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when upgrading a tower, instead of increasing the snowball speed by 5, only increase it by 2
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there's a bug with the tower which allow me to spend coins when not possible. if a tower costs 10, and I don't have that amount of coins, nothing happens, yet the game spends whatever amount of coins I have under 10, which is a bug. coins should be deducted only if I have the required amount, otherwise dont spend my coins
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after upgrading a tower, the snowball doesn't seem to increase it's speed, even though it should
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after upgrading a tower, the snowball doesn't seem to increase it's speed, even though it should
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after upgrading a tower, the snowball doesn't seem to increase it's speed, even though it should
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the tower upgrade seems to work correctly functionally, but isn' always correctly displayed. I see the initial cost of 5, I also see the cost of 10, but the cost of 15 is skipped, and I then only see the next cost of 20. this is a bug, fix it
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The Problem: In your code, the tower's upgrade cost increases correctly from 5 to 10. However, after that, it remains at a cost of 10 instead of increasing to 15 with each subsequent upgrade. How to Fix It: The issue is caused by having two identical self.upgradeTower functions in your Tower class, which overwrite each other. To fix this, you should have only one upgradeTower function and make sure it increments the upgrade cost correctly. Here's how to do it: Remove one of the duplicate self.upgradeTower functions in your Tower class. Modify the remaining self.upgradeTower function to ensure that it increases the upgrade cost by 5 with each upgrade. You can achieve this by adding self.upgradeCost += 5; within the self.upgradeTower function.
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The issue with your current code is that you have defined the upgradeTower method twice, which is causing the upgrade cost and snowball speed not to increase correctly. To fix this, you should have only one upgradeTower method that increments the cost and snowball speed. Here's the corrected code: javascript Copy code var Tower = Container.expand(function () { var self = Container.call(this); self.scheduleNextSnowball = function () {}; self.isActive = false; self.upgradeCost = 5; self.snowballSpeed = 5; self.activationCost = 5; self.activateTower = function () { if (self.gameInstance.coins >= self.activationCost) { self.gameInstance.coins -= self.activationCost; self.isActive = true; self.activationCost += 5; self.gameInstance.coinDisplay.setText('Coins: ' + self.gameInstance.coins); self.gameInstance.towerCostText.setText(self.activationCost.toString()); self.shootSnowball(); } }; self.upgradeTower = function () { if (self.gameInstance.coins >= self.upgradeCost) { self.gameInstance.coins -= self.upgradeCost; self.upgradeCost += 5; self.snowballSpeed += 2; self.gameInstance.coinDisplay.setText('Coins: ' + self.gameInstance.coins); self.gameInstance.towerCostText.setText(self.upgradeCost.toString()); } }; self.shootSnowball = function () { if (self.isActive && self.gameInstance.bullets.length === 0) { var snowball = new Snowball(self.snowballSpeed); snowball.x = self.x; snowball.y = self.y + 130; self.gameInstance.bullets.push(snowball); self.parent.addChild(snowball); } }; });
User prompt
there's a bug with the tower upgrades. even though it correctly inreases it's scost from 5 to 10, this cost should increment by 5 after each upgrade. right now it only increases once, then it stops increasing, when it should keep increasing, so that it's 5, then 10 then 15 then 20 etc
User prompt
there's a bug with the tower upgrades. even though it correctly inreases it's scost from 5 to 10, this cost should increment by 5 after each upgrade. right now it only increases once, then it stops increasing, when it should keep increasing, so that it's 5, then 10 then 15 then 20 etc
User prompt
once a tower has been activated by spending the associated cost displayed on it, it has to increase it's cost as per the upgrade ruke
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Tower System Logic: Tower Class: Create a Tower class that represents each tower in the game. Attributes: isActive: A boolean attribute to track whether the tower is active or inactive. upgradeCost: An integer attribute to track the current cost of upgrading the tower. snowballSpeed: An integer attribute to store the current speed of the snowballs shot by the tower. activationCost: An integer attribute to store the initial activation cost (e.g., 5 coins). Methods: activateTower(): A method that activates the tower and deducts the activation cost from the player's coins. It sets isActive to true. upgradeTower(): A method that upgrades the tower by increasing the snowballSpeed and upgradeCost. It deducts the upgrade cost from the player's coins. shootSnowball(): A method that initiates the shooting behavior of the tower, creating a snowball with the current speed. Game Loop: In the game loop, check if the tower is active. If the tower is active, initiate the shootSnowball() method periodically based on game timing.
