User prompt
The mice orientation is not correct (they go down)
User prompt
Make easier dragging of Defenders (Cats)
User prompt
Fait que les enemis s'oriente en fonction d'ou ils vont
User prompt
Add rats for enemies (appears only after wave 3) when wave 3 ends, add a pause for te game 10 secs long then how start! Another time ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
For attacking, the Cats have to eat the enemies (bé near)
User prompt
Remove bullets
User prompt
Rename enemy by mice
User prompt
Replace enemies bye mice cuz there won't be only mice on the game
User prompt
Bug I can only drag ca when game starts and make Cats attacking each 0.5 seconds not 1 sec
User prompt
Add a. Small health bar on enemies
User prompt
Wait 10 seconds before enemies come then show start! When enemies start coming ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var buttonWorldPos = game.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 369
User prompt
Il y a pas l bouton de normal cat dans le menu
User prompt
Ajouteun menu en bas avec un bouton de normal cat et son prix et que on doit glisser a partir du bouton pour placer un cat
User prompt
Make te way more random
User prompt
Make the game bigger and less place
User prompt
Non c pas comme ça le chemin va vers le bas et pour l'instant il y a que l'enemie mouse et le défenseur cat qui attaque 10 pourcents des sourispar seconde
User prompt
Make a tower défense game with a way ennemies go down and we can drop Defenders that have to protect the giant Packer of croquets for Cats for Defenders , in the respective order of less strong and more strong, there is normal cat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Remove everything unless game lohic
User prompt
Remove all. The game
Remix started
Copy Tower Defense Template
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.damage = 25;
self.target = null;
self.update = function () {
if (self.target && self.target.parent) {
var dx = self.target.x - self.x;
var dy = self.target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 30) {
// Hit target
self.target.takeDamage(self.damage);
self.destroy();
bullets.splice(bullets.indexOf(self), 1);
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
} else {
// Target destroyed, remove bullet
self.destroy();
bullets.splice(bullets.indexOf(self), 1);
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 1.5 + Math.random() * 1.5; // Random speed between 1.5 and 3
self.pathIndex = 0;
self.reward = 10;
// Create health bar components
var healthBarBg = self.attachAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
healthBarBg.x = 0;
healthBarBg.y = -50;
var healthBarFill = self.attachAsset('healthBarFill', {
anchorX: 0,
anchorY: 0.5
});
healthBarFill.x = -35;
healthBarFill.y = -50;
self.updateHealthBar = function () {
var healthPercent = self.health / self.maxHealth;
healthBarFill.scaleX = healthPercent;
// Change color based on health
if (healthPercent > 0.6) {
healthBarFill.tint = 0x00ff00; // Green
} else if (healthPercent > 0.3) {
healthBarFill.tint = 0xffff00; // Yellow
} else {
healthBarFill.tint = 0xff0000; // Red
}
};
self.update = function () {
if (self.pathIndex < gamePath.length) {
var target = gamePath[self.pathIndex];
var dx = target.x - self.x;
var dy = target.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 10) {
self.pathIndex++;
if (self.pathIndex >= gamePath.length) {
// Enemy reached the end - damage packet
packetHealth -= 20;
updatePacketDisplay();
if (packetHealth <= 0) {
LK.showGameOver();
}
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
return;
}
} else {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
