User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'visible')' in or related to this line: 'nextWaveBtn.visible = visible;' Line Number: 420
User prompt
we need a button to start the game
Code edit (1 edits merged)
Please save this source code
User prompt
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.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BuildTile class (for tower placement) var BuildTile = Container.expand(function () { var self = Container.call(this); // Attach tile asset (box, light gray) var tileAsset = self.attachAsset('buildTile', { anchorX: 0.5, anchorY: 0.5 }); self.occupied = false; self.tower = null; // For highlighting self.highlight = function (on) { tileAsset.tint = on ? 0x2ecc40 : 0xbdc3c7; }; return self; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); // Attach bullet asset (small yellow box) var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.target = null; self.damage = 5; self.speed = 24; self.update = function () { if (!self.target || self.target.health <= 0 || self.target.reachedBase) { self.destroyed = true; return; } var dx = self.target.x - self.x; var dy = self.target.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 32) { // Hit self.target.takeDamage(self.damage); self.destroyed = true; return; } var moveDist = Math.min(self.speed, dist); self.x += dx / dist * moveDist; self.y += dy / dist * moveDist; }; return self; }); // Enemy (Creep) class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset (ellipse, purple) var enemyAsset = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Enemy stats self.maxHealth = 10 + (currentWave - 1) * 5; self.health = self.maxHealth; self.speed = 2 + (currentWave - 1) * 0.2; // Slightly faster each wave self.reward = 5 + (currentWave - 1) * 2; // Path progress self.pathIndex = 0; self.pathProgress = 0; // For hit flash self.isFlashing = false; // Move along path self.update = function () { if (self.pathIndex >= path.length - 1) return; var from = path[self.pathIndex]; var to = path[self.pathIndex + 1]; var dx = to.x - from.x; var dy = to.y - from.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist === 0) { self.pathIndex++; self.pathProgress = 0; return; } var moveDist = self.speed; self.pathProgress += moveDist; if (self.pathProgress >= dist) { self.pathIndex++; self.pathProgress = 0; if (self.pathIndex >= path.length - 1) { // Reached end self.x = to.x; self.y = to.y; self.reachedBase = true; return; } } var t = self.pathProgress / dist; self.x = from.x + dx * t; self.y = from.y + dy * t; }; // Take damage self.takeDamage = function (dmg) { self.health -= dmg; if (!self.isFlashing) { self.isFlashing = true; tween(enemyAsset, { tint: 0xffffff }, { duration: 80, onFinish: function onFinish() { tween(enemyAsset, { tint: 0x8e44ad }, { duration: 120, onFinish: function onFinish() { self.isFlashing = false; } }); } }); } }; return self; }); // Tower class var Tower = Container.expand(function () { var self = Container.call(this); // Attach tower asset (box, blue) var towerAsset = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); // Tower stats self.level = 1; self.range = 320; self.damage = 5; self.fireRate = 60; // frames per shot self.cooldown = 0; // For upgrade flash self.isFlashing = false; // Show range circle (for placement) self.rangeCircle = self.attachAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.15 }); self.rangeCircle.width = self.range * 2; self.rangeCircle.height = self.range * 2; self.rangeCircle.visible = false; // Upgrade tower self.upgrade = function () { if (self.level >= 3) return false; self.level++; self.damage += 5; self.range += 40; self.fireRate = Math.max(30, self.fireRate - 10); self.rangeCircle.width = self.range * 2; self.rangeCircle.height = self.range * 2; // Flash for upgrade if (!self.isFlashing) { self.isFlashing = true; tween(towerAsset, { tint: 0xffff00 }, { duration: 120, onFinish: function onFinish() { tween(towerAsset, { tint: 0x3498db }, { duration: 180, onFinish: function onFinish() { self.isFlashing = false; } }); } }); } return true; }; // Tower attack logic self.update = function () { if (self.cooldown > 0) { self.cooldown--; return; } // Find nearest enemy in range var nearest = null; var minDist = 99999; for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; var dx = e.x - self.x; var dy = e.