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the tower cost doesnt seem tp increase as expected
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the cost of the tower must be updated on the tower text as well. right now it correctly shows 5 as that's the initial cost, but once purchased it should display 10 as that's the next cost to upgrade upon activation
User prompt
the cost of the tower has to increase by 5 after each purchase. so afetr activating the tower for the first time by spending 5 coins, it should then increase the cost to 10, which will allow me to upgrade it, so the snowball it shoots increases it's speed by +2
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Initial State: Towers start in an inactive state. They are not shooting snowballs until activated. Activation: To activate a tower, the player must spend an initial cost of 5 coins. Once activated, the tower becomes active and starts shooting snowballs. The activation cost of 5 coins is deducted from the player's available coins. Upgrading: After activation, the player can choose to upgrade the tower. Each upgrade increases the speed of the snowballs that the tower shoots. The cost of upgrading the tower increases by +5 coins with each upgrade. Upgrading the tower does not interrupt its shooting; it keeps firing snowballs while being upgraded.
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move the starting position of the generated snowball 50 pixels lower
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after each tower purchase, increase it's cost by 5. so it starts by costing 5, then to upgrade it's 10, then 15 and so on
Code edit (1 edits merged)
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dowble the enemy speed
Code edit (1 edits merged)
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Code edit (1 edits merged)
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decrease the snowball speed to 2
var Tower = Container.expand(function () { var self = Container.call(this); self.scheduleNextSnowball = function () {}; self.isActive = false; self.upgradeCost = 5; self.activateTower = function () { if (self.gameInstance.coins >= self.upgradeCost) { self.gameInstance.coins -= self.upgradeCost; self.isActive = true; self.gameInstance.coinDisplay.setText('Coins: ' + self.gameInstance.coins); self.shootSnowball(); } }; self.upgradeTower = function () { if (self.gameInstance.coins >= self.upgradeCost) { self.gameInstance.coins -= self.upgradeCost; self.upgradeCost += 1; self.snowballSpeed += 2; self.gameInstance.coinDisplay.setText('Coins: ' + self.gameInstance.coins); } }; self.shootSnowball = function () { if (self.isActive && self.gameInstance.bullets.length === 0) { var snowball = new Snowball(self.gameInstance.snowballSpeed); snowball.x = self.x; snowball.y = self.y; self.gameInstance.bullets.push(snowball); self.parent.addChild(snowball); } }; }); var Snowball = Container.expand(function (speed) { var self = Container.call(this); self.speed = speed; var snowballGraphics = self.createAsset('snowball', 'Snowball Graphics', .5, .5); }); var Base = Container.expand(function () { var self = Container.call(this); self.health = 100; self.updateHealth = function () {}; }); var Enemy = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5); self.speed = 2; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.destroy(); self.gameInstance.updateCoins(1); self.gameInstance.enemies = self.gameInstance.enemies.filter(function (e) { return e !== self; }); }; }); var Spawner = Container.expand(function (x, y) { var self = Container.call(this); var spawnerGraphics = self.createAsset('spawner', 'Spawner Graphics', .5, .5); self.x = x; self.y = y; self.spawnEnemy = function () { var enemy = new Enemy(self, self.parent); enemy.x = self.x; enemy.y = self.y; self.parent.enemies.push(enemy); self.parent.addChild(enemy); }; }); var Game = Container.expand(function () { var self = Container.call(this); self.shootSnowball = function () { if (self.tower) { self.tower.shootSnowball(); } }; self.towerButton = self.createAsset('towerButton', 'Tower Button', .5, .5); self.towerButton.x = 2048 / 2 - 900; self.towerButton.y = 1800 - 1300; var towerCenterX = self.towerButton.x + self.towerButton.width * 0.5; var towerCenterY = self.towerButton.y + self.towerButton.height * 0.5; self.towerButton.on('down', function () { if (self.tower) { if (!self.tower.isActive) { self.tower.activateTower(); } else { self.tower.upgradeTower(); } } }); LK.gui.addChild(self.towerButton); var background = self.createAsset('background', 'Game Background', 0, 0); background.width = LK.stage.width; background.height = LK.stage.height; self.coins = 0; self.coinDisplay = new Text2('Coins: 0', { size: 100, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 6 }); self.coinDisplay.anchor.set(0.5, 0.5); self.coinDisplay.x = 2048 / 2; self.coinDisplay.y = 1600; LK.gui.addChild(self.coinDisplay); self.removeCoinDisplay = function () { LK.gui.removeChild(self.coinDisplay); }; self.towerButton = self.createAsset('towerButton', 'Tower Button', .5, .5); self.towerButton.x = 2048 / 2 - 900; self.towerButton.y = 1800 - 1300; self.towerButton.interactive = true; LK.gui.addChild(self.towerButton); var towerCost = 5; self.towerCostText = new Text2(towerCost.toString(), { size: 50, fill: "#ffffff", align: 'center' }); self.towerCostText.anchor.set(0.5, 0.5); self.towerCostText.x = self.towerButton.x; self.towerCostText.y = self.towerButton.y; LK.gui.addChild(self.towerCostText); self.updateCoins = function (coinIncrement) { self.coins += coinIncrement; self.coinDisplay.setText('Coins: ' + self.coins); if (self.coins >= 5) { self.towerButton.interactive = true; } }; self.enemies = []; var base = self.addChild(new Base()); self.bullets = []; self.snowballSpeed = 2; self.tower = self.addChild(new Tower()); self.tower.x = towerCenterX; self.tower.y = towerCenterY; self.tower.gameInstance = self; base.x = 2048 / 2; base.y = 2732 - base.height / 2; var spawner1 = self.addChild(new Spawner(2048 / 6 + 200, 200)); var spawner2 = self.addChild(new Spawner(2048 / 2 + 100, 200)); var spawner3 = self.addChild(new Spawner(2048 / 6 * 5, 200)); var spawner1Timer = LK.setInterval(function () { spawner1.spawnEnemy(); }, 3000); spawner1.spawnEnemy(); var spawner2Timer = LK.setInterval(function () { spawner2.spawnEnemy(); }, 4000); spawner2.spawnEnemy(); var spawner3Timer = LK.setInterval(function () { spawner3.spawnEnemy(); }, 5000); spawner3.spawnEnemy(); LK.on('tick', function () { self.enemies.forEach(function (enemy) { enemy.move(); if (enemy.y + enemy.height / 2 >= LK.stage.height) { self.removeCoinDisplay(); LK.showGameOver(); } }); self.bullets.forEach(function (snowball) { snowball.x += snowball.speed; self.enemies.forEach(function (enemy) { if (snowball.intersects(enemy)) { enemy.destroyEnemy(); } }); if (snowball.x > LK.stage.width) { self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); self.tower.shootSnowball(); } }); }); });
var Tower = Container.expand(function () {
var self = Container.call(this);
self.scheduleNextSnowball = function () {};
self.isActive = false;
self.upgradeCost = 5;
self.activateTower = function () {
if (self.gameInstance.coins >= self.upgradeCost) {
self.gameInstance.coins -= self.upgradeCost;
self.isActive = true;
self.gameInstance.coinDisplay.setText('Coins: ' + self.gameInstance.coins);
self.shootSnowball();
}
};
self.upgradeTower = function () {
if (self.gameInstance.coins >= self.upgradeCost) {
self.gameInstance.coins -= self.upgradeCost;
self.upgradeCost += 1;
self.snowballSpeed += 2;
self.gameInstance.coinDisplay.setText('Coins: ' + self.gameInstance.coins);
}
};
self.shootSnowball = function () {
if (self.isActive && self.gameInstance.bullets.length === 0) {
var snowball = new Snowball(self.gameInstance.snowballSpeed);
snowball.x = self.x;
snowball.y = self.y;
self.gameInstance.bullets.push(snowball);
self.parent.addChild(snowball);
}
};
});
var Snowball = Container.expand(function (speed) {
var self = Container.call(this);
self.speed = speed;
var snowballGraphics = self.createAsset('snowball', 'Snowball Graphics', .5, .5);
});
var Base = Container.expand(function () {
var self = Container.call(this);
self.health = 100;
