User prompt
Normal cat should attack mice rally slowly
User prompt
Met le packet un peu plus haut sur l'écran parce que on le voit a peine
User prompt
Use sounds
User prompt
Make the game harder
User prompt
Non, normal Cats doivent manger les souris treeees doucement
User prompt
Make normal cat eats mice slowly
User prompt
Normalcats has to eat mice really slowly but rats fast
User prompt
Show start button only 10 secs after entering the game ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Show the start button after 10 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
When we can't buy a défenseur, make it transparent ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
At the start, remove the start! text and instead of it, add a big square asset and when we click on it the game starts ( the game starts and square hides automaticly after 10 secs ) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make tired Cats attacks slowlyer
User prompt
Now add normal cat in the game, hé cost more and attack better (hé attacks really slowly mice but faster rats)
User prompt
Replace normal cat by tired cat
User prompt
Every one should turn like Cats
User prompt
Non, le chat dois se tourner que vers l'ennemi pas quand il le mange
User prompt
Ne change pas la rotation du chat seulement bascule scale X entre 1 et -1 en fonction de la position de l'enemie
User prompt
No, the Cats should turn on their axe so not head down and enemies too
User prompt
Not up/down, left/right direction
User prompt
Make all turn on vertical axe
User prompt
Make every enemies and Defenders orientation NORMAL not going in all degrés
User prompt
Fait que les chats regarde les enemies dans leur orientation
User prompt
Make the sell button bigger and when click on it it have to sell the ct
User prompt
The orientation of mice is weird pls correct
User prompt
Fait que quand on clique sur un défenseur, on a la possibilité de le vendre mais en moins cher
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Mouse = Container.expand(function () { var self = Container.call(this); var mouseGraphics = self.attachAsset('mouse', { 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) { // Mouse reached the end - damage packet packetHealth -= 20; updatePacketDisplay(); if (packetHealth <= 0) { LK.showGameOver(); } self.destroy(); mice.splice(mice.indexOf(self), 1); return; } } else { // Flip scaleX based on movement direction like cats if (dx > 0) { mouseGraphics.scaleX = 1; // Face right } else if (dx < 0) { mouseGraphics.scaleX = -1; // Face left } 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) { // Mouse defeated - give reward gameGold += self.reward; updateGoldDisplay(); LK.getSound('mouseHit').play(); self.destroy(); mice.splice(mice.indexOf(self), 1); } }; return self; }); var Rat = Container.expand(function () { var self = Container.call(this); var ratGraphics = self.attachAsset('rat', { anchorX: 0.5, anchorY: 0.5 }); self.health = 200; self.maxHealth = 200; self.speed = 2.5 + Math.random() * 1.5; // Faster than mice self.pathIndex = 0; self.reward = 25; // Higher reward // Create health bar components var healthBarBg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); healthBarBg.x = 0; healthBarBg.y = -60; var healthBarFill = self.attachAsset('healthBarFill', { anchorX: 0, anchorY: 0.5 }); healthBarFill.x = -35; healthBarFill.y = -60; 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) { // Rat reached the end - damage packet more packetHealth -= 40; updatePacketDisplay(); if (packetHealth <= 0) { LK.showGameOver(); } self.destroy(); rats.splice(rats.indexOf(self), 1); return; } } else { // Flip scaleX based on movement direction like cats if (dx > 0) { ratGraphics.scaleX = 1; // Face right } else if (dx < 0) { ratGraphics.scaleX = -1; // Face left } 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) { // Rat defeated - give reward gameGold += self.reward; updateGoldDisplay(); LK.getSound('mouseHit').play(); self.destroy(); rats.splice(rats.