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give the BuyBtn a numerical X & Y position so I can edit it's position, relative to the tower's position
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create a new asset called BuyBtn and place it bellow the cost text of the tower. this will behave as the button which player can press to purchase an upgrade for the tower
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decrease the speed of the enemies by 25%
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Code edit (15 edits merged)
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add a numerical X & Y position to the Coins text UI so I can edit it's location on the screen
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a while ago I asked you to remove the word coins from the text UI, so that instead of displaying "Coins: 1" you would only display the numerical value, and you did that and it worked. however, when I spend coins, the coins UI text shows the wording "Coins:1" for a quick period before returning to displaying only the numerical value. that's a bug, I only want to see the numerical value at all times
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make sure the coins UI text is aligned to left, so that it's alwats anchored to the left, and newly added vallues are added towards the right
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Code edit (4 edits merged)
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change the GUI x and y convention so it shows a direct numerical value I can edit, similar to the coin
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create a new asset named GUI and place it at the center of the screen. ensure it's above the background layer but below the Coin layer. give it X and Y porperties so I can edit it's position
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I still cant see the Coin asset, regardless of its position, are you sure it's layer is correct above the background?
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rename the bottomleftasset into Coin and place it inside the screen area so that I actualyl see it. give it an X and Y property so I can change it's position on the screen
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create a new asset and position it to the bottom left side of the screen
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enemies from the 3 spawners have the same speed even though I requested specific speed for each. fix this bug
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enemies from the 2nd spawner must fall 25% faster than the ones from spawner 1, and the ones from the 3rd spawner must fall 50% faster than the ones from spawner 1
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enemies from spawner 2 must have a speed of 25% faster the ne ones fro mspawner 1, and the ones from spawner 3 must have a speed faster of 50%
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great, but not the enemies from the 2nd and 3rd spawner still have the same speed as the one from the 1st instead of the new speed I requested
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you did increase the enemies speed but you messed up their spawn location, fix it so it's the same as before
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Fix Bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'addChild')' in this line: 'self.parent.enemyLayer.addChild(enemy);' Line Number: 167
var Tower = Container.expand(function () { var self = Container.call(this); self.scheduleNextSnowball = function () {}; self.isActive = false; self.level = 1; self.upgradeCost = 10; self.snowballSpeed = 5; self.activationCost = 10; self.upgradeTower = function () { if (self.gameInstance.coins >= self.upgradeCost) { self.gameInstance.coins -= self.upgradeCost; self.level += 1; if (self.level === 2) { self.isActive = true; self.shootSnowball(); } else if (self.level > 2) { self.snowballSpeed += 1; if (self.gameInstance.bullets.length > 0) { self.gameInstance.bullets[0].speed = self.snowballSpeed; } } self.upgradeCost += 5; self.gameInstance.coinDisplay.setText(self.gameInstance.coins.toString()); self.gameInstance.towerCostText.setText(self.upgradeCost.toString()); } else { console.log('Not enough coins to upgrade the tower'); } }; 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 + 80; 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); self.speed = speed; }); 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 = 2.5; 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 + 20; enemy.y = self.y + 250; self.parent.enemyLayer.addChild(enemy); self.parent.enemies.push(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) { 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; var GUI = self.createAsset('GUI', 'GUI Asset', 0.5, 0.5); GUI.x = 1024; GUI.y = 4000; self.addChild(GUI); var Coin = self.createAsset('coin', 'Coin Asset', 0.5, 0.5); Coin.x = 124; Coin.y = 2620; self.addChild(Coin); self.GUI = GUI; self.coins = 0; self.coinDisplay = new Text2('0', { size: 100, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 6 }); self.coinDisplay.anchor.set(0, 0.5); self.coinDisplay.x = 170; self.coinDisplay.y = 1840; 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 = 10; self.towerCostText = new Text2(towerCost.toString(), { size: 50, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 4 }); self.towerCostText.anchor.set(0.5, 0.5); self.towerCostText.x = self.towerButton.x; self.towerCostText.y = self.towerButton.y + 120; var BuyBtn = self.createAsset('buyButton', 'Buy Button', 0.5, 0.5); BuyBtn.x = towerCenterX; BuyBtn.y = towerCenterY + 220; BuyBtn.on('down', function () { if (self.tower) { self.tower.upgradeTower(); } }); LK.gui.addChild(BuyBtn); LK.gui.addChild(self.towerCostText); self.updateCoins = function (coinIncrement) { self.coins += coinIncrement; self.coinDisplay.setText(self.coins.toString()); if (self.coins >= 5) { self.towerButton.interactive = true; } }; self.enemies = []; var base = self.addChild(new Base()); self.bullets = []; self.snowballSpeed = 7; 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; self.enemyLayer = new Container(); self.addChild(self.enemyLayer); var spawner1 = new Spawner(2048 / 6 + 200, -200); var spawner2 = new Spawner(2048 / 2 + 100, -200); var spawner3 = new Spawner(2048 / 6 * 5, -200); self.addChild(spawner1); self.addChild(spawner2); self.addChild(spawner3); var spawner1Timer = LK.setInterval(function () { spawner1.spawnEnemy(); }, 2000); spawner1.spawnEnemy(); var spawner2Timer = LK.setInterval(function () { spawner2.spawnEnemy(); }, 2500); spawner2.spawnEnemy(); var spawner3Timer = LK.setInterval(function () { spawner3.spawnEnemy(); }, 3000); 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(); if (self.tower.isActive) { self.tower.shootSnowball(); } } }); }); });
===================================================================
--- original.js
+++ change.js
@@ -140,10 +140,10 @@
self.towerCostText.anchor.set(0.5, 0.5);
self.towerCostText.x = self.towerButton.x;
self.towerCostText.y = self.towerButton.y + 120;
var BuyBtn = self.createAsset('buyButton', 'Buy Button', 0.5, 0.5);
- BuyBtn.x = self.towerButton.x;
- BuyBtn.y = self.towerCostText.y + 100;
+ BuyBtn.x = towerCenterX;
+ BuyBtn.y = towerCenterY + 220;
BuyBtn.on('down', function () {
if (self.tower) {
self.tower.upgradeTower();
}
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.