Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Lvl " + self.level, {' Line Number: 48
User prompt
Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var buttonText = new LK.Text(text, {' Line Number: 168
User prompt
Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Level: 1 (x1.0)", {' Line Number: 148
User prompt
Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var counterText = new LK.Text("Sparkles: 0", {' Line Number: 140
Code edit (1 edits merged)
Please save this source code
User prompt
make label text black
User prompt
move all objects to the top right of the screen
User prompt
make the game play itself until a player clicks a start button
User prompt
Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var levelText = new LK.Text("Lvl " + self.level, {' Line Number: 34
User prompt
Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var buttonText = new LK.Text(text, {' Line Number: 119
User prompt
Please fix the bug: 'LK.Text is not a constructor' in or related to this line: 'var counterText = new LK.Text("Sparkles: 0", {' Line Number: 102
Code edit (1 edits merged)
Please save this source code
User prompt
change all label text colors to white
User prompt
remove unused objects
User prompt
apply images to all image obects
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Graphics is not a constructor' in or related to this line: 'var laserGraphics = new Graphics();' Line Number: 273
Code edit (1 edits merged)
Please save this source code
User prompt
8. **Game Initialization**: During `Initialize Game`, only set `backgroundColor`. All other variables should be set in `Game Code`. 9. **Game Elements Centering**: Ensure game play elements that should be centered are properly centered, accounting for asset size. 10. **Dynamic Resizing and Orientation**: Do not handle dynamic resizing and orientation changes, as the LK engine will handle this automatically. 11. **Sound and Music**: Refrain from adding sound, music, or pause functions unless specifically directed. 12. **Background**: Never add a background to the game unless specifically asked. 13. **Tweening**: There is no `LK.Tween` library, so any animations should be written manually or use existing plugins. 14. **Asset Creation**: You do not need to create new assets in the `Assets` section as the engine will do this automatically. 15. **Import Statements**: Do not add any import or require statements to the code, even if it's commented out or a placeholder.
User prompt
8. **Game Initialization**: During `Initialize Game`, only set `backgroundColor`. All other variables should be set in `Game Code`. 9. **Game Elements Centering**: Ensure game play elements that should be centered are properly centered, accounting for asset size. 10. **Dynamic Resizing and Orientation**: Do not handle dynamic resizing and orientation changes, as the LK engine will handle this automatically. 11. **Sound and Music**: Refrain from adding sound, music, or pause functions unless specifically directed. 12. **Background**: Never add a background to the game unless specifically asked. 13. **Tweening**: There is no `LK.Tween` library, so any animations should be written manually or use existing plugins. 14. **Asset Creation**: You do not need to create new assets in the `Assets` section as the engine will do this automatically. 15. **Import Statements**: Do not add any import or require statements to the code, even if it's commented out or a placeholder.
User prompt
1. **Global Scope Initialization**: Ensure that all important variables, instances, arrays, and variables are initialized in the global scope of `gamecode.js`. This includes arrays for game objects like `cats`, `kittens`, `birds`, `ufos`, `clouds`, `powerUps`, and `sparkles`.
2. **Asset Classes**: Differentiate between asset classes for different behaviors, such as 'HeroBullets' and 'EnemyBullets', and ensure distinct assets are assigned to these classes.
3. **Event Listeners**: Ensure event listeners are correctly using the `obj.event` for the event object, and not assuming any standard libraries are included.
4. **Touchscreen Compatibility**: Ensure the game is touchscreen-compatible and does not rely on keyboard inputs or controls.
5. **Asset Retrieval**: Use `LK.getAsset('
User prompt
continue developing hte app
User prompt
ensure the game is initialized correctly
User prompt
continue