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 = 30; // frames between shots (0.5 seconds at 60fps) 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 = 30; } else if (self.type === 'strongest') { towerGraphics = self.attachAsset('strongestCat', { anchorX: 0.5, anchorY: 0.5 }); self.damage = 100; self.range = 350; self.fireRate = 30; 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; // Check mice for (var i = 0; i < mice.length; i++) { var mouse = mice[i]; var distance = Math.sqrt(Math.pow(mouse.x - self.x, 2) + Math.pow(mouse.y - self.y, 2)); if (distance < closestDistance) { closestEnemy = mouse; closestDistance = distance; } } // Check rats for (var i = 0; i < rats.length; i++) { var rat = rats[i]; var distance = Math.sqrt(Math.pow(rat.x - self.x, 2) + Math.pow(rat.y - self.y, 2)); if (distance < closestDistance) { closestEnemy = rat; closestDistance = distance; } } return closestEnemy; }; self.shoot = function (target) { // Flip scaleX based on enemy position when shooting var dx = target.x - self.x; var dy = target.y - self.y; // Flip horizontally based on enemy position var originalScaleX = 1; if (dx > 0) { originalScaleX = 1; // Face right towerGraphics.scaleX = 1; } else if (dx < 0) { originalScaleX = -1; // Face left towerGraphics.scaleX = -1; } // Instant damage instead of bullets target.takeDamage(self.damage); LK.getSound('shoot').play(); // Recoil animation tween(towerGraphics, { scaleX: originalScaleX * 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(towerGraphics, { scaleX: originalScaleX, scaleY: 1 }, { duration: 100 }); } }); }; self.getSellPrice = function () { return Math.floor(self.cost * 0.7); // 70% of original cost }; self.down = function (x, y, obj) { if (!isDragging) { showSellUI(self); } }; 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 mice = []; var rats = []; var towers = []; var gameGold = 200; var packetHealth = 100; var waveNumber = 1; var miceSpawned = 0; var ratsSpawned = 0; var maxMicePerWave = 5; var maxRatsPerWave = 0; var spawnTimer = 0; var ratSpawnTimer = 0; var spawnRate = 120; // frames between spawns var ratSpawnRate = 180; // frames between rat spawns var gameStarted = false; var gameStartTimer = 0; var isPaused = false; var pauseTimer = 0; var pauseText = null; // Create path for mice - 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 }; // Sell UI variables var sellUI = null; var sellUITower = null; function updateGoldDisplay() { goldText.setText('Gold: ' + gameGold); } function updatePacketDisplay() { healthText.setText('Packet Health: ' + packetHealth); } function updateWaveDisplay() { waveText.setText('Wave: ' + waveNumber); } function showSellUI(tower) { // Remove existing sell UI if (sellUI) { sellUI.destroy(); sellUI = null; } sellUITower = tower; sellUI = new Container(); game.addChild(sellUI); // Position sell UI above tower sellUI.x = tower.x; sellUI.y = tower.y - 100; // Create sell button var sellButton = sellUI.attachAsset('sellButton', { anchorX: 0.5, anchorY: 0.5 }); // Create sell price text var sellPrice = tower.getSellPrice(); var sellText = new Text2('SELL\n' + sellPrice + 'g', { size: 24, fill: 0xFFFFFF }); sellText.anchor.set(0.5, 0.5); sellText.x = 0; sellText.y = 0; sellUI.addChild(sellText); // Sell button click handler sellButton.down = function (x, y, obj) { sellTower(sellUITower); }; // Auto-hide sell UI after 3 seconds LK.setTimeout(function () { if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } }, 3000); } function sellTower(tower) { // Give back gold (70% of original cost) var sellPrice = tower.getSellPrice(); gameGold += sellPrice; updateGoldDisplay(); // Find and free the placement spot for (var i = 0; i < placementSpots.length; i++) { var spot = placementSpots[i]; var distance = Math.sqrt(Math.pow(spot.x - tower.x, 2) + Math.pow(spot.y - tower.y, 2)); if (distance < 10) { spot.occupied = false; spot.alpha = 0.3; break; } } // Remove tower from towers array var towerIndex = towers.indexOf(tower); if (towerIndex > -1) { towers.splice(towerIndex, 1); } // Destroy tower tower.destroy(); // Hide sell UI if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } } // Normal cat button drag functionality normalCatButton.down = function (x, y, obj) { if (gameGold >= 50) { // Hide sell UI when starting to drag if (sellUI) { sellUI.destroy(); sellUI = null; sellUITower = null; } isDragging = true; selectedTowerType = 'normal'; // Create dragged tower preview draggedTower = new Tower('normal'); draggedTower.alpha = 0.8; draggedTower.scaleX = 1.2; draggedTower.scaleY = 1.2; 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; // Button feedback tween(normalCatButton, { scaleX: 0.9, scaleY: 0.9 }, { duration: 100, onFinish: function onFinish() { tween(normalCatButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100 }); } }); } }; // Game move handler for dragging game.move = function (x, y, obj) { if (isDragging && draggedTower) { draggedTower.x = x; draggedTower.y = y; // Highlight closest valid placement spot 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 < 150 && !spot.occupied) { closestDistance = distance; closestSpot = spot; } } // Reset all spot alphas for (var i = 0; i < placementSpots.length; i++) { if (!placementSpots[i].occupied) { placementSpots[i].alpha = 0.3; } } // Highlight closest spot if (closestSpot) { closestSpot.alpha = 0.8; draggedTower.tint = 0x00ff00; // Green tint for valid placement } else { draggedTower.tint = 0xff0000; // Red tint for invalid placement } } }; // 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 < 150 && !