User prompt
Add a visual button to erase the towers and add a separate asset for this.
User prompt
It should say which section you are in when you run away to the left.
User prompt
After 10 episodes are finished, let episode 2 come and then go on with 3, 4, 5, and so on.
User prompt
add a health bar to enemy soldiers ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Let the boss come in the 10th wave.
User prompt
Let the towers turn to the person they hit. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
increase the range of the towers
User prompt
Let each tower have its own special bullet.
User prompt
Let the laser gun shoot laser.
User prompt
Add 3 more towers
User prompt
Write how much the towers will ask for.
Code edit (1 edits merged)
Please save this source code
User prompt
War Simulator 3
Initial prompt
make a war game the name is war simulator 3
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bullet = Container.expand(function (startX, startY, targetX, targetY, damage) { var self = Container.call(this); self.graphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.damage = damage; self.speed = 8; var dx = targetX - startX; var dy = targetY - startY; var distance = Math.sqrt(dx * dx + dy * dy); self.velocityX = dx / distance * self.speed; self.velocityY = dy / distance * self.speed; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; }; return self; }); var Enemy = Container.expand(function (enemyType) { var self = Container.call(this); self.enemyType = enemyType; self.health = 60; self.maxHealth = 60; self.damage = 15; self.speed = 1; self.targetX = 1024; self.targetY = 1366; if (enemyType === 'tank') { self.health = 120; self.maxHealth = 120; self.damage = 30; self.speed = 0.8; self.graphics = self.attachAsset('enemyTank', { anchorX: 0.5, anchorY: 0.5 }); } else if (enemyType === 'soldier') { self.health = 50; self.maxHealth = 50; self.damage = 10; self.speed = 1.2; self.graphics = self.attachAsset('enemySoldier', { anchorX: 0.5, anchorY: 0.5 }); } self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; return true; } return false; }; self.update = function () { // Move towards base var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; return self; }); var GridCell = Container.expand(function (gridX, gridY) { var self = Container.call(this); self.gridX = gridX; self.gridY = gridY; self.occupied = false; self.unit = null; self.graphics = self.attachAsset('gridCell', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); self.down = function (x, y, obj) { if (!self.occupied && playerMoney >= selectedUnitCost) { deployUnit(self.gridX, self.gridY); } }; return self; }); var Unit = Container.expand(function (unitType) { var self = Container.call(this); self.unitType = unitType; self.health = 100; self.maxHealth = 100; self.attackDamage = 20; self.attackRange = 150; self.attackCooldown = 0; self.attackSpeed = 60; // frames between attacks self.cost = 50; // Set unit-specific properties if (unitType === 'tank') { self.health = 150; self.maxHealth = 150; self.attackDamage = 40; self.attackRange = 200; self.attackSpeed = 90; self.cost = 100; self.graphics = self.attachAsset('tank', { anchorX: 0.5, anchorY: 0.5 }); } else if (unitType === 'soldier') { self.health = 80; self.maxHealth = 80; self.attackDamage = 15; self.attackRange = 120; self.attackSpeed = 45; self.cost = 30; self.graphics = self.attachAsset('soldier', { anchorX: 0.5, anchorY: 0.5 }); } else if (unitType === 'aircraft') { self.health = 100; self.maxHealth = 100; self.attackDamage = 25; self.attackRange = 250; self.attackSpeed = 60; self.cost = 80; self.graphics = self.attachAsset('aircraft', { anchorX: 0.5, anchorY: 0.5 }); } self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.health = 0; return true; // unit destroyed } return false; }; self.canAttack = function () { return self.attackCooldown <= 0; }; self.attack = function (target) { if (self.canAttack()) { self.attackCooldown = self.attackSpeed; return true; } return false; }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ var GRID_SIZE = 120; var GRID_COLS = 8; var GRID_ROWS = 6; var GRID_START_X = 400; var GRID_START_Y = 800; // Game state variables var playerMoney = 200; var currentWave = 1; var maxWaves = 10; var enemiesThisWave = 0; var maxEnemiesThisWave = 3; var enemySpawnTimer = 0; var enemySpawnDelay = 120; var selectedUnitType = 'soldier'; var selectedUnitCost = 30; var gameState = 'playing'; // 'playing', 'gameOver', 'victory' var baseHealth = 100; var maxBaseHealth = 100; // Game arrays var playerUnits = []; var enemies = []; var bullets = []; var gridCells = []; // Create base var base = game.addChild(LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5 })); base.x = 1024; base.y = 1366; // Create grid for (var row = 0; row < GRID_ROWS; row++) { for (var col = 0; col < GRID_COLS; col++) { var cell = new GridCell(col, row); cell.x = GRID_START_X + col * GRID_SIZE; cell.y = GRID_START_Y + row * GRID_SIZE; gridCells.push(cell); game.addChild(cell); } } // UI Elements var moneyText = new Text2('Money: $' + playerMoney, { size: 60, fill: 0xFFFFFF }); moneyText.anchor.set(0, 0); moneyText.x = 120; moneyText.y = 100; LK.gui.topLeft.addChild(moneyText); var waveText = new Text2('Wave: ' + currentWave + '/' + maxWaves, { size: 60, fill: 0xFFFFFF }); waveText.anchor.set(0.5, 0); LK.gui.top.addChild(waveText); var baseHealthText = new Text2('Base Health: ' + baseHealth, { size: 50, fill: 0xFFFFFF }); baseHealthText.anchor.set(0.5, 0); baseHealthText.y = 80; LK.gui.top.addChild(baseHealthText); // Unit selection buttons var soldierButton = LK.getAsset('soldier', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); soldierButton.x = 200; soldierButton.y = 200; LK.gui.topLeft.addChild(soldierButton); var tankButton = LK.getAsset('tank', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); tankButton.x = 300; tankButton.y = 200; LK.gui.topLeft.addChild(tankButton); var aircraftButton = LK.getAsset('aircraft', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.3, scaleY: 1.3 }); aircraftButton.x = 400; aircraftButton.y = 200; LK.gui.topLeft.addChild(aircraftButton); // Button event handlers soldierButton.down = function () { selectedUnitType = 'soldier'; selectedUnitCost = 30; updateButtonSelection(); }; tankButton.down = function () { selectedUnitType = 'tank'; selectedUnitCost = 100; updateButtonSelection(); }; aircraftButton.down = function () { selectedUnitType = 'aircraft'; selectedUnitCost = 80; updateButtonSelection(); }; function updateButtonSelection() { soldierButton.alpha = selectedUnitType === 'soldier' ? 1.0 : 0.6; tankButton.alpha = selectedUnitType === 'tank' ? 1.0 : 0.6; aircraftButton.alpha = selectedUnitType === 'aircraft' ? 1.0 : 0.6; } function deployUnit(gridX, gridY) { if (playerMoney >= selectedUnitCost) { var unit = new Unit(selectedUnitType); unit.x = GRID_START_X + gridX * GRID_SIZE; unit.y = GRID_START_Y + gridY * GRID_SIZE; playerUnits.push(unit); game.addChild(unit); // Mark grid cell as occupied var cellIndex = gridY * GRID_COLS + gridX; gridCells[cellIndex].occupied = true; gridCells[cellIndex].unit = unit; playerMoney -= selectedUnitCost; moneyText.setText('Money: $' + playerMoney); LK.getSound('unitDeploy').play(); } } function spawnEnemy() { var enemyType = Math.random() < 0.6 ? 