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/****
* Initialize Game
****/
var game = new LK.Game({
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 ---
var cats = [];
var kittens = [];
var birds = [];
var ufos = [];
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 ENEMIES_PER_LEVEL = 11;
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;
// Timers
var birdSpawnTimer = 0;
var ufoSpawnTimer = 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
*/
function GameObject(x, y, width, height, assetId) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
this.assetId = assetId;
this.active = true;
}
GameObject.prototype.update = function (deltaTime) {
// Override in subclasses
};
GameObject.prototype.render = function () {
if (!this.active) {
return;
}
// Draw the sprite
LK.drawImage(this.assetId, this.x, this.y, this.width, this.height);
};
GameObject.prototype.isColliding = function (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)
*/
function Defender(x, y, width, height, assetId, attackRange, attackCooldown, attackDamage, moveSpeed) {
GameObject.call(this, x, y, width, height, assetId);
this.attackRange = attackRange;
this.attackCooldown = attackCooldown;
this.attackDamage = attackDamage;
this.moveSpeed = moveSpeed;
this.attackTimer = 0;
this.target = null;
}
Defender.prototype = Object.create(GameObject.prototype);
Defender.prototype.constructor = Defender;
Defender.prototype.update = function (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);
}
}
};
Defender.prototype.findTarget = function () {
// Find closest enemy
var closestDist = Infinity;
var closest = null;
// Check birds first
for (var i = 0; i < birds.length; i++) {
var bird = birds[i];
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)
if ((!closest || this instanceof Kitten) && ufos.length > 0) {
for (var i = 0; i < ufos.length; i++) {
var ufo = ufos[i];
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;
}
}
}
this.target = closest;
};
Defender.prototype.moveTowardsTarget = function (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;
}
};
Defender.prototype.attack = function () {
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');
}
};
/**
* Cat Class - Standard defender
*/
function Cat(x, y) {
Defender.call(this, x, y, 64, 64, 'cat', 100, 1.0, 2, 2);
}
Cat.prototype = Object.create(Defender.prototype);
Cat.prototype.constructor = Cat;
/**
* Kitten Class - Faster but weaker defender
*/
function Kitten(x, y) {
Defender.call(this, x, y, 48, 48, 'kitten', 60, 0.5, 1, 3);
}
Kitten.prototype = Object.create(Defender.prototype);
Kitten.prototype.constructor = Kitten;
/**
* Enemy base class
*/
function Enemy(x, y, width, height, assetId, health, speed, pointValue) {
GameObject.call(this, x, y, width, height, assetId);
this.health = health;
this.maxHealth = health;
this.speed = speed;
this.pointValue = pointValue;
this.targetX = LK.canvas.width / 2;
this.targetY = LK.canvas.height / 2;
}
Enemy.prototype = Object.create(GameObject.prototype);
Enemy.prototype.constructor = Enemy;
Enemy.prototype.update = function (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;
}
};
Enemy.prototype.takeDamage = function (amount) {
this.health -= amount;
if (this.health <= 0) {
this.defeat();
}
};
Enemy.prototype.defeat = function () {
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);
}
};
/**
* Bird Class - Basic enemy
*/
function Bird(x, y) {
Enemy.call(this, x, y, 32, 32, 'bird', 3, 30, BIRD_POINTS);
}
Bird.prototype = Object.create(Enemy.prototype);
Bird.prototype.constructor = Bird;
/**
* UFO Class - Advanced enemy
*/
function UFO(x, y) {
Enemy.call(this, x, y, 64, 32, 'ufo', 10, 15, UFO_POINTS);
}
UFO.prototype = Object.create(Enemy.prototype);
UFO.prototype.constructor = UFO;
/**
* PowerUp Class
*/
function PowerUp(x, y, type) {
GameObject.call(this, x, y, 32, 32, 'powerup_' + type);
this.type = type;
this.duration = 10; // seconds
