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
User prompt
play silah1 sound after all shots
User prompt
Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 270
User prompt
Please fix the bug: 'ReferenceError: Bullet is not defined' in or related to this line: 'var bullet = new Bullet();' Line Number: 270
User prompt
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
User prompt
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 ****/ // Brotato (player) class var Brotato = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('brotato', { anchorX: 0.5, anchorY: 0.5 }); self.radius = body.width * 0.5; self.speed = 18; // Movement speed self.followSpeed = 0.04; // How fast brotato follows the cursor/touch (lower = slower, now even slower) self.fireCooldown = 0; // Ticks until next shot self.fireRate = 30; // Ticks between shots (lower = faster) self.bulletSpeed = 32; self.bulletCount = 1; self.bulletSpread = 0.2; // radians self.damage = 1; self.xp = 0; self.level = 1; self.hp = 5; self.maxHp = 5; // For touch drag self.isDragging = false; // For upgrades self.applyUpgrade = function (upgrade) { if (upgrade === 'firerate') { self.fireRate = Math.max(8, self.fireRate - 4); } else if (upgrade === 'speed') { self.speed += 3; self.followSpeed = Math.min(self.followSpeed + 0.06, 0.35); // Increase follow speed, cap at 0.35 } else if (upgrade === 'damage') { self.damage += 1; } else if (upgrade === 'bullets') { self.bulletCount = Math.min(6, self.bulletCount + 1); } else if (upgrade === 'hp') { self.maxHp += 2; self.hp = self.maxHp; } }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = Math.max(body.width, body.height) * 0.5; self.speed = 32; self.dx = 0; self.dy = 0; self.damage = 1; self.update = function () { // Bullets fly straight in their initial direction self.x += self.dx * self.speed; self.y += self.dy * self.speed; }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.radius = body.width * 0.5; self.speed = 6 + Math.random() * 4; self.hp = 1; self.damage = 1; self.xpValue = 1; // Target to chase (brotato) self.target = null; self.update = function () { if (!self.target) return; 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) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } }; return self; }); // Upgrade Button class var UpgradeButton = Container.expand(function () { var self = Container.call(this); var btn = self.attachAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5 }); self.text = new Text2('', { size: 60, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); self.upgradeType = ''; self.onSelect = null; self.down = function (x, y, obj) { if (typeof self.onSelect === 'function') { self.onSelect(self.upgradeType); } }; return self; }); // XP orb class var XPOrb = Container.expand(function () { var self = Container.call(this); var body = self.attachAsset('xp', { anchorX: 0.5, anchorY: 0.5 }); self.radius = body.width * 0.5; self.value = 1; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Upgrade button (box, blue) // XP orb (ellipse, green) // Bullet (box, yellow) // Enemy (ellipse, red) // Potato hero (ellipse, brown) // --- Pastel Black and White Checkerboard Background --- var pastelWhite = 0xf8f8ff; var pastelBlack = 0x222228; var squareSize = 256; var cols = Math.ceil(2048 / squareSize); var rows = Math.ceil(2732 / squareSize); for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { var color = (row + col) % 2 === 0 ? pastelWhite : pastelBlack; var square = LK.getAsset('centerCircle', { width: squareSize, height: squareSize, color: color, shape: 'box', x: col * squareSize, y: row * squareSize, anchorX: 0, anchorY: 0 }); // Insert below all gameplay elements game.addChildAt(square, 0); } } 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() { var 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; } } } }; // Play music (if you have a music asset, e.g. 'bgmusic') // LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -5,134 +5,123 @@
/****
* 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', {
+ var body = self.attachAsset('brotato', {
anchorX: 0.5,
anchorY: 0.5
});
- // Gameplay properties
- self.radius = 80; // for collision, matches asset size
+ self.radius = body.width * 0.5;
+ self.speed = 18; // Movement speed
+ self.followSpeed = 0.04; // How fast brotato follows the cursor/touch (lower = slower, now even slower)
+ self.fireCooldown = 0; // Ticks until next shot
