Code edit (6 edits merged)
Please save this source code
User prompt
right now the snowballs are generated relative to the towers they get shot from, yet that is bugged, so let's rethink how snowballs are shot. instead of anchoring the snowballs to the towers, let's set a fixed x & Y position for them. the lowest positioned tower will defined the x & Y position of the generated snowball, then the other snowballs will be generated relative to this position. so we'll basically have 2 new properties. property that will define the position on the screen from the first generated snowball, and then another x & Y which is the delta of how much each snowball is hifted compared to the original anchor
User prompt
If the anchor point (the point considered as the object's position reference) for the snowball and tower graphics is not the center, it would cause a discrepancy. Ensure that the anchor point for both the tower and the snowball graphics is set to their centers.
User prompt
In the Snowball constructor, you are using arguments[1] and arguments[2] to set the x and y positions. However, you only pass one argument (self.snowballSpeed) when creating a new snowball. You need to pass the x and y coordinates as additional arguments for this to work correctly.
User prompt
adjust the position calculation to account for the anchor point of the tower. If the anchor point of the tower is at its center (0.5, 0.5), then you simply need to set the snowball's x and y coordinates to be the same as the tower's: ```javascript snowball.x = self.x; snowball.y = self.y; ``` This will position the snowball at the center of the tower, assuming that the snowball's anchor point is also at its center. If the snowball's anchor point is not at its center, you would need to adjust its position accordingly.
User prompt
update the game such that it uses a fixed hight rather than trying to read LK.stage.xxx
User prompt
First issue is this: self.gameInstance.enemyLayer.addChild(snowball); you want to attach to self.gameInstance.addChild(...) to be at the same layer as the towers
User prompt
First issue is this: self.gameInstance.enemyLayer.addChild(snowball); you want to attach to self.gameInstance.addChild(...) to be at the same layer as the towers
User prompt
the game also starts with a gameover, which is a bug. because you try to read LK.stage.height (Which returns 0 during startup). you should not even have access to LK.stage
User prompt
When creating the snowball, make sure to set its `x` and `y` properties so that it appears at the center of the tower
User prompt
this whole line describes how towers should be positioned on the screen. is there any way you can simplify this so it doesn't use the LK method? I want a simple clean way that just gives x & Y coordinates of the screen " 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)]"
User prompt
right now, all towers have the same exact point of origin from whre they shoot snowballs, which is the top-left corner of the screen, which is a bug. each tower shouyld have it's own individual shooting point of origin, which should be based on the tower's actual position. each snowball should be generated from the center of the tower it originated from
User prompt
If there are any hardcoded values for positioning, replace them with calculations based on the actual dimensions of the tower and snowball assets.
User prompt
In the method where the tower shoots the snowball, call the centralized snowball creation method and then apply any additional logic needed for the snowball's movement.
User prompt
Ensure that the anchor points for both the tower and the snowball are consistent. If the tower's anchor point is at its center (0.5, 0.5), the snowball should also have its anchor point set to the center. This will make positioning more predictable.
User prompt
When creating the snowball, make sure to set its `x` and `y` properties so that it appears at the center of the tower. This can be done by setting the snowball's position to the tower's position plus half of the tower's width and height, considering the anchor points.
User prompt
Create a method within the Tower class that handles the creation of a snowball. This method should calculate the exact center of the tower and instantiate the snowball at that position.
User prompt
Ensure that the Snowball constructor correctly interprets the x and y parameters without any unintended transformations. The direct assignment should work as intended, but it's worth double-checking:
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
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.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'set')' in this line: 'self.anchor.set(0.5, 0.5);' Line Number: 97
User prompt
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.
Code edit (2 edits merged)
Please save this source code
User prompt
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.
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.createAndShootSnowball = function () { var snowball = new Snowball(self.snowballSpeed); snowball.x = self.x; snowball.y = self.y; self.activeSnowball = snowball; snowball.on('destroyed', self.onSnowballDestroyed); self.gameInstance.bullets.push(snowball); self.gameInstance.addChild(snowball); }; 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) { self.createAndShootSnowball(); } }; 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.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 >= 2732) { 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
@@ -35,11 +35,10 @@
var Tower = Container.expand(function (gameInstance) {
var self = Container.call(this);
self.createAndShootSnowball = function () {
var snowball = new Snowball(self.snowballSpeed);
- var towerBounds = self.getBounds();
- snowball.x = self.x + towerBounds.width / 2;
- snowball.y = self.y + towerBounds.height / 2;
+ snowball.x = self.x;
+ snowball.y = self.y;
self.activeSnowball = snowball;
snowball.on('destroyed', self.onSnowballDestroyed);
self.gameInstance.bullets.push(snowball);
self.gameInstance.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.