User prompt
Make it so the bulk assets can did
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: Bulk' in or related to this line: 'newCube = new Bulk();' Line Number: 278
User prompt
Make the bulk asset spawn when the wave is more than 14, and make the speedcubes stop coming out when the wave is more than 14
User prompt
Make the bulk asset spawn when the wave equals 14, and make the speedcubes stop coming out on wave 14
User prompt
It didnt work again. The rate text should say 0.8s 30$ when you buy the second rate upgrade
User prompt
Found a flitch where the text doesnt change when you buy the second upgrade. Please fix
User prompt
Make it so after you buy the second rate upgrade, the rate text will say 0.8s 30$, and when you buy it, it costs 30$ and your rate will equal 0.8 seconds
User prompt
The text didnt work. Please fix
User prompt
Make kt do after you buy the first rate, the text will say 0.85 10$ and if you buy it, it charges 10$ and your rate will equal 0.85s
User prompt
Make it so when you buy the rate asset another rate upgrade appears and it costs 10$ and when you buy it. It turns your rate equal to 0.85
User prompt
Make it so when you click the rate asset, you but it and it costs 10$ and it makes your rate equal to 0.9 seconds
User prompt
Create a rate text into the center of the rate asset and make it say 0.9s 10$
User prompt
Move the rate asset ti the left a bit
User prompt
Move the rate asset down and to the right
User prompt
Move the rate asset to the left a lot
User prompt
Move the rate asset doen
User prompt
Add the rate asset
User prompt
Move the rate asset down
User prompt
Make the rate asset bigger
User prompt
Add the rate asset from the asset tab to the screen
User prompt
Add the rate asset to the screen
User prompt
Please fix the bug: 'Can't find variable: rateText' in or related to this line: 'rateText.setText('Rate ' + firingRate + 's');' Line Number: 202
User prompt
Make the RATE ASSET bigger
User prompt
Make the rate asset bigger and move it down
User prompt
Make the asset in the screen
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Create a new class for the bulk asset var Bulk = Container.expand(function () { var self = Container.call(this); // Attach the bulk asset to the Bulk class var bulkGraphics = self.attachAsset('Bulk', { anchorX: 0.5, anchorY: 0.5 }); // Set the bulk's speed self.speed = 2; // Set the bulk's health self.health = 3; // Update the bulk's position every game tick self.update = function () { // Calculate the distance between the bulk and the slime var dx = slime.x - self.x; var dy = slime.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize the direction vector (dx and dy) dx /= distance; dy /= distance; // Move the bulk towards the slime at a constant speed self.x += dx * self.speed; self.y += dy * self.speed; }; }); // Create a new class for the cube asset var Cube = Container.expand(function () { var self = Container.call(this); // Attach the cube asset to the Cube class var cubeGraphics = self.attachAsset('Cube', { anchorX: 0.5, anchorY: 0.5 }); // Set the cube's speed self.speed = 3; // Increase cube's speed by 25% when wave equals 5 self.update = function () { if (waveText.wave === 5) { self.speed += self.speed * 0.25; waveText.wave++; // Increment wave to prevent speed increase in every tick } }; // Set the cube's health self.health = 1; // Set the cube's health self.health = 1; // Update the cube's position every game tick self.update = function () { // Calculate the distance between the cube and the slime var dx = slime.x - self.x; var dy = slime.