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);
// Cost labels for unit buttons
var soldierCostText = new Text2('$30', {
size: 30,
fill: 0xFFD700
});
soldierCostText.anchor.set(0.5, 0);
soldierCostText.x = 200;
soldierCostText.y = 250;
LK.gui.topLeft.addChild(soldierCostText);
var tankCostText = new Text2('$100', {
size: 30,
fill: 0xFFD700
});
tankCostText.anchor.set(0.5, 0);
tankCostText.x = 300;
tankCostText.y = 250;
LK.gui.topLeft.addChild(tankCostText);
var aircraftCostText = new Text2('$80', {
size: 30,
fill: 0xFFD700
});
aircraftCostText.anchor.set(0.5, 0);
aircraftCostText.x = 400;
aircraftCostText.y = 250;
LK.gui.topLeft.addChild(aircraftCostText);
// 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;
// Update cost label highlighting
soldierCostText.alpha = selectedUnitType === 'soldier' ? 1.0 : 0.6;
tankCostText.alpha = selectedUnitType === 'tank' ? 1.0 : 0.6;
aircraftCostText.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
@@ -263,8 +263,33 @@
});
aircraftButton.x = 400;
aircraftButton.y = 200;
LK.gui.topLeft.addChild(aircraftButton);
+// Cost labels for unit buttons
+var soldierCostText = new Text2('$30', {
+ size: 30,
+ fill: 0xFFD700
+});
+soldierCostText.anchor.set(0.5, 0);
+soldierCostText.x = 200;
+soldierCostText.y = 250;
+LK.gui.topLeft.addChild(soldierCostText);
+var tankCostText = new Text2('$100', {
+ size: 30,
+ fill: 0xFFD700
+});
+tankCostText.anchor.set(0.5, 0);
+tankCostText.x = 300;
+tankCostText.y = 250;
+LK.gui.topLeft.addChild(tankCostText);
+var aircraftCostText = new Text2('$80', {
+ size: 30,
+ fill: 0xFFD700
+});
+aircraftCostText.anchor.set(0.5, 0);
+aircraftCostText.x = 400;
+aircraftCostText.y = 250;
+LK.gui.topLeft.addChild(aircraftCostText);
// Button event handlers
soldierButton.down = function () {
selectedUnitType = 'soldier';
selectedUnitCost = 30;
@@ -283,8 +308,12 @@
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;
+ // Update cost label highlighting
+ soldierCostText.alpha = selectedUnitType === 'soldier' ? 1.0 : 0.6;
+ tankCostText.alpha = selectedUnitType === 'tank' ? 1.0 : 0.6;
+ aircraftCostText.alpha = selectedUnitType === 'aircraft' ? 1.0 : 0.6;
}
function deployUnit(gridX, gridY) {
if (playerMoney >= selectedUnitCost) {
var unit = new Unit(selectedUnitType);
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