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Currently, StaplerTower calls initializeTowerFromData in its constructor. BureaucracyBlockerTower has an init method that calls it, but this init method isn't explicitly called when a new BureaucracyBlockerTower is created in buildSelectedTower. Suggestion: Let's standardize this. In both StaplerTower and BureaucracyBlockerTower constructors: Remove the lines that directly do self.graphic = self.attachAsset(...). Call initializeTowerFromData(self, 'towerTypeKey', 0); at the end of the constructor (e.g., initializeTowerFromData(self, 'stapler', 0); for StaplerTower). Modify initializeTowerFromData to reliably handle creating the graphic if it doesn't exist, or updating it if it does. // Inside initializeTowerFromData function: // ... (towerTypeData, levelData checks) ... towerInstance.towerType = towerTypeKey; towerInstance.currentLevel = levelIndex; // Graphic handling: if (towerInstance.graphic && towerInstance.graphic.parent) { towerInstance.graphic.setAsset(levelData.asset); } else { if (towerInstance.graphic) { towerInstance.graphic.destroy(); // Clean up old if it existed but was detached } towerInstance.graphic = towerInstance.attachAsset(levelData.asset, { anchorX: 0.5, anchorY: 0.5 }); } // ... (set stats) ... // Tower-specific re-initialization logic if (towerTypeKey === 'stapler' && towerInstance.hasOwnProperty('lastFired')) { towerInstance.lastFired = 0; // Reset fire cooldown on init/upgrade } if (towerTypeKey === 'blocker' && typeof towerInstance.clearAllSlows === 'function') { towerInstance.clearAllSlows(); // Ensure slows are reset based on new stats } Remove the separate self.init function from BureaucracyBlockerTower as its job will be done by the constructor calling initializeTowerFromData. In BuildSpot.buildSelectedTower, you would no longer need a special newTower.init(0) call for the blocker.
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Ava, please copy the update and takeDamage methods from the Enemy class into the RedTapeWorm class, ensuring RedTapeWorm instances can move along the path and react to damage.
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Please fix the bug: 'Uncaught ReferenceError: initializeTowerFromData is not defined' in or related to this line: 'initializeTowerFromData(self, 'stapler', 0); // Set initial stats & correct L0 asset' Line Number: 690
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Duplicate Definitions: You have TOWER_DATA defined twice. The second definition (with detailed levels, costs, assets, etc.) is the one that seems to be in use and is more complete. The first one should be removed. Similarly, the function initializeTowerFromData is defined twice. The first, shorter one should be removed, and we should ensure the more complete second one is used everywhere. The game.up function is defined twice with identical code. One of them can be removed.
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Stop dog movement when clicking on buildspot
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Please fix the bug: 'Uncaught ReferenceError: clickedOnDoge is not defined' in or related to this line: 'if (!clickedOnDoge) if (dragDoge && doge) {' Line Number: 1245
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stopPropagation')' in or related to this line: 'obj.event.stopPropagation();' Line Number: 250
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Doge shouldn't move towards build spots when they are clicked.
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Please fix the bug: 'ReferenceError: globalPos is not defined' in or related to this line: 'var dx = enemy.x - globalPos.x; // Use global tower X' Line Number: 660
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Erase all Tower Menu code
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Erase all debug code
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Please fix the bug: 'Uncaught ReferenceError: worldPos is not defined' in or related to this line: 'var dx = worldPos.x - doge.x;' Line Number: 1287
