User prompt
Let no tomatoes come from behind the wall.
User prompt
May the wall have 5 lives.
User prompt
the tomatoes should attack 5 times and have 50 health on the wall
User prompt
When it comes to this, may they not disappear, may they destroy this, and the wall blocks my entire front, let the tomatoes hit the wall 5 times, may it be alive with 50 lives.
User prompt
Let there be stone walls a few centimeters ahead of the character, trying to smash tomatoes against them.
User prompt
prevent the player from moving
User prompt
make the bullets smaller
User prompt
add the gun as a different asses on the bllue dot
User prompt
add a gun to the blue dot and make the attack to the point where gun faces
User prompt
fix it i cant see the button
User prompt
add the button but to the left
User prompt
i want you to add a button on the bottom right of the page for attacking the red dots. it needs to shoot bullets when we press the button.
User prompt
Let me walk by holding down.4
User prompt
When I hold it down, it should go to where I am holding it.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Player Ball
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGfx = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Gun graphic (use separate 'gun' asset, as gun barrel)
var gunGfx = self.attachAsset('gun', {
anchorX: 0.5,
// center horizontally
anchorY: 0.85,
// anchor at base of gun
scaleX: 1,
scaleY: 1,
rotation: 0
});
gunGfx.y = -ballGfx.height * 0.08; // slightly above center
self.gunGfx = gunGfx;
// For possible future use
self.radius = ballGfx.width / 2;
// Track gun angle (radians)
self.gunAngle = -Math.PI / 2; // default up
// Method to set gun angle
self.setGunAngle = function (angle) {
self.gunAngle = angle;
self.gunGfx.rotation = angle;
};
return self;
});
// Bullet
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGfx = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Direction (unit vector)
self.dx = 0;
self.dy = -1;
self.speed = 40; // px per frame
self.update = function () {
self.x += self.dx * self.speed;
self.y += self.dy * self.speed;
};
return self;
});
// Stone Wall
var StoneWall = Container.expand(function () {
var self = Container.call(this);
// Make the wall as wide as the game area
var wallGfx = self.attachAsset('stonewall', {
width: 2048,
height: 80,
color: 0x888888,
anchorX: 0.5,
anchorY: 0.5
});
// Wall health and lives
self.maxHits = 5; // Number of attacks required to damage wall health
self.hits = 0; // Current number of attacks taken in this cycle
self.lives = 5; // Wall health (number of times wall can be damaged)
// Show wall health as text
self.healthTxt = new Text2("Wall: " + (self.maxHits - self.hits) + " / " + self.maxHits + "\nLives: " + self.lives, {
size: 48,
fill: "#fff"
});
self.healthTxt.anchor.set(0.5, 0.5);
self.healthTxt.y = 0;
self.addChild(self.healthTxt);
// Method to update health text
self.updateHealthText = function () {
self.healthTxt.setText("Wall: " + (self.maxHits - self.hits) + " / " + self.maxHits + "\nLives: " + self.lives);
};
// Method to handle a tomato hit
self.hitByTomato = function () {
self.hits++;
if (self.hits >= self.maxHits) {
// Wall takes a real damage only after 5 attacks
self.lives--;
self.hits = 0;
// Flash wall to show it lost a life
LK.effects.flashObject(self, 0xff0000, 400);
} else {
// Flash wall for a normal hit (not enough attacks yet)
LK.effects.flashObject(self, 0xffffff, 200);
}
self.updateHealthText();
};
return self;
});
// Tomato Enemy
var Tomato = Container.expand(function () {
var self = Container.call(this);
var tomatoGfx = self.attachAsset('tomato', {
anchorX: 0.5,
anchorY: 0.5
});
// Target to move towards (the player ball)
self.target = null;
self.speed = 7 + Math.random() * 3; // px per frame, randomize a bit
self.update = function () {
if (!self.target) return;
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0) {
self.x += dx / dist * self.speed;
self.y += dy / dist * self.speed;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Sound for shooting
// Tomato enemy
// Bullet
// Ball (player)
// Game area: 2048x2732
// Center player ball
var player = new Ball();
player.x = 2048 / 2;
player.y = 2732 - 350;
game.addChild(player);
// Add stone wall(s) a short distance in front of the player
var stoneWall = new StoneWall();
stoneWall.x = player.x;
stoneWall.y = player.y - 180; // ~18cm ahead (assuming 10px ~ 1mm)
game.addChild(stoneWall);
// Score display
var score = 0;
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Bullets and tomatoes arrays
var bullets = [];
