpgrade(type);
inUpgrade = false;
levelTxt.setText('');
// Start next wave
startWave();
};
upgradeButtons.push(btn);
game.addChild(btn);
}
levelTxt.setText('Choose an Upgrade!');
}
// Helper: start a wave
function startWave() {
waveTimer = 0;
wave += 1;
}
// Helper: update UI
function updateUI() {
scoreTxt.setText('Score: ' + score);
hpTxt.setText('HP: ' + brotato.hp + '/' + brotato.maxHp);
}
// Helper: handle brotato damage
function brotatoHit(dmg) {
brotato.hp -= dmg;
LK.effects.flashObject(brotato, 0xff0000, 400);
updateUI();
if (brotato.hp <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Helper: handle brotato level up
function brotatoLevelUp() {
brotato.level += 1;
brotato.xp = 0;
levelTxt.setText('Level Up!');
showUpgradeSelection();
}
// Helper: get XP needed for next level
function xpForLevel(level) {
return 5 + Math.floor(level * 2.5);
}
// Initialize game
spawnBrotato();
updateUI();
startWave();
// Touch drag logic
// dragNode removed: brotato now follows cursor/touch directly
function handleMove(x, y, obj) {
if (inUpgrade) return;
// Make brotato follow cursor/touch position, clamped to arena
if (brotato) {
var r = brotato.radius;
// Target position clamped to arena
var targetX = Math.max(r, Math.min(2048 - r, x));
var targetY = Math.max(r, Math.min(2732 - r, y));
// Move brotato towards target position with smoothing
// The closer the factor is to 1, the faster the follow. Lower = slower.
// Use brotato.followSpeed if defined, otherwise default to 0.04 (much slower than before)
var followSpeed = typeof brotato.followSpeed === "number" ? brotato.followSpeed : 0.04;
brotato.x += (targetX - brotato.x) * followSpeed;
brotato.y += (targetY - brotato.y) * followSpeed;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (inUpgrade) return;
handleMove(x, y, obj);
};
game.up = function (x, y, obj) {
// dragNode logic removed: brotato follows cursor/touch directly
};
// Main game loop
game.update = function () {
if (inUpgrade) return;
// Wave timer
waveTimer++;
if (waveTimer >= waveDuration) {
// End of wave: show upgrade
showUpgradeSelection();
return;
}
// Spawn enemies
if (LK.ticks % Math.max(40, 120 - wave * 4) === 0) {
// More enemies per wave (slower spawn)
for (var i = 0; i < Math.min(2 + Math.floor(wave / 2), 6); i++) {
spawnEnemy();
}
}
// Brotato auto-fire
if (brotato.fireCooldown > 0) {
brotato.fireCooldown--;
} else {
fireBullets();
brotato.fireCooldown = brotato.fireRate;
}
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemy.update();
// Check collision with brotato
var dx = enemy.x - brotato.x;
var dy = enemy.y - brotato.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < enemy.radius + brotato.radius - 10) {
brotatoHit(enemy.damage);
// Destroy enemy
spawnXP(enemy.x, enemy.y, enemy.xpValue);
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Remove if off screen (failsafe)
if (enemy.x < -200 || enemy.x > 2248 || enemy.y < -200 || enemy.y > 2932) {
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
var bullet = bullets[j];
bullet.update();
// Remove if off screen
if (bullet.x < -100 || bullet.x > 2148 || bullet.y < -100 || bullet.y > 2832) {
bullet.destroy();
bullets.splice(j, 1);
continue;
}
// Check collision with enemies
var hit = false;
for (var k = enemies.length - 1; k >= 0; k--) {
var enemy = enemies[k];
var dx = bullet.x - enemy.x;
var dy = bullet.y - enemy.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < bullet.radius + enemy.radius - 10) {
enemy.hp -= bullet.damage;
hit = true;
if (enemy.hp <= 0) {
spawnXP(enemy.x, enemy.y, enemy.xpValue);
enemy.destroy();
enemies.splice(k, 1);
score += 1;
updateUI();
}
break;
}
}
if (hit) {
bullet.destroy();
bullets.splice(j, 1);
}
}
// Update XP orbs
for (var m = xporbs.length - 1; m >= 0; m--) {
var orb = xporbs[m];
// Attract to brotato if close
var dx = orb.x - brotato.x;
var dy = orb.y - brotato.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist < 300) {
var pull = 18;
orb.x -= dx / dist * pull;
orb.y -= dy / dist * pull;
}
// Collect
if (dist < orb.radius + brotato.radius) {
brotato.xp += orb.value;
orb.destroy();
xporbs.splice(m, 1);
// Level up?
if (brotato.xp >= xpForLevel(brotato.level)) {
brotatoLevelUp();
return;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -44,8 +44,28 @@
}
};
return self;
});
+// Bullet class
+var Bullet = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach bullet image asset, centered
+ var sprite = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = 50; // half of asset size (100x100)
+ self.dx = 0;
+ self.dy = 0;
+ self.speed = 32;
+ self.damage = 1;
+ self.update = function () {
+ // Move bullet
+ self.x += self.dx * self.speed;
+ self.y += self.dy * self.speed;
+ };
+ return self;
+});
// Enemy (red ellipse) class
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Attach enemy image asset, centered
gray bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Lazy bad kid. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
yellow shining star. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Brown box with golden corners. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
gray and light gray squares . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pickle like brotato character with no legs and no arms. In-Game asset. 2d. High contrast. brotato