User prompt
haz el juego más facil, que al empezar el juego el primer zombie aparezca despues de 5 segundos, y en vez de 150 soles iniciales pasen a ser 300, ademas, en la primera oleada aparecen entre 3-4 zombies, no mas
Code edit (1 edits merged)
Please save this source code
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make each gridcell be a 20% more separated of eachother
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haz todo mas grande, especialemente la cuadricula del mapa, debe de ser mas grande
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bien hecho! ahora quiero que el lanza guisantes tenga 100 puntos de vida, y que cada uno de sus guisantes haga 20 puntos de daño. que el zombie normal tenga 190 puntos de vida, y que al atacar a una planta quita 25 puntos de vida por segundo. Tambien quiero que elimines a los otros tipos de zombie, por ahora solo quiero que dejes al zombie normal.
User prompt
no funciona... busca el error y arreglalo
User prompt
Los botones de selección de plantas en mi juego no funcionan cuando hago clic en ellos, por lo que no puedo seleccionar ninguna planta ni aparece la planta fantasma. Quiero que lo arregles para que los botones sean interactivos y reaccionen a los clics. Asegúrate de que: Cada botón tenga activada la interacción (interactive = true o enableInput = true). Al hacer clic, se seleccione la planta correctamente y aparezca la planta fantasma. Se muestre un console.log para verificar que el clic funciona.
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pero como la coloco? haz que se coloque como en los tower defense normales ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Make a system for placing a plant, and explain how it works. The plant must be placed in one of the grid squares, and it can't be placed in a square where there's already a plant.
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Please fix the bug: 'Cannot set properties of undefined (setting '0')' in or related to this line: 'gridCells[row] = [];' Line Number: 392
User prompt
make the suns a 100% smaller, and the icons a 100% smaller and separte them a 10% more. i don t know why, but there a bug and u cant place the plants, solve it, make if you click in a plant and u have the cuantity of suns that the plants cost, all the squares of the grid begin green, and to place it, u have to click on the square where u want to place it, when u placed it, u loose the cuantity of suns that u spent ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the suns a 200% bigger, and the icons a 200% bigger too ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
please show the cuantity of suns in the up-left of the screen, and make the icons of the plants bigger, and the suns bigger. also, simplify the sistem to place the plants, make u have to touch the icon of the plant that you want to place and after that touch the square where u want to place him, after the placement, you loose the cuantity of suns which cost the plant that you have placed.
User prompt
make the grid bigger, and put it in the center of the screen, the sources now will be called "suns" and a plant called "sunflower" will product it. put now only 2 types of plants, the sunflower and the peashooter, the sunflower cost 50 suns, and the peashooter cost 100, when u start the game u have 150 free suns, and each 15 seconds a sun will fall from the sky and if u touch it u earn 25 suns, the other way to product suns is with the sunflower, when u place it on the grid it product 25 suns each 15 seconds, when it product a sun it appear over him and u have to touch it to collect it. to place a plant u have to grab it of the part below the screen where appear the icons of each plant, and place it where you want to place it. the peashooter shot a pea when there are a zombie in his line, and when it hit a zombie it get damaged and rest him health, if the health of a zombie its over he die ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Garden Guardians: Undead Siege
Initial prompt
tower defense of plants vs undeads on a grid