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize the direction vector (dx and dy) dx /= distance; dy /= distance; // Move the cube towards the slime at a constant speed self.x += dx * self.speed; self.y += dy * self.speed; }; }); // Create a new class for the shoot asset var Shoot = Container.expand(function () { var self = Container.call(this); // Attach the shoot asset to the Shoot class var shootGraphics = self.attachAsset('Shoot', { anchorX: 0.5, anchorY: 0.5 }); // Set the shoot's speed self.speed = 5; // Set the shoot's damage self.damage = 1; // Set the shoot's damage self.damage = 1; // Update the shoot's position every game tick self.update = function () { // Move the shoot to the right at a constant speed self.x += self.speed; }; }); // Create a new class for the speedcube asset var Speedcube = Container.expand(function () { var self = Container.call(this); // Attach the speedcube asset to the Speedcube class var speedcubeGraphics = self.attachAsset('Speedcube', { anchorX: 0.5, anchorY: 0.5 }); // Set the speedcube's health self.health = 1; // Set the speedcube's speed self.speed = 5; // Update the speedcube's position every game tick self.update = function () { // Calculate the distance between the speedcube and the slime var dx = slime.x - self.x; var dy = slime.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize the direction vector (dx and dy) dx /= distance; dy /= distance; // Move the speedcube towards the slime at a constant speed self.x += dx * self.speed; self.y += dy * self.speed; }; }); // Create a new class for the rate text centered on the rate asset var CenteredRateText = Text2.expand(function () { var self = Text2.call(this, '0.9s 10$', { size: 100, fill: 0xFFFFFF }); self.anchor.set(0.5, 0.5); // Center the text self.update = function () { if (firingRate === 0.9) { self.setText('0.85s 10$'); } else { self.setText('0.9s 10$'); } }; }); // Create a new class for the gold text var GoldText = Text2.expand(function () { var self = Text2.call(this, 'Gold: 0', { size: 100, fill: 0xFFFFFF }); self.anchor.set(0, 0); self.x = 50; self.y = 150; self.gold = storage.gold || 10; // Set initial gold to 10 self.update = function () { self.setText('Gold: ' + self.gold); }; }); // Create a new class for the rate text var RateText = Text2.expand(function () { var self = Text2.call(this, 'Rate: 0s', { size: 100, fill: 0xFFFFFF }); self.anchor.set(0, 0); self.x = 50; self.y = 250; self.update = function () { self.setText('Rate: ' + firingRate + 's'); }; }); // Create a new class for the reset button var ResetButton = Text2.expand(function () { var self = Text2.call(this, 'Reset Progress', { size: 100, fill: 0xFF0000 // Red color }); self.anchor.set(1, 0); // Anchor to top right self.x = 2048 - 50; // Position to top right with 50px padding self.y = 50; self.interactive = true; // Make the button clickable self.down = function () { // Reset progress storage.wave = 1; storage.gold = 10; storage.firingRate = 1.0; // Reset firing rate to default waveText.wave = 1; goldText.gold = 10; firingRate = 1.0; // Reset firing rate variable rateText.setText('Rate ' + firingRate + 's'); // Update rate text // Refresh the game LK.showGameOver(); // This will reset the game state }; }); // Create a new class for the wave text var WaveText = Text2.expand(function () { var self = Text2.call(this, 'Wave: 0', { size: 100, fill: 0xFFFFFF }); self.anchor.set(0, 0); self.x = 50; self.y = 50; self.wave = storage.wave || 1; // Set initial wave to 1 self.update = function () { self.setText('Wave: ' + self.wave); }; }); /**** * Initialize Game ****/ // Spawn the cube asset from the cubestart asset every 60 game ticks //<Assets used in the game will automatically appear here> var game = new LK.Game({ backgroundColor: 0x008000 //Init game with green background }); /**** * Game Code ****/ // Add slime asset to the game screen, make it 2x bigger and move it to the left // Spawn the cube asset from the cubestart asset every 60 game ticks //<Assets used in the game will automatically appear here> var slime = game.addChild(LK.getAsset('Slime', { anchorX: 0.5, anchorY: 0.5, x: 200, y: 1350, // Adjusted y position to move the slime down a little scaleX: 2, scaleY: 2 })); // Add menu asset to the game