User prompt
Увелич в нутри окна все иконки также
User prompt
Сделай окно апгрейда больше в полтора раза
User prompt
Еще нижн а надпись апгрейд повыше
User prompt
А теерь все опусти ниже подальше от надписи апгрейд
User prompt
Опумти нижнии три от верхних ато цыфры налезают друг на друга
User prompt
А теерь поменьше в два раза
User prompt
Их нужно сделать крупнее в 4 раза ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Мне не нравятся надписи в апгрейде. Пусть там будут иконки с ценапи над каждой, а саму картинку иконки а заменю потом под каждый апгрейд. К примеру 3 на 3
User prompt
Убери кнлпку закрыть и перевиди все на английский
User prompt
Сделай для окна апгрейда отдельный фое со своим цветом
User prompt
Сделай прозрачным фон во время апгрейда
User prompt
Пусть все враги замедляются на 90% во время апгрейда ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Игра не встает на паузу при выборе апгрейда и метеориты продолжают падать
User prompt
я не могу закрыть окно апгрейда и пауза по прежнему не нажимается. Сделай так же окно апгрейда темнее
User prompt
во время апгрейда игран не нажимается на паузу
User prompt
кнопка апгрейд я не вижу и она не нажимается куда бы я не тыкал
User prompt
я не вижу кнопки апргрейда
User prompt
Реализуй все из первого пункта, а там посмотрим
User prompt
еще темнее
User prompt
еще чуть
User prompt
фон сделай чуть темнее
User prompt
враги должны разбиваться о город на середине картинке города
User prompt
фон нужно сделать светлее
User prompt
они не меняют свой цвет
User prompt
каждая звезда не должна быть одного цвета дольше 15 секунд ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var City = Container.expand(function () { var self = Container.call(this); self.takeDamage = function (damageAmount) { if (self.health <= 0) return; // Already destroyed if (self.shielded) return; // Shield active, ignore damage self.health -= damageAmount; LK.effects.flashObject(self.graphic, 0xFF0000, 300); // Flash city red if (self.healthDisplay) { self.healthDisplay.setText('City Health: ' + Math.max(0, self.health) + ' / ' + CITY_MAX_HEALTH); } if (self.health <= 0) { self.health = 0; // Cap at 0 LK.showGameOver(); // Trigger game over } }; self.setHealthDisplay = function (textObject) { self.healthDisplay = textObject; self.healthDisplay.setText('City Health: ' + self.health + ' / ' + CITY_MAX_HEALTH); }; // Initialization self.graphic = self.attachAsset('city', { anchorX: 0.5, anchorY: 1.0 }); // Anchor bottom-center self.health = CITY_MAX_HEALTH; self.healthDisplay = null; // To be linked to a Text2 object return self; }); var Crosshair = Container.expand(function () { var self = Container.call(this); self.isOver = function (target) { if (!target || !target.graphic || !self.graphic || !target.graphic.width || !target.graphic.height) return false; // Basic bounding box collision var selfHalfWidth = self.graphic.width / 2; var selfHalfHeight = self.graphic.height / 2; var targetHalfWidth = target.graphic.width * (target.graphic.scaleX || 1) / 2; var targetHalfHeight = target.graphic.height * (target.graphic.scaleY || 1) / 2; var selfLeft = self.x - selfHalfWidth; var selfRight = self.x + selfHalfWidth; var selfTop = self.y - selfHalfHeight; var selfBottom = self.y + selfHalfHeight; var targetLeft = target.x - targetHalfWidth; var targetRight = target.x + targetHalfWidth; var targetTop = target.y - targetHalfHeight; var targetBottom = target.y + targetHalfHeight; return !(selfRight < targetLeft || selfLeft > targetRight || selfBottom < targetTop || selfTop > targetBottom); }; // Initialization code, graphic will be attached in Game Code self.graphic = null; self.speed = 0; // Will be set from game constant return self; }); // Base class for falling objects var FallingObject = Container.expand(function (assetId, initialHealth, fallSpeed, objectType) { var self = Container.call(this); self.takeDamage = function (damageAmount) { if (self.isDestroyed) return; self.health -= damageAmount; LK.effects.flashObject(self.graphic, 0xFF0000, 100); // Red flash on hit // Add pulsing scale animation when hit tween.stop(self.graphic, { scaleX: true, scaleY: true }); // Stop any existing scale tweens tween(self.graphic, { scaleX: 1.3, scaleY: 1.3 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self.graphic, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); if (self.health <= 0) { self.destroySelf(); } }; self.destroySelf = function () { if (self.isDestroyed) return; self.isDestroyed = true; // Create kusok fragments explosion var fragmentCount = 3 + Math.floor(Math.random() * 4); // Random between 3 and 6 kusok fragments for (var p = 0; p < fragmentCount; p++) { var randomScale = 0.4 + Math.random() * 0.8; // Random scale between 0.4 and 1.2 var kusokFragment = LK.getAsset('kusok', { anchorX: 0.5, anchorY: 0.5, scaleX: randomScale, scaleY: randomScale }); kusokFragment.x = self.x; kusokFragment.y = self.y; game.addChild(kusokFragment); // Random direction and speed for each fragment var angle = Math.random() * Math.PI * 2; var speed = 80 + Math.random() * 120; // Random speed between 80-200 var velocityX = Math.cos(angle) * speed; var velocityY = Math.sin(angle) * speed; // Random rotation speed and direction for each fragment (slower rotation) var rotationSpeed = 0.01 + Math.random() * 0.03; // Random rotation speed between 0.01 and 0.04 radians per frame var rotationDirection = Math.random() < 0.5 ? 1 : -1; // Random direction (clockwise or counterclockwise) var totalRotation = rotationSpeed * rotationDirection * 120; // Total rotation over 2 seconds (120 frames at 60fps) // Animate fragment movement, rotation, and scale down over 2 seconds tween(kusokFragment, { x: kusokFragment.x + velocityX, y: kusokFragment.y + velocityY, scaleX: 0, scaleY: 0, rotation: kusokFragment.rotation + totalRotation }, { duration: 2000, easing: tween.easeOut, onFinish: function onFinish() { if (kusokFragment.parent) { game.removeChild(kusokFragment); } } }); } // Add a small particle explosion or shrink effect if (tween) { tween.stop(self.graphic); // Stop any ongoing tweens tween(self.graphic, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 200, onFinish: function onFinish() { // Actual removal from game will be handled in game.update } }); } // Play boom sound when object is destroyed LK.getSound('Boom').play(); // Points for destroying object LK.setScore(LK.getScore() + (self.objectType === 'meteor' ? 10 : 15)); updateScoreDisplay(); }; self.update = function () { if (self.isDestroyed) return; self.y += self.speedY; }; //{-|u} // Initialization self.graphic = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.health = initialHealth; self.maxHealth = initialHealth; // Store max health for potential future use (e.g. health bars on objects) self.speedY = fallSpeed; self.isDestroyed = false; self.objectType = objectType; // 'meteor' or 'alien' return self; }); var Meteor = FallingObject.expand(function () { var self = FallingObject.call(this, 'meteor', METEOR_HEALTH, METEOR_SPEED / 2, 'meteor'); // Add rotation animation to meteor self.rotationSpeed = 0.005 + Math.random() * 0.01; // Random rotation speed between 0.005 and 0.015 radians per frame self.rotationDirection = Math.random() < 0.5 ? 1 : -1; // Random direction (clockwise or counterclockwise) self.update = function () { if (self.isDestroyed) return; self.y += self.speedY; // Add rotation self.graphic.rotation += self.rotationSpeed * self.rotationDirection; }; return self; }); var Alien = FallingObject.expand(function () { var self = FallingObject.call(this, 'alien', ALIEN_HEALTH, ALIEN_SPEED / 2, 'alien'); // Alien-specific properties or methods (e.g., different movement pattern) return self; }); var VirtualJoystick = Container.expand(function () { var self = Container.call(this); self.initialize = function (baseAssetId, knobAssetId, visualRadius, interactionRadius) { // baseGraphic and knobGraphic are children of 'self' (the joystick container) // Their positions (0,0) will be the center of 'self'. self.baseGraphic = self.addChild(LK.getAsset(baseAssetId, { anchorX: 0.5, anchorY: 0.5 })); self.knobGraphic = self.addChild(LK.getAsset(knobAssetId, { anchorX: 0.5, anchorY: 0.5 })); self.visualRadius = visualRadius; // Max distance knob can move visually self.interactionRadius = interactionRadius; // Touchable area around joystick center self.active = false; self.touchId = null; self.deltaX = 0; // Normalized movement vector x (-1 to 1) self.deltaY = 0; // Normalized movement vector y (-1 to 1) self.initialTouchX = 0; // Track initial touch position self.initialTouchY = 0; // Track initial touch position }; self.processDown = function (gameGlobalX, gameGlobalY, eventObj, treatTouchAsLocalOrigin) { var localClickPos; if (treatTouchAsLocalOrigin) { // If the joystick was just repositioned to gameGlobalX, gameGlobalY (the touch location), // then this touch point