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var PlantBase = Container.expand(function (plantType) { var self = Container.call(this); self.plantType = plantType; self.health = 100; self.maxHealth = 100; self.cost = 50; self.shootTimer = 0; self.shootDelay = 60; self.gridX = 0; self.gridY = 0; self.level = 1; var graphics = self.attachAsset(plantType, { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFF0000, 200); if (self.health <= 0) { self.die(); } }; self.die = function () { plants[self.gridY][self.gridX] = null; self.destroy(); }; self.upgrade = function () { if (sunPoints >= 25 && self.level < 3) { sunPoints -= 25; self.level++; self.shootDelay = Math.max(30, self.shootDelay - 10); graphics.scaleX = graphics.scaleY = 1 + (self.level - 1) * 0.2; updateSunDisplay(); } }; self.down = function (x, y, obj) { self.upgrade(); }; return self; }); var Wallnut = PlantBase.expand(function () { var self = PlantBase.call(this, 'wallnut'); self.cost = 50; self.health = 300; self.maxHealth = 300; return self; }); var Sunflower = PlantBase.expand(function () { var self = PlantBase.call(this, 'sunflower'); self.cost = 50; self.sunTimer = 0; self.update = function () { self.sunTimer++; if (self.sunTimer >= 900) { // 15 seconds var sun = new Sun(self.x, self.y - 60); suns.push(sun); game.addChild(sun); self.sunTimer = 0; LK.effects.flashObject(self, 0xFFFF00, 300); } }; return self; }); var SnowPea = PlantBase.expand(function () { var self = PlantBase.call(this, 'snowpea'); self.cost = 175; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootDelay) { var target = self.findTarget(); if (target) { self.shoot(target); self.shootTimer = 0; } } }; self.findTarget = function () { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && enemy.x > self.x) { return enemy; } } return null; }; self.shoot = function (target) { var snowball = new SlowProjectile('snowball', self.x, self.y, 8, 20 * self.level); projectiles.push(snowball); game.addChild(snowball); LK.getSound('shoot').play(); }; return self; }); var Peashooter = PlantBase.expand(function () { var self = PlantBase.call(this, 'peashooter'); self.cost = 100; self.update = function () { self.shootTimer++; if (self.shootTimer >= self.shootDelay) { var target = self.findTarget(); if (target) { self.shoot(target); self.shootTimer = 0; } } }; self.findTarget = function () { for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (enemy.gridY === self.gridY && enemy.x > self.x) { return enemy; } } return null; }; self.shoot = function (target) { var pea = new Projectile('pea', self.x, self.y, 8, 25 * self.level); projectiles.push(pea); game.addChild(pea); LK.getSound('shoot').play(); }; return self; }); var Projectile = Container.expand(function (type, startX, startY, speed, damage) { var self = Container.call(this); self.speed = speed; self.damage = damage; self.x = startX; self.y = startY; var graphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x += self.speed; if (self.x > 2048) { self.removeFromGame(); return; } for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.takeDamage(self.damage); self.removeFromGame(); break; } } }; self.removeFromGame = function () { for (var i = 0; i < projectiles.length; i++) { if (projectiles[i] === self) { projectiles.splice(i, 1); break; } } self.destroy(); }; return self; }); var SlowProjectile = Projectile.expand(function (type, startX, startY, speed, damage) { var self = Projectile.call(this, type, startX, startY, speed, damage); var originalUpdate = self.update; self.update = function () { originalUpdate(); for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; if (self.intersects(enemy)) { enemy.applySlowEffect(); break; } } }; return self; }); var Sun = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; self.value = 25; self.collectTimer = 0; var graphics = self.attachAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { sunPoints += self.value; updateSunDisplay(); self.collect(); }; self.collect = function () { for (var i = 0; i < suns.length; i++) { if (suns[i] === self) { suns.splice(i, 1); break; } } self.destroy(); }; self.update = function () { self.collectTimer++; if (self.collectTimer > 600) { // 10 seconds timeout self.collect(); } }; return self; }); var ZombieBase = Container.expand(function (zombieType) { var self = Container.call(this); self.zombieType = zombieType; self.health = 100; self.maxHealth = 100; self.speed = 1; self.damage = 20; self.gridY = 0; self.attackTimer = 0; self.slowTimer = 0; self.originalSpeed = self.speed; var graphics = self.attachAsset(zombieType, { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (damage) { self.health -= damage; LK.effects.flashObject(self, 0xFF0000, 200); LK.getSound('zombie_hit').play(); if (self.health <= 0) { self.die(); } }; self.die = function () { sunPoints += 25; updateSunDisplay(); for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); }; self.applySlowEffect = function () { self.slowTimer = 180; self.speed = self.originalSpeed * 0.5; graphics.tint = 0x81C784; }; self.update = function () { if (self.slowTimer > 0) { self.slowTimer--; if (self.slowTimer === 0) { self.speed = self.originalSpeed; graphics.tint = 0xFFFFFF; } } var plantInFront = self.getPlantInFront(); if (plantInFront) { self.attackTimer++; if (self.attackTimer >= 60) { plantInFront.takeDamage(self.damage); self.attackTimer = 0; } } else { self.x -= self.speed; if (self.x < -100) { self.reachSanctuary(); } } }; self.getPlantInFront = function () { var cellX = Math.floor((self.x - gridStartX) / cellSize); if (cellX >= 0 && cellX < gridCols && plants[self.gridY] && plants[self.gridY][cellX]) { return plants[self.gridY][cellX]; } return null; }; self.reachSanctuary = function () { lives--; updateLivesDisplay(); for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); if (lives <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } }; return self; }); var Zombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'zombie'); self.health = 100; self.maxHealth = 100; self.speed = 1; self.originalSpeed = 1; return self; }); var TankZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'tankzombie'); self.health = 300; self.maxHealth = 300; self.speed = 0.5; self.originalSpeed = 0.5; self.damage = 40; return self; }); var FastZombie = ZombieBase.expand(function () { var self = ZombieBase.call(this, 'fastzombie'); self.health = 60; self.maxHealth = 60; self.speed = 2; self.originalSpeed = 2; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1B5E20 }); /**** * Game Code ****/ // Grid setup - bigger grid centered on screen // Plant defenders // Projectiles // Undead enemies // UI and grid // Sounds var gridRows = 5; var gridCols = 9; var cellSize = 120; var gridStartX = (2048 - gridCols * cellSize) / 2; var gridStartY = (2732 - gridRows * cellSize) / 2; // Game state var plants = []; var enemies = []; var projectiles = []; var suns = []; var sunPoints = 150; var lives = 3; var currentWave = 1; var wavesCompleted = 0; var totalWaves = 10; var waveInProgress = false; var enemiesInWave = 0; var enemiesKilled = 0; var sunTimer = 0; // Selected plant type var selectedPlantType = null; var plantTypes = ['sunflower', 'peashooter']; var plantCosts = { 'peashooter': 100, 'sunflower': 50 }; // Initialize grid cells array var gridCells = []; // Initialize grid for (var row = 0; row < gridRows; row++) { plants[row] = []; gridCells[row] = []; for (var col = 0; col < gridCols; col++) { plants[row][col] = null; var cell = LK.getAsset('gridcell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3, x: gridStartX + col * cellSize, y: gridStartY + row * cellSize }); gridCells[row][col] = cell; game.addChild(cell); } } // Sanctuary var sanctuary = LK.getAsset('sanctuary', { anchorX: 0.5, anchorY: 0.5, x: 100, y: gridStartY + gridRows * cellSize / 2 - cellSize / 2 }); game.addChild(sanctuary); // UI Elements var sunDisplay = new Text2('Sun: ' + sunPoints, { size: 60, fill: 0xFFEB3B }); sunDisplay.anchor.set(0, 0); sunDisplay.x = 120; // Offset from left edge to avoid menu icon LK.gui.topLeft.addChild(sunDisplay); var livesDisplay = new Text2('Lives: ' + lives, { size: 60, fill: 0xF44336 }); livesDisplay.anchor.set(0, 0); livesDisplay.y = 80; LK.gui.topRight.addChild(livesDisplay); var waveDisplay = new Text2('Wave: ' + currentWave + '/' + totalWaves, { size: 50, fill: 0x4CAF50 }); waveDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(waveDisplay); // Plant selection UI at bottom var plantButtons = []; var uiY = 2732 - 150; for (var i = 0; i < plantTypes.length; i++) { var button = LK.getAsset(plantTypes[i], { anchorX: 0.5, anchorY: 0.5, x: 200 + i * 220, y: uiY, scaleX: 2.25, scaleY: 2.25 }); button.plantType = plantTypes[i]; button.down = function (x, y, obj) { if (sunPoints >= plantCosts[obj.plantType]) { selectedPlantType = obj.plantType; updatePlantSelection(); } }; game.addChild(button); plantButtons.push(button); // Add cost text var costText = new Text2(plantCosts[plantTypes[i]], { size: 40, fill: 0xFFFFFF }); costText.anchor.set(0.5, 0); costText.x = button.x; costText.y = button.y + 80; game.addChild(costText); } function updatePlantSelection() { for (var i = 0; i < plantButtons.length; i++) { if (plantButtons[i].plantType === selectedPlantType) { plantButtons[i].alpha = 1.0; plantButtons[i].scaleX = plantButtons[i].scaleY = 2.55; } else { plantButtons[i].alpha = 0.6; plantButtons[i].scaleX = plantButtons[i].scaleY = 2.25; } } // Highlight valid placement squares for (var row = 0; row < gridRows; row++) { for (var col = 0; col < gridCols; col++) { if (selectedPlantType && canPlacePlant(col, row, selectedPlantType)) { // Green highlight for valid empty squares gridCells[row][col].tint = 0x00FF00; gridCells[row][col].alpha = 0.7; } else if (selectedPlantType && plants[row][col] !