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using LK.setScore and LK.getScore, add a new Score text to the screen that keeps track of the destroyed enemies. every killed enemy adds +1 to this score
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Fix Bug: 'TypeError: parseInt is not a function' in this line: 'self.scoreDisplay.setText((parseInt(self.scoreDisplay.text, 10) + 1).toString());' Line Number: 222
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'text')' in this line: 'self.scoreDisplay.setText((parseInt(self.scoreDisplay.text.text, 10) + 1).toString());' Line Number: 222
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Fix Bug: 'TypeError: parseInt is not a function' in this line: 'self.scoreDisplay.setText((parseInt(self.scoreDisplay.text, 10) + 1).toString());' Line Number: 222
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Fix Bug: 'TypeError: parseInt is not a function' in this line: 'self.scoreDisplay.setText((parseInt(self.scoreDisplay.text) + 1).toString());' Line Number: 222
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add a Score text element on the screen that counts the amount of destroyed elements. this should have the same style and properties as the text displaying the collected coins
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the enemy speed increase per upgrade should only be 0.2
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after upgrading a tower, enemies have their drop speed increased, however I noticed that only applies to the current existing enemies and doesn't persists to newly generated enemies. this speed should be applied to both existing enemies but also to new created enemies after the upgrade
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all enemies should award 50 coins each
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increase the thickness of the text that display the collected coins
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'tower.towerCostText.style.fill = canAffordUpgrade ? '#ffffff' : '#ff0000';' Line Number: 257
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'tower.towerCostText.style.fill = canAffordUpgrade ? '#ffffff' : '#ff0000';' Line Number: 257
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'tower.towerCostText.style.fill = canAffordUpgrade ? '#ffffff' : '#ff0000';' Line Number: 257
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'tower.towerCostText.style.fill = canAffordUpgrade ? '#ffffff' : '#ff0000';' Line Number: 255
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'tower.towerCostText.style.fill = canAffordUpgrade ? '#ffffff' : '#ff0000';' Line Number: 255
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'tower.towerCostText.style.fill = canAffordUpgrade ? '#ffffff' : '#ff0000';' Line Number: 253
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right now, the upgrade cost text has a transparency of 0.5 when not available to upgrade. can you keep the same logic, but replace the effect? instead of having it transparent, I want it to be fully visible but have it's color changed to red
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reduce the explosion time to 150
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can you optimize the explosion animation so instead of having it coded individually for each enemy you only call it fro m single placE?
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reduce the explosion animation to 200
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add an explosion asset over the enemies when they get killed. This animation appears over the enemy for 300 miliseconds
Code edit (1 edits merged)
Please save this source code
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after any tower is upgraded, increases the falling speed of all enemies by 0.1
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enemy 2 should award 2 coins and enemy 3 should award 3 coins
Code edit (1 edits merged)
Please save this source code
var Enemy_3 = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.showExplosion = function () { var explosion = self.createAsset('explosion', 'Explosion Graphics', 0.5, 0.5); explosion.x = self.x; explosion.y = self.y; self.parent.addChild(explosion); LK.setTimeout(function () { explosion.destroy(); }, 200); self.destroy(); }; self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy_3', 'Enemy_3 Graphics', .5, .5); self.speed = 10; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.showExplosion(); self.gameInstance.updateCoins(3); self.gameInstance.removeEnemy(self); }; }); var Enemy = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.showExplosion = function () { var explosion = self.createAsset('explosion', 'Explosion Graphics', 0.5, 0.5); explosion.x = self.x; explosion.y = self.y; self.parent.addChild(explosion); LK.setTimeout(function () { explosion.destroy(); }, 200); self.destroy(); }; self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5); self.speed = 4; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.showExplosion(); self.gameInstance.updateCoins(1); 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.addChildAt(snowball, self.gameInstance.getChildIndex(self.BuyBtn)); }; self.activeSnowball = null; self.gameInstance = gameInstance; self.isActive = false; self.level = 1; self.upgradeCost = 10; self.snowballSpeed = 3; 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()); this.gameInstance.increaseEnemySpeed(0.5); } if (this.BuyBtn) { this.BuyBtn.visible = this.gameInstance.coins >= this.upgradeCost; this.towerCostText.alpha = this.gameInstance.coins >= this.upgradeCost ? 1 : 0.5; } }; }); 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.showExplosion = function () { var explosion = self.createAsset('explosion', 'Explosion Graphics', 0.5, 0.5); explosion.x = self.x; explosion.y = self.y; self.parent.addChild(explosion); LK.setTimeout(function () { explosion.destroy(); }, 200); self.destroy(); }; self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy_2', 'Enemy_2 Graphics', .5, .5); self.speed = 6; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.showExplosion(); self.gameInstance.updateCoins(2); 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.increaseEnemySpeed = function (speedIncrement) { self.enemies.forEach(function (enemy) { enemy.speed += speedIncrement; }); }; 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: 100, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 10 }); towerCostText.anchor.set(0.5, 0.5); towerCostText.x = tower.BuyBtn.x; towerCostText.y = tower.BuyBtn.y; towerCostText.alpha = 0.5; 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 - 550), self.initializeTower(towerCenterX - 700, towerCenterY - 950)]; 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 >= self.GUI.y - 1250) { 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
@@ -6,9 +6,9 @@
explosion.y = self.y;
self.parent.addChild(explosion);
LK.setTimeout(function () {
explosion.destroy();
- }, 300);
+ }, 200);
self.destroy();
};
self.gameInstance = gameInstance;
var enemyGraphics = self.createAsset('enemy_3', 'Enemy_3 Graphics', .5, .5);
@@ -33,9 +33,9 @@
explosion.y = self.y;
self.parent.addChild(explosion);
LK.setTimeout(function () {
explosion.destroy();
- }, 300);
+ }, 200);
self.destroy();
};
self.gameInstance = gameInstance;
var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5);
@@ -138,9 +138,9 @@
explosion.y = self.y;
self.parent.addChild(explosion);
LK.setTimeout(function () {
explosion.destroy();
- }, 300);
+ }, 200);
self.destroy();
};
self.gameInstance = gameInstance;
var enemyGraphics = self.createAsset('enemy_2', 'Enemy_2 Graphics', .5, .5);
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.