is effectively at the joystick's new local origin (0,0). localClickPos = { x: 0, y: 0 }; } else { // Standard case: joystick is already positioned. Convert global touch to local. localClickPos = self.toLocal({ x: gameGlobalX, y: gameGlobalY }); } var distSq = localClickPos.x * localClickPos.x + localClickPos.y * localClickPos.y; if (distSq <= self.interactionRadius * self.interactionRadius) { self.active = true; self.touchId = eventObj.identifier; // Use identifier from the event object // Always start knob at center when joystick is activated self.knobGraphic.x = 0; self.knobGraphic.y = 0; self.deltaX = 0; self.deltaY = 0; // Store the initial touch position to avoid coordinate transformation issues self.initialTouchX = gameGlobalX; self.initialTouchY = gameGlobalY; return true; // Consumed event } return false; }; self.processMove = function (gameGlobalX, gameGlobalY, eventObj) { if (!self.active || eventObj.identifier !== undefined && eventObj.identifier !== self.touchId) { return; } // Calculate movement relative to initial touch position var deltaX = gameGlobalX - self.initialTouchX; var deltaY = gameGlobalY - self.initialTouchY; self.updateKnobPosition(deltaX, deltaY); }; self.processUp = function (eventObj) { if (!self.active || eventObj.identifier !== undefined && eventObj.identifier !== self.touchId) { return; } self.active = false; self.touchId = null; self.knobGraphic.x = 0; // Reset to center of joystick container self.knobGraphic.y = 0; self.deltaX = 0; self.deltaY = 0; }; self.updateKnobPosition = function (localX, localY) { var dx = localX; var dy = localY; var distance = Math.sqrt(dx * dx + dy * dy); var clampedX = dx; var clampedY = dy; if (distance > self.visualRadius) { clampedX = dx / distance * self.visualRadius; clampedY = dy / distance * self.visualRadius; } self.knobGraphic.x = clampedX; self.knobGraphic.y = clampedY; if (self.visualRadius === 0) { // Avoid division by zero if radius is 0 self.deltaX = 0; self.deltaY = 0; } else { self.deltaX = clampedX / self.visualRadius; self.deltaY = clampedY / self.visualRadius; } self.deltaX = Math.max(-1, Math.min(1, self.deltaX)); self.deltaY = Math.max(-1, Math.min(1, self.deltaY)); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0a0a18 // Even darker blue for space }); /**** * Game Code ****/ // A simple red circle for the crosshair // Grey city base // Lime green alien (can be simple box for now) // Brownish meteor // --- Game Constants --- var WORLD_WIDTH = 2048; var WORLD_HEIGHT = 2732; var METEOR_HEALTH = 100; var METEOR_SPEED = 3; // Pixels per frame var METEOR_DAMAGE_TO_CITY = 75; var ALIEN_HEALTH = 150; var ALIEN_SPEED = 2.5; var ALIEN_DAMAGE_TO_CITY = 100; var CITY_MAX_HEALTH = 1000; // var CLICK_DAMAGE = 35; // Replaced by FIRE_DAMAGE // var HOLD_DAMAGE_PER_INTERVAL = 20; // Replaced by FIRE_DAMAGE // var HOLD_DAMAGE_INTERVAL_MS = 150; // Replaced by FIRE_RATE_MS var CROSSHAIR_SPEED = 10; var JOYSTICK_VISUAL_RADIUS = 180; // Increased max knob center travel distance for larger joystick var JOYSTICK_INTERACTION_RADIUS = 260; // Increased touchable area radius for larger joystick var FIRE_RATE_MS = 450; // How often the player can fire var FIRE_DAMAGE = 35; // Damage per shot from crosshair var SPAWN_INTERVAL_MS_MIN = 2400; // Minimum time between spawns var SPAWN_INTERVAL_MS_MAX = 5000; // Maximum time between spawns // --- Global Game Variables --- var cityInstance; var fallingObjects = []; var cityHealthText; // For GUI var scoreText; // For player score // var playerHoldingTarget = null; // Removed // var isPlayerHolding = false; // Replaced by isFiring // var holdDamageInterval = null; // Removed var crosshairInstance; var joystickInstance; var isFiring = false; var lastFireTime = 0; var joystickTouchId = null; // To track the touch interacting with the joystick var nextSpawnTime = 0; var stars = []; var STAR_COUNT = 50; // --- Helper Functions --- function spawnFallingObject() { var objectType = Math.random() < 0.6 ? 