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Please fix the bug: 'Can't find variable: rateText' in or related to this line: 'rateText.setText('Rate ' + firingRate + 's');' Line Number: 202
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Delete the rate asset
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The cost of the upgrade should match the text kf the cost text
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The fourth upgrade should cost 20$ NOT 30$
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Make it so when the rate upgrade's text says Rate 0.8s the cost for the next upgrade should say 20$
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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
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Make the 3rd rate upgrade cost 20, so you need 20 or higher to bu it and the text says 20$
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Make it so when you reset your progress the game refreshes
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Make the cost text always accurate
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No, when the rate text says rate 0.8 thats when the cost says 50$. It costs 50 to make the rate 0.75
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Make it so when you buy the rate 0.8 upgrade it out, the cost says 50$, and if you buy it, it charges 50$ and sets your rate to 0.75
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Make the cost text under the rate text always be accurate with what upgrade it is on
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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
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Now make it when you buy the rate upgrade for the second time, it makes the rate 0.85 and it costs 10
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Make it so when the wave is above 9 the cubes spawn every 0.8 seconds
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Make it so when the wave is above 9, the speed cubes get spawned every 0.5 second
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Make sure the speed cubes can die
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Make sure the speed cubes have 1 hp
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Please fix the bug: 'ReferenceError: Can't find variable: Speedcube' in or related to this line: 'newCube = new Speedcube();' Line Number: 228
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When the wave is above wave 5 make the speed cube assets come out instead of the cube assets
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Now make it so when you reset your progress it also resets your rate
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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
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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
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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
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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 () {