'soldier' : 'tank'; var enemy = new Enemy(enemyType); // Spawn from top of screen enemy.x = Math.random() * 1500 + 200; enemy.y = 100; enemies.push(enemy); game.addChild(enemy); enemiesThisWave++; } function findNearestEnemy(unit) { var nearestEnemy = null; var nearestDistance = unit.attackRange; for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - unit.x; var dy = enemy.y - unit.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= nearestDistance) { nearestEnemy = enemy; nearestDistance = distance; } } return nearestEnemy; } function createBullet(startX, startY, targetX, targetY, damage) { var bullet = new Bullet(startX, startY, targetX, targetY, damage); bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); } function checkWaveComplete() { if (enemiesThisWave >= maxEnemiesThisWave && enemies.length === 0) { currentWave++; if (currentWave > maxWaves) { gameState = 'victory'; LK.showYouWin(); return; } // Start next wave enemiesThisWave = 0; maxEnemiesThisWave = Math.min(3 + currentWave, 15); enemySpawnDelay = Math.max(60, 120 - currentWave * 5); playerMoney += 50 + currentWave * 10; waveText.setText('Wave: ' + currentWave + '/' + maxWaves); moneyText.setText('Money: $' + playerMoney); } } // Initialize selection updateButtonSelection(); game.update = function () { if (gameState !== 'playing') return; // Spawn enemies if (enemiesThisWave < maxEnemiesThisWave) { enemySpawnTimer++; if (enemySpawnTimer >= enemySpawnDelay) { spawnEnemy(); enemySpawnTimer = 0; } } // Update units and handle combat for (var i = 0; i < playerUnits.length; i++) { var unit = playerUnits[i]; var target = findNearestEnemy(unit); if (target && unit.canAttack()) { if (unit.attack(target)) { createBullet(unit.x, unit.y, target.x, target.y, unit.attackDamage); } } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; // Check if enemy reached base var distanceToBase = Math.sqrt(Math.pow(enemy.x - base.x, 2) + Math.pow(enemy.y - base.y, 2)); if (distanceToBase < 100) { baseHealth -= enemy.damage; baseHealthText.setText('Base Health: ' + Math.max(0, baseHealth)); if (baseHealth <= 0) { gameState = 'gameOver'; LK.showGameOver(); return; } enemy.destroy(); enemies.splice(i, 1); continue; } } // Update bullets and check collisions for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; // Check if bullet is out of bounds if (bullet.x < 0 || bullet.x > 2048 || bullet.y < 0 || bullet.y > 2732) { bullet.destroy(); bullets.splice(i, 1); continue; } // Check bullet-enemy collisions for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { if (enemy.takeDamage(bullet.damage)) { playerMoney += 10; moneyText.setText('Money: $' + playerMoney); LK.getSound('enemyHit').play(); enemy.destroy(); enemies.splice(j, 1); } bullet.destroy(); bullets.splice(i, 1); break; } } } checkWaveComplete(); };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,419 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var Bullet = Container.expand(function (startX, startY, targetX, targetY, damage) {
+ var self = Container.call(this);
+ self.graphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.x = startX;
+ self.y = startY;
+ self.damage = damage;
+ self.speed = 8;
+ var dx = targetX - startX;
+ var dy = targetY - startY;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ self.velocityX = dx / distance * self.speed;
+ self.velocityY = dy / distance * self.speed;
+ self.update = function () {
+ self.x += self.velocityX;
+ self.y += self.velocityY;
+ };
+ return self;
+});
+var Enemy = Container.expand(function (enemyType) {
