Code edit (7 edits merged)
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create a new asset named Kills, and display it in the center of the screen, above the z layer of the GUI element. also add an x and Y numerical property so I can adjust it's screen position
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for the score text, change it's alignment to be from right instead of left
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there's a bug with the scoring, ad enemy_2 adds 2 points to the score instead of 1, while enemy_3 add no points at all. all 3 enemies should award 1 point each
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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. ensure all 3 enemies use the same scoring increment logic
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it appears the scoring logic is inconsistent across enemies. The first enemy should use the same logic as Enemy_2 and Enemy_3, to that it increases the score by 1
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Add the score incrementation logic to the `destroyEnemy` function of the `Enemy` class, similar to how it is done in the `Enemy_2` and `Enemy_3` classes. This means that when an enemy of type `Enemy` is destroyed, the game instance's score should be incremented by 1. 2. Ensure that the score incrementation logic is placed before the call to `LK.setScore` in the `destroyEnemy` function of all enemy classes. This will update the game instance's score and then set the new score using the game engine's method.
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Ensure that the `Enemy_2` and `Enemy_3` classes follow the same pattern as the corrected `Enemy` class, incrementing the score by 1 and then setting the score with `LK.setScore(self.gameInstance.score)`.
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apply to above fixed to fix the score system
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Fix Bug: 'Cannot read properties of undefined (reading 'score')' in this line: 'LK.setScore(self.gameInstance.score + 1);' Line Number: 6
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Fix Bug: 'Cannot read properties of undefined (reading 'score')' in this line: 'LK.setScore(self.gameInstance.score + 1);' Line Number: 6
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Fix Bug: 'Cannot read properties of undefined (reading 'score')' in this line: 'self.gameInstance.score += 1;' Line Number: 3
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'score')' in this line: 'self.gameInstance.score += 1;' Line Number: 3
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the score that keeps track of the killed enemy skips the value 1. it counts it but never shows it. I see 0, then the first kill is still displayed as 0 and only after the second kill the score correctly starts to count from 2 onwards. fix this bug
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the score that keeps track of the killed enemy skips the value 1. it counts it but never shows it. I see 0, then the first kill is still displayed as 0 and only after the second kill the score correctly starts to count from 2 onwards. fix this bug
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the score that keeps track of the killed enemy skips the value 1. it counts it but never shows it. I see 0, then the first kill is still displayed as 0 and only after the second kill the score correctly starts to count from 2 onwards. fix this bug
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great, the score works but it has a tiny bug as it doesnt count the first killed enemy
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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
var Enemy_3 = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.showExplosion = function () { self.gameInstance.showExplosion(self.x, self.y); 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(50); self.gameInstance.removeEnemy(self); self.gameInstance.incrementScore(); }; }); var Enemy = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.showExplosion = function () { self.gameInstance.showExplosion(self.x, self.y); 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(50); self.gameInstance.removeEnemy(self); self.gameInstance.incrementScore(); }; }); 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(0.2); } 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 () { self.gameInstance.showExplosion(self.x, self.y); 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(50); self.gameInstance.removeEnemy(self); self.gameInstance.incrementScore(); }; }); 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); enemy.speed += self.parent.enemySpeedIncrement; break; case 'Enemy_2': enemy = new Enemy_2(self, self.parent); enemy.speed += self.parent.enemySpeedIncrement; break; case 'Enemy_3': enemy = new Enemy_3(self, self.parent); enemy.speed += self.parent.enemySpeedIncrement; 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.showExplosion = function (x, y) { var explosion = self.createAsset('explosion', 'Explosion Graphics', 0.5, 0.5); explosion.x = x; explosion.y = y; self.addChild(explosion); LK.setTimeout(function () { explosion.destroy(); }, 150); }; self.increaseEnemySpeed = function (speedIncrement) { self.enemies.forEach(function (enemy) { enemy.speed += speedIncrement; }); self.enemySpeedIncrement += 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 Kills = self.createAsset('kills', 'Kills Asset', 0.5, 0.5); Kills.x = 1024; Kills.y = 1366; self.addChild(Kills); self.Kills = Kills; self.Kills.x = 1024; self.Kills.y = 1766; 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: 10 }); self.coinDisplay.anchor.set(0, 1); self.coinDisplay.x = 170; self.coinDisplay.y = -5; LK.gui.bottomLeft.addChild(self.coinDisplay); self.scoreDisplay = new Text2('0', { size: 100, fill: '#ffffff', align: 'center', stroke: '#000000', strokeThickness: 10 }); self.scoreDisplay.anchor.set(1, 1); self.scoreDisplay.x = 1300; self.scoreDisplay.y = -5; LK.gui.bottomLeft.addChild(self.scoreDisplay); self.removeCoinDisplay = function () { LK.gui.removeChild(self.coinDisplay); }; self.incrementScore = function () { self.score++; LK.setScore(self.score); self.scoreDisplay.setText(LK.getScore().toString()); }; 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.enemySpeedIncrement = 0; self.score = 0; 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
@@ -235,9 +235,9 @@
Kills.y = 1366;
self.addChild(Kills);
self.Kills = Kills;
self.Kills.x = 1024;
- self.Kills.y = 1366;
+ self.Kills.y = 1766;
var Coin = self.createAsset('coin', 'Coin Asset', 0.5, 0.5);
Coin.x = 124;
Coin.y = 2620;
self.addChild(Coin);
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.