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Reorder towers with their uiButtons backgrounds
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make the towers buttons to be appearing before the uiButtons
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make the towers buttons after the uiButtons
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uiButtons are hiding the towers they can't be seen to buy it fix them!
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The towers appearing behind the UiButtons fix that!
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Add rotation for the star shot βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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fix the pathTile its shuffled with buildabletile!
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There is below and above the road a double buildabletile!
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remove the unessecery BuildableTile let only around the road from the sides.
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remove the unessecery BuildableTile let only around the road from the sides.
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Create gamebackground
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if enemy on the left of tower_2 flip the arrow asset
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change tower_1 shot by star, tower_2 shot by arrow, tower_3 with both star and arrow at the same time.
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change tower_1 shot by star, tower_2 shot by arrow, tower_3 with both star and arrow at the same time.
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center the enemies on the center of the road they are moving on the edges! βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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make the map bigger and with one line of cells on the left side and the right side no double cells of towers beside each others!
Code edit (12 edits merged)
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Please fix the bug: 'towertext1 is not defined' in or related to this line: 'towertext1.x = 50;' Line Number: 273
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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reduce the distance between cursor and the dragged tower!
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when i buy tower drag it with same position of the cursor
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Create healthbar for the enemy red color
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Fix double buildable tiles by ensuring each tile is only marked once
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (path) { var self = Container.call(this); self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 100; self.maxHealth = 100; self.speed = 3; self.path = path; self.currentWaypointIndex = 1; self.value = 10; // Score awarded on defeat // Create health bar self.healthBar = self.addChild(LK.getAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 })); self.healthBar.y = -80; // Position above enemy self.update = function () { if (self.currentWaypointIndex >= self.path.length) { // Reached the end LK.showGameOver(); self.destroy(); // Self-destruct to avoid multiple game overs return; } var targetWaypoint = self.path[self.currentWaypointIndex]; var dx = targetWaypoint.x - self.x; var dy = targetWaypoint.y - self.y; var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.currentWaypointIndex++; } }; self.takeDamage = function (amount) { self.health -= amount; // Update health bar width based on remaining health var healthPercentage = self.health / self.maxHealth; self.healthBar.scaleX = healthPercentage; if (self.health <= 0) { return true; // Is dead } LK.effects.flashObject(self, 0xffffff, 100); return false; // Is alive }; return self; }); var Projectile = Container.expand(function (start, target, damage, projectileType) { var self = Container.call(this); projectileType = projectileType || 'projectile'; self.attachAsset(projectileType, { anchorX: 0.5, anchorY: 0.5 }); self.x = start.x; self.y = start.y; self.target = target; self.damage = damage; self.speed = 20; self.update = function () { if (!self.target || self.target.health <= 0) { // Target is gone projectiles.splice(projectiles.indexOf(self), 1); self.destroy(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { // Hit target if (self.target.takeDamage(self.damage)) { // Enemy died LK.getSound('enemy_die').play(); LK.setScore(LK.getScore() + self.target.value); scoreTxt.setText('SCORE: ' + LK.getScore()); enemies.splice(enemies.indexOf(self.target), 1); self.target.destroy(); } projectiles.splice(projectiles.indexOf(self), 1); self.destroy(); } else { // Move towards target var angle = Math.atan2(dy, dx); self.x += Math.cos(angle) * self.speed; self.y += Math.sin(angle) * self.speed; } }; return self; }); var Tower = Container.expand(function (config) { var self = Container.call(this); self.config = config; self.attachAsset(config.asset, { anchorX: 0.5, anchorY: 0.5 }); self.cost = config.cost; self.damage = config.damage; self.range = 400; // All towers have same range for now self.fireRate = config.fireRate; // shots per second self.cooldown = 0; self.isTower = true; self.down = function (x, y, obj) { // This makes the tower a "button" console.log("Tower clicked! Damage: " + self.damage); LK.effects.flashObject(self, 0xffffff, 200); }; self.update = function () { if (self.cooldown > 0) { self.cooldown--; return; } var target = findClosestEnemy(self.x, self.y, self.range); if (target) { fireProjectile(self, target); self.cooldown = 60 / self.fireRate; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1e272e }); /**** * Game Code ****/ // The engine will automatically create these assets based on their usage below. // --- Constants & Game State --- var MAP_WIDTH = 4000; var MAP_HEIGHT = 4800; var CELL_SIZE = 200; var GRID_WIDTH = MAP_WIDTH / CELL_SIZE; var GRID_HEIGHT = MAP_HEIGHT / CELL_SIZE; // Grid states: 0=empty, 1=path, 2=buildable, 3=occupied var grid = []; var pathWaypoints = [{ x: 2000 + CELL_SIZE / 2, y: -100 }, { x: 2000 + CELL_SIZE / 2, y: 800 + CELL_SIZE / 2 }, { x: 800 + CELL_SIZE / 2, y: 800 + CELL_SIZE / 2 }, { x: 800 + CELL_SIZE / 2, y: 1600 + CELL_SIZE / 2 }, { x: 3200 + CELL_SIZE / 2, y: 1600 + CELL_SIZE / 2 }, { x: 3200 + CELL_SIZE / 2, y: 2400 + CELL_SIZE / 2 }, { x: 1200 + CELL_SIZE / 2, y: 2400 + CELL_SIZE / 2 }, { x: 1200 + CELL_SIZE / 2, y: 3200 + CELL_SIZE / 2 }, { x: 2800 + CELL_SIZE / 2, y: 3200 + CELL_SIZE / 2 }, { x: 2800 + CELL_SIZE / 2, y: 4000 + CELL_SIZE / 2 }, { x: 2800 + CELL_SIZE / 2, y: 4900 }]; var enemies = []; var towers = []; var projectiles = []; var mapContainer = game.addChild(new Container()); mapContainer.width = MAP_WIDTH; mapContainer.height = MAP_HEIGHT; // Add background var gameBackground = mapContainer.addChild(LK.getAsset('gameBackground', { anchorX: 0, anchorY: 0 })); gameBackground.x = 0; gameBackground.y = 0; gameBackground.width = MAP_WIDTH; gameBackground.height = MAP_HEIGHT; var placingTowerConfig = null; var ghostTower = null; var isDraggingMap = false; var dragStart = { x: 0, y: 0 }; var mapStart = { x: 0, y: 0 }; // --- Tower Configurations --- var towerTypes = { '1': { asset: 'tower_1', cost: 50, damage: 25, fireRate: 1.5, projectileTypes: ['star'] }, '2': { asset: 'tower_2', cost: 100, damage: 60, fireRate: 1, projectileTypes: ['arrow'] }, '3': { asset: 'tower_3', cost: 150, damage: 100, fireRate: 0.75, projectileTypes: ['star', 'arrow'] } }; // --- UI --- LK.setScore(80); // Starting cash var scoreTxt = new Text2('SCORE: ' + LK.getScore(), { size: 70, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 20; LK.gui.top.addChild(scoreTxt); var uiContainer = LK.gui.bottom.addChild(new Container()); uiContainer.y = -20; // Move it up slightly from the absolute bottom var towerButton1 = uiContainer.addChild(LK.getAsset('uiButton', { anchorX: 0.5, anchorY: 1 })); towerButton1.x = -300; var towerIcon1 = towerButton1.addChild(LK.getAsset('tower_1', { scaleX: 0.8, scaleY: 0.8, anchorX: 0.5, anchorY: 0.5, y: -110 })); towerIcon1.down = function (x, y, obj) { startPlacingTower('1'); if (placingTowerConfig) { towerIcon1.isDragging = true; game.move(x, y, obj); } }; var towerText1 = towerButton1.addChild(new Text2('50', { size: 50, fill: '#fff', anchorX: 0.5, anchorY: 0.5 })); towerText1.y = -50; towerText1.x = -25; var towerButton2 = uiContainer.addChild(LK.getAsset('uiButton', { anchorX: 0.5, anchorY: 1 })); var towerIcon2 = towerButton2.addChild(LK.getAsset('tower_2', { scaleX: 0.8, scaleY: 0.8, anchorX: 0.5, anchorY: 0.5, y: -110 })); towerIcon2.down = function (x, y, obj) { startPlacingTower('2'); if (placingTowerConfig) { towerIcon2.isDragging = true; game.move(x, y, obj); } }; var towerText2 = towerButton2.addChild(new Text2('100', { size: 50, fill: '#fff', anchorX: 0.5, anchorY: 0.5 })); towerText2.y = -50; towerText2.x = -25; var towerButton3 = uiContainer.addChild(LK.getAsset('uiButton', { anchorX: 0.5, anchorY: 1 })); towerButton3.x = 300; var towerIcon3 = towerButton3.addChild(LK.getAsset('tower_3', { scaleX: 0.8, scaleY: 0.8, anchorX: 0.5, anchorY: 0.5, y: -110 })); towerIcon3.down = function (x, y, obj) { startPlacingTower('3'); if (placingTowerConfig) { towerIcon3.isDragging = true; game.move(x, y, obj); } }; var towerText3 = towerButton3.addChild(new Text2('150', { size: 50, fill: '#fff', anchorX: 0.5, anchorY: 0.5 })); towerText3.y = -50; towerText3.x = -25; // --- Initialization Functions --- function initializeGrid() { for (var i = 0; i < GRID_WIDTH; i++) { grid[i] = []; for (var j = 0; j < GRID_HEIGHT; j++) { grid[i][j] = 0; // Empty } } // Mark path tiles for (var k = 0; k < pathWaypoints.length - 1; k++) { var start = pathWaypoints[k]; var end = pathWaypoints[k + 1]; var p1 = { x: Math.floor(start.x / CELL_SIZE), y: Math.floor(start.y / CELL_SIZE) }; var p2 = { x: Math.floor(end.x / CELL_SIZE), y: Math.floor(end.y / CELL_SIZE) }; var x = p1.x; var y = p1.y; var dx = Math.abs(p2.x - x); var dy = Math.abs(p2.y - y); var sx = x < p2.x ? 1 : -1; var sy = y < p2.y ? 1 : -1; var err = dx - dy; while (true) { if (x >= 0 && x < GRID_WIDTH && y >= 0 && y < GRID_HEIGHT) { grid[x][y] = 1; } if (x === p2.x && y === p2.y) { break; } var e2 = 2 * err; if (e2 > -dy) { err -= dy; x += sx; } if (e2 < dx) { err += dx; y += sy; } } } // Mark buildable tiles - only those on the sides of the road segments for (var k = 0; k < pathWaypoints.length - 1; k++) { var start = pathWaypoints[k]; var end = pathWaypoints[k + 1]; var p1 = { x: Math.floor(start.x / CELL_SIZE), y: Math.floor(start.y / CELL_SIZE) }; var p2 = { x: Math.floor(end.x / CELL_SIZE), y: Math.floor(end.y / CELL_SIZE) }; // Determine if this segment is horizontal or vertical var isHorizontal = p1.y === p2.y; var isVertical = p1.x === p2.x; // Determine direction of movement to know which side to place tiles var movingRight = p2.x > p1.x; var movingDown = p2.y > p1.y; var movingLeft = p2.x < p1.x; var movingUp = p2.y < p1.y; if (isVertical) { // For vertical segments, place buildable tiles on left and right var x = p1.x; var minY = Math.min(p1.y, p2.y); var maxY = Math.max(p1.y, p2.y); for (var y = minY; y <= maxY; y++) { // Only place on sides, avoiding corners where segments meet var isCorner = false; // Check if this position is a corner (where path changes direction) for (var w = 0; w < pathWaypoints.length; w++) { var wp = pathWaypoints[w]; if (Math.floor(wp.x / CELL_SIZE) === x && Math.floor(wp.y / CELL_SIZE) === y) { isCorner = true; break; } } if (!isCorner) { // Left side if (x - 1 >= 0 && grid[x - 1][y] === 0) { grid[x - 1][y] = 2; } // Right side if (x + 1 < GRID_WIDTH && grid[x + 1][y] === 0) { grid[x + 1][y] = 2; } } } } else if (isHorizontal) { // For horizontal segments, only place on one side to avoid doubles var y = p1.y; var minX = Math.min(p1.x, p2.x); var maxX = Math.max(p1.x, p2.x); for (var x = minX; x <= maxX; x++) { // Only place on one side (top) to avoid double placement if (y - 1 >= 0 && grid[x][y - 1] === 0) { grid[x][y - 1] = 2; } } } } // Draw visual grid for (var i = 0; i < GRID_WIDTH; i++) { for (var j = 0; j < GRID_HEIGHT; j++) { var tile; if (grid[i][j] === 1) { tile = mapContainer.addChild(LK.getAsset('pathTile', {})); } else if (grid[i][j] === 2) { tile = mapContainer.addChild(LK.getAsset('buildableTile', {})); tile.alpha = 0.5; } if (tile) { tile.x = i * CELL_SIZE; tile.y = j * CELL_SIZE; } } } } initializeGrid(); function startPlacingTower(type) { var config = towerTypes[type]; if (LK.getScore() >= config.cost) { placingTowerConfig = config; ghostTower = mapContainer.addChild(LK.getAsset(config.asset, { anchorX: 0, anchorY: 0 })); ghostTower.alpha = 0.7; } } // --- Event Handlers --- game.down = function (x, y, obj) { var localPoint = uiContainer.toLocal({ x: x, y: y }); // If the clicked object is a tower on the map, duplicate it for placement if (obj && obj.target && (obj.target.isTower || obj.target.parent && obj.target.parent.isTower)) { var clickedTower = obj.target.isTower ? obj.target : obj.target.parent; // Find tower type from its config var myType = null; if (clickedTower.config) { for (var key in towerTypes) { if (towerTypes[key].asset === clickedTower.config.asset) { myType = key; break; } } } if (myType) { startPlacingTower(myType); if (placingTowerConfig) { game.move(x, y, obj); } } return; // Stop further processing (like map dragging) } if (!placingTowerConfig) { isDraggingMap = true; dragStart.x = x; dragStart.y = y; mapStart.x = mapContainer.x; mapStart.y = mapContainer.y; } }; game.move = function (x, y, obj) { if (placingTowerConfig) { var mapPos = mapContainer.toLocal({ x: x, y: y }); // Position ghost tower directly at cursor position without anchor offset ghostTower.x = mapPos.x; ghostTower.y = mapPos.y; var gridX = Math.floor(mapPos.x / CELL_SIZE); var gridY = Math.floor(mapPos.y / CELL_SIZE); if (gridX >= 0 && gridX < GRID_WIDTH && gridY >= 0 && gridY < GRID_HEIGHT && grid[gridX][gridY] === 2) { ghostTower.tint = 0x00ff00; // Green for valid } else { ghostTower.tint = 0xff0000; // Red for invalid } } else if (isDraggingMap) { var dx = x - dragStart.x; var dy = y - dragStart.y; // Clamp map position var newX = mapStart.x + dx; var newY = mapStart.y + dy; var gameWidth = 2048; var gameHeight = 2732; if (newX > 0) { newX = 0; } if (newY > 0) { newY = 0; } if (newX < gameWidth - MAP_WIDTH) { newX = gameWidth - MAP_WIDTH; } if (newY < gameHeight - MAP_HEIGHT) { newY = gameHeight - MAP_HEIGHT; } mapContainer.x = newX; mapContainer.y = newY; } }; game.up = function (x, y, obj) { if (placingTowerConfig) { var mapPos = mapContainer.toLocal({ x: x, y: y }); var gridX = Math.floor(mapPos.x / CELL_SIZE); var gridY = Math.floor(mapPos.y / CELL_SIZE); if (gridX >= 0 && gridX < GRID_WIDTH && gridY >= 0 && gridY < GRID_HEIGHT && grid[gridX][gridY] === 2) { if (LK.getScore() >= placingTowerConfig.cost) { var newTower = new Tower(placingTowerConfig); newTower.x = gridX * CELL_SIZE + CELL_SIZE / 2; newTower.y = gridY * CELL_SIZE + CELL_SIZE / 2; mapContainer.addChild(newTower); towers.push(newTower); grid[gridX][gridY] = 3; // Mark as occupied LK.setScore(LK.getScore() - placingTowerConfig.cost); scoreTxt.setText('SCORE: ' + LK.getScore()); LK.getSound('place_tower').play(); } } ghostTower.destroy(); ghostTower = null; placingTowerConfig = null; // Reset drag states towerIcon1.isDragging = false; towerIcon2.isDragging = false; towerIcon3.isDragging = false; } isDraggingMap = false; }; // --- Game Logic Functions --- function findClosestEnemy(x, y, range) { var closestEnemy = null; var minDistanceSq = range * range; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - x; var dy = enemy.y - y; var distanceSq = dx * dx + dy * dy; if (distanceSq < minDistanceSq) { minDistanceSq = distanceSq; closestEnemy = enemy; } } return closestEnemy; } function fireProjectile(tower, target) { var projectileTypes = tower.config.projectileTypes; for (var i = 0; i < projectileTypes.length; i++) { var projectile = new Projectile({ x: tower.x, y: tower.y }, target, tower.damage, projectileTypes[i]); // Flip arrow if enemy is to the left of tower_2 and projectile is arrow if (tower.config.asset === 'tower_2' && projectileTypes[i] === 'arrow' && target.x < tower.x) { projectile.scaleX = -1; } projectiles.push(projectile); mapContainer.addChild(projectile); } LK.getSound('shoot').play(); } LK.setInterval(function () { var enemy = new Enemy(pathWaypoints); enemy.x = pathWaypoints[0].x; enemy.y = pathWaypoints[0].y; enemy.health += LK.getScore() / 10; // Scale health with score enemy.maxHealth = enemy.health; // Update max health for health bar enemies.push(enemy); mapContainer.addChild(enemy); }, 2000); game.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); } for (var i = towers.length - 1; i >= 0; i--) { towers[i].update(); } for (var i = projectiles.length - 1; i >= 0; i--) { projectiles[i].update(); } };
===================================================================
--- original.js
+++ change.js
@@ -383,37 +383,50 @@
};
// Determine if this segment is horizontal or vertical
var isHorizontal = p1.y === p2.y;
var isVertical = p1.x === p2.x;
+ // Determine direction of movement to know which side to place tiles
+ var movingRight = p2.x > p1.x;
+ var movingDown = p2.y > p1.y;
+ var movingLeft = p2.x < p1.x;
+ var movingUp = p2.y < p1.y;
if (isVertical) {
// For vertical segments, place buildable tiles on left and right
var x = p1.x;
var minY = Math.min(p1.y, p2.y);
var maxY = Math.max(p1.y, p2.y);
for (var y = minY; y <= maxY; y++) {
- // Left side
- if (x - 1 >= 0 && grid[x - 1][y] === 0) {
- grid[x - 1][y] = 2;
+ // Only place on sides, avoiding corners where segments meet
+ var isCorner = false;
+ // Check if this position is a corner (where path changes direction)
+ for (var w = 0; w < pathWaypoints.length; w++) {
+ var wp = pathWaypoints[w];
+ if (Math.floor(wp.x / CELL_SIZE) === x && Math.floor(wp.y / CELL_SIZE) === y) {
+ isCorner = true;
+ break;
+ }
}
- // Right side
- if (x + 1 < GRID_WIDTH && grid[x + 1][y] === 0) {
- grid[x + 1][y] = 2;
+ if (!isCorner) {
+ // Left side
+ if (x - 1 >= 0 && grid[x - 1][y] === 0) {
+ grid[x - 1][y] = 2;
+ }
+ // Right side
+ if (x + 1 < GRID_WIDTH && grid[x + 1][y] === 0) {
+ grid[x + 1][y] = 2;
+ }
}
}
} else if (isHorizontal) {
- // For horizontal segments, place buildable tiles on top and bottom
+ // For horizontal segments, only place on one side to avoid doubles
var y = p1.y;
var minX = Math.min(p1.x, p2.x);
var maxX = Math.max(p1.x, p2.x);
for (var x = minX; x <= maxX; x++) {
- // Top side
+ // Only place on one side (top) to avoid double placement
if (y - 1 >= 0 && grid[x][y - 1] === 0) {
grid[x][y - 1] = 2;
}
- // Bottom side
- if (y + 1 < GRID_HEIGHT && grid[x][y + 1] === 0) {
- grid[x][y + 1] = 2;
- }
}
}
}
// Draw visual grid