/**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ /** * Cat Defender - Idle Game * * A game where cats automatically defend against incoming birds and UFOs. * Features idle point accumulation, upgrades, and progressive difficulty. */ // --- Global Variables --- function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _superPropGet(t, o, e, r) { var p = _get(_getPrototypeOf(1 & r ? t.prototype : t), o, e); return 2 & r && "function" == typeof p ? function (t) { return p.apply(e, t); } : p; } function _get() { return _get = "undefined" != typeof Reflect && Reflect.get ? Reflect.get.bind() : function (e, t, r) { var p = _superPropBase(e, t); if (p) { var n = Object.getOwnPropertyDescriptor(p, t); return n.get ? n.get.call(arguments.length < 3 ? e : r) : n.value; } }, _get.apply(null, arguments); } function _superPropBase(t, o) { for (; !{}.hasOwnProperty.call(t, o) && null !== (t = _getPrototypeOf(t));) { ; } return t; } function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _callSuper(t, o, e) { return o = _getPrototypeOf(o), _possibleConstructorReturn(t, _isNativeReflectConstruct() ? Reflect.construct(o, e || [], _getPrototypeOf(t).constructor) : o.apply(t, e)); } function _possibleConstructorReturn(t, e) { if (e && ("object" == _typeof(e) || "function" == typeof e)) { return e; } if (void 0 !== e) { throw new TypeError("Derived constructors may only return object or undefined"); } return _assertThisInitialized(t); } function _assertThisInitialized(e) { if (void 0 === e) { throw new ReferenceError("this hasn't been initialised - super() hasn't been called"); } return e; } function _isNativeReflectConstruct() { try { var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {})); } catch (t) {} return (_isNativeReflectConstruct = function _isNativeReflectConstruct() { return !!t; })(); } function _getPrototypeOf(t) { return _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function (t) { return t.__proto__ || Object.getPrototypeOf(t); }, _getPrototypeOf(t); } function _inherits(t, e) { if ("function" != typeof e && null !== e) { throw new TypeError("Super expression must either be null or a function"); } t.prototype = Object.create(e && e.prototype, { constructor: { value: t, writable: !0, configurable: !0 } }), Object.defineProperty(t, "prototype", { writable: !1 }), e && _setPrototypeOf(t, e); } function _setPrototypeOf(t, e) { return _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function (t, e) { return t.__proto__ = e, t; }, _setPrototypeOf(t, e); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var cats = []; var kittens = []; var birds = []; var ufos = []; var clouds = []; var powerUps = []; var sparkles = []; // Game State Variables var score = 0; var level = 1; var multiplier = 1.0; // Starts at 1.0, increases by 0.1 per level var idlePoints = 0; var enemiesDefeated = 0; var lastUpdateTime = Date.now(); var idlePointsLastCalculated = Date.now(); // Game Constants var CANVAS_WIDTH = 2048; var CANVAS_HEIGHT = 2732; var ENEMIES_PER_LEVEL = 10; var BASE_IDLE_POINTS_RATE = 0.5; // Points per cat per second var BIRD_POINTS = 10; var UFO_POINTS = 20; var BIRD_SPAWN_INTERVAL = 2000; // ms var UFO_SPAWN_INTERVAL = 15000; // ms var MAX_BIRDS = 10; var MAX_UFOS = 3; var CLOUD_SPAWN_INTERVAL = 5000; // ms var MAX_CLOUDS = 8; // Timers var birdSpawnTimer = 0; var ufoSpawnTimer = 0; var cloudSpawnTimer = 0; // --- Utility Functions --- function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // --- Game Classes --- /** * Base class for game entities */ var GameObject = /*#__PURE__*/function () { function GameObject(x, y, width, height, assetId) { _classCallCheck(this, GameObject); this.x = x; this.y = y; this.width = width; this.height = height; this.assetId = assetId; this.active = true; } return _createClass(GameObject, [{ key: "update", value: function update(deltaTime) { // Override in subclasses } }, { key: "render", value: function render() { if (!this.active) { return; } // Draw the sprite LK.drawImage(this.assetId, this.x, this.y, this.width, this.height); } }, { key: "isColliding", value: function isColliding(other) { return this.x < other.x + other.width && this.x + this.width > other.x && this.y < other.y + other.height && this.y + this.height > other.y; } }]); }(); /** * Base class for defenders (Cats and Kittens) */ var Defender = /*#__PURE__*/function (_GameObject) { function Defender(x, y, width, height, assetId, attackRange, attackCooldown, attackDamage, moveSpeed) { var _this; _classCallCheck(this, Defender); _this = _callSuper(this, Defender, [x, y, width, height, assetId]); _this.attackRange = attackRange; _this.attackCooldown = attackCooldown; _this.attackDamage = attackDamage; _this.moveSpeed = moveSpeed; _this.attackTimer = 0; _this.target = null; return _this; } _inherits(Defender, _GameObject); return _createClass(Defender, [{ key: "update", value: function update(deltaTime) { if (!this.active) { return; } // Handle attack cooldown if (this.attackTimer > 0) { this.attackTimer -= deltaTime; } // Find target if none exists if (!this.target || !this.target.active) { this.findTarget(); } // Move towards target or attack if (this.target) { var dist = distance(this.x + this.width / 2, this.y + this.height / 2, this.target.x + this.target.width / 2, this.target.y + this.target.height / 2); if (dist <= this.attackRange) { this.attack(); } else { this.moveTowardsTarget(deltaTime); } } } }, { key: "findTarget", value: function findTarget() { // Find closest enemy var closestDist = Infinity; var closest = null; // Check birds first var _iterator = _createForOfIteratorHelper(birds), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var bird = _step.value; if (!bird.active) { continue; } var dist = distance(this.x + this.width / 2, this.y + this.height / 2, bird.x + bird.width / 2, bird.y + bird.height / 2); if (dist < closestDist) { closestDist = dist; closest = bird; } } // Check UFOs if no birds found or if this is a kitten (kittens prefer UFOs) } catch (err) { _iterator.e(err); } finally { _iterator.f(); } if ((!closest || this instanceof LittleCat) && ufos.length > 0) { var _iterator2 = _createForOfIteratorHelper(ufos), _step2; try { for (_iterator2.s(); !(_step2 = _iterator2.n()).done;) { var ufo = _step2.value; if (!ufo.active) { continue; } var dist = distance(this.x + this.width / 2, this.y + this.height / 2, ufo.x + ufo.width / 2, ufo.y + ufo.height / 2); if (dist < closestDist) { closestDist = dist; closest = ufo; } } } catch (err) { _iterator2.e(err); } finally { _iterator2.f(); } } this.target = closest; } }, { key: "moveTowardsTarget", value: function moveTowardsTarget(deltaTime) { if (!this.target) { return; } var targetX = this.target.x + this.target.width / 2; var targetY = this.target.y + this.target.height / 2; var dx = targetX - (this.x + this.width / 2); var dy = targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { var moveX = dx / dist * this.moveSpeed * deltaTime; var moveY = dy / dist * this.moveSpeed * deltaTime; this.x += moveX; this.y += moveY; } } }, { key: "attack", value: function attack() { if (this.attackTimer <= 0 && this.target && this.target.active) { this.target.takeDamage(this.attackDamage); this.attackTimer = this.attackCooldown; // Create attack effect createSparkle(this.target.x + this.target.width / 2, this.target.y + this.target.height / 2, 'attack'); } } }]); }(GameObject); /** * Cat Class - Standard defender */ var Cat = /*#__PURE__*/function (_Defender) { function Cat(x, y) { _classCallCheck(this, Cat); return _callSuper(this, Cat, [x, y, 64, 64, 'cat', 100, 1.0, 2, 2]); } _inherits(Cat, _Defender); return _createClass(Cat); }(Defender); /** * Kitten Class - Faster but weaker defender */ var LittleCat = /*#__PURE__*/function (_Defender2) { function LittleCat(x, y) { _classCallCheck(this, LittleCat); return _callSuper(this, LittleCat, [x, y, 48, 48, 'kitten', 60, 0.5, 1, 3]); } _inherits(LittleCat, _Defender2); return _createClass(LittleCat); }(Defender); /** * Enemy base class */ var Enemy = /*#__PURE__*/function (_GameObject2) { function Enemy(x, y, width, height, assetId, health, speed, pointValue) { var _this2; _classCallCheck(this, Enemy); _this2 = _callSuper(this, Enemy, [x, y, width, height, assetId]); _this2.health = health; _this2.maxHealth = health; _this2.speed = speed; _this2.pointValue = pointValue; _this2.targetX = CANVAS_WIDTH / 2; _this2.targetY = CANVAS_HEIGHT / 2; return _this2; } _inherits(Enemy, _GameObject2); return _createClass(Enemy, [{ key: "update", value: function update(deltaTime) { if (!this.active) { return; } // Move towards center var dx = this.targetX - (this.x + this.width / 2); var dy = this.targetY - (this.y + this.height / 2); var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 10) { // Not too close to center var moveX = dx / dist * this.speed * deltaTime; var moveY = dy / dist * this.speed * deltaTime; this.x += moveX; this.y += moveY; } else { // Reached center, remove this.active = false; } } }, { key: "takeDamage", value: function takeDamage(amount) { this.health -= amount; if (this.health <= 0) { this.defeat(); } } }, { key: "defeat", value: function defeat() { this.active = false; // Add points var pointsEarned = this.pointValue * multiplier; score += pointsEarned; enemiesDefeated++; // Check for level up if (enemiesDefeated >= ENEMIES_PER_LEVEL) { levelUp(); } // Create sparkles for (var i = 0; i < 5; i++) { createSparkle(this.x + Math.random() * this.width, this.y + Math.random() * this.height, 'defeat'); } // Chance to spawn power-up if (Math.random() < 0.2) { // 20% chance spawnPowerUp(this.x, this.y); } } }, { key: "render", value: function