}
};
self.takeDamage = function (damage) {
self.health -= damage;
self.updateHealthBar();
if (self.health <= 0) {
// Enemy defeated - give reward
gameGold += self.reward;
updateGoldDisplay();
LK.getSound('enemyHit').play();
self.destroy();
enemies.splice(enemies.indexOf(self), 1);
}
};
return self;
});
var Tower = Container.expand(function (type) {
var self = Container.call(this);
var towerGraphics;
self.type = type || 'normal';
self.range = 250;
self.damage = 25;
self.fireRate = 600; // frames between shots (10 seconds at 60fps = 10% per second)
self.lastShot = 0;
if (self.type === 'normal') {
towerGraphics = self.attachAsset('normalCat', {
anchorX: 0.5,
anchorY: 0.5
});
self.cost = 50;
} else if (self.type === 'strong') {
towerGraphics = self.attachAsset('strongCat', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 50;
self.range = 300;
self.cost = 100;
self.fireRate = 600;
} else if (self.type === 'strongest') {
towerGraphics = self.attachAsset('strongestCat', {
anchorX: 0.5,
anchorY: 0.5
});
self.damage = 100;
self.range = 350;
self.fireRate = 600;
self.cost = 200;
}
self.update = function () {
self.lastShot++;
if (self.lastShot >= self.fireRate) {
var target = self.findTarget();
if (target) {
self.shoot(target);
self.lastShot = 0;
}
}
};
self.findTarget = function () {
var closestEnemy = null;
var closestDistance = self.range;
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
var distance = Math.sqrt(Math.pow(enemy.x - self.x, 2) + Math.pow(enemy.y - self.y, 2));
if (distance < closestDistance) {
closestEnemy = enemy;
closestDistance = distance;
}
}
return closestEnemy;
};
self.shoot = function (target) {
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
bullet.target = target;
bullet.damage = self.damage;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
// Recoil animation
tween(towerGraphics, {
scaleX: 0.8,
scaleY: 0.8
}, {
duration: 100,
onFinish: function onFinish() {
tween(towerGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
};
return self;
});
/****
* Initialize Game
****/
// Game state variables
var game = new LK.Game({
backgroundColor: 0x228B22
});
/****
* Game Code
****/
// Game state variables
// Import tween plugin for animations
// Game assets
var enemies = [];
var towers = [];
var bullets = [];
var gameGold = 200;
var packetHealth = 100;
var waveNumber = 1;
var enemiesSpawned = 0;
var maxEnemiesPerWave = 5;
var spawnTimer = 0;
var spawnRate = 120; // frames between spawns
var gameStarted = false;
var gameStartTimer = 0;
// Create path for enemies - random zigzag movement
var gamePath = [{
x: 1024,
y: 50
}, {
x: 600,
y: 300
}, {
x: 1400,
y: 600
}, {
x: 400,
y: 900
}, {
x: 1600,
y: 1200
}, {
x: 800,
y: 1500
}, {
x: 1200,
y: 1800
}, {
x: 500,
y: 2100
}, {
x: 1500,
y: 2400
}, {
x: 1024,
y: 2700
}];
// Draw path
for (var i = 0; i < gamePath.length; i++) {
var pathSegment = game.addChild(LK.getAsset('path', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.5
}));
pathSegment.x = gamePath[i].x;
pathSegment.y = gamePath[i].y;
}
// Create packet of treats at the end
var packet = game.addChild(LK.getAsset('packetTreats', {
anchorX: 0.5,
anchorY: 0.5
}));
packet.x = gamePath[gamePath.length - 1].x;
packet.y = gamePath[gamePath.length - 1].y + 100;
// Create placement grid
var placementSpots = [];
for (var x = 100; x < 1950; x += 200) {
for (var y = 150; y < 2600; y += 200) {
var isOnPath = false;
for (var p = 0; p < gamePath.length; p++) {
if (Math.abs(gamePath[p].x - x) < 150 && Math.abs(gamePath[p].y - y) < 150) {
isOnPath = true;
break;
}
}
if (!isOnPath) {
var spot = game.addChild(LK.getAsset('placementGrid', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
