User prompt
Let him give 300 money when he deletes the sword
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Speed of tower (Very Slow=1,Slow=2,normal=3,fast=4,Flash=5)
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Speed=(1 very slow, 2 Slow, 3 normal,4 Fast,5 very fast)
Code edit (1 edits merged)
Please save this source code
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Add Sword Tower Damage 5 pierce 1 speed 1 long 3 $340
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Change balloons name to balls
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Let it take 15 Round, let GB come in the last round
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Delete tb bloon
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Delete bb,bbe,bgb bloon
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When we delete it, it gives $80
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Click on the tower 2 time and it will be deleted
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Delete upgrades
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When you click on the upgrades, it closes back, when you touch them, it gets Upgrade But no matter how much money it is, and if the money is not enough, say "you can't afford it"
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It doesn't work even though I click on upgrades
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Add Upgrades back
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When I click on the dart, something comes up (Something round), delete it
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Make the Upgrade buttons big. And when you click on them, let it get Upgrade
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'getUpgradeCost')' in or related to this line: 'var cost = selectedTower.getUpgradeCost(pathIndex);' Line Number: 548
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When you click on the power-ups, let it get stronger, when it is max, it will write max level
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Let the path of the balloons be gray
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Take the money a little to the left
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'upgrade')' in or related to this line: 'if (selectedTower.upgrade(pathIndex)) {' Line Number: 537
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When you click on the dart, the power-up location will open and the place where the balloons go will be gray
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Make Bloons: Red 1 Blue 1 (Turns into a red balloon after death) Green 1 (Turns into a Blue balloon after death) Yellow 1 (Turns into a Green balloon after death) Pink 1 (Turns into a Pink balloon after death) White 1 Feature:Does not take damage from Normal Darts (Turns into a red balloon after death) Black 1 Feature:Undamaged by Stone and Iron Swords (Turns into a red balloon after death) Rainbow 5 (Turns into a 2 Pink balloon after death) Seramic 10 (Turns İnto 2 Rainbow Balloon after death) GB 25 (Turns into 4 Seramic balloon after death) BGB 100 (Turns into 4 GB balloon after death) TB 200 (Turns into 2 BGB balloon after death) BBE 500 (Turns into 2 TB and 1 BGB balloon after death) BB 1000 Feature:At 500 HP Spawns a BBE (Turns into a BBE balloon after death) Popers 1.Dart Poper Damage 2 Pierce 2 Speed 2 Long 2 1.way 1.Power Darts (+2 Damage) 250$->2.Sharp Darts (Pierce 2+) 400$->3.Spike Thrower (Pierce +6 and Damage 4+) 1050$ 2.way 1.Long Darts (2->3 long) 300$->Super Long (3->4 Long) 600$->Dart Poper Factory (Spawn Dart Poper 0-0-0 every Minute) 1350$ 3.way 1.Speeder (2->3 Speed) 225$->Triple Shot (Shot Triple) 475$->HYPERSPEED (3->5 Speed) 1645$ SUPER (3-3-3):+5 Pierce,+7 Damage 4000$
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Balloon Defense Squad
