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
Delete the rate asset
User prompt
The cost of the upgrade should match the text kf the cost text
User prompt
The fourth upgrade should cost 20$ NOT 30$
User prompt
Make it so when the rate upgrade's text says Rate 0.8s the cost for the next upgrade should say 20$
User prompt
Ok so you have it all wrong. The rate shows the rate you currently have not the rate you get after buying the upgrade. The cost text is for the next upgrade
User prompt
Make the 3rd rate upgrade cost 20, so you need 20 or higher to bu it and the text says 20$
User prompt
Make it so when you reset your progress the game refreshes
User prompt
Make the cost text always accurate
User prompt
No, when the rate text says rate 0.8 thats when the cost says 50$. It costs 50 to make the rate 0.75
User prompt
Make it so when you buy the rate 0.8 upgrade it out, the cost says 50$, and if you buy it, it charges 50$ and sets your rate to 0.75
User prompt
Make the cost text under the rate text always be accurate with what upgrade it is on
User prompt
Make it so when you buy the rate upgrade for the third time, it costs 20$ and it makes your rate turn to 0.8 seconds
User prompt
Now make it when you buy the rate upgrade for the second time, it makes the rate 0.85 and it costs 10
User prompt
Make it so when the wave is above 9 the cubes spawn every 0.8 seconds
User prompt
Make it so when the wave is above 9, the speed cubes get spawned every 0.5 second
User prompt
Make sure the speed cubes can die
User prompt
Make sure the speed cubes have 1 hp
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: Speedcube' in or related to this line: 'newCube = new Speedcube();' Line Number: 228
User prompt
When the wave is above wave 5 make the speed cube assets come out instead of the cube assets
User prompt
Now make it so when you reset your progress it also resets your rate
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save();' Line Number: 174 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save();' Line Number: 185 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save(); // Ensure storage is saved correctly after resetting progress' Line Number: 111 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'storage.save();' Line Number: 181 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// 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 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 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
****/
//<Assets used in the game will automatically appear here>
// Spawn the cube asset from the cubestart asset every 60 game ticks
// Add slime asset to the game screen, make it 2x bigger and move it to the left
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 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 = new Text2('Rate ' + firingRate + 's', {
size: 100,
fill: 0xFFFFFF
});
rateText.anchor.set(0, 0);
rateText.x = 50;
rateText.y = 250;
game.addChild(rateText);
rateText.setText('Rate ' + firingRate + 's');
// 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 > 5) {
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) {
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
@@ -188,8 +188,16 @@
// 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 = new Text2('Rate ' + firingRate + 's', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+rateText.anchor.set(0, 0);
+rateText.x = 50;
+rateText.y = 250;
+game.addChild(rateText);
rateText.setText('Rate ' + firingRate + 's');
// Add the reset button to the game screen
var resetButton = game.addChild(new ResetButton());
game.update = function () {