self.updateHealth = function () {};
});
var Enemy = Container.expand(function (spawnerInstance, gameInstance) {
var self = Container.call(this);
self.gameInstance = gameInstance;
var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5);
self.speed = 2;
self.move = function () {
self.y += self.speed;
};
self.on('down', function () {
self.destroyEnemy();
});
self.destroyEnemy = function () {
self.destroy();
self.gameInstance.updateCoins(1);
self.gameInstance.enemies = self.gameInstance.enemies.filter(function (e) {
return e !== self;
});
};
});
var Spawner = Container.expand(function (x, y) {
var self = Container.call(this);
var spawnerGraphics = self.createAsset('spawner', 'Spawner Graphics', .5, .5);
self.x = x;
self.y = y;
self.spawnEnemy = function () {
var enemy = new Enemy(self, self.parent);
enemy.x = self.x;
enemy.y = self.y;
self.parent.enemies.push(enemy);
self.parent.addChild(enemy);
};
});
var Game = Container.expand(function () {
var self = Container.call(this);
self.shootSnowball = function () {
if (self.tower) {
self.tower.shootSnowball();
}
};
self.towerButton = self.createAsset('towerButton', 'Tower Button', .5, .5);
self.towerButton.x = 2048 / 2 - 900;
self.towerButton.y = 1800 - 1300;
var towerCenterX = self.towerButton.x + self.towerButton.width * 0.5;
var towerCenterY = self.towerButton.y + self.towerButton.height * 0.5;
self.towerButton.on('down', function () {
if (self.tower) {
if (!self.tower.isActive) {
self.tower.activateTower();
} else {
self.tower.upgradeTower();
}
}
});
LK.gui.addChild(self.towerButton);
var background = self.createAsset('background', 'Game Background', 0, 0);
background.width = LK.stage.width;
background.height = LK.stage.height;
self.coins = 0;
self.coinDisplay = new Text2('Coins: 0', {
size: 100,
fill: "#ffffff",
align: 'center',
stroke: '#000000',
strokeThickness: 6
});
self.coinDisplay.anchor.set(0.5, 0.5);
self.coinDisplay.x = 2048 / 2;
self.coinDisplay.y = 1600;
LK.gui.addChild(self.coinDisplay);
self.removeCoinDisplay = function () {
LK.gui.removeChild(self.coinDisplay);
};
self.towerButton = self.createAsset('towerButton', 'Tower Button', .5, .5);
self.towerButton.x = 2048 / 2 - 900;
self.towerButton.y = 1800 - 1300;
self.towerButton.interactive = true;
LK.gui.addChild(self.towerButton);
var towerCost = 5;
self.towerCostText = new Text2(towerCost.toString(), {
size: 50,
fill: "#ffffff",
align: 'center'
});
self.towerCostText.anchor.set(0.5, 0.5);
self.towerCostText.x = self.towerButton.x;
self.towerCostText.y = self.towerButton.y;
LK.gui.addChild(self.towerCostText);
self.updateCoins = function (coinIncrement) {
self.coins += coinIncrement;
self.coinDisplay.setText('Coins: ' + self.coins);
if (self.coins >= 5) {
self.towerButton.interactive = true;
}
};
self.enemies = [];
var base = self.addChild(new Base());
self.bullets = [];
self.snowballSpeed = 2;
self.tower = self.addChild(new Tower());
self.tower.x = towerCenterX;
self.tower.y = towerCenterY;
self.tower.gameInstance = self;
base.x = 2048 / 2;
base.y = 2732 - base.height / 2;
var spawner1 = self.addChild(new Spawner(2048 / 6 + 200, 200));
var spawner2 = self.addChild(new Spawner(2048 / 2 + 100, 200));
var spawner3 = self.addChild(new Spawner(2048 / 6 * 5, 200));
var spawner1Timer = LK.setInterval(function () {
spawner1.spawnEnemy();
}, 3000);
spawner1.spawnEnemy();
var spawner2Timer = LK.setInterval(function () {
spawner2.spawnEnemy();
}, 4000);
spawner2.spawnEnemy();
var spawner3Timer = LK.setInterval(function () {
spawner3.spawnEnemy();
}, 5000);
spawner3.spawnEnemy();
LK.on('tick', function () {
self.enemies.forEach(function (enemy) {
enemy.move();
if (enemy.y + enemy.height / 2 >= LK.stage.height) {
self.removeCoinDisplay();
LK.showGameOver();
}
});
self.bullets.forEach(function (snowball) {
snowball.x += snowball.speed;
self.enemies.forEach(function (enemy) {
if (snowball.intersects(enemy)) {
enemy.destroyEnemy();
}
});
if (snowball.x > LK.stage.width) {
self.bullets = self.bullets.filter(function (b) {
return b !== snowball;
});
snowball.destroy();
self.tower.shootSnowball();
}
});
});
});
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.