render() { _superPropGet(Enemy, "render", this, 3)([]); // Draw health bar var healthPercent = this.health / this.maxHealth; var barWidth = this.width * 0.8; var barHeight = 5; var barX = this.x + (this.width - barWidth) / 2; var barY = this.y - 10; // Background LK.setFillStyle('rgba(0,0,0,0.5)'); LK.fillRect(barX, barY, barWidth, barHeight); // Health LK.setFillStyle('rgba(255,50,50,0.8)'); LK.fillRect(barX, barY, barWidth * healthPercent, barHeight); } }]); }(GameObject); /** * Bird Class - Standard enemy */ var Bird = /*#__PURE__*/function (_Enemy) { function Bird() { _classCallCheck(this, Bird); // Random position at edge of screen var side = Math.floor(Math.random() * 4); var x, y; switch (side) { case 0: // Top x = Math.random() * CANVAS_WIDTH; y = -50; break; case 1: // Right x = CANVAS_WIDTH + 50; y = Math.random() * CANVAS_HEIGHT; break; case 2: // Bottom x = Math.random() * CANVAS_WIDTH; y = CANVAS_HEIGHT + 50; break; case 3: // Left x = -50; y = Math.random() * CANVAS_HEIGHT; break; } return _callSuper(this, Bird, [x, y, 32, 32, 'birdImage', 3, 50, BIRD_POINTS]); } _inherits(Bird, _Enemy); return _createClass(Bird); }(Enemy); /** * UFO Class - Rare, stronger enemy */ var UFO = /*#__PURE__*/function (_Enemy2) { function UFO() { _classCallCheck(this, UFO); // Random position at edge of screen var side = Math.floor(Math.random() * 4); var x, y; switch (side) { case 0: // Top x = Math.random() * CANVAS_WIDTH; y = -50; break; case 1: // Right x = CANVAS_WIDTH + 50; y = Math.random() * CANVAS_HEIGHT; break; case 2: // Bottom x = Math.random() * CANVAS_WIDTH; y = CANVAS_HEIGHT + 50; break; case 3: // Left x = -50; y = Math.random() * CANVAS_HEIGHT; break; } return _callSuper(this, UFO, [x, y, 64, 32, 'ufoImage', 10, 30, UFO_POINTS]); } _inherits(UFO, _Enemy2); return _createClass(UFO); }(Enemy); /** * PowerUp Class - Temporary boosts for defenders */ var PowerUp = /*#__PURE__*/function (_GameObject3) { function PowerUp(x, y) { var _this3; _classCallCheck(this, PowerUp); _this3 = _callSuper(this, PowerUp, [x, y, 30, 30, 'powerupImage']); // Update last known positions this.lastX = this.x; this.lastY = this.y; this.lastX = this.x; this.lastY = this.y; // Decrease lifespan this.lastX = this.x; this.lastY = this.y; // Decrease lifespan _this3.effects = { damage: { color: '#ff5555', duration: 10, multiplier: 2 }, speed: { color: '#55ff55', duration: 15, multiplier: 1.5 }, range: { color: '#5555ff', duration: 12, multiplier: 1.5 }, multi: { color: '#ffaa55', duration: 8, multiplier: 1 }, chain: { color: '#55ffff', duration: 10, multiplier: 1 }, shield: { color: '#aaaaff', duration: 20, multiplier: 1 }, heal: { color: '#ff55ff', duration: 0, multiplier: 1 }, time: { color: '#ffff55', duration: 5, multiplier: 0.5 } }; // Select random type var types = Object.keys(_this3.effects); _this3.type = types[Math.floor(Math.random() * types.length)]; // Set duration _this3.duration = 10; // seconds _this3.lifespan = 10; // seconds before disappearing if not collected return _this3; } _inherits(PowerUp, _GameObject3); return _createClass(PowerUp, [{ key: "update", value: function update(deltaTime) { if (!this.active) { return; } // Decrease lifespan this.lifespan -= deltaTime; if (this.lifespan <= 0) { this.active = false; return; } // Check for collision with defenders for (var _i = 0, _cats = cats; _i < _cats.length; _i++) { var cat = _cats[_i]; if (this.isColliding(cat)) { this.applyEffect(cat); this.active = false; return; } } for (var _i2 = 0, _kittens = kittens; _i2 < _kittens.length; _i2++) { var kitten = _kittens[_i2]; if (this.isColliding(kitten)) { this.applyEffect(kitten); this.active = false; return; } } // Floating animation this.y += Math.sin(Date.now() / 200) * 0.5; } }, { key: "applyEffect", value: function applyEffect(defender) { var _this4 = this; // Apply effect based on type switch (this.type) { case 'damage': defender.attackDamage *= this.effects.damage.multiplier; setTimeout(function () { defender.attackDamage /= _this4.effects.damage.multiplier; }, this.effects.damage.duration * 1000); break; case 'speed': defender.moveSpeed *= this.effects.speed.multiplier; setTimeout(function () { defender.moveSpeed /= _this4.effects.speed.multiplier; }, this.effects.speed.duration * 1000); break; case 'range': defender.attackRange *= this.effects.range.multiplier; setTimeout(function () { defender.attackRange /= _this4.effects.range.multiplier; }, this.effects.range.duration * 1000); break; case 'multi': // Create temporary multi-attack effect var originalAttack = defender.attack; defender.attack = function () { if (this.attackTimer <= 0 && this.target && this.target.active) { this.target.takeDamage(this.attackDamage); // Attack additional enemies var count = 0; for (var _i3 = 0, _arr = [].concat(_toConsumableArray(birds), _toConsumableArray(ufos)); _i3 < _arr.length; _i3++) { var enemy = _arr[_i3]; if (enemy !