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the shootSnowball function in the Tower class is responsible for creating the snowball. To make sure the snowball starts from the same position as the tower, you should set the snowball's x and y coordinates to be exactly the same as those of the tower.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'set')' in this line: 'self.anchor.set(0.5, 0.5);' Line Number: 97
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When you create a snowball instance, pass the tower's x and y coordinates to the snowball's constructor. Since the tower's anchor point is centered, these coordinates will represent the center of the tower. 2. In the snowball's constructor, set the snowball's x and y properties to the values received from the tower. This will position the snowball at the center of the tower. 3. Make sure that the snowball's anchor point is also centered (0.5, 0.5). This ensures that the snowball is centered on the coordinates provided and not offset by its own dimensions.
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Verify that there are no hardcoded values or estimations for the positions of the snowballs. All positions should be calculated based on the actual width and height of the towers and snowballs.
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Ensure that the snowball's own width and height are not affecting its starting position. Since the anchor is centered, the snowball's width and height should not offset its starting position if you're using the tower's center coordinates.
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. When creating a snowball, its position should be set relative to the tower's position, taking into account the tower's width and height. Since the anchor points are centered, you should be able to set the snowball's x and y coordinates to the tower's x and y coordinates directly.
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ensure that The anchor points of the towers and snowballs are set consistently. If the anchor points are set to the center of the assets (0.5, 0.5), then the x and y coordinates used to position the snowballs should be the exact center of the tower.
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the towerbutton size is too large, shrink it by 20%
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the towerbutton and buybtn assets are not perfectly aligned. they need to overlap each other perfectly
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I need for the buybtn asset to be displayed over the towerbutton z layer
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Fix Bug: 'Uncaught Error: The supplied DisplayObject must be a child of the caller' in this line: 'LK.gui.addChildAt(towerButton, LK.gui.getChildIndex(tower.BuyBtn));' Line Number: 250
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ensure the towerbutton is displayed under both the buybtn z layer
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ensure the towerbutton is displayed under both the buybtn and the upgrade cost text
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ensure the towerbutton is displayed under both the buybtn and the upgrade cost text z layers
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The `towerButton` might be incorrectly positioned off-screen or behind another asset, making it not visible in the game's viewable area.
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the tower is stiill not visible. it's either a problem with the alpha, the position or something else but I cant see it
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the tower is stiill not visible. it's either a problem with the alpha, the position or something else but I cant see it
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the tower is stiill not visible. it's either a problem with the alpha, the position or something else but I cant see it
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apply the solutions above to make the tower visible
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I still cant see the towerbutton asset
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1. Within the `initializeTower` function, after creating the `BuyBtn`, call `LK.getAsset` to create the tower button asset. Make sure to set the anchor points appropriately, typically to (0.5, 0.5) if you want to center the asset. 2. Set the `x` and `y` properties of the tower button asset to position it directly under the `BuyBtn`. You can use the `BuyBtn`'s `x` and `y` properties along with the `height` property to calculate the correct position. 3. Add the tower button asset as a child to the `tower` instance using the `addChild` method. 4. Ensure that the tower button asset is added before the `BuyBtn` so that it appears beneath the `BuyBtn` in the rendering order. 5. Adjust the `visible` property of the tower button asset to `true` to ensure it is always visible.