+ var self = Container.call(this);
+ self.enemyType = enemyType;
+ self.health = 60;
+ self.maxHealth = 60;
+ self.damage = 15;
+ self.speed = 1;
+ self.targetX = 1024;
+ self.targetY = 1366;
+ if (enemyType === 'tank') {
+ self.health = 120;
+ self.maxHealth = 120;
+ self.damage = 30;
+ self.speed = 0.8;
+ self.graphics = self.attachAsset('enemyTank', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (enemyType === 'soldier') {
+ self.health = 50;
+ self.maxHealth = 50;
+ self.damage = 10;
+ self.speed = 1.2;
+ self.graphics = self.attachAsset('enemySoldier', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.health = 0;
+ return true;
+ }
+ return false;
+ };
+ self.update = function () {
+ // Move towards base
+ var dx = self.targetX - self.x;
+ var dy = self.targetY - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 5) {
+ self.x += dx / distance * self.speed;
+ self.y += dy / distance * self.speed;
+ }
+ };
+ return self;
+});
+var GridCell = Container.expand(function (gridX, gridY) {
+ var self = Container.call(this);
+ self.gridX = gridX;
+ self.gridY = gridY;
+ self.occupied = false;
+ self.unit = null;
+ self.graphics = self.attachAsset('gridCell', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.3
+ });
+ self.down = function (x, y, obj) {
+ if (!self.occupied && playerMoney >= selectedUnitCost) {
+ deployUnit(self.gridX, self.gridY);
+ }
+ };
+ return self;
+});
+var Unit = Container.expand(function (unitType) {
+ var self = Container.call(this);
+ self.unitType = unitType;
+ self.health = 100;
+ self.maxHealth = 100;
+ self.attackDamage = 20;
+ self.attackRange = 150;
+ self.attackCooldown = 0;
+ self.attackSpeed = 60; // frames between attacks
+ self.cost = 50;
+ // Set unit-specific properties
+ if (unitType === 'tank') {
+ self.health = 150;
+ self.maxHealth = 150;
+ self.attackDamage = 40;
+ self.attackRange = 200;
+ self.attackSpeed = 90;
+ self.cost = 100;
+ self.graphics = self.attachAsset('tank', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (unitType === 'soldier') {
+ self.health = 80;
+ self.maxHealth = 80;
+ self.attackDamage = 15;
+ self.attackRange = 120;
+ self.attackSpeed = 45;
+ self.cost = 30;
+ self.graphics = self.attachAsset('soldier', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else if (unitType === 'aircraft') {
+ self.health = 100;
+ self.maxHealth = 100;
+ self.attackDamage = 25;
+ self.attackRange = 250;
+ self.attackSpeed = 60;
+ self.cost = 80;
+ self.graphics = self.attachAsset('aircraft', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ self.takeDamage = function (damage) {
+ self.health -= damage;
+ if (self.health <= 0) {
+ self.health = 0;
+ return true; // unit destroyed
+ }
+ return false;
+ };
+ self.canAttack = function () {
+ return self.attackCooldown <= 0;
+ };
+ self.attack = function (target) {
+ if (self.canAttack()) {
+ self.attackCooldown = self.attackSpeed;
+ return true;
+ }
+ return false;
+ };
+ self.update = function () {
+ if (self.attackCooldown > 0) {
+ self.attackCooldown--;
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2F4F2F
+});
+
+/****
+* Game Code
+****/
+var GRID_SIZE = 120;
+var GRID_COLS = 8;
+var GRID_ROWS = 6;
+var GRID_START_X = 400;
+var GRID_START_Y = 800;
+// Game state variables
+var playerMoney = 200;
+var currentWave = 1;
+var maxWaves = 10;
+var enemiesThisWave = 0;
+var maxEnemiesThisWave = 3;
+var enemySpawnTimer = 0;
+var enemySpawnDelay = 120;
+var selectedUnitType = 'soldier';
+var selectedUnitCost = 30;
+var gameState = 'playing'; // 'playing', 'gameOver', 'victory'
+var baseHealth = 100;