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Please fix the bug: 'TypeError: enemy.takeDamage is not a function' in or related to this line: 'enemy.takeDamage(self.damage);' Line Number: 69
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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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/**** * 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; // BuildTower function remains self.buildTower = function () { if (self.hasTower) { return; } // Don't build if already occupied var tower = new StaplerTower(); tower.x = 0; // Local to BuildSpot tower.y = 0; // Local to BuildSpot self.addChild(tower); self.tower = tower; self.hasTower = true; graphic.alpha = 0.1; 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 ****/ // For drawing lines if needed later // <-- NEW DEBUG ASSET // 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 clickMarker; // <-- NEW: Reference to the visual click marker var lastWorldClickX = 0; // <-- NEW: Store last click world X var lastWorldClickY = 0; // <-- NEW: Store last click world Y 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); // NEW: On-Screen Debug Text var debugText = new Text2("Debug Info", { size: 24, // Smaller font fill: 0xFFFF00, // Yellow text align: "left", // Align text left stroke: 0x000000, strokeThickness: 2 }); debugText.anchor.set(0, 1); // Anchor bottom-left debugText.x = 10; debugText.y = -10; // Position from bottom edge LK.gui.bottomLeft.addChild(debugText); // Add to a corner // 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 // --- NEW: Create and add the debug click marker --- clickMarker = LK.getAsset('debugMarker', {}); clickMarker.visible = false; // Initially hidden clickMarker.alpha = 0.8; game.addChild(clickMarker); // Add to the scrolled game world // 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 // Reset debug info on init lastWorldClickX = 0; lastWorldClickY = 0; updateDebugText(); // Update display // Start background music LK.playMusic('bgmusic'); } // NEW: Function to update debug text display function updateDebugText() { if (!debugText || !doge) { return; } // Don't update if elements don't exist var debugLines = ["GameY: " + game.y.toFixed(1), "DogeXY: " + doge.x.toFixed(1) + ", " + doge.y.toFixed(1), "DogeTarget: " + doge.targetX.toFixed(1) + ", " + doge.targetY.toFixed(1), "LastClickW: " + lastWorldClickX.toFixed(1) + ", " + lastWorldClickY.toFixed(1)]; debugText.setText(debugLines.join("\n")); } 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) { // --- Coordinate Conversion: ALWAYS do this first! --- var worldPos = game.toLocal({ x: x, y: y }); // --- Store last click for debug display --- lastWorldClickX = worldPos.x; lastWorldClickY = worldPos.y; // --- Update Visual Click Marker --- if (clickMarker) { clickMarker.x = worldPos.x; clickMarker.y = worldPos.y; clickMarker.visible = true; // Make it visible // Optional: Hide it after a short delay LK.setTimeout(function () { if (clickMarker) { clickMarker.visible = false; } }, 500); // Hide after 0.5 seconds } var targetObjectClicked = obj; var clickedOnDoge = false; var clickedOnBuildSpot = null; // 1. Check for clicking Doge if (doge && targetObjectClicked === doge.graphic) { clickedOnDoge = true; } else if (doge) { var dx = worldPos.x - doge.x; var dy = worldPos.y - doge.y; if (Math.sqrt(dx * dx + dy * dy) < doge.width / 2) { clickedOnDoge = true; } } // 2. Check for clicking BuildSpot (if not dragging Doge) if (!clickedOnDoge && level && level.buildSpots) { for (var i = 0; i < level.buildSpots.length; i++) { var spot = level.buildSpots[i]; if (spot && !spot.hasTower) { // Added check if spot exists var spotDx = worldPos.x - spot.x; var spotDy = worldPos.y - spot.y; var spotRadius = spot.graphic ? spot.graphic.width / 2 : 75; if (Math.sqrt(spotDx * spotDx + spotDy * spotDy) < spotRadius) { clickedOnBuildSpot = spot; // --- Visual Debug: Highlight clicked spot --- if (spot.graphic) { // Check if graphic exists spot.graphic.alpha = 1.0; // Make it fully visible LK.setTimeout(function () { if (spot.graphic && spot.hasTower === false) { spot.graphic.alpha = 0.5; } }, 300); // Fade back if not built on } break; } } } } // --- Execute Action --- if (clickedOnDoge && doge) { dragDoge = true; doge.setTarget(doge.x, doge.y); } else if (clickedOnBuildSpot && currency >= TOWER_COST) { clickedOnBuildSpot.buildTower(); dragDoge = false; } else if (doge) { // Default action: Move Doge dragDoge = false; doge.setTarget(worldPos.x, worldPos.y); } }; // game.move and game.up remain the same as the previous version (using game.toLocal) game.move = function (x, y, obj) { if (dragDoge && doge) { var worldPos = game.toLocal({ x: x, y: y }); doge.x = worldPos.x; doge.y = worldPos.y; doge.setTarget(doge.x, doge.y); // Update debug text frequently during drag if desired lastWorldClickX = worldPos.x; // Show current drag world pos lastWorldClickY = worldPos.y; // updateDebugText(); // Might be too spammy, update in game.update is better } }; game.up = function (x, y, obj) { if (dragDoge) { dragDoge = false; } }; // 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) { var dogeScreenY = doge.y + game.y; var targetGameY = game.y; if (dogeScreenY < PAN_THRESHOLD) { targetGameY = -(doge.y - PAN_THRESHOLD); } else if (dogeScreenY > SCREEN_HEIGHT - PAN_THRESHOLD) { targetGameY = -(doge.y - (SCREEN_HEIGHT - PAN_THRESHOLD)); } var minGameY = -(MAP_HEIGHT - SCREEN_HEIGHT); if (isNaN(minGameY)) { minGameY = 0; } var maxGameY = 0; targetGameY = Math.max(minGameY, Math.min(maxGameY, targetGameY)); var camSmoothFactor = 0.1; game.y += (targetGameY - game.y) * camSmoothFactor; if (Math.abs(game.y - targetGameY) < 1) { game.y = targetGameY; } } // --- Update Debug Text --- /**** NEW ****/ updateDebugText(); }; // Initialize the game LK.setScore(0); // Reset score on start initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -58,22 +58,20 @@
alpha: 0.5
});
self.hasTower = false;
self.tower = null;
- self.down = function (x, y, obj) {
- if (!self.hasTower && currency >= TOWER_COST) {
- self.buildTower();
- }
- };
+ // BuildTower function remains
self.buildTower = function () {
+ if (self.hasTower) {
+ return;
+ } // Don't build if already occupied
var tower = new StaplerTower();
- // Tower position is relative to the build spot container
- tower.x = 0;
- tower.y = 0;
+ tower.x = 0; // Local to BuildSpot
+ tower.y = 0; // Local to BuildSpot
self.addChild(tower);
self.tower = tower;
self.hasTower = true;
- graphic.alpha = 0.1; // Make spot less visible when tower is built
+ graphic.alpha = 0.1;
currency -= TOWER_COST;
currencyText.setText("$: " + currency);
LK.getSound('buildTower').play();
};
@@ -404,8 +402,10 @@
/****
* Game Code
****/
+// For drawing lines if needed later
+// <-- NEW DEBUG ASSET
// Added sound for auto-attack
// Game constants
var TOWER_COST = 50;
var WAVE_DELAY = 300; // frames between waves
@@ -415,8 +415,11 @@
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 clickMarker; // <-- NEW: Reference to the visual click marker
+var lastWorldClickX = 0; // <-- NEW: Store last click world X
+var lastWorldClickY = 0; // <-- NEW: Store last click world Y
var currency = 100;
var playerLives = 5;
var currentWave = 0;
var waveTimer = 0;
@@ -481,8 +484,23 @@
}
}
};
LK.gui.bottom.addChild(barkButton);
+// NEW: On-Screen Debug Text
+var debugText = new Text2("Debug Info", {
+ size: 24,
+ // Smaller font
+ fill: 0xFFFF00,
+ // Yellow text
+ align: "left",
+ // Align text left
+ stroke: 0x000000,
+ strokeThickness: 2
+});
+debugText.anchor.set(0, 1); // Anchor bottom-left
+debugText.x = 10;
+debugText.y = -10; // Position from bottom edge
+LK.gui.bottomLeft.addChild(debugText); // Add to a corner
// Initialize game level and path
function initializeGame() {
// Ensure game container starts at y=0
game.y = 0;
@@ -567,8 +585,13 @@
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
+ // --- NEW: Create and add the debug click marker ---
+ clickMarker = LK.getAsset('debugMarker', {});
+ clickMarker.visible = false; // Initially hidden
+ clickMarker.alpha = 0.8;
+ game.addChild(clickMarker); // Add to the scrolled game world
// Reset game variables
currency = 100;
playerLives = 5;
currentWave = 0;
@@ -592,11 +615,23 @@
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
+ // Reset debug info on init
+ lastWorldClickX = 0;
+ lastWorldClickY = 0;
+ updateDebugText(); // Update display