var tomatoes = [];
// Dragging
var dragNode = null;
// For shooting: track last tap position
var lastTapX = null;
var lastTapY = null;
// Store UI: 5 gun buttons at the bottom of the screen
var gunCount = 5;
var gunButtons = [];
var selectedGun = 0; // default gun
// Gun names (could be used for upgrades later)
var gunNames = ["Basic", "Spread", "Rapid", "Big", "Pierce"];
// Gun colors for button visuals
var gunColors = [0x3a9efd, 0x6cbb3c, 0xf7b32b, 0xd7263d, 0x7c3aed];
// Create gun buttons and add to GUI bottom
for (var i = 0; i < gunCount; i++) {
var btn = new Container();
// Button background
var btnBg = LK.getAsset('bullet', {
width: 180,
height: 180,
color: gunColors[i],
anchorX: 0.5,
anchorY: 0.5
});
btn.addChild(btnBg);
// Button label
var btnLabel = new Text2(gunNames[i], {
size: 48,
fill: "#fff"
});
btnLabel.anchor.set(0.5, 0.5);
btnLabel.y = 50;
btn.addChild(btnLabel);
// Position buttons evenly along the bottom, avoiding bottom corners
btn.x = 2048 / (gunCount + 1) * (i + 1);
btn.y = 2732 - 120;
// Store index for event
btn.gunIndex = i;
// Highlight selected gun
btnBg.alpha = i === selectedGun ? 1 : 0.5;
// Add to GUI
LK.gui.bottom.addChild(btn);
gunButtons.push(btn);
}
// (Arrow button code removed for walk-by-hold movement)
// Store gun selection handler
function handleGunButtonDown(x, y, obj) {
// Find which button was pressed
for (var i = 0; i < gunButtons.length; i++) {
var btn = gunButtons[i];
// Convert event to local button space
var local = btn.toLocal({
x: x,
y: y
});
// Button is 180x180 centered
if (local.x > -90 && local.x < 90 && local.y > -90 && local.y < 90) {
selectedGun = btn.gunIndex;
// Update button highlights
for (var j = 0; j < gunButtons.length; j++) {
gunButtons[j].children[0].alpha = j === selectedGun ? 1 : 0.5;
}
break;
}
}
}
// Add attack button at bottom left using LK.gui.bottomLeft for reliable placement
var attackBtn = new Container();
var attackBtnBg = LK.getAsset('ball', {
width: 220,
height: 220,
color: 0xd7263d,
anchorX: 0.5,
anchorY: 0.5
});
attackBtn.addChild(attackBtnBg);
var attackBtnLabel = new Text2("Attack", {
size: 60,
fill: "#fff"
});
attackBtnLabel.anchor.set(0.5, 0.5);
attackBtn.addChild(attackBtnLabel);
// Place at bottom left, with margin so it's not flush to the edge
attackBtn.x = 140;
attackBtn.y = -140;
LK.gui.bottomLeft.addChild(attackBtn);
// Track attack button hold state
var attackBtnHeld = false;
var attackBtnShootCooldown = 0;
// Track where the gun is aiming (defaults up)
var gunAimX = player.x;
var gunAimY = player.y - 400;
// Attack button event
attackBtn.down = function (x, y, obj) {
attackBtnHeld = true;
// Shoot in the direction the gun is facing
shootBullet(gunAimX, gunAimY);
attackBtnShootCooldown = 8; // frames between shots
};
attackBtn.up = function (x, y, obj) {
attackBtnHeld = false;
};
// Add event to GUI bottom for gun selection
LK.gui.bottom.down = function (x, y, obj) {
// If attack button is pressed, don't select gun
var local = attackBtn.toLocal({
x: x,
y: y
});
if (local.x > -110 && local.x < 110 && local.y > -110 && local.y < 110) {
// handled by attackBtn.down
return;
}
handleGunButtonDown(x, y, obj);
};
// Prevent elements in top left 100x100
// (player and GUI are well away from this area)
// Spawn tomato at random edge (but NOT from the bottom)
function spawnTomato() {
var t = new Tomato();
// Only pick from top, left, or right edges (no bottom, so never behind the wall)
var edge = Math.floor(Math.random() * 3);
var margin = 100;
if (edge === 0) {
// Top
t.x = margin + Math.random() * (2048 - 2 * margin);
t.y = -80;
} else if (edge === 1) {
// Left
t.x = -80;
t.y = margin + Math.random() * (stoneWall.y - 2 * margin);
} else {
// Right
t.x = 2048 + 80;
t.y = margin + Math.random() * (stoneWall.y - 2 * margin);
}
t.target = player;
tomatoes.push(t);
game.addChild(t);
}
// Initial tomato spawn
for (var i = 0; i < 2; i++) {
spawnTomato();
}
// Tomato spawn timer
var tomatoTimer = LK.setInterval(function () {
spawnTomato();
}, 1200);
// Handle dragging the player ball
function handleMove(x, y, obj) {
// Player movement disabled: do not update player position
// Always update gun aim to point at the current touch/move position
// Only if not on attack button (so we don't aim while holding attack)
var local = attackBtn.toLocal({
x: x,
y: y
});
if (!(local.x > -110 && local.x < 110 && local.y > -110 && local.y < 110)) {
gunAimX = x;
gunAimY = y;
// Calculate angle from player to aim point
var dx = gunAimX - player.x;
var dy = gunAimY - player.y;
var angle = Math.atan2(dy, dx);
player.setGunAngle(angle);
