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decrease the snowball speed to 2
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the snowball no longer has a speed, it's stuck, it must travel.
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the snowball seems to have speeds defined in multiple places, fix the code to only call it from a single place
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slow down the speed of the snowball to 0.5
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slow down the speed of the snowball tto 2
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slow down the speed of the snowball to 5
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snowballs should destroy any enemies they meet. the snowball however is not destroyed on contact, only the enemy is
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After a snowball is destroyed, a new snowball is immediately fired to continue the cycle.
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right now the tower shoots maaaany snowballs. it must only shoot a single bullet, and wait for it to be destroyed before shooting the next one
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Fix Bug: 'ReferenceError: bullets is not defined' in this line: 'bullets.forEach(function (snowball) {' Line Number: 174
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'push')' in this line: 'self.gameInstance.bullets.push(snowball);' Line Number: 32
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towers are bugged as they stop firing after the second snowball. After a snowball is destroyed, a new snowball should immediately be fired to continue the cycle.
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towers seems to nowfire correctly, but after the second shot snowball they stop. they need to fire infinitely, even after the 2nd shot
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there's a bug with the snowballs shooting. after the first one is destroyed, another one must be generated, and wait for that one to be destroyed before generatingg yet another one. however, after destroying the first snowball, the next shot generated more than just a single ball which freezes the game
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there's a bug with the snowballs shooting. after the first one is destroyed, another one must be generated, and wait for that one to be destroyed before generatingg yet another one. however, after destroying the first snowball, the next shot generated more than just a single ball which freezes the game
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Snowballs are continuously shot one after another by the activated tower. After a snowball is destroyed, a new snowball is immediately fired to continue the cycle. The speed of each new snowball depends on the current level of tower upgrades.
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Fix Bug: 'TypeError: child.move is not a function' in this line: 'child.move();' Line Number: 176
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Activated towers shoot snowball projectiles towards the right side of the screen. Snowballs move horizontally from the tower's position. The initial speed of the first snowball is 10 units per second. Each upgrade increases the speed of all subsequent snowballs by +2 units per second. The snowballs continue to shoot one after another in a continuous cycle. When a snowball reaches the right side of the screen, it is destroyed, and a new snowball is immediately fired.
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After activation, the tower can be upgraded by the player. Each upgrade increases the speed of the snowballs the tower shoots. The cost of upgrading the tower increases by +1 coin with each upgrade. The upgraded snowball speed becomes the new base speed for all subsequent snowballs.
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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 is deducted from the player's available coins.
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Tower Behavior: Initial State: Towers start in an inactive state. They do not shoot snowballs until activated.
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To implement this tower system, the developer should create a Tower class with the following attributes and methods: Attributes: isActive (to track the tower's activation status) upgradeCost (to track the current cost of upgrading) snowballSpeed (to store the current snowball speed) Methods: activateTower(): Activates the tower by deducting 5 coins and setting isActive to true. upgradeTower(): Upgrades the tower by increasing upgradeCost by +1 coin and snowballSpeed by +2 units per second. shootSnowball(): Initiates the shooting behavior, creating a new snowball with the current speed and direction. The developer should also create a Snowball class for the projectile logic, handling its movement and destruction upon reaching the screen's edge.
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Certainly, here's a breakdown of the logic for the tower system, including the tower itself, the projectile, and the cost system: Tower Logic: Activation and Upgrading: Towers start in an inactive state. To activate a tower, the player must spend an initial cost of 5 coins. Once activated, the tower can be upgraded. Upgrading a tower increases the speed of the snowball projectile it shoots. The cost of upgrading a tower increases by +1 coin with each upgrade. Shooting Behavior: The tower shoots a snowball projectile. The snowball has an initial speed of 10 units per second. For each upgrade, the snowball's speed increases by +2 units per second. The snowball moves horizontally from the tower's position towards the right side of the screen. When the snowball reaches the right side of the screen, it is destroyed. After destruction, the tower immediately shoots another snowball, and the cycle continues. Projectile (Snowball) Logic: Movement: The snowball moves horizontally from its starting position (the tower) towards the right side of the screen. Its initial speed is 10 units per second. For each upgrade of the tower, the snowball's speed increases by +2 units per second. Destruction: When the snowball reaches the right side of the screen, it is destroyed. Upon destruction, any associated resources or effects (e.g., damage to enemies) can be applied. Cost System: Activation Cost: To activate a tower, the player must spend an initial cost of 5 coins. Upgrading Cost: After activation, the tower can be upgraded to increase the snowball's speed. The cost of upgrading the tower increases by +1 coin with each upgrade. The cost is deducted from the player's available coins when upgrading. Developer Instructions: To implement this tower system, the developer should create a Tower class with the following attributes and methods: Attributes: isActive (to track the tower's activation status) upgradeCost (to track the current cost of upgrading) snowballSpeed (to store the current snowball speed) Methods: activateTower(): Activates the tower by deducting 5 coins and setting isActive to true. upgradeTower(): Upgrades the tower by increasing upgradeCost by +1 coin and snowballSpeed by +2 units per second. shootSnowball(): Initiates the shooting behavior, creating a new snowball with the current speed and direction. The developer should also create a Snowball class for the projectile logic, handling its movement and destruction upon reaching the screen's edge.
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Destruction: When the snowball reaches the right side of the screen, it is destroyed. after being destroyed, only then the tower can shoot another snowball
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 = 5; 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(); } }); }); });
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--- original.js
+++ change.js
@@ -135,9 +135,9 @@
};
self.enemies = [];
var base = self.addChild(new Base());
self.bullets = [];
- self.snowballSpeed = 2;
+ self.snowballSpeed = 5;
self.tower = self.addChild(new Tower());
self.tower.x = towerCenterX;
self.tower.y = towerCenterY;
self.tower.gameInstance = self;
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.