+ self.fireRate = 30; // Ticks between shots (lower = faster)
+ self.bulletSpeed = 32;
+ self.bulletCount = 1;
+ self.bulletSpread = 0.2; // radians
+ self.damage = 1;
+ self.xp = 0;
+ self.level = 1;
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') {
+ // For touch drag
+ self.isDragging = false;
+ // For upgrades
+ self.applyUpgrade = function (upgrade) {
+ if (upgrade === 'firerate') {
+ self.fireRate = Math.max(8, self.fireRate - 4);
+ } else if (upgrade === 'speed') {
+ self.speed += 3;
+ self.followSpeed = Math.min(self.followSpeed + 0.06, 0.35); // Increase follow speed, cap at 0.35
+ } else if (upgrade === 'damage') {
self.damage += 1;
- } else if (type === 'bullets') {
- self.bulletCount = Math.min(self.bulletCount + 1, 5);
- } else if (type === 'hp') {
- self.maxHp += 1;
+ } else if (upgrade === 'bullets') {
+ self.bulletCount = Math.min(6, self.bulletCount + 1);
+ } else if (upgrade === 'hp') {
+ self.maxHp += 2;
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', {
+ var body = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.radius = 50; // half of asset size (100x100)
+ self.radius = Math.max(body.width, body.height) * 0.5;
+ self.speed = 32;
self.dx = 0;
self.dy = 0;
- self.speed = 32;
self.damage = 1;
self.update = function () {
- // Move bullet
+ // Bullets fly straight in their initial direction
self.x += self.dx * self.speed;
self.y += self.dy * self.speed;
};
return self;
});
-// Enemy (red ellipse) class
+// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
- // Attach enemy image asset, centered
- var sprite = self.attachAsset('enemy', {
+ var body = 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.radius = body.width * 0.5;
+ self.speed = 6 + Math.random() * 4;
+ self.hp = 1;
self.damage = 1;
self.xpValue = 1;
- self.speed = 2.2 + Math.random() * 0.7; // randomize a bit
+ // Target to chase (brotato)
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;
- }
+ if (!self.target) return;
+ 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) {
+ 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 () {
+// Upgrade Button class
+var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
- // Attach enemy2 image asset, centered
- var sprite = self.attachAsset('enemy2', {
+ var btn = self.attachAsset('upgradeBtn', {
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;
- }
+ self.text = new Text2('', {
+ size: 60,
+ fill: 0xFFFFFF
+ });
+ self.text.anchor.set(0.5, 0.5);
+ self.addChild(self.text);
+ self.upgradeType = '';
+ self.onSelect = null;
+ self.down = function (x, y, obj) {
+ if (typeof self.onSelect === 'function') {
+ self.onSelect(self.upgradeType);
}
};
return self;
});
-// XPOrb (XP pickup) class
+// XP orb class
var XPOrb = Container.expand(function () {
var self = Container.call(this);
- // Attach XP image asset, centered
- var sprite = self.attachAsset('xp', {
+ var body = self.attachAsset('xp', {
anchorX: 0.5,
anchorY: 0.5
});
- self.radius = 50; // matches asset size (100x100)
+ self.radius = body.width * 0.5;
self.value = 1;
return self;
});
@@ -145,15 +134,36 @@
/****
* 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 ---
+// --- Pastel Black and White Checkerboard Background ---
+var pastelWhite = 0xf8f8ff;
+var pastelBlack = 0x222228;
+var squareSize = 256;
+var cols = Math.ceil(2048 / squareSize);
+var rows = Math.ceil(2732 / squareSize);
+for (var row = 0; row < rows; row++) {
+ for (var col = 0; col < cols; col++) {
+ var color = (row + col) % 2 === 0 ? pastelWhite : pastelBlack;
+ var square = LK.getAsset('centerCircle', {
+ width: squareSize,
+ height: squareSize,
+ color: color,
+ shape: 'box',
+ x: col * squareSize,
+ y: row * squareSize,
+ anchorX: 0,
+ anchorY: 0
+ });
+ // Insert below all gameplay elements
+ game.addChildAt(square, 0);
+ }
+}
var borderThickness = 24;
var borderColor = 0xffffff;
// Top border
var borderTop = LK.getAsset('borderTop', {
@@ -243,15 +253,9 @@
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 enemy = new Enemy();
var border = 24; // borderThickness
var minX = border + enemy.radius;
var maxX = 2048 - border - enemy.radius;
var minY = border + enemy.radius;
@@ -546,5 +550,7 @@
return;
}
}
}
-};
\ No newline at end of file
+};
+// Play music (if you have a music asset, e.g. 'bgmusic')
+// LK.playMusic('bgmusic');
\ No newline at end of file
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