== this.target && enemy.active && count < 2) { var dist = distance(this.x + this.width / 2, this.y + this.height / 2, enemy.x + enemy.width / 2, enemy.y + enemy.height / 2); if (dist <= this.attackRange * 1.5) { enemy.takeDamage(this.attackDamage / 2); count++; // Create attack effect createSparkle(enemy.x + enemy.width / 2, enemy.y + enemy.height / 2, 'attack'); } } } this.attackTimer = this.attackCooldown; // Create attack effect createSparkle(this.target.x + this.target.width / 2, this.target.y + this.target.height / 2, 'attack'); } }; setTimeout(function () { defender.attack = originalAttack; }, this.effects.multi.duration * 1000); break; case 'chain': // Create chain attack effect var chainAttack = defender.attack; defender.attack = function () { if (this.attackTimer <= 0 && this.target && this.target.active) { // Initial attack this.target.takeDamage(this.attackDamage); // Chain to nearby enemies var lastEnemy = this.target; var chainCount = 0; for (var _i4 = 0, _arr2 = [].concat(_toConsumableArray(birds), _toConsumableArray(ufos)); _i4 < _arr2.length; _i4++) { var enemy = _arr2[_i4]; if (enemy !== lastEnemy && enemy.active && chainCount < 3) { var dist = distance(lastEnemy.x + lastEnemy.width / 2, lastEnemy.y + lastEnemy.height / 2, enemy.x + enemy.width / 2, enemy.y + enemy.height / 2); if (dist <= 100) { enemy.takeDamage(this.attackDamage * 0.7); chainCount++; lastEnemy = enemy; // Create chain effect createSparkle(enemy.x + enemy.width / 2, enemy.y + enemy.height / 2, 'chain'); } } } this.attackTimer = this.attackCooldown; // Create attack effect createSparkle(this.target.x + this.target.width / 2, this.target.y + this.target.height / 2, 'attack'); } }; setTimeout(function () { defender.attack = chainAttack; }, this.effects.chain.duration * 1000); break; case 'shield': // Create shield effect defender.shielded = true; setTimeout(function () { defender.shielded = false; }, this.effects.shield.duration * 1000); break; case 'heal': // Heal all defenders for (var _i5 = 0, _cats2 = cats; _i5 < _cats2.length; _i5++) { var cat = _cats2[_i5]; } // Cats don't have health in this game, but could add temporary invincibility for (var _i6 = 0, _kittens2 = kittens; _i6 < _kittens2.length; _i6++) { var kitten = _kittens2[_i6]; } // Kittens don't have health in this game, but could add temporary invincibility break; case 'time': // Slow down all enemies var _iterator3 = _createForOfIteratorHelper(birds), _step3; try { for (_iterator3.s(); !(_step3 = _iterator3.n()).done;) { var bird = _step3.value; if (bird.active) { bird.speed *= this.effects.time.multiplier; } } } catch (err) { _iterator3.e(err); } finally { _iterator3.f(); } var _iterator4 = _createForOfIteratorHelper(ufos), _step4; try { for (_iterator4.s(); !(_step4 = _iterator4.n()).done;) { var ufo = _step4.value; if (ufo.active) { ufo.speed *= this.effects.time.multiplier; } } } catch (err) { _iterator4.e(err); } finally { _iterator4.f(); } setTimeout(function () { var _iterator5 = _createForOfIteratorHelper(birds), _step5; try { for (_iterator5.s(); !(_step5 = _iterator5.n()).done;) { var bird = _step5.value; if (bird.active) { bird.speed /= _this4.effects.time.multiplier; } } } catch (err) { _iterator5.e(err); } finally { _iterator5.f(); } var _iterator6 = _createForOfIteratorHelper(ufos), _step6; try { for (_iterator6.s(); !(_step6 = _iterator6.n()).done;) { var ufo = _step6.value; if (ufo.active) { ufo.speed /= _this4.effects.time.multiplier; } } } catch (err) { _iterator6.e(err); } finally { _iterator6.f(); } }, this.effects.time.duration * 1000); break; } // Create collection effect for (var i = 0; i < 10; i++) { createSparkle(this.x + Math.random() * this.width, this.y + Math.random() * this.height, 'powerup'); } } }, { key: "render", value: function render() { if (!this.active) { return; } // Draw power-up background LK.setFillStyle(this.effects[this.type].color); LK.fillRect(this.x, this.y, this.width, this.height); // Draw icon this.drawPowerUpIcon(); // Pulsing effect based on remaining lifespan if (this.lifespan < 3) { var alpha = 0.5 + 0.5 * Math.sin(Date.now() / 100); LK.setFillStyle("rgba(255,255,255,".concat(alpha, ")")); LK.fillRect(this.x, this.y, this.width, this.height); } } // Helper method to convert hex color to RGB format }, { key: "hexToRgb", value: function hexToRgb(hex) { // Remove # if present hex = hex.replace('#', ''); // Parse the hex values var r = parseInt(hex.substring(0, 2), 16); var g = parseInt(hex.substring(2, 4), 16); var