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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.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0 }); /**** * Classes ****/ var BarkWave = Container.expand(function () { var self = Container.call(this); var graphic = self.attachAsset('barkWave', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.damage = 3; // Slightly increased damage for manual ability self.duration = 30; // frames self.radius = 100; self.maxRadius = 350; // Slightly larger radius for manual ability self.update = function () { self.radius += 15; // Expand slightly faster graphic.scaleX = self.radius / 100; graphic.scaleY = self.radius / 100; graphic.alpha -= 0.017; // Check for enemies in range ONCE per enemy per wave activation // To avoid hitting the same enemy multiple times with one wave if (!self.enemiesHit) { self.enemiesHit = []; } // Initialize if needed for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // Only check if enemy hasn't been hit by this wave yet if (self.enemiesHit.indexOf(enemy) === -1) { var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.radius) { enemy.takeDamage(self.damage); self.enemiesHit.push(enemy); // Mark enemy as hit } } } self.duration--; if (self.duration <= 0 || self.radius >= self.maxRadius) { self.destroy(); } }; return self; }); var BuildSpot = Container.expand(function () { var self = Container.call(this); var graphic = self.attachAsset('buildSpot', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); self.hasTower = false; self.tower = null; self.down = function (x, y, obj) { if (!self.hasTower && currency >= TOWER_COST) { self.buildTower(); } }; self.buildTower = function () { var tower = new StaplerTower(); // Tower position is relative to the build spot container tower.x = 0; tower.y = 0; self.addChild(tower); self.tower = tower; self.hasTower = true; graphic.alpha = 0.1; // Make spot less visible when tower is built currency -= TOWER_COST; currencyText.setText("$: " + currency); LK.getSound('buildTower').play(); }; return self; }); var DogeHero = Container.expand(function () { var self = Container.call(this); var graphic = self.attachAsset('dogeHero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.targetX = self.x; self.targetY = self.y; // Auto Attack Stats /**** MODIFIED ****/ self.autoAttackRange = 180; self.autoAttackDamage = 2; self.autoAttackCooldownTime = 45; // frames between auto-attacks (faster than bark) self.currentAutoAttackCooldown = 0; // Manual Bark Ability Stats /**** MODIFIED ****/ self.manualBarkCooldownTime = 300; // frames between manual barks (5 seconds at 60fps) self.currentManualBarkCooldown = 0; self.update = function () { // --- Movement --- var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { // Only move if further than speed to prevent jitter dx = dx / distance * self.speed; dy = dy / distance * self.speed; self.x += dx; self.y += dy; } else if (distance > 0) { // Snap to position if very close self.x = self.targetX; self.y = self.targetY; } // --- Cooldowns --- /**** MODIFIED ****/ if (self.currentAutoAttackCooldown > 0) { self.currentAutoAttackCooldown--; } if (self.currentManualBarkCooldown > 0) { self.currentManualBarkCooldown--; } // --- Auto Attack Logic --- /**** NEW ****/ if (self.currentAutoAttackCooldown <= 0) { var closestEnemy = null; var minDistanceSq = self.autoAttackRange * self.autoAttackRange; // Use squared distance for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var ex = enemy.x - self.x; var ey = enemy.y - self.y; var distSq = ex * ex + ey * ey; if (distSq < minDistanceSq) { minDistanceSq = distSq; closestEnemy = enemy; } } if (closestEnemy) { // Perform the attack closestEnemy.takeDamage(self.autoAttackDamage); LK.getSound('dogeAutoAttack').play(); // Play sound // Optional: Add a small visual effect like a quick flash or tiny projectile later // LK.effects.flashObject(self, 0xffff00, 100); self.currentAutoAttackCooldown = self.autoAttackCooldownTime; // Reset cooldown } } }; self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; }; // Manual Bark Trigger - Called from UI button /**** NEW ****/ self.manualBark = function () { if (self.currentManualBarkCooldown <= 0) { var wave = new BarkWave(); wave.x = self.x; wave.y = self.y; game.addChild(wave); // Add wave to the main game container LK.getSound('dogeBark').play(); self.currentManualBarkCooldown = self.manualBarkCooldownTime; // Reset cooldown return true; // Indicate