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist <= self.range && dist < minDist) { nearest = e; minDist = dist; } } if (nearest) { // Shoot var b = new Bullet(); b.x = self.x; b.y = self.y; b.target = nearest; b.damage = self.damage; b.speed = 24; b.lastX = b.x; b.lastY = b.y; bullets.push(b); game.addChild(b); self.cooldown = self.fireRate; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Path definition (array of {x, y}), from top left to bottom right var path = [{ x: 180, y: 300 }, { x: 180, y: 1200 }, { x: 800, y: 1200 }, { x: 800, y: 2000 }, { x: 1800, y: 2000 }, { x: 1800, y: 2600 }]; // --- Start Game Button Logic --- var gameStarted = false; var startBtn = new Text2('▶ Start Game', { size: 120, fill: 0x27AE60 }); startBtn.anchor.set(0.5, 0.5); LK.gui.center.addChild(startBtn); function setStartBtnVisible(visible) { startBtn.visible = visible; } setStartBtnVisible(true); startBtn.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; setStartBtnVisible(false); setNextWaveBtnVisible(true); } }; // Hide all gameplay UI until game starts setNextWaveBtnVisible(false); if (typeof kpTxt !== "undefined") kpTxt.visible = false; if (typeof healthTxt !== "undefined") healthTxt.visible = false; if (typeof waveTxt !== "undefined") waveTxt.visible = false; if (typeof nextWaveBtn !== "undefined") nextWaveBtn.visible = false; // Show gameplay UI when game starts function showGameplayUI() { kpTxt.visible = true; healthTxt.visible = true; waveTxt.visible = true; nextWaveBtn.visible = false; } var _origStartWave = startWave; startWave = function startWave() { if (!gameStarted) return; showGameplayUI(); _origStartWave(); }; // Buildable tile positions (not on path) var buildTilePositions = [{ x: 500, y: 600 }, { x: 1100, y: 800 }, { x: 400, y: 1600 }, { x: 1200, y: 1500 }, { x: 1700, y: 1000 }, { x: 1500, y: 2200 }, { x: 900, y: 2100 }]; // Global game state var enemies = []; var towers = []; var bullets = []; var buildTiles = []; var baseHealth = 10; var knowledgePoints = 30; var currentWave = 1; var maxWaves = 10; var waveInProgress = false; var waveTimer = null; var spawnIndex = 0; var spawnDelay = 40; // frames between spawns var enemiesToSpawn = 0; var selectedTile = null; // Asset initialization // Draw path (for visual reference) for (var i = 0; i < path.length - 1; i++) { var from = path[i]; var to = path[i + 1]; var dx = to.x - from.x; var dy = to.y - from.y; var dist = Math.sqrt(dx * dx + dy * dy); var steps = Math.floor(dist / 40); for (var s = 0; s <= steps; s++) { var t = s / steps; var px = from.x + dx * t; var py = from.y + dy * t; var node = LK.getAsset('pathDot', { anchorX: 0.5, anchorY: 0.5, width: 32, height: 32, color: 0x7f8c8d, shape: 'ellipse' }); node.x = px; node.y = py; game.addChild(node); } } // Place buildable tiles for (var i = 0; i < buildTilePositions.length; i++) { var pos = buildTilePositions[i]; var tile = new BuildTile(); tile.x = pos.x; tile.y = pos.y; buildTiles.push(tile); game.addChild(tile); } // Base indicator (ellipse, red) var baseNode = LK.getAsset('base', { anchorX: 0.5, anchorY: 0.5, width: 160, height: 160, color: 0xe74c3c, shape: 'ellipse' }); baseNode.x = path[path.length - 1].x; baseNode.y = path[path.length - 1].y; game.addChild(baseNode); // GUI: Knowledge Points var kpTxt = new Text2('KP: ' + knowledgePoints, { size: 90, fill: 0x222222 }); kpTxt.anchor.set(0.5, 0); LK.gui.top.addChild(kpTxt); // GUI: Base Health var healthTxt = new Text2('Base: ' + baseHealth, { size: 90, fill: 0xE74C3C }); healthTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(healthTxt); // GUI: Wave var waveTxt = new Text2('Wave: ' + currentWave + '/' + maxWaves, { size: 90, fill: 0x2980B9 }); waveTxt.anchor.set(0.5, 0); LK.gui.top.addChild(waveTxt); // GUI: Next Wave Button var nextWaveBtn = new Text2('▶ Next Wave', { size: 90, fill: 0x27AE60 }); nextWaveBtn.anchor.set(0.5, 0); LK.gui.bottom.addChild(nextWaveBtn); // Show/hide next wave button function setNextWaveBtnVisible(visible) { nextWaveBtn.visible = visible; } setNextWaveBtnVisible(true); // Start next wave function startWave() { if (waveInProgress || currentWave > maxWaves) return; waveInProgress = true; setNextWaveBtnVisible(false); enemiesToSpawn = 6 + currentWave * 2; spawnIndex = 0; } // Next wave button event nextWaveBtn.down = function (x, y, obj) { if (!waveInProgress && currentWave <= maxWaves) { startWave(); } }; // Build/upgrade tower on tile function tryBuildOrUpgrade(tile) { if (tile.occupied) { // Try upgrade if (tile.tower.level < 3) { var upgradeCost = 20 + tile.tower.level * 15; if (knowledgePoints >= upgradeCost) { knowledgePoints -= upgradeCost; tile.tower.upgrade(); kpTxt.setText('KP: ' + knowledgePoints); } } } else { // Build new tower var buildCost = 20; if (knowledgePoints >= buildCost) { knowledgePoints -= buildCost; var tower = new Tower(); tower.x = tile.x; tower.y = tile.y; towers.push(tower); game.addChild(tower); tile.occupied = true; tile.tower = tower; kpTxt.setText('KP: ' + knowledgePoints); } } } // Highlight build tiles on touch game.down = function (x, y, obj) { // Convert to game coordinates for (var i = 0; i < buildTiles.length; i++) { var tile = buildTiles[i]; var dx = x - tile.x; var dy = y - tile.y; if (dx * dx + dy * dy < 70 * 70) { // Select this tile if (selectedTile && selectedTile !== tile) { selectedTile.highlight(false); if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false; } selectedTile = tile; tile.highlight(true); if (tile.tower) { tile.tower.rangeCircle.visible = true; } else { // Show a temp range circle for new tower if (!tile.tempRange) { tile.tempRange = LK.getAsset('rangeCircle', { anchorX: 0.5, anchorY: 0.5, alpha: 0.12 }); tile.tempRange.width = 640; tile.tempRange.height = 640; tile.tempRange.x = tile.x; tile.tempRange.y = tile.y; game.addChild(tile.tempRange); } tile.tempRange.visible = true; } return; } } // If tap on selected tile, build/upgrade if (selectedTile) { var dx = x - selectedTile.x; var dy = y - selectedTile.y; if (dx * dx + dy * dy < 70 * 70) { tryBuildOrUpgrade(selectedTile); } // Hide highlight and range selectedTile.highlight(false); if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false; if (selectedTile.tempRange) selectedTile.tempRange.visible = false; selectedTile = null; } }; // Remove highlight/range on up game.up = function (x, y, obj) { if (selectedTile) { selectedTile.highlight(false); if (selectedTile.tower) selectedTile.tower.rangeCircle.visible = false; if (selectedTile.tempRange) selectedTile.tempRange.visible = false; selectedTile = null; } }; // Main game update game.update = function () { // Spawn enemies for wave if (waveInProgress && enemiesToSpawn > 0 && LK.ticks % spawnDelay === 0) { var enemy = new Enemy(); enemy.x = path[0].x; enemy.y = path[0].y; enemy.pathIndex = 0; enemy.pathProgress = 0; enemies.push(enemy); game.addChild(enemy); enemiesToSpawn--; } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.update(); if (e.health <= 0) { // Enemy defeated knowledgePoints += e.reward; kpTxt.setText('KP: ' + knowledgePoints); e.destroy(); enemies.splice(i, 1); } else if (e.reachedBase) { // Enemy reached base baseHealth--; healthTxt.setText('Base: ' + baseHealth); e.destroy(); enemies.splice(i, 1); LK.effects.flashScreen(0xe74c3c, 400); if (baseHealth <= 0) { LK.showGameOver(); return; } } } // Update towers for (var i = 0; i < towers.length; i++) { towers[i].update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { var b = bullets[i]; b.update(); if (b.destroyed) { b.destroy(); bullets.splice(i, 1); } } // End wave if all enemies defeated and none left to spawn if (waveInProgress && enemies.length === 0 && enemiesToSpawn === 0) { waveInProgress = false; currentWave++; if (currentWave > maxWaves) { LK.showYouWin(); return; } waveTxt.setText('Wave: ' + currentWave + '/' + maxWaves); setNextWaveBtnVisible(true); } };
===================================================================
--- original.js
+++ change.js
@@ -267,12 +267,12 @@
}
};
// Hide all gameplay UI until game starts
setNextWaveBtnVisible(false);
-kpTxt.visible = false;
-healthTxt.visible = false;
-waveTxt.visible = false;
-nextWaveBtn.visible = false;
+if (typeof kpTxt !== "undefined") kpTxt.visible = false;
+if (typeof healthTxt !== "undefined") healthTxt.visible = false;
+if (typeof waveTxt !== "undefined") waveTxt.visible = false;
+if (typeof nextWaveBtn !== "undefined") nextWaveBtn.visible = false;
// Show gameplay UI when game starts
function showGameplayUI() {
kpTxt.visible = true;
healthTxt.visible = true;