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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'alpha')' in this line: 'self.BuyBtn.alpha = 0;' Line Number: 224
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Fix Bug: 'Uncaught ReferenceError: BuyBtn is not defined' in this line: 'BuyBtn.on('down', function () {' Line Number: 246
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Fix Bug: 'ReferenceError: BuyBtn is not defined' in this line: 'BuyBtn.alpha = 0;' Line Number: 224
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so, you created 5 clones of the original tower, but only one works, because the buyBtn asset which is displayed over it to allow for up upgrade, is still located on the original tower. ensure that all these 5 towers have the buybtnover them, allowing the player to upgrade each one individually and separtely, as each one is a unique tower
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the tower clones are still the same size as before, they re too small, make them double size as I asked
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why are the tower clones asset size smaller than the original? make them double the size
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why are the clones asset size smaller than the original? make them double the size
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'isActive')' in this line: 'if (self.tower.isActive) {' Line Number: 308
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you created 4 more towers, but you forgot to draw the towerbutton asset over them
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Now create 4 more clones that mimick the same properties of tower_1. each tower is treated as an individual tower that can be upgraded separately, but these clones behave similarly to tower_1 in the sense they cost the same amounts and have similar shooting behaVIOURS
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prepare the code structure to be able to have more than a single tower. Rename the current tower to Tower_1
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In the `Game` class, where you manage the core game logic, create four additional instances of the `Tower` class. Assign each instance a unique position on the game field.
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apply the fix above
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apply the fix you just mentioned above
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This could result in more coins being deducted than intended because the upgrade cost has already been incremented before the second deduction. Essentially, the game is charging the player for the next upgrade prematurely. To fix this issue, you would need to ensure that the coin deduction only happens once, using the current upgrade cost at the time of the upgrade. The update to the upgrade cost should happen after the coins have been deducted, and there should not be a second deduction after the upgrade cost is updated.
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. Check if the player has enough coins for the current upgrade cost. 2. If they do, deduct the current upgrade cost from the player's coins. 3. Then, increment the upgrade cost for the next upgrade. 4. Update any relevant displays or states to reflect the new amount of coins and the new upgrade cost.
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something is wrong in the way coins are extracted. after each upgrade, an equal amount of coins as per the upgrade cost should be deducted from the coins, but it appears more coins are extracted than that. it's as if it extracts both the current cost and the next one, fix this so coins are extracted just once, equal to the current upgrade cost of the tower
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Fix Bug: 'TypeError: this.gameInstance.updateUpgradeButtonVisibility is not a function' in this line: 'this.gameInstance.updateUpgradeButtonVisibility();' Line Number: 71
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The event listener attached to the upgrade button might not be functioning correctly. This could be due to the listener being removed at some point in the game logic, or it might not have been attached properly in the first place.