success } return false; // Indicate cooldown active }; // Removed the old bark() method which created the wave directly // self.bark = function () { ... } return self; }); // Enemy class remains largely the same var Enemy = Container.expand(function () { var self = Container.call(this); var graphic = self.attachAsset('enemyPaper', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.speed = 2; self.value = 10; // Currency earned when killed self.currentPathIndex = 0; self.update = function () { // Check if pathPoints is loaded and valid if (!pathPoints || pathPoints.length === 0) { return; } if (self.currentPathIndex < pathPoints.length) { var target = pathPoints[self.currentPathIndex]; if (!target) { // Safety check self.currentPathIndex++; return; } var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Use a slightly larger threshold for path progression if (distance < self.speed * 1.5) { // Adjusted threshold self.currentPathIndex++; // Check if enemy reached the goal if (self.currentPathIndex >= pathPoints.length) { playerLives--; livesText.setText("Lives: " + playerLives); LK.getSound('enemyReachGoal').play(); if (playerLives <= 0) { // Game over if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } LK.showGameOver(); } self.destroy(); return; } } else { // Move towards the target point dx = dx / distance * self.speed; dy = dy / distance * self.speed; self.x += dx; self.y += dy; } } else { // If somehow past the end of path but not destroyed, remove it console.log("Enemy past end of path, destroying."); self.destroy(); } }; self.takeDamage = function (amount) { self.health -= amount; // Flash red when taking damage LK.effects.flashObject(self, 0xff0000, 200); if (self.health <= 0 && self.parent) { // Added check for self.parent before accessing currency currency += self.value; currencyText.setText("$: " + currency); LK.setScore(LK.getScore() + self.value); scoreText.setText("Score: " + LK.getScore()); LK.getSound('enemyDeath').play(); self.destroy(); } }; return self; }); // GameLevel class remains the same var GameLevel = Container.expand(function () { var self = Container.call(this); var pathGraphics = []; // Store path visuals var buildSpotGraphics = []; // Store build spot visuals self.createPath = function (pathData) { // Clear previous path graphics pathGraphics.forEach(function (tile) { tile.destroy(); }); pathGraphics = []; // Assume pathData is the pathPoints array for (var i = 0; i < pathData.length - 1; i++) { var start = pathData[i]; var end = pathData[i + 1]; if (!start || !end) { continue; } // Safety check // Calculate direction and distance var dx = end.x - start.x; var dy = end.y - start.y; var distance = Math.sqrt(dx * dx + dy * dy); // Adjust tile spacing slightly var steps = Math.ceil(distance / 90); // Slightly closer tiles for (var j = 0; j < steps; j++) { var ratio = j / steps; var x = start.x + dx * ratio; var y = start.y + dy * ratio; var tile = LK.getAsset('pathTile', { x: x, y: y, alpha: 0.3, // Make path fainter anchorX: 0.5, anchorY: 0.5 }); self.addChild(tile); pathGraphics.push(tile); // Store reference } } }; self.createBuildSpots = function (spotsData) { // Clear previous build spots buildSpotGraphics.forEach(function (spot) { spot.destroy(); }); buildSpotGraphics = []; self.buildSpots = []; // Clear the logical array too for (var i = 0; i < spotsData.length; i++) { if (!spotsData[i]) { continue; } // Safety check var spot = new BuildSpot(); spot.x = spotsData[i].x; spot.y = spotsData[i].y; self.addChild(spot); self.buildSpots.push(spot); // Store logical spot buildSpotGraphics.push(spot); // Store graphical spot } }; return self; }); // Goal class remains the same var Goal = Container.expand(function () { var self = Container.call(this); var graphic = self.attachAsset('goal', { anchorX: 0.5, anchorY: 0.5, alpha: 0.6 }); return self; }); // StaplerTower class remains the same var StaplerTower = Container.expand(function () { var self = Container.call(this); var graphic = self.attachAsset('stapler', { anchorX: 0.5, anchorY: 0.5 }); self.fireRate = 60; // frames between shots self.range = 300; self.damage = 1; self.lastFired = 0; // Renamed from fireCooldown for clarity self.update = function () { self.lastFired++; // Increment timer if (self.lastFired >= self.fireRate) { // Find closest enemy var closestEnemy = null; // Use squared distance for efficiency var minDistanceSq = self.range * self.range; // Need global position of