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great, the game now checks for the enemy collision with the GUI element, however I want to move that collision point 50 pixels lower. I want for the GUI asset hitbox to be considered as if it's 50 pixels lower, as to allow all the enemies to fall for 50 more pixels before that collision is considered true. this check should be done from the top part of the GUI asset
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great, the game now checks for the enemy collision with the GUI element, however I want to move that collision point 50 pixels lower. I want for the GUI asset hitbox to be considered as if it's 50 pixels lower, as to allow all the enemies to fall for 50 more pixels before that collision is considered true
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the collision detection between the enemies and the GUI asset is a bit offset. I want to move the GUI collision detection 50 pixels lower, so that the GUI is seen as if it's 50 pixels lower
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the check for game over is done when the enemies hit the bottom edge of the screen. instead of using the collision check, I want the game to go to game over after the enemies hit the GUI element instead
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the same goes for the starting upgrade cost text. as soon as the game starts, I have 0 coins available, thus the texton the towers should be transparent, yet they start as visible, only becoming transparent after detroying the first enemy. they should start as transparent from the moment the game begins, since I have 0 coins
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there's a bug with the upgrade cost text. after upgrading a tower, the cost text remains visible until an enemy is killed. the text should turn transparent the moment I upgrade the ower, since this check is supposed to be done by checking the player's available coins, which are insufficient right after I upgrade the tower, since I just upgraded the tower, thus the coins have been extracted, so the game shouldnt wait for an enemy to be killed to make that check
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reduce the awarded coins per enemy from 5 to 1
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I want the snowballs to appear under the buybtn z layer
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ensure the generated snowballs appear under the towerbutton and buybtn z layers
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move the upgrade cost text 50 pixels higher
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increase the size of the towers by 50%
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update the upgrade cost text to appear in the very center of each tower, as right now it is offset
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update createAndShootSnowball Function to this exact snippet: 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; self.activeSnowball = snowball; snowball.on('destroyed', self.onSnowballDestroyed); self.gameInstance.bullets.push(snowball); self.gameInstance.addChild(snowball); };
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Modify the initializeTower Function: In the part of the function where you set the x and y coordinates of the tower, make a couple of adjustments to ensure the tower is positioned within the game stage's boundaries: If the x position of the tower is greater than the stage width (2048 pixels), reset the x position to be the stage width minus the tower's width. This prevents the tower from going off the right edge of the game stage. If the y position of the tower is greater than the stage height (2732 pixels), reset the y position to be the stage height minus the tower's height. This prevents the tower from going off the bottom edge of the game stage.
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Modify the createAndShootSnowball Function: First, you need to get the dimensions of the tower. Add a line of code to retrieve the tower's bounds using the getBounds() method. This will provide you with the width and height of the tower. Next, update the code to adjust the position where the snowball is created. Set the x position of the snowball to be the tower's x position plus half of the tower's width. Set the y position of the snowball to be the tower's y position plus half of the tower's height. This will place the snowball at the center of the tower.
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update this part ofthe code 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; self.activeSnowball = snowball; snowball.on('destroyed', self.onSnowballDestroyed); self.gameInstance.bullets.push(snowball); self.gameInstance.addChild(snowball); };
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you didnt implement the logic for the snowballs correctly. so the original snowball position defines the position fr the first tower, then the delta defines the difference for each subsequent tower. so if the original y position is 500 and the delta is 100, that means the first tower will have the snowball y position set at 500, the secionbd tower at 600, the third tower at 700 and so on
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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.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); var towerBounds = self.getBounds(); snowball.x = self.x + towerBounds.width / 2; snowball.y = self.y + towerBounds.height / 2; 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 = 2048; background.height = 2732; 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, 1); self.coinDisplay.x = 170; self.coinDisplay.y = -5; LK.gui.bottomLeft.addChild(self.coinDisplay); self.removeCoinDisplay = function () { LK.gui.removeChild(self.coinDisplay); }; var towerCost = 10; 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 > 2048) tower.x = 2048 - tower.width; if (tower.y > 2732) tower.y = 2732 - 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; self.addChild(towerButton); self.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; self.addChild(towerCostText); return tower; }; var towerCenterX = 2048 / 2; var towerCenterY = 2732 / 2 + 200; 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 - 1200)]; 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 > 2048) { 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
@@ -236,10 +236,10 @@
self.initializeTower = function (x, y) {
var tower = self.addChild(new Tower(self));
tower.x = x;
tower.y = y;
- tower.scale.x = 1.5;
- tower.scale.y = 1.5;
+ 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 > 2048) tower.x = 2048 - tower.width;
@@ -275,9 +275,9 @@
return tower;
};
var towerCenterX = 2048 / 2;
var towerCenterY = 2732 / 2 + 200;
- 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)];
+ 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 - 1200)];
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.