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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'length')' in or related to this line: 'self.graphic = self.attachAsset(null, {}); // Start with no asset, will be set by init' Line Number: 472
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'length')' in or related to this line: 'self.graphic = self.attachAsset(null, {}); // Start with no asset' Line Number: 119
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Please fix the bug: 'Uncaught TypeError: LK.Rectangle is not a constructor' in or related to this line: 'var background = new LK.Rectangle({' Line Number: 559
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'barkButton.style.fill = 0xffcc00; // Restore color' Line Number: 748
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'var SCREEN_HEIGHT = LK.screen.height; // Get screen height /**** NEW ****/' Line Number: 435
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Please fix the bug: 'LK.getScreenSize is not a function' in or related to this line: 'var screenSize = LK.getScreenSize();' Line Number: 434
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Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'var SCREEN_HEIGHT = LK.canvas.height; // Get screen height /**** NEW ****/' Line Number: 434
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DOGE vs. Bureaucracy
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Create the foundational code for a 2D top-down Hero Defense game called "DOGE vs. Bureaucracy" using the LK Game Engine. The game features the Doge meme character defending a goal zone from waves of bureaucracy-themed enemies, assisted by office-supply-themed towers placed by the player. **I. Core Game Setup:** 1. Initialize the main game object using `LK.Game`. 2. Create necessary containers: `gameContainer` for gameplay elements (hero, enemies, towers, projectiles), and `uiContainer` for UI elements (text, buttons). Ensure `uiContainer` renders on top. 3. Define a variable `playerCurrency` initialized to a starting value (e.g., 100). 4. Define a `goalZone` object (can be a simple Container with position and size) with a `health` property (e.g., 100). **II. Hero Object (DOGE):** 1. Create a `Hero` class using `Container.expand`. 2. **Assets:** Use a placeholder asset `doge_sprite` (define via `LK.init.image`) for the visual representation. Include basic states like 'idle', 'walk', 'attack'. 3. **Stats:** Add properties for `health` (e.g., 50), `speed` (e.g., 3), and `attackRange` (e.g., 50), `attackDamage` (e.g., 5), `attackCooldown` (e.g., 0.5 seconds). Add a `currentAttackCooldown` timer. 4. **Movement:** * Implement click-to-move. Use `self.down` on the `gameContainer` (or a background layer) to get target coordinates. * In the `Hero.update` method, move the Hero towards the `targetX`, `targetY` at its `speed`. Stop when close to the target. Basic direction vector calculation is sufficient for now (no complex pathfinding needed initially). * Update the visual state to 'walk' when moving, 'idle' when stopped. 5. **Auto-Attack ("Much Bark"):** * In `Hero.update`, decrement `currentAttackCooldown`. * If `currentAttackCooldown <= 0`: * Find the nearest `Enemy` object within `attackRange`. * If an enemy is found: * Apply `attackDamage` to the enemy's health. * Reset `currentAttackCooldown` to `attackCooldown`. * Briefly set the visual state to 'attack'. * (Optional: Create a short-lived visual effect or placeholder `bark_projectile` object). **III. Enemy Object (Paperwork Swarm - Basic):** 1. Create an `Enemy` base class using `Container.expand`. Add basic properties like `health`, `speed`. 2. Create a `PaperworkEnemy` class inheriting from `Enemy` using `Container.expand`. 3. **Assets:** Use a placeholder asset `paper_sprite` (`LK.init.image`). 4. **Stats:** Set low `health` (e.g., 10) and moderate `speed` (e.g., 1.5). Add a property `currencyValue` (e.g., 5). 5. **Movement:** * Define a simple, predefined path using an array of coordinates `pathPoints`. * In `PaperworkEnemy.update`, move the enemy along the `pathPoints` towards the next point in the array at its `speed`. * If the enemy reaches the `goalZone`'s coordinates: decrease `goalZone.health` (e.g., by 10) and destroy the enemy object. 6. **Defeat:** When `health <= 0`, award `currencyValue` to `playerCurrency` and destroy the enemy object. **IV. Tower Object (Stapler Turret - Basic):** 1. Create a `Tower` base class using `Container.expand`. Add properties `cost`, `attackRange`, `attackDamage`, `attackCooldown`. 2. Create a `StaplerTower` class inheriting from `Tower` using `Container.expand`. 3. **Assets:** Use a placeholder asset `stapler_sprite` (`LK.init.image`). 4. **Stats:** Set `cost` (e.g., 50), `attackRange` (e.g., 100), `attackDamage` (e.g., 8), `attackCooldown` (e.g., 1 second). Add `currentAttackCooldown` timer. 5. **Placement:** * Create placeholder `BuildSpot` objects (simple Containers) at predefined locations. * When a `BuildSpot` is clicked (`self.down`): * If `playerCurrency >= StaplerTower.cost`: * Subtract the cost from `playerCurrency`. * Create a new `StaplerTower` instance at the `BuildSpot`'s position. * Make the `BuildSpot` inactive/occupied. 