the tower for range check var globalPos = self.parent.toGlobal(self.position); for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; var dx = enemy.x - globalPos.x; // Use global tower X var dy = enemy.y - globalPos.y; // Use global tower Y var distanceSq = dx * dx + dy * dy; // Squared distance check if (distanceSq < minDistanceSq) { minDistanceSq = distanceSq; closestEnemy = enemy; } } if (closestEnemy) { self.shoot(closestEnemy); self.lastFired = 0; // Reset timer } } }; self.shoot = function (target) { var bullet = new TowerBullet(); // Use global position for bullet starting point var globalPos = self.parent.toGlobal(self.position); bullet.x = globalPos.x; bullet.y = globalPos.y; bullet.target = target; bullet.damage = self.damage; // Add bullet to the main game container, not the tower itself game.addChild(bullet); bullets.push(bullet); LK.getSound('shoot').play(); }; return self; }); // TowerBullet class remains the same var TowerBullet = Container.expand(function () { var self = Container.call(this); var graphic = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.damage = 1; self.target = null; self.update = function () { // Check if target exists and is still in the game if (!self.target || !self.target.parent) { self.destroy(); return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Use speed as collision threshold if (distance < self.speed) { self.target.takeDamage(self.damage); self.destroy(); return; } // Normalize and multiply by speed dx = dx / distance * self.speed; dy = dy / distance * self.speed; self.x += dx; self.y += dy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x558855 // Darker green background }); /**** * Game Code ****/ // Added sound for auto-attack // Game constants var TOWER_COST = 50; var WAVE_DELAY = 300; // frames between waves var MAX_WAVES = 10; // Access screen dimensions directly from LK var SCREEN_HEIGHT = 2732; // Standard iPad Pro height (portrait mode) var SCREEN_WIDTH = 2048; // Standard iPad Pro width (portrait mode) var PAN_THRESHOLD = SCREEN_HEIGHT * 0.25; // Start panning when Doge is in top/bottom 25% /**** NEW ****/ var MAP_HEIGHT = 3000; // Define total map height /**** NEW - ADJUST AS NEEDED ****/ // Game variables var currency = 100; var playerLives = 5; var currentWave = 0; var waveTimer = 0; var isWaveActive = false; var enemies = []; var bullets = []; var pathPoints = []; var level; var doge; var goal; // UI elements var scoreText = new Text2("Score: 0", { size: 50, fill: 0xFFFFFF }); // White text scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var waveText = new Text2("Wave: 0/" + MAX_WAVES, { size: 50, fill: 0xFFFFFF }); waveText.anchor.set(1, 0); // Anchor top-right waveText.x = -100; // Position from right edge LK.gui.topRight.addChild(waveText); var currencyText = new Text2("$: " + currency, { size: 50, fill: 0xFFFFFF }); currencyText.anchor.set(0.5, 0); currencyText.y = 60; LK.gui.top.addChild(currencyText); var livesText = new Text2("Lives: " + playerLives, { size: 50, fill: 0xFFFFFF }); livesText.anchor.set(1, 0); // Anchor top-right livesText.x = -100; livesText.y = 60; LK.gui.topRight.addChild(livesText); // Removed old info text, replaced by Bark button // var infoText = new Text2(...) // Bark Button /**** NEW ****/ var barkButton = new Text2("BARK!", { size: 60, fill: 0xffcc00, // Doge color stroke: 0x000000, strokeThickness: 4 }); barkButton.anchor.set(0.5, 1); // Anchor bottom-center barkButton.y = -50; // Position from bottom edge barkButton.interactive = true; // Make it clickable barkButton.down = function () { if (doge) { var success = doge.manualBark(); if (success) { // Optional: visual feedback on button press barkButton.scale.set(1.1); LK.setTimeout(function () { barkButton.scale.set(1.0); }, 100); } } }; LK.gui.bottom.addChild(barkButton); // Initialize game level and path function initializeGame() { // Ensure game container starts at y=0 game.y = 0; level = new GameLevel(); game.addChild(level); // Create path points (Ensure Y values extend significantly for taller map) pathPoints = [{ x: SCREEN_WIDTH * 0.1, y: 100 }, // Start near top-left { x: SCREEN_WIDTH * 0.1, y: 500 }, { x: SCREEN_WIDTH * 0.4, y: 500 }, { x: SCREEN_WIDTH * 0.4, y: 1000 }, { x: SCREEN_WIDTH * 0.7, y: 1000 }, { x: SCREEN_WIDTH * 0.7, y: 1500 }, { x: SCREEN_WIDTH * 0.3, y: 1500 }, { x: SCREEN_WIDTH * 0.3, y: 2000 }, { x: SCREEN_WIDTH * 0.8, y: 2000 }, { x: SCREEN_WIDTH * 0.8, y: 2800 } // End near