this.targetX = LK.canvas.width / 2;
this.targetY = LK.canvas.height / 2;
}
PowerUp.prototype = Object.create(GameObject.prototype);
PowerUp.prototype.constructor = PowerUp;
PowerUp.prototype.update = function (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 * 50 * deltaTime;
var moveY = dy / dist * 50 * deltaTime;
this.x += moveX;
this.y += moveY;
} else {
// Reached center, apply effect
this.applyEffect();
this.active = false;
}
};
PowerUp.prototype.applyEffect = function () {
switch (this.type) {
case 'speed':
// Increase all cats' speed by 50% for duration
for (var i = 0; i < cats.length; i++) {
cats[i].moveSpeed *= 1.5;
}
for (var i = 0; i < kittens.length; i++) {
kittens[i].moveSpeed *= 1.5;
}
setTimeout(function () {
for (var i = 0; i < cats.length; i++) {
cats[i].moveSpeed /= 1.5;
}
for (var i = 0; i < kittens.length; i++) {
kittens[i].moveSpeed /= 1.5;
}
}, this.duration * 1000);
break;
case 'damage':
// Increase all cats' damage by 50% for duration
for (var i = 0; i < cats.length; i++) {
cats[i].attackDamage *= 1.5;
}
for (var i = 0; i < kittens.length; i++) {
kittens[i].attackDamage *= 1.5;
}
setTimeout(function () {
for (var i = 0; i < cats.length; i++) {
cats[i].attackDamage /= 1.5;
}
for (var i = 0; i < kittens.length; i++) {
kittens[i].attackDamage /= 1.5;
}
}, this.duration * 1000);
break;
case 'points':
// Double points for duration
var oldMultiplier = multiplier;
multiplier *= 2;
setTimeout(function () {
multiplier = oldMultiplier;
}, this.duration * 1000);
break;
}
// Create effect
for (var i = 0; i < 10; i++) {
createSparkle(this.x + Math.random() * this.width, this.y + Math.random() * this.height, 'powerup');
}
};
/**
* Sparkle Class - Visual effects
*/
function Sparkle(x, y, type) {
this.x = x;
this.y = y;
this.type = type;
this.size = Math.random() * 5 + 5;
this.lifespan = 0.5; // seconds
this.maxLifespan = this.lifespan;
this.active = true;
// Set color based on type
switch (type) {
case 'attack':
this.color = '#ffff00'; // Yellow
break;
case 'defeat':
this.color = '#ff0000'; // Red
break;
case 'powerup':
this.color = '#00ffff'; // Cyan
break;
case 'chain':
this.color = '#ff00ff'; // Magenta
break;
default:
this.color = '#ffffff';
// White
}
// Random velocity
var angle = Math.random() * Math.PI * 2;
var speed = Math.random() * 100 + 50;
this.vx = Math.cos(angle) * speed;
this.vy = Math.sin(angle) * speed;
}
Sparkle.prototype.update = function (deltaTime) {
if (!this.active) {
return;
}
// Update position
this.x += this.vx * deltaTime;
this.y += this.vy * deltaTime;
// Update lifespan
this.lifespan -= deltaTime;
if (this.lifespan <= 0) {
this.active = false;
}
};
Sparkle.prototype.render = function () {
if (!this.active) {
return;
}
// Calculate alpha based on remaining lifespan
var alpha = this.lifespan / this.maxLifespan;
// Draw sparkle
LK.setFillStyle(this.color);
LK.setGlobalAlpha(alpha);
LK.fillCircle(this.x, this.y, this.size * alpha);
LK.setGlobalAlpha(1.0);
};
// --- Game Functions ---
// Spawn a bird at a random edge position
function spawnBird() {
if (birds.length >= MAX_BIRDS) {
return;
}
var x, y;
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
x = Math.random() * LK.canvas.width;
y = -32;
break;
case 1:
// Right
x = LK.canvas.width + 32;
y = Math.random() * LK.canvas.height;
break;
case 2:
// Bottom
x = Math.random() * LK.canvas.width;
y = LK.canvas.height + 32;
break;
case 3:
// Left
x = -32;
y = Math.random() * LK.canvas.height;
break;
}
var bird = new Bird(x, y);
birds.push(bird);
return bird;
}
// Spawn a UFO at a random edge position
function spawnUFO() {
if (ufos.length >= MAX_UFOS) {
return;
}
var x, y;
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
x = Math.random() * LK.canvas.width;
y = -32;
break;
case 1:
// Right
x = LK.canvas.width + 64;
y = Math.random() * LK.canvas.height;
break;
case 2:
// Bottom
x = Math.random() * LK.canvas.width;
y = LK.canvas.height + 32;
break;
case 3:
// Left