b = parseInt(hex.substring(4, 6), 16); return "".concat(r, ",").concat(g, ",").concat(b); } // Draw an icon representing the power-up type }, { key: "drawPowerUpIcon", value: function drawPowerUpIcon() { var centerX = this.x + this.width / 2; var centerY = this.y + this.height / 2; var iconSize = this.width / 6; LK.setFillStyle('white'); switch (this.type) { case 'damage': // Draw a plus symbol LK.fillRect(centerX - iconSize, centerY - iconSize / 3, iconSize * 2, iconSize * 2 / 3); LK.fillRect(centerX - iconSize / 3, centerY - iconSize, iconSize * 2 / 3, iconSize * 2); break; case 'speed': // Draw a lightning bolt LK.setStrokeStyle('white'); LK.beginPath(); LK.moveTo(centerX - iconSize, centerY - iconSize); LK.lineTo(centerX + iconSize / 2, centerY); LK.lineTo(centerX - iconSize / 2, centerY); LK.lineTo(centerX + iconSize, centerY + iconSize); LK.stroke(); break; case 'range': // Draw a circle LK.drawCircle(centerX, centerY, iconSize); LK.setFillStyle(this.effects[this.type].color); LK.drawCircle(centerX, centerY, iconSize / 2); break; case 'multi': // Draw multiple dots for (var i = 0; i < 3; i++) { var angle = i / 3 * Math.PI * 2; LK.drawCircle(centerX + Math.cos(angle) * iconSize, centerY + Math.sin(angle) * iconSize, iconSize / 2); } break; case 'chain': // Draw connected dots var points = [{ x: centerX - iconSize, y: centerY - iconSize }, { x: centerX, y: centerY }, { x: centerX + iconSize, y: centerY + iconSize }]; // Draw lines connecting points LK.setStrokeStyle('white'); LK.beginPath(); LK.moveTo(points[0].x, points[0].y); LK.lineTo(points[1].x, points[1].y); LK.lineTo(points[2].x, points[2].y); LK.stroke(); // Draw points for (var _i7 = 0, _points = points; _i7 < _points.length; _i7++) { var point = _points[_i7]; LK.drawCircle(point.x, point.y, iconSize / 3); } break; case 'shield': // Draw shield shape LK.setStrokeStyle('white'); LK.beginPath(); LK.moveTo(centerX, centerY - iconSize); LK.lineTo(centerX + iconSize, centerY - iconSize / 2); LK.lineTo(centerX + iconSize, centerY + iconSize / 2); LK.lineTo(centerX, centerY + iconSize); LK.lineTo(centerX - iconSize, centerY + iconSize / 2); LK.lineTo(centerX - iconSize, centerY - iconSize / 2); LK.lineTo(centerX, centerY - iconSize); LK.stroke(); break; case 'heal': // Draw plus symbol LK.fillRect(centerX - iconSize, centerY - iconSize / 4, iconSize * 2, iconSize / 2); LK.fillRect(centerX - iconSize / 4, centerY - iconSize, iconSize / 2, iconSize * 2); break; case 'time': // Draw clock symbol LK.drawCircle(centerX, centerY, iconSize); LK.setStrokeStyle('white'); LK.beginPath(); LK.moveTo(centerX, centerY); LK.lineTo(centerX, centerY - iconSize * 0.7); LK.moveTo(centerX, centerY); LK.lineTo(centerX + iconSize * 0.5, centerY); LK.stroke(); break; } } }]); }(GameObject); /** * Sparkle Class - Visual effects */ var Sparkle = /*#__PURE__*/function (_GameObject4) { function Sparkle(x, y, type) { var _this5; _classCallCheck(this, Sparkle); _this5 = _callSuper(this, Sparkle, [x, y, 10, 10, 'sparkleImage']); _this5.type = type || 'defeat'; // defeat, attack, powerup _this5.lifespan = 0.5; // seconds _this5.velocity = { x: (Math.random() - 0.5) * 100, y: (Math.random() - 0.5) * 100 }; // Update last known positions this.lastX = this.x; this.lastY = this.y; this.lastX = this.x; this.lastY = this.y; // Update position this.lastX = this.x; this.lastY = this.y; // Update position switch (_this5.type) { case 'defeat': _this5.color = "rgba(255,255,".concat(Math.floor(Math.random() * 100) + 155, ",0.8)"); break; case 'attack': _this5.color = "rgba(255,".concat(Math.floor(Math.random() * 100) + 100, ",100,0.8)"); break; case 'powerup': _this5.color = "rgba(".concat(Math.floor(Math.random() * 155) + 100, ",").concat(Math.floor(Math.random() * 155) + 100, ",255,0.8)"); break; case 'chain': _this5.color = "rgba(100,255,".concat(Math.floor(Math.random() * 155) + 100, ",0.8)"); break; default: _this5.color = "rgba(255,255,255,0.8)"; } return _this5; } _inherits(Sparkle, _GameObject4); return _createClass(Sparkle, [{ key: "update", value: function update(deltaTime) { if (!this.active) { return; } // Update position this.x += this.velocity.x * deltaTime; this.y += this.velocity.y * deltaTime; // Decrease lifespan this.lifespan -= deltaTime; if (this.lifespan <= 0) { this.active = false; } } }, { key: "render", value: function render() { if (!this.active) { return; } // Draw sparkle var alpha = this.lifespan * 2; // Fade out LK.setFillStyle(this.color.replace('0.8', alpha)); LK.fillRect(this.x, this.y, this.width, this.height); } }]); }(GameObject); // --- Cloud Class --- var Cloud = /*#__PURE__*/function (_GameObject5) { function Cloud() { var _this6; _classCallCheck(this, Cloud); var