screen var menu = game.addChild(LK.getAsset('Menu', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 2766, scaleX: 25, scaleY: 25 })); // Add cubestart asset to the game screen var cubestart = game.addChild(LK.getAsset('Cubesstart', { anchorX: 0.5, anchorY: 0.5, x: 1800, // Moved to the right by a lot y: 1366, scaleX: 2, scaleY: 2 })); // Add the rate asset to the game screen var rateAsset = game.addChild(LK.getAsset('Rate', { anchorX: 0.5, anchorY: 0.5, x: 350, y: 1800, scaleX: 2, scaleY: 2 })); // Add the centered rate text to the center of the rate asset var centeredRateText = game.addChild(new CenteredRateText()); centeredRateText.x = rateAsset.x; centeredRateText.y = rateAsset.y; // Make the rate asset interactive rateAsset.interactive = true; rateAsset.down = function () { if (goldText.gold >= 10) { goldText.gold -= 10; firingRate = 0.9; rateText.setText('Rate: ' + firingRate + 's'); storage.gold = goldText.gold; storage.firingRate = firingRate; // Update the centered rate text for the next upgrade centeredRateText.setText('0.8s 30$'); centeredRateText.update(); // Ensure the text is updated immediately // Update the rateAsset interaction for the next upgrade rateAsset.down = function () { if (goldText.gold >= 30) { goldText.gold -= 30; firingRate = 0.8; rateText.setText('Rate: ' + firingRate + 's'); storage.gold = goldText.gold; storage.firingRate = firingRate; } }; } }; // Add the wave text to the game screen var waveText = game.addChild(new WaveText()); // Add the gold text to the game screen var goldText = game.addChild(new GoldText()); // Initialize firing rate variable from storage if available var firingRate = storage.firingRate || 1.0; var rateText = game.addChild(new RateText()); // Add the reset button to the game screen var resetButton = game.addChild(new ResetButton()); game.update = function () { // Spawn the cube asset from the cubestart asset every 60 game ticks or 48 game ticks if wave is above 9 var spawnRate = waveText.wave > 9 ? 48 : 60; if (LK.ticks % spawnRate == 0) { var newCube; if (waveText.wave > 14) { newCube = new Bulk(); } else if (waveText.wave > 14) { newCube = new Bulk(); } else if (waveText.wave > 5 && waveText.wave <= 14) { newCube = new Speedcube(); } else { newCube = new Cube(); } newCube.x = cubestart.x; newCube.y = cubestart.y; game.addChild(newCube); } // Update the wave text every 600 game ticks if (LK.ticks % 600 == 0 && LK.ticks != 0) { waveText.wave++; goldText.gold += 10; storage.wave = waveText.wave; storage.gold = goldText.gold; } // Make the slime asset shoot out the shoot asset to the right based on firingRate if (LK.ticks % Math.floor(60 * firingRate) == 0) { var newShoot = new Shoot(); newShoot.x = slime.x; newShoot.y = slime.y; newShoot.update = function () { // Move the shoot to the right at a constant speed this.x += this.speed; }; game.addChild(newShoot); } // Check for collisions between Cube and Shoot objects for (var i = 0; i < game.children.length; i++) { var obj1 = game.children[i]; if (obj1 instanceof Cube || obj1 instanceof Speedcube || obj1 instanceof Bulk) { for (var j = 0; j < game.children.length; j++) { var obj2 = game.children[j]; if (obj2 instanceof Shoot && obj1.intersects(obj2)) { // Destroy both objects on collision obj1.health -= obj2.damage; if (obj1.health <= 0) { obj1.destroy(); } obj2.destroy(); break; } } } } };
===================================================================
--- original.js
+++ change.js
@@ -321,9 +321,9 @@
}
// Check for collisions between Cube and Shoot objects
for (var i = 0; i < game.children.length; i++) {
var obj1 = game.children[i];
- if (obj1 instanceof Cube || obj1 instanceof Speedcube) {
+ if (obj1 instanceof Cube || obj1 instanceof Speedcube || obj1 instanceof Bulk) {
for (var j = 0; j < game.children.length; j++) {
var obj2 = game.children[j];
if (obj2 instanceof Shoot && obj1.intersects(obj2)) {
// Destroy both objects on collision