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add a wave count to corner
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remove all xps on the ground after wave ends
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reset xps after wave ends
Code edit (1 edits merged)
Please save this source code
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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; }); // Enemy2 (purple, smaller, faster, more XP) class var Enemy2 = Container.expand(function () { var self = Container.call(this); // Attach enemy2 image asset, centered var sprite = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 90; // slightly smaller than Enemy self.hp = 2; self.maxHp = 2; self.damage = 1; self.xpValue = 2; // more XP self.speed = 3.2 + Math.random() * 1.0; // faster than Enemy 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; }); // XPOrb (XP pickup) class var XPOrb = Container.expand(function () { var self = Container.call(this); // Attach XP image asset, centered var sprite = self.attachAsset('xp', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 50; // matches asset size (100x100) self.value = 1; 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
@@ -122,8 +122,20 @@
}
};
return self;
});
+// XPOrb (XP pickup) class
+var XPOrb = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach XP image asset, centered
+ var sprite = self.attachAsset('xp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.radius = 50; // matches asset size (100x100)
+ self.value = 1;
+ return self;
+});
/****
* Initialize Game
****/
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