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Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'nextWaveBtn.visible = visible;' Line Number: 420
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we need a button to start the game
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Please save this source code
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Academia : Tower Defense
Initial prompt
create a basic tower defense game with name `Academia : Tower Defense`. Tower Defense Game: Core LogicThis document outlines the fundamental components and logic flow for a classic Tower Defense game.1. Game Board & PathGrid System: The game area is typically a grid. Some cells are buildable (for towers), and some are part of the enemy path.Enemy Path: A predefined path or series of waypoints that enemies follow from a starting point (spawn) to an end point (base/goal).Enemies should move sequentially from one waypoint to the next.The path can be fixed or, in more complex games, influenced by tower placement (maze-ing).2. TowersAttributes:Cost: Amount of Knowledge Points needed to build.Range: The radius or area within which the tower can attack enemies.Damage: Amount of health points deducted from an enemy per hit.Attack Speed/Rate of Fire: How frequently the tower can attack.Projectile Speed (if applicable): How fast the tower's attack travels.Special Abilities (optional): e.g., splash damage, slowing enemies, area denial.Placement:Players can only place towers on designated buildable tiles.Sufficient Knowledge Points are required.Targeting Logic:First Enemy in Range: Targets the enemy that entered its range earliest and is still within range.Strongest Enemy: Targets the enemy with the highest current health.Weakest Enemy: Targets the enemy with the lowest current health.Closest Enemy: Targets the enemy physically closest to the tower.Towers continuously scan for targets within their range. Once an enemy is out of range or defeated, the tower seeks a new target.Upgrades:Towers can often be upgraded to improve their attributes (damage, range, attack speed) for an additional cost in Knowledge Points.3. Enemies (Creeps)Attributes:Health Points (HP): Amount of damage an enemy can sustain before being defeated.Speed: How fast the enemy moves along the path.Reward: Amount of Knowledge Points awarded to the player upon defeating the enemy.Damage to Base (optional): How much damage the enemy does if it reaches the goal.Resistances/Weaknesses (optional): e.g., resistant to certain damage types, weak to others.Movement:Enemies spawn at the start of the path.They move along the defined waypoints towards the goal.Their speed determines how quickly they traverse the path.Waves:Enemies typically attack in waves.Each wave might consist of a specific number and type of enemies.Waves can increase in difficulty (more enemies, stronger enemies, faster enemies).There's often a delay between waves, allowing the player to prepare.4. Player ResourcesKnowledge Points:Used to build and upgrade towers.Earned by defeating enemies.May also be earned passively over time or by completing waves.Lives/Base Health:The player starts with a certain number of lives or base health.Lives are lost if an enemy reaches the goal.If lives/base health reach zero, the game is over (loss).5. Core Game LoopStart Phase / Build Phase:Player has time to place or upgrade towers using Knowledge Points.Player can manually start the next wave.Wave Active Phase:Enemies spawn and begin moving along the path.Towers Attack:Towers detect enemies within their range.Apply targeting logic to select an enemy.Fire projectiles or deal damage according to their attack speed and damage attributes.Enemy Takes Damage:When hit, an enemy's HP is reduced.If HP reaches zero, the enemy is defeated.Player is awarded Knowledge Points.Enemy object is removed from the game.Enemy Reaches Goal:If an enemy reaches the end of the path:Player loses a life or base health.Enemy object is removed from the game.Wave Cleared:If all enemies in the current wave are defeated, the player might receive a bonus (e.g., extra Knowledge Points).Transition back to the Start Phase for the next wave.Game State Check:Win Condition: Player successfully defends against all waves or a predefined number of waves.Loss Condition: Player's lives/base health reach zero.6. User Interface (UI) / User Experience (UX)Display Information:Current Knowledge Points.Current lives/base health.Current wave number / enemies remaining.Tower stats (when selected or hovered), including cost in Knowledge Points.Enemy stats (optional, when selected or hovered).Controls:Selecting tower types to build.Placing towers on the map.Selecting towers to upgrade or sell (refunding some Knowledge Points).Button to start the next wave.Pause/resume game.Game speed controls (optional).Feedback:Visual cues for tower attacks (projectiles, impact effects).Sound effects for attacks, enemy deaths, enemy reaching goal.Notifications for wave start/end, low lives, etc.Advanced Concepts (Optional)Tower Synergies: Towers that boost each other when placed nearby.Special Enemy Abilities: e.g., healers, flying units (requiring specific anti-air towers), stealth units.Player Abilities: Special powers the player can use (e.g., an airstrike, temporary enemy stun), potentially costing Knowledge Points.Interest System: Earning interest on unspent Knowledge Points.Multiple Paths/Spawn Points.Boss Waves: Extra challenging waves with a single, very powerful enemy.This logical framework should give you a solid foundation for thinking about and potentially developing a tower defense game. Each of these points can be expanded into more detailed mechanics and code modules.
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 });
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});