/**** * Classes ****/ var Ball = Container.expand(function (type, x, y) { var self = Container.call(this); self.ballType = type || 'red'; self.x = x || 0; self.y = y || 0; // Speed system: 1=very slow, 2=slow, 3=normal, 4=fast, 5=very fast var speedData = { 'red': 2, // slow 'blue': 2, // slow 'green': 3, // normal 'yellow': 3, // normal 'pink': 4, // fast 'white': 4, // fast 'black': 4, // fast 'rainbow': 3, // normal 'ceramic': 2, // slow 'gb': 1 // very slow }; self.speed = speedData[self.ballType] || 2; self.pathIndex = 0; self.lastX = self.x; self.lastY = self.y; // Define ball properties var ballData = { 'red': { hp: 1, asset: 'redBall', reward: 1, spawns: [] }, 'blue': { hp: 1, asset: 'blueBall', reward: 2, spawns: ['red'] }, 'green': { hp: 1, asset: 'greenBall', reward: 3, spawns: ['blue'] }, 'yellow': { hp: 1, asset: 'yellowBall', reward: 4, spawns: ['green'] }, 'pink': { hp: 1, asset: 'pinkBall', reward: 5, spawns: ['yellow'] }, 'white': { hp: 1, asset: 'whiteBall', reward: 6, spawns: ['red'], immuneToDarts: true }, 'black': { hp: 1, asset: 'blackBall', reward: 7, spawns: ['red'], immuneToSwords: true }, 'rainbow': { hp: 5, asset: 'rainbowBall', reward: 15, spawns: ['pink', 'pink'] }, 'ceramic': { hp: 10, asset: 'ceramicBall', reward: 30, spawns: ['rainbow', 'rainbow'] }, 'gb': { hp: 25, asset: 'gbBall', reward: 75, spawns: ['ceramic', 'ceramic', 'ceramic', 'ceramic'] } }; self.data = ballData[self.ballType]; self.hp = self.data.hp; self.maxHp = self.data.hp; var ballGraphics = self.attachAsset(self.data.asset, { anchorX: 0.5, anchorY: 0.5 }); self.takeDamage = function (damage, weaponType) { // Check immunities if (weaponType === 'dart' && self.data.immuneToDarts) { return false; } if (weaponType === 'sword' && self.data.immuneToSwords) { return false; } self.hp -= damage; if (self.hp <= 0) { return true; // Ball destroyed } return false; }; self.update = function () { if (pathPoints.length === 0) { return; } self.lastX = self.x; self.lastY = self.y; if (self.pathIndex < pathPoints.length - 1) { var target = pathPoints[self.pathIndex + 1]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.pathIndex++; } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } } }; return self; }); var DartProjectile = Container.expand(function (x, y, targetX, targetY, damage, pierce) { var self = Container.call(this); self.x = x; self.y = y; self.damage = damage || 2; self.pierce = pierce || 2; self.pierceCount = 0; self.speed = 8; var dx = targetX - x; var dy = targetY - y; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; var projectileGraphics = self.attachAsset('dartProjectile', { anchorX: 0.5, anchorY: 0.5 }); projectileGraphics.rotation = Math.atan2(dy, dx); self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Check collision with balls for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; if (self.intersects(ball)) { var destroyed = ball.takeDamage(self.damage, 'dart'); if (destroyed) { // Award money money += ball.data.reward; updateMoneyDisplay(); // Spawn child balls for (var j = 0; j < ball.data.spawns.length; j++) { spawnBall(ball.data.spawns[j], ball.x, ball.y); } // Remove ball ball.destroy(); balls.splice(i, 1); LK.getSound('pop').play(); } self.pierceCount++; if (self.pierceCount >= self.pierce) { return true; // Destroy projectile } break; } } // Remove if off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { return true; } return false; }; return self; }); var DartTower = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; self.damage = 2; self.pierce = 2; self.range = 150; self.fireRate = 30; // speed 4 (fast) - 30 frames between shots self.lastShot = 0; self.clickCount = 0; var towerGraphics = self.attachAsset('dartTower', { anchorX: 0.5, anchorY: 0.5 }); self.findTarget = function () { var closestBall = null; var closestDistance = self.range + 1; for (var i = 0; i < balls.length; i++) { var ball = balls[i]; var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < closestDistance) { closestBall = ball; closestDistance = distance; } } return closestBall; }; self.shoot = function (target) { if (!target) { return; } LK.getSound('shoot').play(); var projectile = new DartProjectile(self.x, self.y, target.x, target.y, self.damage, self.pierce); projectiles.push(projectile); game.addChild(projectile); }; self.update = function () { if (LK.ticks - self.lastShot >= self.fireRate) { var target = self.findTarget(); if (target) { self.shoot(target); self.lastShot = LK.ticks; } } }; self.down = function (x, y, obj) { self.clickCount++; if (self.clickCount >= 2) { // Give $80 reward for deleting tower money += 80; updateMoneyDisplay(); // Remove tower from towers array for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === self) { towers.splice(i, 1); break; } } // Destroy the tower self.destroy(); } }; return self; }); var SwordProjectile = Container.expand(function (x, y, targetX, targetY, damage, pierce) { var