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there's a bug where one of the buybtn asset from a tower becomes invisible after killing the first enemy, thn it becomes visible again after killing another enemy
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ensure the tower upgrade cost text is displayed over the buybtn z layer asset so I can actually see it
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ensure the tower upgrade cost text is displayed over the buybtn asset so I can actually see it
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ensure the tower upgrade cost text is displayed over the buybtn asset so I can actually see it
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the snowball generation position should be relative to the tower it was generated from
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the generated snowballs are too high compared to the actual tower position, move their generation position 100 pixels lower
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there's a problem with how snowballs are generated. ensure that each individual tower generates it's own snowball from the center of it's own tower position
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it looks like the towers can now correctly shoot, but all their snowballs are generated way higher than their actual location, lower the position of the snowball generation pioint by 300 pixels
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it appears that regardless of what tower I upgrade, only a single tower can shoot. ensure that each tower has it's own shooting behaviour, and depending on which tower I upgrade, that's the one that will shoot
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'alpha')' in this line: 'self.towerCostText.alpha = 0;' Line Number: 214
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'alpha')' in this line: 'self.towerCostText.alpha = 0;' Line Number: 214
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the tower upgrade cost is still only displayed over the original tower, which is no longer functional. instead, please display that cost over the buytbtn over each of the new 5 towers
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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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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.shootSnowball(); 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.towerCostText.setText(this.upgradeCost.toString()); } else { console.log('Not enough coins to upgrade the tower'); } }; self.shootSnowball = function () { if (self.isActive) { var snowball = new Snowball(self.snowballSpeed); snowball.x = self.x; snowball.y = self.y - 500; 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; 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) { self.BuyBtn.alpha = 1; if (tower.towerCostText) tower.towerCostText.alpha = 1; } else { self.BuyBtn.alpha = 0; if (tower.towerCostText) tower.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; tower.scale.x = 8; tower.scale.y = 8; self.BuyBtn = self.createAsset('buyButton', 'Buy Button', 0.5, 0.5); self.BuyBtn.x = x - 140; self.BuyBtn.y = y - tower.height / 2 - 80; var towerCostText = new Text2(tower.upgradeCost.toString(), { size: 70, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 8 }); towerCostText.anchor.set(0.5, 0.5); towerCostText.x = self.BuyBtn.x; towerCostText.y = self.BuyBtn.y - 100; towerCostText.alpha = 1; LK.gui.addChild(towerCostText); tower.towerCostText = towerCostText; self.BuyBtn.alpha = 1; self.BuyBtn.on('down', function () { tower.upgrade(); }); LK.gui.addChild(self.BuyBtn); return tower; }; self.towers = [self.initializeTower(towerCenterX - 100, towerCenterY + 1000), self.initializeTower(towerCenterX - 100, towerCenterY + 700), self.initializeTower(towerCenterX - 100, towerCenterY + 400), self.initializeTower(towerCenterX - 100, towerCenterY + 100), self.initializeTower(towerCenterX - 100, towerCenterY - 200)]; 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(); } }); }); });
===================================================================
--- original.js
+++ change.js
@@ -77,9 +77,9 @@
self.shootSnowball = function () {
if (self.isActive) {
var snowball = new Snowball(self.snowballSpeed);
snowball.x = self.x;
- snowball.y = self.y - 220;
+ snowball.y = self.y - 500;
self.gameInstance.bullets.push(snowball);
self.parent.addChild(snowball);
}
};
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.