6. **Auto-Attack:** * In `StaplerTower.update`, decrement `currentAttackCooldown`. * If `currentAttackCooldown <= 0`: * Find the nearest `Enemy` within `attackRange`. * If an enemy is found: * Apply `attackDamage` to the enemy's health. * Reset `currentAttackCooldown` to `attackCooldown`. * (Optional: Create placeholder `staple_projectile` object traveling towards the enemy). **V. Basic Game Loop (`game.update`):** 1. Update the Hero instance. 2. Iterate through and update all active Enemy instances. Check for defeat conditions. 3. Iterate through and update all active Tower instances. 4. Implement basic enemy spawning: Use `LK.setInterval` or a timer within `game.update` to spawn a new `PaperworkEnemy` at a starting point every few seconds (e.g., 3 seconds). Add a counter to limit the total number of enemies spawned per wave (e.g., 10 enemies). 5. Check for lose condition: If `goalZone.health <= 0`, stop the game loop or display a "Game Over" message. 6. (Optional: Add win condition check - e.g., after X enemies spawned and defeated). **VI. Basic UI:** 1. Use `Text2` objects within the `uiContainer`. 2. Create text elements to display: * `playerCurrency`. * `goalZone.health`. 3. Update these text elements regularly (e.g., within `game.update` or only when values change). **Instructions for Ava:** * Use placeholder assets (like `doge_sprite`, `paper_sprite`, `stapler_sprite`) defined using `LK.init.image` with basic dimensions. I will replace these with actual art later. * Use simple geometric shapes (`LK.init.shape`) for projectiles or build spots if needed initially. * Focus on setting up the object structures (`Container.expand`), core properties, and the basic `update` logic for movement, attacking, spawning, and health/currency management. * Implement the click handling (`self.down`) for hero movement and tower placement. * Ensure basic collision detection logic (enemy reaching goal zone) and targeting logic (finding nearest enemy) is functional. * Keep the initial implementation simple; advanced features like multiple enemy/tower types, complex pathfinding, hero abilities, upgrades, detailed animations, sound effects, and sophisticated wave logic will be added later.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
Stapler Turret Sprite Sheet: An office stapler mounted on a simple rotating base images show it opening and closing.. In-Game asset. 2d. High contrast. No shadows
Stapler bullet. In-Game asset. 2d. High contrast. No shadows
Remove the background
A stylized golden fire hydrant labeled "Free Speech" OR a glowing server rack labeled "Meme Archive".. In-Game asset. 2d. High contrast. No shadows
Paperclip. In-Game asset. 2d. High contrast. No shadows
A simple, slightly glowing circular outline indicating where towers can be placed.. In-Game asset. 2d. High contrast. No shadows
More cabinet, More Files
black circle. In-Game asset. 2d. High contrast. No shadows
DOGE Enemy Auditor. In-Game asset. 2d. High contrast. No shadows
grow the image and have papers fall from the folders
Squish the image like the cabinet is squeezing in on itself
Red Tape enemy extends as if bouncing while moving
Envelope flying through the air with wings. In-Game asset. 2d. High contrast. No shadows
"Laser Cat Perch": A cat with laser eyes that "targets" and zaps high-priority enemies with precision. (Internet loves cats).. In-Game asset. 2d. High contrast. No shadows
"Rickroller": A RickAstley tower holding a mic. In-Game asset. 2d. High contrast. No shadows
"'This Is Fine' Fire Pit": A tower resembling the "This is Fine" dog meme.. In-Game asset. 2d. High contrast. No shadows
Sell icon with a money symbol. In-Game asset. 2d. High contrast. No shadows
DOGE Coin. In-Game asset. 2d. High contrast. No shadows
Realistic MEME of Rick Astley dancing with mic. In-Game asset. 2d. High contrast. No shadows
Range Circle. In-Game asset. 2d. High contrast. No shadows
Shape: A tall, sleek, perhaps slightly intimidating rectangular or obelisk-like structure. Think modern skyscraper aesthetics scaled down. Material/Color: Polished chrome, brushed aluminum, dark grey, or a very clean white. Minimalist. Details: Maybe a single, subtly glowing slit or a small, focused lens near the top where the "restructuring energy" will eventually be directed from (though the actual effect happens on the target). Very clean lines, sharp edges. A small, almost unnoticeable corporate logo (maybe a stylized "R" or an abstract "efficiency" symbol). No visible moving parts when idle. It's about quiet, decisive power. Meme Angle: Evokes the feeling of an unapproachable, all-powerful corporate entity or a consultant's "black box" solution.. In-Game asset. 2d. High contrast. No shadows
Beam of disintegration. In-Game asset. 2d. High contrast. No shadows
Intern holding a coffee cup running 3 frames. In-Game asset. 2d. High contrast. No shadows