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 }); // For possible future use self.radius = ballGfx.width / 2; 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; }); // 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 ****/ // Center player ball // Game area: 2048x2732 // Ball (player) // Bullet // Tomato enemy // Sound for shooting var player = new Ball(); player.x = 2048 / 2; player.y = 2732 - 350; game.addChild(player); // 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 right 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); // Position: bottom left, avoid bottom left corner (margin 120) attackBtn.x = 180; attackBtn.y = LK.gui.height - 180; LK.gui.bottom.addChild(attackBtn); // Track attack button hold state var attackBtnHeld = false; var attackBtnShootCooldown = 0; // Attack button event attackBtn.down = function (x, y, obj) { attackBtnHeld = true; // Shoot immediately shootBullet(player.x, player.y - 400); 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) 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() * (2732 - 2 * margin); } else { // Right t.x = 2048 + 80; t.y = margin + Math.random() * (2732 - 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) { // If finger is down anywhere, move the player ball to that position (clamped) if (dragNode) { var r = dragNode.radius; var nx = Math.max(r, Math.min(2048 - r, x)); var ny = Math.max(100 + r, Math.min(2732 - r, y)); dragNode.x = nx; dragNode.y = ny; } } game.move = handleMove; game.down = function (x, y, obj) { // Always start dragging the player ball on any touch down dragNode = player; }; game.up = function (x, y, obj) { dragNode = null; }; // 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) { shootBullet(player.x, player.y - 400); 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 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
@@ -169,10 +169,10 @@
fill: "#fff"
});
attackBtnLabel.anchor.set(0.5, 0.5);
attackBtn.addChild(attackBtnLabel);
-// Position: bottom right, avoid bottom right corner (margin 120)
-attackBtn.x = LK.gui.width - 180;
+// Position: bottom left, avoid bottom left corner (margin 120)
+attackBtn.x = 180;
attackBtn.y = LK.gui.height - 180;
LK.gui.bottom.addChild(attackBtn);
// Track attack button hold state
var attackBtnHeld = false;