+var maxBaseHealth = 100;
+// Game arrays
+var playerUnits = [];
+var enemies = [];
+var bullets = [];
+var gridCells = [];
+// Create base
+var base = game.addChild(LK.getAsset('base', {
+ anchorX: 0.5,
+ anchorY: 0.5
+}));
+base.x = 1024;
+base.y = 1366;
+// Create grid
+for (var row = 0; row < GRID_ROWS; row++) {
+ for (var col = 0; col < GRID_COLS; col++) {
+ var cell = new GridCell(col, row);
+ cell.x = GRID_START_X + col * GRID_SIZE;
+ cell.y = GRID_START_Y + row * GRID_SIZE;
+ gridCells.push(cell);
+ game.addChild(cell);
+ }
+}
+// UI Elements
+var moneyText = new Text2('Money: $' + playerMoney, {
+ size: 60,
+ fill: 0xFFFFFF
+});
+moneyText.anchor.set(0, 0);
+moneyText.x = 120;
+moneyText.y = 100;
+LK.gui.topLeft.addChild(moneyText);
+var waveText = new Text2('Wave: ' + currentWave + '/' + maxWaves, {
+ size: 60,
+ fill: 0xFFFFFF
+});
+waveText.anchor.set(0.5, 0);
+LK.gui.top.addChild(waveText);
+var baseHealthText = new Text2('Base Health: ' + baseHealth, {
+ size: 50,
+ fill: 0xFFFFFF
+});
+baseHealthText.anchor.set(0.5, 0);
+baseHealthText.y = 80;
+LK.gui.top.addChild(baseHealthText);
+// Unit selection buttons
+var soldierButton = LK.getAsset('soldier', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5
+});
+soldierButton.x = 200;
+soldierButton.y = 200;
+LK.gui.topLeft.addChild(soldierButton);
+var tankButton = LK.getAsset('tank', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.2,
+ scaleY: 1.2
+});
+tankButton.x = 300;
+tankButton.y = 200;
+LK.gui.topLeft.addChild(tankButton);
+var aircraftButton = LK.getAsset('aircraft', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.3,
+ scaleY: 1.3
+});
+aircraftButton.x = 400;
+aircraftButton.y = 200;
+LK.gui.topLeft.addChild(aircraftButton);
+// Button event handlers
+soldierButton.down = function () {
+ selectedUnitType = 'soldier';
+ selectedUnitCost = 30;
+ updateButtonSelection();
+};
+tankButton.down = function () {
+ selectedUnitType = 'tank';
+ selectedUnitCost = 100;
+ updateButtonSelection();
+};
+aircraftButton.down = function () {
+ selectedUnitType = 'aircraft';
+ selectedUnitCost = 80;
+ updateButtonSelection();
+};
+function updateButtonSelection() {
+ soldierButton.alpha = selectedUnitType === 'soldier' ? 1.0 : 0.6;
+ tankButton.alpha = selectedUnitType === 'tank' ? 1.0 : 0.6;
+ aircraftButton.alpha = selectedUnitType === 'aircraft' ? 1.0 : 0.6;
+}
+function deployUnit(gridX, gridY) {
+ if (playerMoney >= selectedUnitCost) {
+ var unit = new Unit(selectedUnitType);
+ unit.x = GRID_START_X + gridX * GRID_SIZE;
+ unit.y = GRID_START_Y + gridY * GRID_SIZE;
+ playerUnits.push(unit);
+ game.addChild(unit);
+ // Mark grid cell as occupied
+ var cellIndex = gridY * GRID_COLS + gridX;
+ gridCells[cellIndex].occupied = true;
+ gridCells[cellIndex].unit = unit;
+ playerMoney -= selectedUnitCost;
+ moneyText.setText('Money: $' + playerMoney);
+ LK.getSound('unitDeploy').play();
+ }
+}
+function spawnEnemy() {
+ var enemyType = Math.random() < 0.6 ? 'soldier' : 'tank';
+ var enemy = new Enemy(enemyType);
+ // Spawn from top of screen
+ enemy.x = Math.random() * 1500 + 200;
+ enemy.y = 100;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ enemiesThisWave++;
+}
+function findNearestEnemy(unit) {
+ var nearestEnemy = null;
+ var nearestDistance = unit.attackRange;
+ for (var i = 0; i < enemies.length; i++) {
+ var enemy = enemies[i];
+ var dx = enemy.x - unit.x;
+ var dy = enemy.y - unit.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance <= nearestDistance) {
+ nearestEnemy = enemy;
+ nearestDistance = distance;
+ }
+ }
+ return nearestEnemy;
+}
+function createBullet(startX, startY, targetX, targetY, damage) {
+ var bullet = new Bullet(startX, startY, targetX, targetY, damage);
+ bullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+}
+function checkWaveComplete() {
+ if (enemiesThisWave >= maxEnemiesThisWave && enemies.length === 0) {
+ currentWave++;
+ if (currentWave > maxWaves) {
+ gameState = 'victory';
+ LK.showYouWin();
+ return;
+ }
+ // Start next wave
+ enemiesThisWave = 0;
+ maxEnemiesThisWave = Math.min(3 + currentWave, 15);
+ enemySpawnDelay = Math.max(60, 120 - currentWave * 5);
+ playerMoney += 50 + currentWave * 10;
+ waveText.setText('Wave: ' + currentWave + '/' + maxWaves);
+ moneyText.setText('Money: $' + playerMoney);
+ }
+}
+// Initialize selection
+updateButtonSelection();
+game.update = function () {
+ if (gameState !== 'playing') return;
+ // Spawn enemies
+ if (enemiesThisWave < maxEnemiesThisWave) {
+ enemySpawnTimer++;
+ if (enemySpawnTimer >= enemySpawnDelay) {
+ spawnEnemy();
+ enemySpawnTimer = 0;
+ }
+ }
+ // Update units and handle combat
+ for (var i = 0; i < playerUnits.length; i++) {
+ var unit = playerUnits[i];
+ var target = findNearestEnemy(unit);
+ if (target && unit.canAttack()) {
+ if (unit.attack(target)) {
+ createBullet(unit.x, unit.y, target.x, target.y, unit.attackDamage);
+ }
+ }
+ }
+ // Update enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ // Check if enemy reached base
+ var distanceToBase = Math.sqrt(Math.pow(enemy.x - base.x, 2) + Math.pow(enemy.y - base.y, 2));
+ if (distanceToBase < 100) {
+ baseHealth -= enemy.damage;
+ baseHealthText.setText('Base Health: ' + Math.max(0, baseHealth));
+ if (baseHealth <= 0) {
+ gameState = 'gameOver';
+ LK.showGameOver();
+ return;
+ }
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ }
+ // Update bullets and check collisions
+ for (var i = bullets.length - 1; i >= 0; i--) {
+ var bullet = bullets[i];
+ // Check if bullet is out of bounds
+ if (bullet.x < 0 || bullet.x > 2048 || bullet.y < 0 || bullet.y > 2732) {
+ bullet.destroy();
+ bullets.splice(i, 1);
+ continue;
+ }
+ // Check bullet-enemy collisions
+ for (var j = enemies.length - 1; j >= 0; j--) {
+ var enemy = enemies[j];
+ if (bullet.intersects(enemy)) {
+ if (enemy.takeDamage(bullet.damage)) {
+ playerMoney += 10;
+ moneyText.setText('Money: $' + playerMoney);
+ LK.getSound('enemyHit').play();
+ enemy.destroy();
+ enemies.splice(j, 1);
+ }
+ bullet.destroy();
+ bullets.splice(i, 1);
+ break;
+ }
+ }
+ }
+ checkWaveComplete();
+};
\ No newline at end of file
make a bird's eye view tank. In-Game asset. 2d. High contrast. No shadows
create ultra realastic bullet. In-Game asset. 2d. High contrast. No shadows
Make a bird's eye view airplane.. In-Game asset. 2d. High contrast. No shadows
Create a beautiful place with grassy, earthy views, but it should not have a roof; it should have walls.. In-Game asset. 2d. High contrast. No shadows
The enemy soldiers should look at us from a bird's eye view, but the soldier should look forward with a weapon in hand.. In-Game asset. 2d. High contrast. No shadows
Let's look at soldiers from a bird's eye view, but the soldier should look back and have a weapon in hand.. In-Game asset. 2d. High contrast. No shadows
create a missile rocket. In-Game asset. 2d. High contrast. No shadows
create bullet. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
create artillery. In-Game asset. 2d. High contrast. No shadows
create motionless giant rock. In-Game asset. 2d. High contrast. No shadows
create gridcell. In-Game asset. 2d. High contrast. No shadows
bird's eye view laser weapon 1024x. In-Game asset. 2d. High contrast. No shadows