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
// Player movement disabled: do not set dragNode
// Update gun aim to this position (unless on attack button)
var local = attackBtn.toLocal({
x: x,
y: y
});
if (!(local.x > -110 && local.x < 110 && local.y > -110 && local.y < 110)) {
gunAimX = x;
gunAimY = y;
var dx = gunAimX - player.x;
var dy = gunAimY - player.y;
var angle = Math.atan2(dy, dx);
player.setGunAngle(angle);
}
};
game.up = function (x, y, obj) {
// Player movement disabled: do not clear dragNode
};
// Shoot bullet from player towards (tx, ty)
function shootBullet(tx, ty) {
// Calculate direction
var dx = tx - player.x;
var dy = ty - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
var dirX = dist === 0 ? 0 : dx / dist;
var dirY = dist === 0 ? -1 : dy / dist;
// Gun logic
if (selectedGun === 0) {
// Basic: single bullet
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.dx = dirX;
b.dy = dirY;
bullets.push(b);
game.addChild(b);
} else if (selectedGun === 1) {
// Spread: 3 bullets, spread angle
for (var i = -1; i <= 1; i++) {
var angle = Math.atan2(dirY, dirX) + i * 0.18;
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.dx = Math.cos(angle);
b.dy = Math.sin(angle);
bullets.push(b);
game.addChild(b);
}
} else if (selectedGun === 2) {
// Rapid: 2 fast bullets
for (var i = 0; i < 2; i++) {
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.dx = dirX;
b.dy = dirY;
b.speed = 60;
bullets.push(b);
game.addChild(b);
}
} else if (selectedGun === 3) {
// Big: 1 slow, big bullet
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.dx = dirX;
b.dy = dirY;
b.speed = 25;
// Make bullet bigger
b.children[0].scale.x = 2;
b.children[0].scale.y = 2;
bullets.push(b);
game.addChild(b);
} else if (selectedGun === 4) {
// Pierce: 1 bullet, mark as piercing
var b = new Bullet();
b.x = player.x;
b.y = player.y;
b.dx = dirX;
b.dy = dirY;
b.pierce = true;
bullets.push(b);
game.addChild(b);
}
LK.getSound('shoot').play();
}
// Main game update
game.update = function () {
// Attack button hold-to-shoot logic
if (attackBtnHeld) {
if (attackBtnShootCooldown <= 0) {
// Shoot in the direction the gun is facing
shootBullet(gunAimX, gunAimY);
attackBtnShootCooldown = 8; // frames between shots
} else {
attackBtnShootCooldown--;
}
} else {
attackBtnShootCooldown = 0;
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var b = bullets[i];
b.update();
// Remove if off screen
if (b.x < -60 || b.x > 2048 + 60 || b.y < -60 || b.y > 2732 + 60) {
b.destroy();
bullets.splice(i, 1);
continue;
}
}
// Update tomatoes
for (var j = tomatoes.length - 1; j >= 0; j--) {
var t = tomatoes[j];
t.update();
// Check collision with stone wall first
if (t.intersects(stoneWall)) {
// Smash tomato against wall: destroy tomato, damage wall, no game over unless wall is out of lives
t.destroy();
tomatoes.splice(j, 1);
stoneWall.hitByTomato();
// If wall is out of lives, destroy wall and game over
if (stoneWall.lives <= 0) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
continue;
}
// Check collision with player
if (t.intersects(player)) {
// Flash screen, game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
// Check collision with bullets
for (var k = bullets.length - 1; k >= 0; k--) {
var b = bullets[k];
if (t.intersects(b)) {
// Destroy tomato
t.destroy();
tomatoes.splice(j, 1);
// If not piercing, destroy bullet
if (!b.pierce) {
b.destroy();
bullets.splice(k, 1);
}
// Score up
score += 1;
LK.setScore(score);
scoreTxt.setText(score);
// Only allow one bullet to hit this tomato
break;
}
}
}
};
// Play music if you want, but not required for MVP
// Clean up on game over (handled by LK automatically) ===================================================================
--- original.js
+++ change.js
@@ -275,9 +275,9 @@
// (player and GUI are well away from this area)
// Spawn tomato at random edge (but NOT from the bottom)
function spawnTomato() {
var t = new Tomato();
- // Only pick from top, left, or right edges (no bottom)
+ // Only pick from top, left, or right edges (no bottom, so never behind the wall)
var edge = Math.floor(Math.random() * 3);
var margin = 100;
if (edge === 0) {
// Top
@@ -285,13 +285,13 @@
t.y = -80;
} else if (edge === 1) {
// Left
t.x = -80;
- t.y = margin + Math.random() * (2732 - 2 * margin);
+ t.y = margin + Math.random() * (stoneWall.y - 2 * margin);
} else {
// Right
t.x = 2048 + 80;
- t.y = margin + Math.random() * (2732 - 2 * margin);
+ t.y = margin + Math.random() * (stoneWall.y - 2 * margin);
}
t.target = player;
tomatoes.push(t);
game.addChild(t);