== null) { // Red highlight for occupied squares when plant is selected gridCells[row][col].tint = 0xFF0000; gridCells[row][col].alpha = 0.5; } else { // Normal appearance for unselected or invalid squares gridCells[row][col].tint = 0xFFFFFF; gridCells[row][col].alpha = 0.3; } } } } function updateSunDisplay() { sunDisplay.setText('Sun: ' + sunPoints); } function updateLivesDisplay() { livesDisplay.setText('Lives: ' + lives); } function updateWaveDisplay() { waveDisplay.setText('Wave: ' + currentWave + '/' + totalWaves); } function getGridPosition(x, y) { var gridX = Math.floor((x - gridStartX + cellSize / 2) / cellSize); var gridY = Math.floor((y - gridStartY + cellSize / 2) / cellSize); if (gridX >= 0 && gridX < gridCols && gridY >= 0 && gridY < gridRows) { return { x: gridX, y: gridY }; } return null; } function canPlacePlant(gridX, gridY, plantType) { // Check if grid position is valid if (gridX < 0 || gridX >= gridCols || gridY < 0 || gridY >= gridRows) { return false; } // Check if square is empty and player has enough suns return plants[gridY][gridX] === null && sunPoints >= plantCosts[plantType]; } function placePlant(gridX, gridY, plantType) { // Double-check that placement is valid before proceeding if (!canPlacePlant(gridX, gridY, plantType)) { return false; } var plant; switch (plantType) { case 'peashooter': plant = new Peashooter(); break; case 'sunflower': plant = new Sunflower(); break; case 'wallnut': plant = new Wallnut(); break; case 'snowpea': plant = new SnowPea(); break; default: return false; } // Set plant position and grid reference plant.gridX = gridX; plant.gridY = gridY; plant.x = gridStartX + gridX * cellSize; plant.y = gridStartY + gridY * cellSize; // Place plant in grid and add to game plants[gridY][gridX] = plant; game.addChild(plant); // Deduct cost and update UI sunPoints -= plantCosts[plantType]; updateSunDisplay(); LK.getSound('plant').play(); // Flash the grid cell to show successful placement LK.effects.flashObject(gridCells[gridY][gridX], 0x00FF00, 300); return true; } function spawnZombie(type, row) { var zombie; switch (type) { case 'zombie': zombie = new Zombie(); break; case 'fastzombie': zombie = new FastZombie(); break; case 'tankzombie': zombie = new TankZombie(); break; default: return; } zombie.gridY = row; zombie.x = 2100; zombie.y = gridStartY + row * cellSize; enemies.push(zombie); game.addChild(zombie); } function startWave() { if (waveInProgress) return; waveInProgress = true; enemiesInWave = 5 + currentWave * 2; enemiesKilled = 0; var spawnTimer = LK.setInterval(function () { if (enemiesInWave > 0) { var row = Math.floor(Math.random() * gridRows); var zombieType = 'zombie'; if (currentWave >= 3 && Math.random() < 0.3) { zombieType = 'fastzombie'; } if (currentWave >= 5 && Math.random() < 0.2) { zombieType = 'tankzombie'; } spawnZombie(zombieType, row); enemiesInWave--; } else { LK.clearInterval(spawnTimer); } }, 1000); } // Game input handling game.down = function (x, y, obj) { // Check if clicking on a sun for (var i = 0; i < suns.length; i++) { if (suns[i].intersects({ x: x, y: y, width: 1, height: 1 })) { return; // Let sun handle its own click } } // Check if placing a plant if (selectedPlantType) { var gridPos = getGridPosition(x, y); if (gridPos) { if (canPlacePlant(gridPos.x, gridPos.y, selectedPlantType)) { // Successfully place the plant if (placePlant(gridPos.x, gridPos.y, selectedPlantType)) { selectedPlantType = null; updatePlantSelection(); return; } } else if (plants[gridPos.y][gridPos.x] !