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.removeEnemy(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.removeEnemy(self); }; }); var Tower = Container.expand(function (gameInstance) { var self = Container.call(this); self.activeSnowball = null; self.gameInstance = gameInstance; self.isActive = false; self.level = 1; self.upgradeCost = 10; self.snowballSpeed = 5; self.activationCost = 10; self.BuyBtn = null; self.alpha = 1; self.x = 1024; self.y = 1366; self.shootSnowball = function () { if (self.isActive && !self.gameInstance.isGameOver && self.activeSnowball === null) { var snowball = new Snowball(self.snowballSpeed, self.x, self.y); self.activeSnowball = snowball; snowball.on('destroyed', self.onSnowballDestroyed); self.gameInstance.bullets.push(snowball); self.gameInstance.enemyLayer.addChild(snowball); } }; self.scheduleNextSnowball = function () { if (this.isActive) { self.shootSnowball(); LK.setTimeout(this.scheduleNextSnowball.bind(this), 2000); } }; self.onSnowballDestroyed = function () { self.activeSnowball = null; self.scheduleNextSnowball(); }; 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 instanceof Snowball && bullet.speed < this.snowballSpeed) { bullet.speed = this.snowballSpeed; } }).bind(this)); } this.upgradeCost += 5; this.towerCostText.setText(this.upgradeCost.toString()); } if (this.BuyBtn) { this.BuyBtn.visible = this.gameInstance.coins >= this.upgradeCost; this.towerCostText.alpha = 1; } }; }); var Snowball = Container.expand(function (speed) { var self = Container.call(this); self.x = arguments[1]; self.y = arguments[2]; self.anchor.set(0.5, 0.5); 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.removeEnemy(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.updateTowerButtons = function () { self.towers.forEach(function (tower) { var canAffordUpgrade = self.coins >= tower.upgradeCost; if (tower.BuyBtn) tower.BuyBtn.visible = canAffordUpgrade; tower.towerCostText.alpha = canAffordUpgrade ? 1 : 0.5; console.log('Current coin count: ' + self.coins + ', Upgrade cost for tower: ' + tower.upgradeCost); }); }; self.removeEnemy = function (enemy) { self.enemies = self.enemies.filter(function (e) { return e !== enemy; }); self.updateTowerButtons(); }; 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) { var canAffordUpgrade = self.coins >= tower.upgradeCost; tower.BuyBtn.visible = canAffordUpgrade; tower.towerCostText.alpha = canAffordUpgrade ? 1 : 0.5; }); 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 = 1; tower.scale.y = 1; tower.alpha = 1; if (tower.x < 0) tower.x = 0; if (tower.y < 0) tower.y = 0; if (tower.x > LK.stage.width) tower.x = LK.stage.width - tower.width; if (tower.y > LK.stage.height) tower.y = LK.stage.height - tower.height; tower.BuyBtn = LK.getAsset('buyButton', 'Buy Button', 0.5, 0.5); tower.BuyBtn.x = tower.x - 140; tower.BuyBtn.y = tower.y + tower.height / 2 + 80; var towerButton = LK.getAsset('towerButton', 'Tower Button', 0.5, 0.5); towerButton.x = tower.BuyBtn.x; towerButton.y = tower.BuyBtn.y; tower.BuyBtn.visible = false; var towerButton = LK.getAsset('towerButton', 'Tower Button', 0.5, 0.5); towerButton.x = tower.BuyBtn.x; towerButton.y = tower.BuyBtn.y; LK.gui.addChild(towerButton); LK.gui.addChild(tower.BuyBtn); tower.BuyBtn.on('down', (function () { this.upgrade(); }).bind(tower)); 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 = tower.BuyBtn.x; towerCostText.y = tower.BuyBtn.y + 50; towerCostText.alpha = 1; tower.towerCostText = towerCostText; LK.gui.addChild(towerCostText); return tower; }; var towerCenterX = LK.stage.width / 2; var towerCenterY = LK.stage.height / 2; self.towers = [self.initializeTower(towerCenterX - 750, towerCenterY + 200), self.initializeTower(towerCenterX - 750, towerCenterY - 100), self.initializeTower(towerCenterX - 750, towerCenterY - 400), self.initializeTower(towerCenterX - 750, towerCenterY - 700), self.initializeTower(towerCenterX - 750, towerCenterY - 1000)]; 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(); var tower = self.towers.find(function (t) { return t.activeSnowball === snowball; }); if (tower) tower.onSnowballDestroyed(snowball); self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); } }); if (snowball.x > LK.stage.width) { var tower = self.towers.find(function (t) { return t.activeSnowball === snowball; }); if (tower) tower.onSnowballDestroyed(snowball); self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); } }); }); });
===================================================================
--- original.js
+++ change.js
@@ -46,9 +46,9 @@
self.x = 1024;
self.y = 1366;
self.shootSnowball = function () {
if (self.isActive && !self.gameInstance.isGameOver && self.activeSnowball === null) {
- var snowball = new Snowball(self.snowballSpeed, self.x + self.width / 4, self.y + self.height / 4);
+ var snowball = new Snowball(self.snowballSpeed, self.x, self.y);
self.activeSnowball = snowball;
snowball.on('destroyed', self.onSnowballDestroyed);
self.gameInstance.bullets.push(snowball);
self.gameInstance.enemyLayer.addChild(snowball);
@@ -93,8 +93,9 @@
var Snowball = Container.expand(function (speed) {
var self = Container.call(this);
self.x = arguments[1];
self.y = arguments[2];
+ self.anchor.set(0.5, 0.5);
self.speed = speed;
var snowballGraphics = self.createAsset('snowball', 'Snowball Graphics', .5, .5);
self.speed = speed;
});
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.