self = Container.call(this); self.x = x; self.y = y; self.damage = damage || 5; self.pierce = pierce || 1; self.pierceCount = 0; self.speed = 10; var dx = targetX - x; var dy = targetY - y; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; var projectileGraphics = self.attachAsset('swordProjectile', { anchorX: 0.5, anchorY: 0.5 }); projectileGraphics.rotation = Math.atan2(dy, dx); self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Check collision with balls for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; if (self.intersects(ball)) { var destroyed = ball.takeDamage(self.damage, 'sword'); if (destroyed) { // Award money money += ball.data.reward; updateMoneyDisplay(); // Spawn child balls for (var j = 0; j < ball.data.spawns.length; j++) { spawnBall(ball.data.spawns[j], ball.x, ball.y); } // Remove ball ball.destroy(); balls.splice(i, 1); LK.getSound('pop').play(); } self.pierceCount++; if (self.pierceCount >= self.pierce) { return true; // Destroy projectile } break; } } // Remove if off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { return true; } return false; }; return self; }); var SwordTower = Container.expand(function (x, y) { var self = Container.call(this); self.x = x; self.y = y; self.damage = 5; self.pierce = 1; self.range = 450; // long 3 means 3x the base range of 150 self.fireRate = 120; // speed 1 (very slow) - 120 frames between shots self.lastShot = 0; self.clickCount = 0; var towerGraphics = self.attachAsset('swordTower', { anchorX: 0.5, anchorY: 0.5 }); self.findTarget = function () { var closestBall = null; var closestDistance = self.range + 1; for (var i = 0; i < balls.length; i++) { var ball = balls[i]; var dx = ball.x - self.x; var dy = ball.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= self.range && distance < closestDistance) { closestBall = ball; closestDistance = distance; } } return closestBall; }; self.shoot = function (target) { if (!target) { return; } LK.getSound('shoot').play(); var projectile = new SwordProjectile(self.x, self.y, target.x, target.y, self.damage, self.pierce); projectiles.push(projectile); game.addChild(projectile); }; self.update = function () { if (LK.ticks - self.lastShot >= self.fireRate) { var target = self.findTarget(); if (target) { self.shoot(target); self.lastShot = LK.ticks; } } }; self.down = function (x, y, obj) { self.clickCount++; if (self.clickCount >= 2) { // Give $300 reward for deleting tower money += 300; updateMoneyDisplay(); // Remove tower from towers array for (var i = towers.length - 1; i >= 0; i--) { if (towers[i] === self) { towers.splice(i, 1); break; } } // Destroy the tower self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ ; // Game variables var balls = []; var towers = []; var projectiles = []; var money = 500; var lives = 100; var wave = 1; var waveTimer = 0; var ballsSpawned = 0; var ballsToSpawn = 5; // Path points for balls to follow var pathPoints = [{ x: -50, y: 400 }, { x: 300, y: 400 }, { x: 300, y: 800 }, { x: 800, y: 800 }, { x: 800, y: 1200 }, { x: 1400, y: 1200 }, { x: 1400, y: 600 }, { x: 1800, y: 600 }, { x: 2100, y: 600 }]; // Create permanent gray path visualization for (var i = 0; i < pathPoints.length; i++) { var pathViz = LK.getAsset('pathSegment', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); pathViz.x = pathPoints[i].x; pathViz.y = pathPoints[i].y; game.addChild(pathViz); } // UI Elements var moneyText = new Text2('Money: $' + money, { size: 60, fill: 0xFFFF00 }); moneyText.anchor.set(0, 0); LK.gui.topRight.addChild(moneyText); moneyText.x = -400; moneyText.y = 20; var livesText = new Text2('Lives: ' + lives, { size: 60, fill: 0xFF0000 }); livesText.anchor.set(0, 0); LK.gui.topRight.addChild(livesText); livesText.x = -400; livesText.y = 90; var waveText = new Text2('Wave: ' + wave, { size: 60, fill: 0x00FF00 }); waveText.anchor.set(0, 0); LK.gui.topLeft.addChild(waveText); waveText.x = 120; waveText.y = 20; // Tower purchase button var towerButton = LK.getAsset('towerButton', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.bottomLeft.addChild(towerButton); towerButton.x = 100; towerButton.y = -100; var buttonText = new Text2('Dart\n$100', { size: 40, fill: 0xFFFFFF }); buttonText.anchor.set(0.5, 0.5); towerButton.addChild(buttonText); // Sword tower button var swordTowerButton = LK.getAsset('towerButton', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.bottomLeft.addChild(swordTowerButton); swordTowerButton.x = 250; swordTowerButton.y = -100; var swordButtonText = new Text2('Sword\n$340', { size: 40, fill: 0xFFFFFF }); swordButtonText.anchor.set(0.5, 0.5); swordTowerButton.addChild(swordButtonText); var selectedTowerType = 'dart'; var placingTower = false; function updateMoneyDisplay() { moneyText.setText('Money: $' + money); } function updateLivesDisplay() { livesText.setText('Lives: ' + lives); } function updateWaveDisplay() { waveText.setText('Wave: ' + wave); } function spawnBall(type, x, y) { var ball = new Ball(type, x || -50, y || 400); balls.push(ball); game.addChild(ball); } function startWave() { ballsSpawned = 0; ballsToSpawn = 5 + wave * 2; waveTimer = 0; updateWaveDisplay(); } // Start first wave startWave(); // Event handlers towerButton.down = function (x, y, obj) { if (money >= 100) { selectedTowerType = 'dart'; placingTower = true; } }; swordTowerButton.down = function (x, y, obj) { if (money >= 340) { selectedTowerType = 'sword'; placingTower = true; } }; game.down = function (x, y, obj) { if (placingTower) { var cost = selectedTowerType === 'dart' ? 100 : 340; if (money >= cost) { // Check if position is valid (not too close to path) var validPosition = true; for (var i = 0; i < pathPoints.length; i++) { var point = pathPoints[i]; var dx = x - point.x; var dy = y - point.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 80) { validPosition = false; break; } } if (validPosition) { money -= cost; updateMoneyDisplay(); var newTower; if (selectedTowerType === 'dart') { newTower = new DartTower(x, y); } else { newTower = new SwordTower(x, y); } towers.push(newTower); game.addChild(newTower); placingTower = false; } } } }; game.update = function () { // Spawn balls for current wave if (ballsSpawned < ballsToSpawn) { waveTimer++; if (waveTimer >= 60) { // Spawn every second var ballType = 'red'; if (wave >= 3) { ballType = 'blue'; } if (wave >= 5) { ballType = 'green'; } if (wave >= 8) { ballType = 'yellow'; } if (wave >= 12) { ballType = 'pink'; } if (wave === 15) { ballType = 'gb'; } // GB balls only in the last round else if (wave >= 12) { ballType = Math.random() < 0.3 ? 'white' : ballType; } else if (wave >= 10) { ballType = Math.random() < 0.3 ? 'black' : ballType; } else if (wave >= 8) { ballType = Math.random() < 0.2 ? 'rainbow' : ballType; } spawnBall(ballType); ballsSpawned++; waveTimer = 0; } } // Update balls for (var i = balls.length - 1; i >= 0; i--) { var ball = balls[i]; // Check if ball reached the end if (ball.pathIndex >= pathPoints.length - 1) { lives--; updateLivesDisplay(); ball.destroy(); balls.splice(i, 1); if (lives <= 0) { LK.showGameOver(); return; } } } // Update projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; var shouldDestroy = projectile.update(); if (shouldDestroy) { projectile.destroy(); projectiles.splice(i, 1); } } // Check for wave completion if (ballsSpawned >= ballsToSpawn && balls.length === 0) { wave++; money += 100; // Wave completion bonus updateMoneyDisplay(); startWave(); } // Victory condition if (wave > 15) { LK.showYouWin(); } }; // Ball assets // Tower assets // UI assets // Sound effects;
===================================================================
--- original.js
+++ change.js
@@ -362,10 +362,10 @@
};
self.down = function (x, y, obj) {
self.clickCount++;
if (self.clickCount >= 2) {
- // Give $80 reward for deleting tower
- money += 80;
+ // Give $300 reward for deleting tower
+ money += 300;
updateMoneyDisplay();
// Remove tower from towers array
for (var i = towers.length - 1; i >= 0; i--) {
if (towers[i] === self) {
Red ball. In-Game asset. 2d. High contrast. No shadows
Yellow ball. In-Game asset. 2d. High contrast. No shadows
Green ball. In-Game asset. 2d. High contrast. No shadows
Brown ball (not basketball) . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
White ball. In-Game asset. 2d. High contrast. No shadows
Rainbow ball. In-Game asset. 2d. High contrast. No shadows
Pink ball. In-Game asset. 2d. High contrast. No shadows
Off orange Ball (not a basketball). In-Game asset. 2d. High contrast. No shadows
Blue ball. In-Game asset. 2d. High contrast. No shadows
Grey ball. In-Game asset. 2d. High contrast. No shadows
Dart. In-Game asset. 2d. High contrast. No shadows
Sword. In-Game asset. 2d. High contrast. No shadows