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; draggedTower.tint = 0xffffff; // Reset tint towers.push(draggedTower); closestSpot.occupied = true; closestSpot.alpha = 0.1; } else { // Remove dragged tower if placement failed draggedTower.destroy(); } // Reset all spot alphas for (var i = 0; i < placementSpots.length; i++) { if (!placementSpots[i].occupied) { placementSpots[i].alpha = 0.3; } } // 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 mice until game starts } // Handle pause after wave 3 if (isPaused) { pauseTimer++; if (pauseTimer >= 600) { // 10 seconds at 60fps isPaused = false; // Remove pause text if (pauseText) { pauseText.destroy(); pauseText = null; } // Show start animation again startText.alpha = 1; startText.setText('Wave ' + waveNumber + ' - START!'); 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 during pause } // Spawn mice spawnTimer++; if (spawnTimer >= spawnRate && miceSpawned < maxMicePerWave) { var mouse = new Mouse(); mouse.x = gamePath[0].x + (Math.random() - 0.5) * 200; mouse.y = gamePath[0].y + (Math.random() - 0.5) * 100; mouse.health = 100 + waveNumber * 25; mouse.maxHealth = mouse.health; mouse.updateHealthBar(); mice.push(mouse); game.addChild(mouse); miceSpawned++; spawnTimer = 0; } // Spawn rats (only after wave 3) if (waveNumber > 3) { ratSpawnTimer++; if (ratSpawnTimer >= ratSpawnRate && ratsSpawned < maxRatsPerWave) { var rat = new Rat(); rat.x = gamePath[0].x + (Math.random() - 0.5) * 200; rat.y = gamePath[0].y + (Math.random() - 0.5) * 100; rat.health = 200 + waveNumber * 50; rat.maxHealth = rat.health; rat.updateHealthBar(); rats.push(rat); game.addChild(rat); ratsSpawned++; ratSpawnTimer = 0; } } // Check if wave is complete if (miceSpawned >= maxMicePerWave && ratsSpawned >= maxRatsPerWave && mice.length === 0 && rats.length === 0) { // Check if wave 3 just completed if (waveNumber === 3) { isPaused = true; pauseTimer = 0; // Create pause text pauseText = new Text2('Rats incoming in 10 seconds!', { size: 80, fill: 0xFFFF00 }); pauseText.anchor.set(0.5, 0.5); pauseText.x = 0; pauseText.y = 0; LK.gui.center.addChild(pauseText); // Flash effect tween(pauseText, { alpha: 0.3 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(pauseText, { alpha: 1 }, { duration: 500, easing: tween.easeInOut }); } }); } waveNumber++; miceSpawned = 0; ratsSpawned = 0; maxMicePerWave += 2; // Start spawning rats after wave 3 if (waveNumber > 3) { maxRatsPerWave = Math.max(1, waveNumber - 3); } spawnRate = Math.max(60, spawnRate - 5); ratSpawnRate = Math.max(120, ratSpawnRate - 10); updateWaveDisplay(); } // Update all game objects for (var i = mice.length - 1; i >= 0; i--) { if (mice[i].parent) { mice[i].update(); } } for (var i = rats.length - 1; i >= 0; i--) { if (rats[i].parent) { rats[i].update(); } } for (var i = towers.length - 1; i >= 0; i--) { if (towers[i].parent) { towers[i].update(); } } };
===================================================================
--- original.js
+++ change.js
@@ -61,16 +61,13 @@
mice.splice(mice.indexOf(self), 1);
return;
}
} else {
- // Calculate rotation based on movement direction - vertical axis only
- // Only rotate based on vertical movement (up/down)
- if (dy > 0) {
- mouseGraphics.rotation = Math.PI / 2; // Face down
- } else if (dy < 0) {
- mouseGraphics.rotation = -Math.PI / 2; // Face up
- } else {
- mouseGraphics.rotation = Math.PI / 2; // Face down (default)
+ // Flip scaleX based on movement direction like cats
+ if (dx > 0) {
+ mouseGraphics.scaleX = 1; // Face right
+ } else if (dx < 0) {
+ mouseGraphics.scaleX = -1; // Face left
}
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
@@ -145,16 +142,13 @@
rats.splice(rats.indexOf(self), 1);
return;
}
} else {
- // Calculate rotation based on movement direction - vertical axis only
- // Only rotate based on vertical movement (up/down)
- if (dy > 0) {
- ratGraphics.rotation = Math.PI / 2; // Face down
- } else if (dy < 0) {
- ratGraphics.rotation = -Math.PI / 2; // Face up
- } else {
- ratGraphics.rotation = Math.PI / 2; // Face down (default)
+ // Flip scaleX based on movement direction like cats
+ if (dx > 0) {
+ ratGraphics.scaleX = 1; // Face right
+ } else if (dx < 0) {
+ ratGraphics.scaleX = -1; // Face left
}
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
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