x = -64;
y = Math.random() * LK.canvas.height;
break;
}
var ufo = new UFO(x, y);
ufos.push(ufo);
return ufo;
}
// Spawn a power-up
function spawnPowerUp(x, y, type) {
// If type not specified, choose random
if (!type) {
var types = ['speed', 'damage', 'range', 'multi', 'chain', 'time'];
type = types[Math.floor(Math.random() * types.length)];
}
var powerUp = new PowerUp(x, y, type);
powerUps.push(powerUp);
return powerUp;
}
// Level up function
function levelUp() {
level++;
multiplier = 1.0 + (level - 1) * 0.1;
// Create level up effect
var centerX = LK.canvas.width / 2;
var centerY = LK.canvas.height / 2;
// Create sparkles for level up effect
for (var i = 0; i < 20; i++) {
createSparkle(centerX + (Math.random() - 0.5) * 200, centerY + (Math.random() - 0.5) * 200, 'powerup');
}
// Reset enemy counter
enemiesDefeated = 0;
// Play level up sound
LK.playSound('teslacoil');
}
// Calculate idle points
function calculateIdlePoints() {
var currentTime = Date.now();
var elapsedSeconds = (currentTime - idlePointsLastCalculated) / 1000;
// Calculate points based on cats and kittens
var pointsPerSecond = cats.length * BASE_IDLE_POINTS_RATE;
pointsPerSecond += kittens.length * (BASE_IDLE_POINTS_RATE * 0.6); // Kittens generate 60% of cat rate
// Apply level multiplier
pointsPerSecond *= multiplier;
// Add points
var pointsEarned = pointsPerSecond * elapsedSeconds;
idlePoints += pointsEarned;
score += pointsEarned;
// Update last calculation time
idlePointsLastCalculated = currentTime;
return pointsEarned;
}
// Update game state
function updateGame(deltaTime) {
// Calculate idle points
calculateIdlePoints();
// Update all game objects
// Update cats
for (var i = cats.length - 1; i >= 0; i--) {
var cat = cats[i];
cat.update(deltaTime);
}
// Update kittens
for (var i = kittens.length - 1; i >= 0; i--) {
var kitten = kittens[i];
kitten.update(deltaTime);
}
// Update birds and remove inactive ones
for (var i = birds.length - 1; i >= 0; i--) {
var bird = birds[i];
bird.update(deltaTime);
if (!bird.active) {
birds.splice(i, 1);
}
}
// Update UFOs and remove inactive ones
for (var i = ufos.length - 1; i >= 0; i--) {
var ufo = ufos[i];
ufo.update(deltaTime);
if (!ufo.active) {
ufos.splice(i, 1);
}
}
// Update power-ups and remove inactive ones
for (var i = powerUps.length - 1; i >= 0; i--) {
var powerUp = powerUps[i];
powerUp.update(deltaTime);
if (!powerUp.active) {
powerUps.splice(i, 1);
}
}
// Update sparkles and remove inactive ones
for (var i = sparkles.length - 1; i >= 0; i--) {
var sparkle = sparkles[i];
sparkle.update(deltaTime);
if (!sparkle.active) {
sparkles.splice(i, 1);
}
}
// Spawn birds
birdSpawnTimer += deltaTime * 1000; // Convert to milliseconds
if (birds.length < MAX_BIRDS && birdSpawnTimer >= BIRD_SPAWN_INTERVAL) {
spawnBird();
birdSpawnTimer = 0;
LK.playSound('wings1', {
volume: 0.2
});
}
// Spawn UFOs
ufoSpawnTimer += deltaTime * 1000; // Convert to milliseconds
if (ufos.length < MAX_UFOS && ufoSpawnTimer >= UFO_SPAWN_INTERVAL && level >= 3) {
spawnUFO();
ufoSpawnTimer = 0;
LK.playSound('ufo1');
}
}
// Render game
function renderGame() {
// Clear canvas
LK.clear();
// Draw background
LK.setFillStyle('#1a1a2e');
LK.fillRect(0, 0, LK.canvas.width, LK.canvas.height);
// Render all game objects
// Render sparkles first (background layer)
for (var i = 0; i < sparkles.length; i++) {
var sparkle = sparkles[i];
sparkle.render();
}
// Render power-ups
for (var i = 0; i < powerUps.length; i++) {
var powerUp = powerUps[i];
powerUp.render();
}
// Render birds
for (var i = 0; i < birds.length; i++) {
var bird = birds[i];
bird.render();
}
// Render UFOs
for (var i = 0; i < ufos.length; i++) {
var ufo = ufos[i];
ufo.render();
}
// Render cats
for (var i = 0; i < cats.length; i++) {
var cat = cats[i];
cat.render();
}
// Render kittens
for (var i = 0; i < kittens.length; i++) {
var kitten = kittens[i];
kitten.render();
}
// Render UI
renderUI();
}
// Render UI elements