}));
spot.x = x;
spot.y = y;
spot.gridX = x;
spot.gridY = y;
spot.occupied = false;
placementSpots.push(spot);
}
}
}
// UI Elements
var goldText = new Text2('Gold: ' + gameGold, {
size: 60,
fill: 0xFFD700
});
goldText.anchor.set(0, 0);
goldText.x = 50;
goldText.y = 50;
LK.gui.topLeft.addChild(goldText);
var healthText = new Text2('Packet Health: ' + packetHealth, {
size: 60,
fill: 0xFF0000
});
healthText.anchor.set(0.5, 0);
healthText.x = 0;
healthText.y = 50;
LK.gui.top.addChild(healthText);
var waveText = new Text2('Wave: ' + waveNumber, {
size: 60,
fill: 0xFFFFFF
});
waveText.anchor.set(1, 0);
waveText.x = 0;
waveText.y = 50;
LK.gui.topRight.addChild(waveText);
// Create start text
var startText = new Text2('START!', {
size: 120,
fill: 0xFFFF00
});
startText.anchor.set(0.5, 0.5);
startText.x = 0;
startText.y = 0;
startText.alpha = 0;
LK.gui.center.addChild(startText);
// Tower selection UI
var selectedTowerType = 'normal';
// Create bottom menu background
var menuBackground = LK.getAsset('placementGrid', {
anchorX: 0.5,
anchorY: 1,
scaleX: 20,
scaleY: 2,
alpha: 0.8
});
menuBackground.x = 0;
menuBackground.y = 0;
LK.gui.bottom.addChild(menuBackground);
// Create normal cat button with asset
var normalCatButton = LK.getAsset('normalCat', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8
});
normalCatButton.x = 0;
normalCatButton.y = -80;
LK.gui.bottom.addChild(normalCatButton);
// Create price text for normal cat
var normalCatPrice = new Text2('50g', {
size: 40,
fill: 0xFFD700
});
normalCatPrice.anchor.set(0.5, 0);
normalCatPrice.x = 0;
normalCatPrice.y = -40;
LK.gui.bottom.addChild(normalCatPrice);
// Dragging variables
var isDragging = false;
var draggedTower = null;
var dragOffset = {
x: 0,
y: 0
};
function updateGoldDisplay() {
goldText.setText('Gold: ' + gameGold);
}
function updatePacketDisplay() {
healthText.setText('Packet Health: ' + packetHealth);
}
function updateWaveDisplay() {
waveText.setText('Wave: ' + waveNumber);
}
// Normal cat button drag functionality
normalCatButton.down = function (x, y, obj) {
if (gameGold >= 50) {
isDragging = true;
selectedTowerType = 'normal';
// Create dragged tower preview
draggedTower = new Tower('normal');
draggedTower.alpha = 0.7;
game.addChild(draggedTower);
// Convert button position to game coordinates
var buttonWorldPos = game.toLocal(normalCatButton.parent.toGlobal(normalCatButton.position));
draggedTower.x = buttonWorldPos.x;
draggedTower.y = buttonWorldPos.y;
dragOffset.x = x;
dragOffset.y = y;
}
};
// Game move handler for dragging
game.move = function (x, y, obj) {
if (isDragging && draggedTower) {
draggedTower.x = x;
draggedTower.y = y;
}
};
// Game up handler for tower placement
game.up = function (x, y, obj) {
if (isDragging && draggedTower) {
var closestSpot = null;
var closestDistance = Infinity;
for (var i = 0; i < placementSpots.length; i++) {
var spot = placementSpots[i];
var distance = Math.sqrt(Math.pow(spot.x - x, 2) + Math.pow(spot.y - y, 2));
if (distance < closestDistance && distance < 100 && !spot.occupied) {
closestDistance = distance;
closestSpot = spot;
}
}
if (closestSpot && gameGold >= 50) {
// Place tower
gameGold -= 50;
updateGoldDisplay();
draggedTower.x = closestSpot.x;
draggedTower.y = closestSpot.y;
draggedTower.alpha = 1;
towers.push(draggedTower);
closestSpot.occupied = true;
closestSpot.alpha = 0.1;
} else {
// Remove dragged tower if placement failed
draggedTower.destroy();
}
// Reset dragging state
isDragging = false;
draggedTower = null;
}
};
game.update = function () {
// Handle game start timer
if (!gameStarted) {
gameStartTimer++;