// Start background music
LK.playMusic('bgmusic');
}
+// NEW: Function to update debug text display
+function updateDebugText() {
+ if (!debugText || !doge) {
+ return;
+ } // Don't update if elements don't exist
+ var debugLines = ["GameY: " + game.y.toFixed(1), "DogeXY: " + doge.x.toFixed(1) + ", " + doge.y.toFixed(1), "DogeTarget: " + doge.targetX.toFixed(1) + ", " + doge.targetY.toFixed(1), "LastClickW: " + lastWorldClickX.toFixed(1) + ", " + lastWorldClickY.toFixed(1)];
+ debugText.setText(debugLines.join("\n"));
+}
function spawnWave() {
currentWave++;
waveText.setText("Wave: " + currentWave + "/" + MAX_WAVES);
var enemyCount = 5 + currentWave * 2;
@@ -645,50 +680,99 @@
}
// Event Handlers /**** MODIFIED ****/
var dragDoge = false;
game.down = function (x, y, obj) {
- // Convert click coordinates to game world coordinates
+ // --- Coordinate Conversion: ALWAYS do this first! ---
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
+ });
+ // --- Store last click for debug display ---
+ lastWorldClickX = worldPos.x;
+ lastWorldClickY = worldPos.y;
+ // --- Update Visual Click Marker ---
+ if (clickMarker) {
+ clickMarker.x = worldPos.x;
+ clickMarker.y = worldPos.y;
+ clickMarker.visible = true; // Make it visible
+ // Optional: Hide it after a short delay
+ LK.setTimeout(function () {
+ if (clickMarker) {
+ clickMarker.visible = false;
+ }
+ }, 500); // Hide after 0.5 seconds
+ }
+ var targetObjectClicked = obj;
+ var clickedOnDoge = false;
+ var clickedOnBuildSpot = null;
+ // 1. Check for clicking Doge
+ if (doge && targetObjectClicked === doge.graphic) {
+ clickedOnDoge = true;
+ } else if (doge) {
+ var dx = worldPos.x - doge.x;
+ var dy = worldPos.y - doge.y;
+ if (Math.sqrt(dx * dx + dy * dy) < doge.width / 2) {
+ clickedOnDoge = true;
+ }
+ }
+ // 2. Check for clicking BuildSpot (if not dragging Doge)
+ if (!clickedOnDoge && level && level.buildSpots) {
+ for (var i = 0; i < level.buildSpots.length; i++) {
+ var spot = level.buildSpots[i];
+ if (spot && !spot.hasTower) {
+ // Added check if spot exists
+ var spotDx = worldPos.x - spot.x;
+ var spotDy = worldPos.y - spot.y;
+ var spotRadius = spot.graphic ? spot.graphic.width / 2 : 75;
+ if (Math.sqrt(spotDx * spotDx + spotDy * spotDy) < spotRadius) {
+ clickedOnBuildSpot = spot;
+ // --- Visual Debug: Highlight clicked spot ---
+ if (spot.graphic) {
+ // Check if graphic exists
+ spot.graphic.alpha = 1.0; // Make it fully visible
+ LK.setTimeout(function () {
+ if (spot.graphic && spot.hasTower === false) {
+ spot.graphic.alpha = 0.5;
+ }
+ }, 300); // Fade back if not built on
+ }
+ break;
+ }
+ }
+ }
+ }
+ // --- Execute Action ---
+ if (clickedOnDoge && doge) {
dragDoge = true;
- // Set target to current pos while dragging to stop auto-movement
doge.setTarget(doge.x, doge.y);
+ } else if (clickedOnBuildSpot && currency >= TOWER_COST) {
+ clickedOnBuildSpot.buildTower();
+ dragDoge = false;
} 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
+ // Default action: Move Doge
+ dragDoge = false;
+ doge.setTarget(worldPos.x, worldPos.y);
}
};
+// game.move and game.up remain the same as the previous version (using game.toLocal)
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.x = worldPos.x;
+ doge.y = worldPos.y;
doge.setTarget(doge.x, doge.y);
+ // Update debug text frequently during drag if desired
+ lastWorldClickX = worldPos.x; // Show current drag world pos
+ lastWorldClickY = worldPos.y;
+ // updateDebugText(); // Might be too spammy, update in game.update is better
}
};
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 () {
@@ -737,28 +821,29 @@
}
}
// --- 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
+ var dogeScreenY = doge.y + game.y;
+ var targetGameY = game.y;
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);
+ if (isNaN(minGameY)) {
+ minGameY = 0;
+ }
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;
+ if (Math.abs(game.y - targetGameY) < 1) {
+ game.y = targetGameY;
+ }
}
+ // --- Update Debug Text --- /**** NEW ****/
+ updateDebugText();
};
// Initialize the game
LK.setScore(0); // Reset score on start
initializeGame();
\ No newline at end of file
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