function renderUI() {
// Score
LK.setFillStyle('#FFFFFF');
LK.setFont('24px Arial');
LK.fillText("Score: ".concat(Math.floor(score)), LK.canvas.width / 2, 30, {
align: 'center'
});
// Level
LK.setFont('18px Arial');
LK.fillText("Level: ".concat(level), LK.canvas.width - 20, 30, {
align: 'right'
});
// Multiplier
LK.fillText("Multiplier: x".concat(multiplier.toFixed(1)), LK.canvas.width - 20, 60, {
align: 'right'
});
// Idle Points
LK.fillText("Idle Points: ".concat(Math.floor(idlePoints)), LK.canvas.width - 20, LK.canvas.height - 20, {
align: 'right'
});
// Enemies Defeated
LK.fillText("Enemies: ".concat(enemiesDefeated, "/").concat(ENEMIES_PER_LEVEL), 20, 30, {
align: 'left'
});
// Cat Count
LK.fillText("Cats: ".concat(cats.length), 20, 60, {
align: 'left'
});
// Kitten Count
LK.fillText("Kittens: ".concat(kittens.length), 20, 90, {
align: 'left'
});
// Spawn buttons
renderButton("Add Cat (50)", 20, LK.canvas.height - 60, 120, 40, idlePoints >= 50);
renderButton("Add Kitten (30)", 150, LK.canvas.height - 60, 120, 40, idlePoints >= 30);
}
// Render a button
function renderButton(text, x, y, width, height, enabled) {
// Button background
LK.setFillStyle(enabled ? '#33aa33' : '#666666');
LK.fillRect(x, y, width, height);
// Button border
LK.setStrokeStyle('#FFFFFF');
LK.strokeRect(x, y, width, height);
// Button text
LK.setFillStyle('#FFFFFF');
LK.setFont('14px Arial');
LK.fillText(text, x + width / 2, y + height / 2, {
align: 'center',
baseline: 'middle'
});
}
// Handle mouse click
function handleMouseClick(x, y) {
// Check if cat spawn button clicked
if (x >= 20 && x <= 140 && y >= LK.canvas.height - 60 && y <= LK.canvas.height - 20) {
if (idlePoints >= 50) {
var cat = spawnCat(Math.random() * LK.canvas.width, Math.random() * LK.canvas.height);
if (cat) {
LK.playSound('chitter');
}
}
}
// Check if kitten spawn button clicked
if (x >= 150 && x <= 270 && y >= LK.canvas.height - 60 && y <= LK.canvas.height - 20) {
if (idlePoints >= 30) {
var kitten = spawnKitten(Math.random() * LK.canvas.width, Math.random() * LK.canvas.height);
if (kitten) {
LK.playSound('chitter', {
pitch: 1.5
});
}
}
}
}
// Initialize game
function initGame() {
// Reset game state
cats = [];
kittens = [];
birds = [];
ufos = [];
powerUps = [];
sparkles = [];
score = 0;
level = 1;
multiplier = 1.0;
idlePoints = 100; // Start with enough for 2 cats or 3 kittens
enemiesDefeated = 0;
lastUpdateTime = Date.now();
idlePointsLastCalculated = Date.now();
birdSpawnTimer = 0;
ufoSpawnTimer = 0;
// Create initial cats
spawnCat(LK.canvas.width / 2, LK.canvas.height / 2);
// Setup mouse click handler
LK.onMouseDown = function (event) {
handleMouseClick(event.x, event.y);
};
// Play background music
LK.playMusic('bgm1', {
volume: 0.3,
loop: true
});
// Occasionally play ambient sounds
setInterval(function () {
if (Math.random() < 0.3) {
var sounds = ['breeze1', 'cricket1', 'frog1', 'songbird1'];
var sound = sounds[Math.floor(Math.random() * sounds.length)];
LK.playSound(sound, {
volume: 0.1 + Math.random() * 0.1
});
}
}, 10000);
// Start game loop
startGameLoop();
}
// Game loop
var lastFrameTime = 0;
function gameLoop(timestamp) {
// Calculate delta time
var deltaTime = (timestamp - lastFrameTime) / 1000; // Convert to seconds
lastFrameTime = timestamp;
// Cap delta time to prevent large jumps
if (deltaTime > 0.1) {
deltaTime = 0.1;
}
// Update game state
updateGame(deltaTime);
// Render game
renderGame();
// Request next frame
requestAnimationFrame(gameLoop);
}
// Start game loop
function startGameLoop() {
lastFrameTime = performance.now();
requestAnimationFrame(gameLoop);
}
// Initialize game when page loads
window.onload = function () {
initGame();
}; ===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,8 @@
/****
* Game Code
****/
-// Initialize shape assets for game objects
/**
* Cat Defender - Idle Game
*
* A game where cats automatically defend against incoming birds and UFOs.