if (gameStartTimer >= 600) {
// 10 seconds at 60fps
gameStarted = true;
// Show start animation
startText.alpha = 1;
tween(startText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(startText, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
onFinish: function onFinish() {
tween(startText, {
alpha: 0
}, {
duration: 500
});
}
});
}
});
}
return; // Don't spawn enemies until game starts
}
// Spawn enemies
spawnTimer++;
if (spawnTimer >= spawnRate && enemiesSpawned < maxEnemiesPerWave) {
var enemy = new Enemy();
enemy.x = gamePath[0].x + (Math.random() - 0.5) * 200;
enemy.y = gamePath[0].y + (Math.random() - 0.5) * 100;
enemy.health = 100 + waveNumber * 25;
enemy.maxHealth = enemy.health;
enemy.updateHealthBar();
enemies.push(enemy);
game.addChild(enemy);
enemiesSpawned++;
spawnTimer = 0;
}
// Check if wave is complete
if (enemiesSpawned >= maxEnemiesPerWave && enemies.length === 0) {
waveNumber++;
enemiesSpawned = 0;
maxEnemiesPerWave += 2;
spawnRate = Math.max(60, spawnRate - 5);
updateWaveDisplay();
}
// Update all game objects
for (var i = enemies.length - 1; i >= 0; i--) {
if (enemies[i].parent) {
enemies[i].update();
}
}
for (var i = towers.length - 1; i >= 0; i--) {
if (towers[i].parent) {
towers[i].update();
}
}
for (var i = bullets.length - 1; i >= 0; i--) {
if (bullets[i].parent) {
bullets[i].update();
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -47,8 +47,33 @@
self.maxHealth = 100;
self.speed = 1.5 + Math.random() * 1.5; // Random speed between 1.5 and 3
self.pathIndex = 0;
self.reward = 10;
+ // Create health bar components
+ var healthBarBg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ healthBarBg.x = 0;
+ healthBarBg.y = -50;
+ var healthBarFill = self.attachAsset('healthBarFill', {
+ anchorX: 0,
+ anchorY: 0.5
+ });
+ healthBarFill.x = -35;
+ healthBarFill.y = -50;
+ self.updateHealthBar = function () {
+ var healthPercent = self.health / self.maxHealth;
+ healthBarFill.scaleX = healthPercent;
+ // Change color based on health
+ if (healthPercent > 0.6) {
+ healthBarFill.tint = 0x00ff00; // Green
+ } else if (healthPercent > 0.3) {
+ healthBarFill.tint = 0xffff00; // Yellow
+ } else {
+ healthBarFill.tint = 0xff0000; // Red
+ }
+ };
self.update = function () {
if (self.pathIndex < gamePath.length) {
var target = gamePath[self.pathIndex];
var dx = target.x - self.x;
@@ -74,8 +99,9 @@
}
};
self.takeDamage = function (damage) {
self.health -= damage;
+ self.updateHealthBar();
if (self.health <= 0) {
// Enemy defeated - give reward
gameGold += self.reward;
updateGoldDisplay();
@@ -451,8 +477,9 @@
enemy.x = gamePath[0].x + (Math.random() - 0.5) * 200;
enemy.y = gamePath[0].y + (Math.random() - 0.5) * 100;
enemy.health = 100 + waveNumber * 25;
enemy.maxHealth = enemy.health;
+ enemy.updateHealthBar();
enemies.push(enemy);
game.addChild(enemy);
enemiesSpawned++;
spawnTimer = 0;
Un emignone souris cartoon style sur ses quatres pattes. In-Game asset. 2d. High contrast. No shadows
Cute tired cat manga cartoon style. In-Game asset. 2d. High contrast. No shadows
A cute manga style cat. In-Game asset. 2d. High contrast. No shadows
An angry but cute wild cat manga cartoon style. In-Game asset. 2d. High contrast. No shadows
A big angry cute tiger. In-Game asset. 2d. High contrast. No shadows
A pretty air view grass plain. In-Game asset. 2d. High contrast. No shadows
A red rectangular button. In-Game asset. 2d. High contrast. No shadows
A cute hare running on 4 paws. In-Game asset. 2d. High contrast. No shadows
cute lil bird flying cartoon style
Make more manga style and cutter with cut colors
a cute angry dog manga style. In-Game asset. 2d. High contrast. No shadows