size = 32 + Math.floor(Math.random() * 96); // Random size between 32x32 and 128x128 var y = Math.random() * (CANVAS_HEIGHT - size); _this6 = _callSuper(this, Cloud, [CANVAS_WIDTH + size, y, size, size, 'cloudImage']); _this6.speed = 10 + Math.random() * 20; // Random speed _this6.parallaxLayer = Math.random(); // Random depth effect return _this6; } _inherits(Cloud, _GameObject5); return _createClass(Cloud, [{ key: "update", value: function update(deltaTime) { if (!this.active) { return; } // Move cloud from right to left this.x -= this.speed * this.parallaxLayer * deltaTime; // Remove if off screen if (this.x + this.width < 0) { this.active = false; } } }]); }(GameObject); // --- Game Functions --- // Create a sparkle effect function createSparkle(x, y, type) { var sparkle = new Sparkle(x, y, type); sparkle.width *= 1.5; // Adjusted size sparkle.height *= 1.5; // Adjusted size sparkles.push(sparkle); return sparkle; } // Spawn a power-up function spawnPowerUp(x, y) { var powerUp = new PowerUp(x, y); powerUp.width *= 1.2; // Adjusted size powerUp.height *= 1.2; // Adjusted size powerUps.push(powerUp); return powerUp; } // Level up function function levelUp() { level++; multiplier = 1 + (level - 1) * 0.1; // Increase multiplier by 0.1 per level enemiesDefeated = 0; // Create level up effect for (var i = 0; i < 20; i++) { createSparkle(CANVAS_WIDTH / 2 + (Math.random() - 0.5) * 200, CANVAS_HEIGHT / 2 + (Math.random() - 0.5) * 200, 'levelup'); } } // --- Main Game Functions --- // Initialize game function initialize() { // Set background image var backgroundImage = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5, scaleX: CANVAS_WIDTH / 2048, scaleY: CANVAS_HEIGHT / 2048, x: CANVAS_WIDTH / 2, y: CANVAS_HEIGHT / 2 }); game.addChild(backgroundImage); // Add cat image var catImage = LK.getAsset('cat', { anchorX: 0.5, anchorY: 0.5, scaleY: 400 / 64, scaleX: 400 / 64, x: CANVAS_WIDTH * 0.1, y: CANVAS_HEIGHT * 0.1 }); game.addChild(catImage); // Add cloud image var cloudImage = LK.getAsset('cloudImage', { anchorX: 0.5, anchorY: 0.5, scaleY: 400 / 100, scaleX: 400 / 100, x: CANVAS_WIDTH * 0.5, y: CANVAS_HEIGHT * 0.2 }); game.addChild(cloudImage); // Add power-up image var powerupImage = LK.getAsset('powerupImage', { anchorX: 0.5, anchorY: 0.5, scaleY: 400 / 30, scaleX: 400 / 30, x: CANVAS_WIDTH * 0.3, y: CANVAS_HEIGHT * 0.3 }); game.addChild(powerupImage); // Add sparkle image var sparkleImage = LK.getAsset('sparkleImage', { anchorX: 0.5, anchorY: 0.5, scaleY: 400 / 10, scaleX: 400 / 10, x: CANVAS_WIDTH * 0.7, y: CANVAS_HEIGHT * 0.7 }); game.addChild(sparkleImage); // Create initial cat var initialCat = new Cat(CANVAS_WIDTH * 0.1, CANVAS_HEIGHT * 0.1); // Adjusted position cats.push(initialCat); // Initialize timers lastUpdateTime = Date.now(); idlePointsLastCalculated = Date.now(); // Create initial clouds for (var i = 0; i < 5; i++) { var cloud = new Cloud(); cloud.x = Math.random() * CANVAS_WIDTH; // Position randomly across screen cloud.y = Math.random() * (CANVAS_HEIGHT - cloud.height); // Adjusted position cloud.width *= 1.5; // Adjusted size cloud.height *= 1.5; // Adjusted size clouds.push(cloud); } } // Update game state function update(deltaTime) { // Update last known positions this.lastX = this.x; this.lastY = this.y; this.lastX = this.x; this.lastY = this.y; this.lastX = this.x; this.lastY = this.y; this.lastX = this.x; this.lastY = this.y; this.lastX = this.x; this.lastY = this.y; // Move cloud from right to left this.lastX = this.x; this.lastY = this.y; // Move towards center this.lastX = this.x; this.lastY = this.y; // Handle attack cooldown this.lastX = this.x; this.lastY = this.y; // Override in subclasses this.lastX = this.x; this.lastY = this.y; // Move cloud from right to left this.lastX = this.x; this.lastY = this.y; // Move towards center this.lastX = this.x; this.lastY = this.y; // Handle attack cooldown this.lastX = this.x; this.lastY = this.y; // Override in subclasses var currentTime = Date.now(); deltaTime = (currentTime - lastUpdateTime) / 1000; // Convert to seconds lastUpdateTime = currentTime; // Calculate idle points calculateIdlePoints(); // Spawn enemies based on timers birdSpawnTimer += deltaTime * 1000; if (birdSpawnTimer >= BIRD_SPAWN_INTERVAL / (1 + (level - 1) * 0.1) && birds.length < MAX_BIRDS) { birds.push(new Bird()); birdSpawnTimer = 0; } ufoSpawnTimer += deltaTime * 1000; if (ufoSpawnTimer >= UFO_SPAWN_INTERVAL && ufos.length < MAX_UFOS && level % 5 === 0) { ufos.push(new UFO()); ufoSpawnTimer = 0; } // Spawn clouds cloudSpawnTimer += deltaTime * 1000; if (cloudSpawnTimer >= CLOUD_SPAWN_INTERVAL && clouds.length < MAX_CLOUDS) { spawnCloud(); cloudSpawnTimer = 0; } // Update all game objects updateGameObjects(cats, deltaTime); updateGameObjects(kittens, deltaTime); updateGameObjects(birds, deltaTime); updateGameObjects(ufos, deltaTime); updateGameObjects(powerUps, deltaTime); updateGameObjects(sparkles, deltaTime); updateGameObjects(clouds, deltaTime); // Clean up inactive objects cleanupInactiveObjects(); } // Update array of game objects function updateGameObjects(objects, deltaTime) { for (var i = 0; i < objects.length; i++) { if (objects[i].active) { objects[i].update(deltaTime); } } } // Clean up inactive objects function cleanupInactiveObjects() { birds = birds.filter(function (obj) { return obj.active; }); ufos = ufos.filter(function (obj) { return obj.active; }); powerUps = powerUps.filter(function (obj) { return obj.active; }); sparkles = sparkles.filter(function (obj) { return obj.active; }); clouds = clouds.filter(function (obj) { return obj.active; }); } // Render game function render() { // Clear canvas LK.clear(); // Render clouds (background) renderGameObjects(clouds); // Render game objects renderGameObjects(cats); renderGameObjects(kittens); renderGameObjects(birds); renderGameObjects(ufos); renderGameObjects(powerUps); renderGameObjects(sparkles); // Render UI renderUI(); } // Render array of game objects function renderGameObjects(objects) { for (var i = 0; i < objects.length; i++) { if (objects[i].active) { objects[i].render(); } } } // Render UI elements function renderUI() { // Score display LK.setFillStyle('white'); LK.setFont('400px Arial'); LK.fillText("Score: ".concat(Math.floor(score)), CANVAS_WIDTH / 2, 400, 'center'); // Level and multiplier LK.setFont('18px Arial'); LK.fillText("Level: ".concat(level), CANVAS_WIDTH - 100, 50, 'right'); LK.fillText("Multiplier: ".concat(multiplier.toFixed(1), "x"), CANVAS_WIDTH / 2, 80, 'center'); // Enemies defeated counter LK.fillText("Enemies: ".concat(enemiesDefeated, "/").concat(ENEMIES_PER_LEVEL), 100, 50, 'left'); // Idle points counter LK.fillText("Idle Points: ".concat(Math.floor(idlePoints)), CANVAS_WIDTH - 100, CANVAS_HEIGHT - 50, 'right'); } // Handle input events function handleInput(obj) { var x = obj.event.x; var y = obj.event.y; // Check if clicked on a power-up var _iterator7 = _createForOfIteratorHelper(powerUps), _step7; try { for (_iterator7.s(); !(_step7 = _iterator7.n()).done;) { var powerUp = _step7.value; if (powerUp.active && x >= powerUp.x && x <= powerUp.x + powerUp.width && y >= powerUp.y && y <= powerUp.y + powerUp.height) { // Collect power-up powerUp.active = false; // Apply to nearest defender var closestDist = Infinity; var closest = null; var _iterator8 = _createForOfIteratorHelper(cats), _step8; try { for (_iterator8.s(); !(_step8 = _iterator8.n()).done;) { var cat = _step8.value; var dist = distance(powerUp.x, powerUp.y, cat.x, cat.y); if (dist < closestDist) { closestDist = dist; closest = cat; } } } catch (err) { _iterator8.e(err); } finally { _iterator8.f(); } var _iterator9 = _createForOfIteratorHelper(kittens), _step9; try { for (_iterator9.s(); !(_step9 = _iterator9.n()).done;) { var kitten = _step9.value; var dist = distance(powerUp.x, powerUp.y, kitten.x, kitten.y); if (dist < closestDist) { closestDist = dist; closest = kitten; } } } catch (err) { _iterator9.e(err); } finally { _iterator9.f(); } if (closest) { powerUp.applyEffect(closest); } return; } } // Place a new cat at the clicked position } catch (err) { _iterator7.e(err); } finally { _iterator7.f(); } if (idlePoints >= 50) { idlePoints -= 50; cats.push(new Cat(x, y)); } } // Main game loop function gameLoop() { update(1 / 60); // 60 FPS render(); } // Start the game initialize(); LK.on('pointerdown', handleInput); multiplier = 1.0 + (level - 1) * 0.1;
===================================================================
--- original.js
+++ change.js
@@ -9,15 +9,15 @@
/****
* Game Code
****/
-// --- Global Variables ---
/**
* Cat Defender - Idle Game
*
* A game where cats automatically defend against incoming birds and UFOs.
* Features idle point accumulation, upgrades, and progressive difficulty.
*/
+// --- Global Variables ---
function _toConsumableArray(r) {
return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread();
}
function _nonIterableSpread() {
@@ -1306,10 +1306,10 @@
LK.fillText("Idle Points: ".concat(Math.floor(idlePoints)), CANVAS_WIDTH - 100, CANVAS_HEIGHT - 50, 'right');
}
// Handle input events
function handleInput(obj) {
- var x = obj.x;
- var y = obj.y;
+ var x = obj.event.x;
+ var y = obj.event.y;
// Check if clicked on a power-up
var _iterator7 = _createForOfIteratorHelper(powerUps),
_step7;
try {
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows