Code edit (18 edits merged)
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decrease the z layer of the speedup asset to appear under the snowballs and under the enemies layers
Code edit (1 edits merged)
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whenever a tower is upgraded, display a new asset called SpeedUp at the center of the screen for 1 second, the destroy it. give this asset an x and y property so I can change it's position on the screen
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y);' Line Number: 47
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y);' Line Number: 47
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y);' Line Number: 47
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y);' Line Number: 47
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y);' Line Number: 189
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enemies do drop a coin, but it travels to the wrong position, they need to go towards the already existing coin UI
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in this line: 'return {' Line Number: 255
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after an enemy is killed, the Coin asset should drop from it. the Coins appears from the point where the enemy was killed, then immediatelly start travelling towards the Coin UI asset. when it touches the UI, the coins that was generated from the enemy is destroyed. this coin travels with a speed of 2
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increase the snowballs speed by +2 instead of 1
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after each upgrade, increase the enemies speed by 0.5 instead of 0.2
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all towers should start costing 5 coins instead of 10
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the tilt rotation works great but it moves way to fast, is there any way you can slow down the animation so it's doesnt move from left to right so rapidly?
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change the 0.15 from the tilting animation on all enemies to 0.02
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change the 2.5 from the tilting animation on all enemies to 0.01
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change the 0.15 from the tilting animation on all enemies to 2.5
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perfect, the tilting animation works excelently, but it moves too fast, make the animation slower
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Implement a continuous tilting animation for each of the three parachuting enemy assets. Each enemy should tilt 15% to the right, return to original position, then tilt 15% to the left, and repeat this cycle continuously. Ensure the tilting transition is smooth to simulate natural parachuting movement.
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add an oscillation animation to all 3 enemies. each enemy represents a parachuting enemy, so I want them to also have a rotation animation around their axis. rotate about 15% to the right then return back to it's original position then rotate 15% to the left and this animation keeps repeating to give the impression of a parachuting enemy
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snowballs should also rotate clockwise as they travel
Code edit (18 edits merged)
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var CoinDrop = Container.expand(function (startX, startY, targetX, targetY) { var self = Container.call(this); var coinGraphics = self.createAsset('coin', 'Dropped Coin Graphics', 0.5, 0.5); self.x = startX; self.y = startY; self.targetX = targetX; self.targetY = targetY; self.speed = 2; self.move = function () { var deltaX = self.targetX - self.x; var deltaY = self.targetY - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance < self.speed) { self.destroy(); return; } var moveX = deltaX / distance * self.speed; var moveY = deltaY / distance * self.speed; self.x += moveX; self.y += moveY; }; }); 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.tiltDirection = 1; self.move = function () { self.y += self.speed; self.rotation += 0.005 * self.tiltDirection; if (self.rotation > 0.15 || self.rotation < -0.15) { self.tiltDirection *= -1; } }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.showExplosion(); self.gameInstance.updateCoins(3); var coinUIPos = self.gameInstance.getCoinUIPosition(); var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y); self.gameInstance.addChild(newCoinDrop); 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.tiltDirection = 1; self.move = function () { self.y += self.speed; self.rotation += 0.005 * self.tiltDirection; if (self.rotation > 0.15 || self.rotation < -0.15) { self.tiltDirection *= -1; } }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.showExplosion(); self.gameInstance.updateCoins(1); var coinUIPos = self.gameInstance.getCoinUIPosition(); if (self.gameInstance.Coin) { if (self.gameInstance.Coin) { if (self.gameInstance.Coin) { if (self.gameInstance.Coin) { if (self.gameInstance.Coin) { var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y); self.gameInstance.addChild(newCoinDrop); } self.gameInstance.addChild(newCoinDrop); } self.gameInstance.addChild(newCoinDrop); } self.gameInstance.addChild(newCoinDrop); } self.gameInstance.addChild(newCoinDrop); } self.gameInstance.addChild(newCoinDrop); 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 + 15; snowball.y = self.y + towerBounds.height / 2 + 15; 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 = 5; self.snowballSpeed = 3; self.activationCost = 5; 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 += 2; 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; self.rotationSpeed = 0.05; var snowballGraphics = self.createAsset('snowball', 'Snowball Graphics', .5, .5); self.speed = speed; self.move = function () { self.rotation += self.rotationSpeed; }; }); 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.tiltDirection = 1; self.move = function () { self.y += self.speed; self.rotation += 0.005 * self.tiltDirection; if (self.rotation > 0.15 || self.rotation < -0.15) { self.tiltDirection *= -1; } }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.showExplosion(); self.gameInstance.updateCoins(2); var coinUIPos = self.gameInstance.getCoinUIPosition(); if (self.gameInstance.Coin) { if (self.gameInstance.Coin) { var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y); self.gameInstance.addChild(newCoinDrop); } self.gameInstance.addChild(newCoinDrop); } self.gameInstance.addChild(newCoinDrop); 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); LK.on('tick', function () { self.children.forEach(function (child) { if (child instanceof CoinDrop) { child.move(); } }); }); self.getCoinUIPosition = function () { if (self.Coin) { return { x: self.Coin.x, y: self.Coin.y }; } else { return { x: 0, y: 0 }; } }; 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 = 1940; self.Kills.y = 2620; 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 = 150; 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 = 1290; 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.move(); 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
@@ -77,9 +77,12 @@
if (self.gameInstance.Coin) {
if (self.gameInstance.Coin) {
if (self.gameInstance.Coin) {
if (self.gameInstance.Coin) {
- var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y);
+ if (self.gameInstance.Coin) {
+ var newCoinDrop = new CoinDrop(self.x, self.y, self.gameInstance.Coin.x, self.gameInstance.Coin.y);
+ self.gameInstance.addChild(newCoinDrop);
+ }
self.gameInstance.addChild(newCoinDrop);
}
self.gameInstance.addChild(newCoinDrop);
}
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.