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ensure the generated snowballs appear under the towerbutton and buybtn z layers
Code edit (12 edits merged)
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move the upgrade cost text 50 pixels higher
Code edit (1 edits merged)
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increase the size of the towers by 50%
Code edit (1 edits merged)
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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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Code edit (6 edits merged)
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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
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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.
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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.
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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.
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update the game such that it uses a fixed hight rather than trying to read LK.stage.xxx
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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
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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
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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
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When creating the snowball, make sure to set its `x` and `y` properties so that it appears at the center of the tower
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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)]"
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; 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 - 700, towerCenterY + 650), self.initializeTower(towerCenterX - 700, towerCenterY + 250), self.initializeTower(towerCenterX - 700, towerCenterY - 150), self.initializeTower(towerCenterX - 700, towerCenterY - 500), self.initializeTower(towerCenterX - 700, towerCenterY - 900)]; 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
@@ -267,17 +267,17 @@
strokeThickness: 8
});
towerCostText.anchor.set(0.5, 0.5);
towerCostText.x = tower.BuyBtn.x;
- towerCostText.y = tower.BuyBtn.y + 50;
+ towerCostText.y = tower.BuyBtn.y;
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)];
+ self.towers = [self.initializeTower(towerCenterX - 700, towerCenterY + 650), self.initializeTower(towerCenterX - 700, towerCenterY + 250), self.initializeTower(towerCenterX - 700, towerCenterY - 150), self.initializeTower(towerCenterX - 700, towerCenterY - 500), self.initializeTower(towerCenterX - 700, towerCenterY - 900)];
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.