bottom-right (within MAP_HEIGHT) ]; level.createPath(pathPoints); // Create build spots (Distribute along the taller path) var buildSpots = [{ x: SCREEN_WIDTH * 0.25, y: 300 }, { x: SCREEN_WIDTH * 0.25, y: 750 }, { x: SCREEN_WIDTH * 0.55, y: 750 }, { x: SCREEN_WIDTH * 0.55, y: 1250 }, { x: SCREEN_WIDTH * 0.85, y: 1250 }, { x: SCREEN_WIDTH * 0.50, y: 1750 }, { x: SCREEN_WIDTH * 0.15, y: 1750 }, { x: SCREEN_WIDTH * 0.50, y: 2400 }, { x: SCREEN_WIDTH * 0.90, y: 2400 }]; level.createBuildSpots(buildSpots); // Create goal at the end of the path goal = new Goal(); if (pathPoints.length > 0) { goal.x = pathPoints[pathPoints.length - 1].x; goal.y = pathPoints[pathPoints.length - 1].y; game.addChild(goal); // Add goal to the game container } // Create Doge hero (Start somewhere sensible, like near the middle screen Y) doge = new DogeHero(); doge.x = SCREEN_WIDTH / 2; doge.y = SCREEN_HEIGHT / 2; // Start doge relative to initial screen view doge.targetX = doge.x; // Initialize target position doge.targetY = doge.y; game.addChild(doge); // Add doge to the game container // Reset game variables currency = 100; playerLives = 5; currentWave = 0; waveTimer = 0; isWaveActive = false; // Clear existing enemies/bullets if re-initializing enemies.forEach(function (e) { if (e.parent) { e.destroy(); } }); enemies = []; bullets.forEach(function (b) { if (b.parent) { b.destroy(); } }); bullets = []; // Update UI currencyText.setText("$: " + currency); livesText.setText("Lives: " + playerLives); waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES); scoreText.setText("Score: " + LK.getScore()); // Reset score text barkButton.setText("BARK!"); // Reset bark button text // Start background music LK.playMusic('bgmusic'); } function spawnWave() { currentWave++; waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES); var enemyCount = 5 + currentWave * 2; var spawnInterval = 60; // frames between enemy spawns function spawnEnemy(count) { if (count <= 0 || !pathPoints || pathPoints.length === 0) { // Added check for pathPoints isWaveActive = true; // Mark wave active even if spawning failed/finished return; } var enemy = new Enemy(); enemy.x = pathPoints[0].x; enemy.y = pathPoints[0].y; // Increase difficulty with each wave enemy.health = 2 + Math.floor(currentWave / 2); if (currentWave > 5) { enemy.speed = 2.5; } if (currentWave > 8) { enemy.speed = 3; } game.addChild(enemy); // Add enemy to the main game container enemies.push(enemy); // Use LK.setTimeout for delays LK.setTimeout(function () { spawnEnemy(count - 1); }, spawnInterval * 16.67); // Use ~16.67ms for 60fps } isWaveActive = false; // Mark wave as starting (will be set true after first spawn attempt or completion) spawnEnemy(enemyCount); } function checkWaveComplete() { if (isWaveActive && enemies.length === 0) { // Double check if we really spawned everything for the wave before proceeding // This basic check assumes spawning finishes before all enemies are killed isWaveActive = false; waveTimer = 0; // Reset timer for next wave delay if (currentWave >= MAX_WAVES) { // Player wins if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } LK.showYouWin(); } } } // Event Handlers /**** MODIFIED ****/ var dragDoge = false; game.down = function (x, y, obj) { // Convert click coordinates to game world coordinates var worldPos = game.toLocal({ x: x, y: y }); // <-- CRITICAL CONVERSION // Check if clicking on Doge to start drag (using world coordinates for check) var dx = worldPos.x - doge.x; var dy = worldPos.y - doge.y; var distance = Math.sqrt(dx * dx + dy * dy); if (doge && distance < doge.width / 2) { // Check if doge exists before accessing width dragDoge = true; // Set target to current pos while dragging to stop auto-movement doge.setTarget(doge.x, doge.y); } else if (doge) { // Check if doge exists before setting target // Otherwise, set movement target using WORLD coordinates dragDoge = false; // Ensure drag is off if clicking elsewhere doge.setTarget(worldPos.x, worldPos.y); // <-- USES CONVERTED worldPos } }; game.move = function (x, y, obj) { if (dragDoge && doge) { // Check if doge exists // Convert move coordinates to game world coordinates var worldPos = game.toLocal({ x: x, y: y }); // <-- CRITICAL CONVERSION doge.x = worldPos.x; // <-- Update using world coords doge.y = worldPos.y; // <-- Update using world coords // Keep target updated while dragging to prevent auto-move after drop doge.setTarget(doge.x, doge.y); } }; game.up = function (x, y, obj) { if (dragDoge) { dragDoge = false; // Optional: after dropping, set target to final drop position if needed // if (doge) { // doge.setTarget(doge.x, doge.y); // } } }; // Main game loop /**** MODIFIED ****/ game.update = function () { // --- Wave Management --- if (!isWaveActive && currentWave < MAX_WAVES) { // Only increment timer if not won yet waveTimer++; if (waveTimer >= WAVE_DELAY) { waveTimer = 0; // Reset timer immediately spawnWave(); } } // --- Update Bullets --- (Remove destroyed ones) for (var i = bullets.length - 1; i >= 0; i--) { if (!bullets[i].parent) { bullets.splice(i, 1); } } // --- Update Enemies --- (Remove destroyed ones) for (var i = enemies.length - 1; i >= 0; i--) { if (!enemies[i].parent) { enemies.splice(i, 1); } } // --- Update Doge (handles its own cooldowns and attacks) --- if (doge && doge.parent) { // Check if doge exists doge.update(); // Make sure Doge's update runs } // --- Check Wave Completion --- checkWaveComplete(); // --- Update Bark Button UI --- /**** NEW ****/ if (doge) { // Check if doge exists if (doge.currentManualBarkCooldown > 0) { var secondsLeft = Math.ceil(doge.currentManualBarkCooldown / 60); // Approx seconds barkButton.setText("WAIT (" + secondsLeft + ")"); barkButton.setText("WAIT (" + secondsLeft + ")", { fill: 0x888888 }); // Grey out text } else { barkButton.setText("BARK!"); barkButton.setText("BARK!", { fill: 0xffcc00 }); // Restore color } } // --- Camera Panning Logic --- /**** NEW ****/ if (doge) { // Check if doge exists var dogeScreenY = doge.y + game.y; // Doge Y relative to screen top var targetGameY = game.y; // Start with current camera position if (dogeScreenY < PAN_THRESHOLD) { // Calculate desired camera position to keep Doge at the threshold targetGameY = -(doge.y - PAN_THRESHOLD); } else if (dogeScreenY > SCREEN_HEIGHT - PAN_THRESHOLD) { // Calculate desired camera position targetGameY = -(doge.y - (SCREEN_HEIGHT - PAN_THRESHOLD)); } // Clamp the target camera position to map boundaries var minGameY = -(MAP_HEIGHT - SCREEN_HEIGHT); var maxGameY = 0; targetGameY = Math.max(minGameY, Math.min(maxGameY, targetGameY)); // Smoothly move the camera towards the target position (optional, adds smoothness) var camSmoothFactor = 0.1; game.y += (targetGameY - game.y) * camSmoothFactor; // Or apply directly for instant panning: // game.y = targetGameY; } }; // Initialize the game LK.setScore(0); // Reset score on start initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -649,41 +649,46 @@
// Convert click coordinates to game world coordinates
var worldPos = game.toLocal({
x: x,
y: y
- });
- // Check if clicking on Doge to start drag
+ }); // <-- CRITICAL CONVERSION
+ // Check if clicking on Doge to start drag (using world coordinates for check)
var dx = worldPos.x - doge.x;
var dy = worldPos.y - doge.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance < doge.width / 2) {
- // Use hero size for drag check
+ if (doge && distance < doge.width / 2) {
+ // Check if doge exists before accessing width
dragDoge = true;
// Set target to current pos while dragging to stop auto-movement
doge.setTarget(doge.x, doge.y);
- } else {
- // Otherwise, set movement target (No Bark trigger here anymore)
+ } else if (doge) {
+ // Check if doge exists before setting target
+ // Otherwise, set movement target using WORLD coordinates
dragDoge = false; // Ensure drag is off if clicking elsewhere
- doge.setTarget(worldPos.x, worldPos.y);
+ doge.setTarget(worldPos.x, worldPos.y); // <-- USES CONVERTED worldPos
}
};
game.move = function (x, y, obj) {
- if (dragDoge) {
+ if (dragDoge && doge) {
+ // Check if doge exists
+ // Convert move coordinates to game world coordinates
var worldPos = game.toLocal({
x: x,
y: y
- });
- doge.x = worldPos.x;
- doge.y = worldPos.y;
- // Keep target updated while dragging
+ }); // <-- CRITICAL CONVERSION
+ doge.x = worldPos.x; // <-- Update using world coords
+ doge.y = worldPos.y; // <-- Update using world coords
+ // Keep target updated while dragging to prevent auto-move after drop
doge.setTarget(doge.x, doge.y);
}
};
game.up = function (x, y, obj) {
if (dragDoge) {
dragDoge = false;
// Optional: after dropping, set target to final drop position if needed
- // doge.setTarget(doge.x, doge.y);
+ // if (doge) {
+ // doge.setTarget(doge.x, doge.y);
+ // }
}
};
// Main game loop /**** MODIFIED ****/
game.update = function () {
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