User prompt
Alright, then add 4 buttons: a forward arrow, a backward arrow, a right arrow, and a left arrow.
User prompt
Don't let the tomatoes come from below.
User prompt
build a store on the game screen and have 5 guns
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(m).to({' Line Number: 252
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(m).to({' Line Number: 252
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(m, {' Line Number: 252
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(m).to({' Line Number: 252
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(m, {' Line Number: 252
User prompt
The money should come directly and the amount of my money should be visible.
User prompt
Kill the tomato and let the money come.
Code edit (1 edits merged)
Please save this source code
User prompt
Ball Blaster: Tomato Attack
Initial prompt
make a ball that shoots bullets, the bullets should kill the tomatoes
/**** * 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); } // --- Directional Arrow Buttons --- // Arrow button size and margin var arrowBtnSize = 180; var arrowBtnMargin = 60; var arrowBtnAlpha = 0.85; var arrowBtns = []; // Arrow directions: [name, dx, dy, label, x, y] var arrowSpecs = [ // [name, dx, dy, label, x, y] ["up", 0, -1, "▲", 2048 / 2, 2732 - 420 - arrowBtnSize], // Up above gun buttons ["down", 0, 1, "▼", 2048 / 2, 2732 - arrowBtnSize / 2 - arrowBtnMargin], // Down below up ["left", -1, 0, "◀", 2048 / 2 - arrowBtnSize - arrowBtnMargin, 2732 - 220], // Left of up/down ["right", 1, 0, "▶", 2048 / 2 + arrowBtnSize + arrowBtnMargin, 2732 - 220] // Right of up/down ]; // Create arrow buttons for (var i = 0; i < arrowSpecs.length; i++) { var spec = arrowSpecs[i]; var abtn = new Container(); // Use a simple ellipse for the button background var abg = LK.getAsset('ball', { width: arrowBtnSize, height: arrowBtnSize, color: 0x222222, anchorX: 0.5, anchorY: 0.5 }); abg.alpha = arrowBtnAlpha; abtn.addChild(abg); // Arrow label var alabel = new Text2(spec[3], { size: 90, fill: "#fff" }); alabel.anchor.set(0.5, 0.5); abtn.addChild(alabel); // Position abtn.x = spec[4]; abtn.y = spec[5]; abtn.arrowDir = { dx: spec[1], dy: spec[2] }; arrowBtns.push(abtn); LK.gui.bottom.addChild(abtn); } // Arrow button event handler function handleArrowButtonDown(x, y, obj) { for (var i = 0; i < arrowBtns.length; i++) { var abtn = arrowBtns[i]; var local = abtn.toLocal({ x: x, y: y }); if (local.x > -arrowBtnSize / 2 && local.x < arrowBtnSize / 2 && local.y > -arrowBtnSize / 2 && local.y < arrowBtnSize / 2) { // Move player in direction, clamp to game area var r = player.radius; var moveDist = 120; var nx = Math.max(r, Math.min(2048 - r, player.x + abtn.arrowDir.dx * moveDist)); var ny = Math.max(100 + r, Math.min(2732 - r, player.y + abtn.arrowDir.dy * moveDist)); player.x = nx; player.y = ny; break; } } } // Add to GUI bottom event (preserve gun button handler) var oldGuiBottomDown = LK.gui.bottom.down; LK.gui.bottom.down = function (x, y, obj) { // First, check arrow buttons handleArrowButtonDown(x, y, obj); // Then, gun buttons if (typeof oldGuiBottomDown === "function") { oldGuiBottomDown(x, y, obj); } }; // 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 event to GUI bottom for gun selection LK.gui.bottom.down = function (x, y, obj) { 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 (dragNode) { // Clamp to game area, avoid top 100px 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) { // If touch is on player, start drag var dx = x - player.x; var dy = y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.radius + 10) { dragNode = player; } else { // Shoot bullet towards tap shootBullet(x, y); } }; 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 () { // 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
@@ -131,8 +131,86 @@
// Add to GUI
LK.gui.bottom.addChild(btn);
gunButtons.push(btn);
}
+// --- Directional Arrow Buttons ---
+// Arrow button size and margin
+var arrowBtnSize = 180;
+var arrowBtnMargin = 60;
+var arrowBtnAlpha = 0.85;
+var arrowBtns = [];
+// Arrow directions: [name, dx, dy, label, x, y]
+var arrowSpecs = [
+// [name, dx, dy, label, x, y]
+["up", 0, -1, "▲", 2048 / 2, 2732 - 420 - arrowBtnSize],
+// Up above gun buttons
+["down", 0, 1, "▼", 2048 / 2, 2732 - arrowBtnSize / 2 - arrowBtnMargin],
+// Down below up
+["left", -1, 0, "◀", 2048 / 2 - arrowBtnSize - arrowBtnMargin, 2732 - 220],
+// Left of up/down
+["right", 1, 0, "▶", 2048 / 2 + arrowBtnSize + arrowBtnMargin, 2732 - 220] // Right of up/down
+];
+// Create arrow buttons
+for (var i = 0; i < arrowSpecs.length; i++) {
+ var spec = arrowSpecs[i];
+ var abtn = new Container();
+ // Use a simple ellipse for the button background
+ var abg = LK.getAsset('ball', {
+ width: arrowBtnSize,
+ height: arrowBtnSize,
+ color: 0x222222,
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ abg.alpha = arrowBtnAlpha;
+ abtn.addChild(abg);
+ // Arrow label
+ var alabel = new Text2(spec[3], {
+ size: 90,
+ fill: "#fff"
+ });
+ alabel.anchor.set(0.5, 0.5);
+ abtn.addChild(alabel);
+ // Position
+ abtn.x = spec[4];
+ abtn.y = spec[5];
+ abtn.arrowDir = {
+ dx: spec[1],
+ dy: spec[2]
+ };
+ arrowBtns.push(abtn);
+ LK.gui.bottom.addChild(abtn);
+}
+// Arrow button event handler
+function handleArrowButtonDown(x, y, obj) {
+ for (var i = 0; i < arrowBtns.length; i++) {
+ var abtn = arrowBtns[i];
+ var local = abtn.toLocal({
+ x: x,
+ y: y
+ });
+ if (local.x > -arrowBtnSize / 2 && local.x < arrowBtnSize / 2 && local.y > -arrowBtnSize / 2 && local.y < arrowBtnSize / 2) {
+ // Move player in direction, clamp to game area
+ var r = player.radius;
+ var moveDist = 120;
+ var nx = Math.max(r, Math.min(2048 - r, player.x + abtn.arrowDir.dx * moveDist));
+ var ny = Math.max(100 + r, Math.min(2732 - r, player.y + abtn.arrowDir.dy * moveDist));
+ player.x = nx;
+ player.y = ny;
+ break;
+ }
+ }
+}
+// Add to GUI bottom event (preserve gun button handler)
+var oldGuiBottomDown = LK.gui.bottom.down;
+LK.gui.bottom.down = function (x, y, obj) {
+ // First, check arrow buttons
+ handleArrowButtonDown(x, y, obj);
+ // Then, gun buttons
+ if (typeof oldGuiBottomDown === "function") {
+ oldGuiBottomDown(x, y, obj);
+ }
+};
// Store gun selection handler
function handleGunButtonDown(x, y, obj) {
// Find which button was pressed
for (var i = 0; i < gunButtons.length; i++) {