== null) { // Flash red if trying to place on occupied square LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFF0000, 300); } else if (sunPoints < plantCosts[selectedPlantType]) { // Flash yellow if not enough suns LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFFFF00, 300); } } } }; // Initialize UI updatePlantSelection(); updateSunDisplay(); updateLivesDisplay(); updateWaveDisplay(); // Start first wave after a delay LK.setTimeout(function () { startWave(); }, 2000); // Main game loop game.update = function () { // Falling sun system - every 15 seconds sunTimer++; if (sunTimer >= 900) { // 15 seconds at 60fps var fallingSun = new Sun(Math.random() * (gridStartX + gridCols * cellSize - gridStartX) + gridStartX, -50); suns.push(fallingSun); game.addChild(fallingSun); // Animate falling sun tween(fallingSun, { y: Math.random() * 200 + 300 }, { duration: 2000, easing: tween.easeOut }); sunTimer = 0; } // Check wave completion if (waveInProgress && enemiesInWave === 0 && enemies.length === 0) { waveInProgress = false; wavesCompleted++; if (wavesCompleted >= totalWaves) { LK.effects.flashScreen(0x4CAF50, 1000); LK.showYouWin(); return; } currentWave++; updateWaveDisplay(); // Start next wave after delay LK.setTimeout(function () { startWave(); }, 3000); } // Auto-start next wave if no enemies and no wave in progress if (!waveInProgress && enemies.length === 0 && enemiesInWave === 0 && wavesCompleted < totalWaves) { LK.setTimeout(function () { startWave(); }, 1000); } };
===================================================================
--- original.js
+++ change.js
@@ -334,14 +334,14 @@
/****
* Game Code
****/
-// Sounds
-// UI and grid
-// Undead enemies
-// Projectiles
-// Plant defenders
// Grid setup - bigger grid centered on screen
+// Plant defenders
+// Projectiles
+// Undead enemies
+// UI and grid
+// Sounds
var gridRows = 5;
var gridCols = 9;
var cellSize = 120;
var gridStartX = (2048 - gridCols * cellSize) / 2;
@@ -459,11 +459,17 @@
// Highlight valid placement squares
for (var row = 0; row < gridRows; row++) {
for (var col = 0; col < gridCols; col++) {
if (selectedPlantType && canPlacePlant(col, row, selectedPlantType)) {
+ // Green highlight for valid empty squares
gridCells[row][col].tint = 0x00FF00;
gridCells[row][col].alpha = 0.7;
+ } else if (selectedPlantType && plants[row][col] !== null) {
+ // Red highlight for occupied squares when plant is selected
+ gridCells[row][col].tint = 0xFF0000;
+ gridCells[row][col].alpha = 0.5;
} else {
+ // Normal appearance for unselected or invalid squares
gridCells[row][col].tint = 0xFFFFFF;
gridCells[row][col].alpha = 0.3;
}
}
@@ -489,11 +495,20 @@
}
return null;
}
function canPlacePlant(gridX, gridY, plantType) {
+ // Check if grid position is valid
+ if (gridX < 0 || gridX >= gridCols || gridY < 0 || gridY >= gridRows) {
+ return false;
+ }
+ // Check if square is empty and player has enough suns
return plants[gridY][gridX] === null && sunPoints >= plantCosts[plantType];
}
function placePlant(gridX, gridY, plantType) {
+ // Double-check that placement is valid before proceeding
+ if (!canPlacePlant(gridX, gridY, plantType)) {
+ return false;
+ }
var plant;
switch (plantType) {
case 'peashooter':
plant = new Peashooter();
@@ -507,19 +522,25 @@
case 'snowpea':
plant = new SnowPea();
break;
default:
- return;
+ return false;
}
+ // Set plant position and grid reference
plant.gridX = gridX;
plant.gridY = gridY;
plant.x = gridStartX + gridX * cellSize;
plant.y = gridStartY + gridY * cellSize;
+ // Place plant in grid and add to game
plants[gridY][gridX] = plant;
game.addChild(plant);
+ // Deduct cost and update UI
sunPoints -= plantCosts[plantType];
updateSunDisplay();
LK.getSound('plant').play();
+ // Flash the grid cell to show successful placement
+ LK.effects.flashObject(gridCells[gridY][gridX], 0x00FF00, 300);
+ return true;
}
function spawnZombie(type, row) {
var zombie;
switch (type) {
@@ -578,13 +599,23 @@
}
// Check if placing a plant
if (selectedPlantType) {
var gridPos = getGridPosition(x, y);
- if (gridPos && canPlacePlant(gridPos.x, gridPos.y, selectedPlantType)) {
- placePlant(gridPos.x, gridPos.y, selectedPlantType);
- selectedPlantType = null;
- updatePlantSelection();
- return;
+ if (gridPos) {
+ if (canPlacePlant(gridPos.x, gridPos.y, selectedPlantType)) {
+ // Successfully place the plant
+ if (placePlant(gridPos.x, gridPos.y, selectedPlantType)) {
+ selectedPlantType = null;
+ updatePlantSelection();
+ return;
+ }
+ } else if (plants[gridPos.y][gridPos.x] !== null) {
+ // Flash red if trying to place on occupied square
+ LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFF0000, 300);
+ } else if (sunPoints < plantCosts[selectedPlantType]) {
+ // Flash yellow if not enough suns
+ LK.effects.flashObject(gridCells[gridPos.y][gridPos.x], 0xFFFF00, 300);
+ }
}
}
};
// Initialize UI