var Enemy_3 = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy_3', 'Enemy_3 Graphics', .5, .5); self.speed = 7; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.destroy(); self.gameInstance.updateCoins(5); self.gameInstance.enemies = self.gameInstance.enemies.filter(function (e) { return e !== self; }); }; }); 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 = 3; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.destroy(); self.gameInstance.updateCoins(5); self.gameInstance.enemies = self.gameInstance.enemies.filter(function (e) { return e !== self; }); }; }); var Tower = Container.expand(function (gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; self.scheduleNextSnowball = function () { if (this.isActive) { this.shootSnowball(); LK.setTimeout(this.scheduleNextSnowball.bind(this), 2000); } }; self.isActive = false; self.level = 1; self.upgradeCost = 10; self.snowballSpeed = 5; self.activationCost = 10; self.upgrade = function () { if (this.gameInstance.coins >= this.upgradeCost) { this.gameInstance.coins -= this.upgradeCost; this.gameInstance.updateCoins(0); this.level++; if (this.level === 2) { this.isActive = true; this.scheduleNextSnowball(); } if (this.level > 2) { this.snowballSpeed++; this.gameInstance.bullets.forEach((function (bullet) { if (bullet.speed < this.snowballSpeed) { bullet.speed = this.snowballSpeed; } }).bind(this)); } this.upgradeCost += 5; this.gameInstance.towerCostText.setText(this.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_2 = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy_2', 'Enemy_2 Graphics', .5, .5); self.speed = 5; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.destroy(); self.gameInstance.updateCoins(5); 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.enemyWeights = { 'Enemy': 80, 'Enemy_2': 13, 'Enemy_3': 6, 'total': 99, 'bucket': [] }; self.resetEnemyBucket = function () { for (var key in self.enemyWeights) { if (key !== 'total' && key !== 'bucket') { for (var i = 0; i < self.enemyWeights[key]; i++) { self.enemyWeights.bucket.push(key); } } } }; self.resetEnemyBucket(); self.spawnEnemy = function () { if (self.enemyWeights.bucket.length === 0) { self.resetEnemyBucket(); } var randomIndex = Math.floor(Math.random() * self.enemyWeights.bucket.length); var chosenEnemy = self.enemyWeights.bucket.splice(randomIndex, 1)[0]; var enemy; switch (chosenEnemy) { case 'Enemy': enemy = new Enemy(self, self.parent); break; case 'Enemy_2': enemy = new Enemy_2(self, self.parent); break; case 'Enemy_3': enemy = new Enemy_3(self, self.parent); break; } if (!enemy) throw new Error('Invalid enemy type: ' + chosenEnemy); 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.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 () { self.towers.forEach(function (tower) { tower.upgrade(); }); }); 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 = 3650; 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); }; var towerCost = 10; self.towerCostText = new Text2(towerCost.toString(), { size: 70, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 8 }); self.towerCostText.anchor.set(0.5, 0.5); self.towerCostText.x = self.towerButton.x; self.towerCostText.y = self.towerButton.y; self.towerCostText.alpha = 0; var BuyBtn = self.createAsset('buyButton', 'Buy Button', 0.5, 0.5); BuyBtn.x = towerCenterX - 140; BuyBtn.y = towerCenterY - 80; BuyBtn.alpha = 0; BuyBtn.on('down', function () { self.towers.forEach(function (tower) { tower.upgrade(); }); }); LK.gui.addChild(BuyBtn); LK.gui.addChild(self.towerCostText); self.updateCoins = function (coinIncrement) { self.coins += coinIncrement; self.coinDisplay.setText(self.coins.toString()); self.towers.forEach(function (tower) { if (self.coins >= tower.upgradeCost) { BuyBtn.alpha = 1; self.towerCostText.alpha = 1; } else { BuyBtn.alpha = 0; self.towerCostText.alpha = 0; } }); if (self.tower) { self.towerButton.alpha = 1; } }; self.enemies = []; var base = self.addChild(new Base()); self.bullets = []; self.snowballSpeed = 7; self.initializeTower = function (x, y) { var tower = self.addChild(new Tower(self)); tower.x = x; tower.y = y; return tower; }; self.towers = [self.initializeTower(towerCenterX, towerCenterY - 400), self.initializeTower(towerCenterX, towerCenterY - 500), self.initializeTower(towerCenterX, towerCenterY - 500), self.initializeTower(towerCenterX, towerCenterY - 500), self.initializeTower(towerCenterX, towerCenterY - 800)]; 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(); }, 3000); spawner1.spawnEnemy(); var spawner2Timer = LK.setInterval(function () { spawner2.spawnEnemy(); }, 2500); spawner2.spawnEnemy(); var spawner3Timer = LK.setInterval(function () { spawner3.spawnEnemy(); }, 2000); 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(); self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); self.towers.forEach(function (tower) { if (tower.isActive) { tower.shootSnowball(); } }); } }); 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
@@ -248,9 +248,9 @@
tower.x = x;
tower.y = y;
return tower;
};
- self.towers = [self.initializeTower(towerCenterX - 400, towerCenterY), self.initializeTower(towerCenterX - 200, towerCenterY), self.initializeTower(towerCenterX, towerCenterY), self.initializeTower(towerCenterX + 200, towerCenterY), self.initializeTower(towerCenterX + 400, towerCenterY)];
+ self.towers = [self.initializeTower(towerCenterX, towerCenterY - 400), self.initializeTower(towerCenterX, towerCenterY - 500), self.initializeTower(towerCenterX, towerCenterY - 500), self.initializeTower(towerCenterX, towerCenterY - 500), self.initializeTower(towerCenterX, towerCenterY - 800)];
base.x = 2048 / 2;
base.y = 2732 - base.height / 2;
self.enemyLayer = new Container();
self.addChild(self.enemyLayer);
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.