@@ -555,45 +554,8 @@
if (!sparkle.active) {
sparkles.splice(i, 1);
}
}
- // Update kittens
- for (var i = kittens.length - 1; i >= 0; i--) {
- var kitten = kittens[i];
- kitten.update(deltaTime);
- }
- // Update birds and remove inactive ones
- for (var i = birds.length - 1; i >= 0; i--) {
- var bird = birds[i];
- bird.update(deltaTime);
- if (!bird.active) {
- birds.splice(i, 1);
- }
- }
- // Update UFOs and remove inactive ones
- for (var i = ufos.length - 1; i >= 0; i--) {
- var ufo = ufos[i];
- ufo.update(deltaTime);
- if (!ufo.active) {
- ufos.splice(i, 1);
- }
- }
- // Update power-ups and remove inactive ones
- for (var i = powerUps.length - 1; i >= 0; i--) {
- var powerUp = powerUps[i];
- powerUp.update(deltaTime);
- if (!powerUp.active) {
- powerUps.splice(i, 1);
- }
- }
- // Update sparkles and remove inactive ones
- for (var i = sparkles.length - 1; i >= 0; i--) {
- var sparkle = sparkles[i];
- sparkle.update(deltaTime);
- if (!sparkle.active) {
- sparkles.splice(i, 1);
- }
- }
// Spawn birds
birdSpawnTimer += deltaTime * 1000; // Convert to milliseconds
if (birds.length < MAX_BIRDS && birdSpawnTimer >= BIRD_SPAWN_INTERVAL) {
spawnBird();
@@ -647,33 +609,8 @@
for (var i = 0; i < kittens.length; i++) {
var kitten = kittens[i];
kitten.render();
}
- // Render power-ups
- for (var i = 0; i < powerUps.length; i++) {
- var powerUp = powerUps[i];
- powerUp.render();
- }
- // Render birds
- for (var i = 0; i < birds.length; i++) {
- var bird = birds[i];
- bird.render();
- }
- // Render UFOs
- for (var i = 0; i < ufos.length; i++) {
- var ufo = ufos[i];
- ufo.render();
- }
- // Render cats
- for (var i = 0; i < cats.length; i++) {
- var cat = cats[i];
- cat.render();
- }
- // Render kittens
- for (var i = 0; i < kittens.length; i++) {
- var kitten = kittens[i];
- kitten.render();
- }
// Render UI
renderUI();
}
// Render UI elements
@@ -771,16 +708,8 @@
birdSpawnTimer = 0;
ufoSpawnTimer = 0;
// Create initial cats
spawnCat(LK.canvas.width / 2, LK.canvas.height / 2);
- // Create initial kittens
- spawnKitten(LK.canvas.width / 2 + 100, LK.canvas.height / 2 + 100);
- // Create initial birds
- spawnBird();
- // Create initial UFOs
- spawnUFO();
- // Create initial power-ups
- spawnPowerUp(LK.canvas.width / 2, LK.canvas.height / 2, 'speed');
// Setup mouse click handler
LK.onMouseDown = function (event) {
handleMouseClick(event.x, event.y);
};
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