User prompt
Fix Bug: 'Timeout.tick error: enemies is not defined' in this line: 'enemies.push(enemy);' Line Number: 31
User prompt
I can't visually see the spawners. make sure they have a visual asset
User prompt
move the spawners 200 pixels lower
User prompt
increase the enemy spawn rate to 3 seconds
User prompt
enemies spawn way too fast. make them spawn once every 1 second
User prompt
the spawned enemies must move from the spawners downwards, towards the bottom of the screen
User prompt
The game will have 3 spawners located at the top of th screen, named from 1 to 3. Each spawner creates an enemy once every period. the first spawner generates an enemy every 1 second, the next one every 1.25 seconds and the last one every 1.5 seconds.
Initial prompt
Tap Defender
var Base = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.createAsset('base', 'Base Graphics', .5, .5); self.health = 100; self.updateHealth = function () {}; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5); self.speed = 1; self.move = function () {}; self.attack = function () {}; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('bullet', 'Bullet Graphics', .5, .5); self.speed = 5; self.move = function () {}; }); var Game = Container.expand(function () { var self = Container.call(this); var base = self.addChild(new Base()); var enemies = []; var bullets = []; base.x = 2048 / 2; base.y = 2732 - base.height / 2; var spawnEnemy = function () { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); self.addChild(enemy); }; var fireBullet = function (x, y) { var bullet = new HeroBullet(); bullet.x = x; bullet.y = y; bullets.push(bullet); self.addChild(bullet); }; self.on('down', function (obj) { var pos = obj.event.getLocalPosition(self); fireBullet(pos.x, pos.y); }); LK.on('tick', function () { for (var i = 0; i < enemies.length; i++) { enemies[i].move(); if (enemies[i].intersects(base)) { enemies[i].attack(); enemies[i].destroy(); enemies.splice(i, 1); i--; } } for (var i = 0; i < bullets.length; i++) { bullets[i].move(); for (var j = 0; j < enemies.length; j++) { if (bullets[i].intersects(enemies[j])) { bullets[i].destroy(); bullets.splice(i, 1); i--; enemies[j].destroy(); enemies.splice(j, 1); break; } } } if (base.health <= 0) { LK.showGameOver(); } }); var enemySpawnTimer = LK.setInterval(spawnEnemy, 2000); });
var Base = Container.expand(function () {
var self = Container.call(this);
var baseGraphics = self.createAsset('base', 'Base Graphics', .5, .5);
self.health = 100;
self.updateHealth = function () {};
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5);
self.speed = 1;
self.move = function () {};
self.attack = function () {};
});
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('bullet', 'Bullet Graphics', .5, .5);
self.speed = 5;
self.move = function () {};
});
var Game = Container.expand(function () {
var self = Container.call(this);
var base = self.addChild(new Base());
var enemies = [];
var bullets = [];
base.x = 2048 / 2;
base.y = 2732 - base.height / 2;
var spawnEnemy = function () {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = 0;
enemies.push(enemy);
self.addChild(enemy);
};
var fireBullet = function (x, y) {
var bullet = new HeroBullet();
bullet.x = x;
bullet.y = y;
bullets.push(bullet);
self.addChild(bullet);
};
self.on('down', function (obj) {
var pos = obj.event.getLocalPosition(self);
fireBullet(pos.x, pos.y);
});
LK.on('tick', function () {
for (var i = 0; i < enemies.length; i++) {
enemies[i].move();
if (enemies[i].intersects(base)) {
enemies[i].attack();
enemies[i].destroy();
enemies.splice(i, 1);
i--;
}
}
for (var i = 0; i < bullets.length; i++) {
bullets[i].move();
for (var j = 0; j < enemies.length; j++) {
if (bullets[i].intersects(enemies[j])) {
bullets[i].destroy();
bullets.splice(i, 1);
i--;
enemies[j].destroy();
enemies.splice(j, 1);
break;
}
}
}
if (base.health <= 0) {
LK.showGameOver();
}
});
var enemySpawnTimer = LK.setInterval(spawnEnemy, 2000);
});
Create a pixel rendition of a winter skyline for a pixel game. The image should feature a light blue sky dominating the scene, with subtle pixelated outlines of mountain crests at the bottom. The sky needs to be clear and bright, showcasing the crispness of a winter day in a pixel art style. Use a gradient of light blue near the pixelated mountain silhouettes, gradually transitioning to a deeper blue towards the top of the image, all in a charming, pixelated format to evoke a serene, wintry atmosphere.. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute chubby angry parachuting penguin wearing a santa hat. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
frosty tube. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
game coin with a snowflake symbol. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green plain UI button. pixelated. 8 bit. rectangular. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
puff of snowy smoke. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
round snowball. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
frosty text saying (SPEED UP).wings on the edges. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute fat chubby parachuting penguin wearing a santa hat. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
plain frosty user interface panel. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.
cute angry parachuting penguin wearing a santa hat. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.