'meteor' : 'alien'; // 60% meteors, 40% aliens var newObject; if (objectType === 'meteor') { newObject = new Meteor(); } else { newObject = new Alien(); } // Position just above the screen, at a random horizontal position newObject.x = Math.random() * (WORLD_WIDTH - newObject.graphic.width) + newObject.graphic.width / 2; newObject.y = -newObject.graphic.height / 2; // Start just off-screen top fallingObjects.push(newObject); game.addChild(newObject); } function updateScoreDisplay() { if (scoreText) { scoreText.setText('Score: ' + LK.getScore()); } } function createStars() { for (var i = 0; i < STAR_COUNT; i++) { // Randomly choose star size var starTypes = ['star_small', 'star_medium', 'star_large']; var starWeights = [0.6, 0.3, 0.1]; // 60% small, 30% medium, 10% large var randomValue = Math.random(); var starType = 'star_small'; if (randomValue > 0.6 && randomValue <= 0.9) { starType = 'star_medium'; } else if (randomValue > 0.9) { starType = 'star_large'; } var star = LK.getAsset(starType, { anchorX: 0.5, anchorY: 0.5 }); star.x = Math.random() * WORLD_WIDTH; star.y = Math.random() * WORLD_HEIGHT; star.alpha = 0.3 + Math.random() * 0.7; // Random initial brightness star.twinkleDelay = Math.random() * 3000; // Random delay before first twinkle star.nextTwinkleTime = LK.ticks * (1000 / 60) + star.twinkleDelay; star.isTwinkling = false; // Track if star is currently twinkling star.lastColorChangeTime = LK.ticks * (1000 / 60); // Initialize last color change time stars.push(star); game.addChild(star); } } function updateStars() { var currentTime = LK.ticks * (1000 / 60); var colors = [0x4169E1, 0x00FFFF, 0xFFFFFF, 0xFFFF00]; // Blue, Cyan, White, Yellow for (var i = 0; i < stars.length; i++) { var star = stars[i]; // Check if star should change color (either due to regular twinkle time or 15-second limit) var shouldTwinkle = currentTime >= star.nextTwinkleTime; var timeSinceLastChange = currentTime - (star.lastColorChangeTime || 0); var forcedChange = timeSinceLastChange >= 15000; // 15 seconds if ((shouldTwinkle || forcedChange) && !star.isTwinkling) { // Start twinkling animation star.isTwinkling = true; // Pick a new color different from the current one var currentColor = star.tint; var availableColors = []; for (var c = 0; c < colors.length; c++) { if (colors[c] !== currentColor) { availableColors.push(colors[c]); } } // Fallback in case all colors are the same (shouldn't happen) if (availableColors.length === 0) { availableColors = colors.slice(); } var targetColor = availableColors[Math.floor(Math.random() * availableColors.length)]; var targetAlpha = 0.1 + Math.random() * 0.9; // Random target brightness // Animate both color and alpha tween(star, { alpha: targetAlpha, tint: targetColor }, { duration: 500 + Math.random() * 1500, easing: tween.easeInOut, onFinish: function (starRef, colorRef) { return function onFinish() { // Set next twinkle time (3-8 seconds from now, but no more than 15 seconds total) var now = LK.ticks * (1000 / 60); starRef.lastColorChangeTime = now; var nextInterval = Math.min(3000 + Math.random() * 5000, 15000); starRef.nextTwinkleTime = now + Math.max(nextInterval, 1000); // Ensure at least 1 second starRef.isTwinkling = false; // Set the color to the final value to avoid rounding issues starRef.tint = colorRef; }; }(star, targetColor) }); } } } // --- Game Initialization --- // Reset upgrades and turret for (var k in upgrades) upgrades[k] = 0; if (game.turretInterval) { LK.clearInterval(game.turretInterval); game.turretInterval = null; } // Add background var background = LK.getAsset('fon', { anchorX: 0, anchorY: 0 }); background.x = 0; background.y = 0; game.addChild(background); // Create twinkling stars createStars(); // Create and position the city cityInstance = new City(); cityInstance.x = WORLD_WIDTH / 2; cityInstance.y = WORLD_HEIGHT; // Bottom edge of city at bottom of screen game.addChild(cityInstance); // Setup City Health Display cityHealthText = new Text2('', { size: 60, fill: 0xFFFFFF, align: 'center' }); cityHealthText.anchor.set(0.5, 1); // Anchor bottom-center for text LK.gui.bottom.addChild(cityHealthText); // Add to bottom center of GUI cityInstance.setHealthDisplay(cityHealthText); // Link to city instance // Setup Score Display LK.setScore(0); // Initialize score scoreText = new Text2('Score: 0', { size: 60, fill: 0xFFFF00, align: 'center' }); scoreText.anchor.set(0.5, 0); // Anchor top-center // Position score text slightly below the top edge to avoid any engine icons, if necessary // LK.gui.top has y=0. We'll add a small offset. scoreText.y = 20; // Small offset from the very top. LK.gui.top.addChild(scoreText); // --- Event Handlers --- // --- Upgrades System --- // Upgrade state variables var upgrades = { fireDamage: 0, // Level fireRate: 0, // Level cityHeal: 0, // Level shield: 0, // Level turret: 0, // Level crosshairSize: 0 // Level }; var upgradesPopup = null; var upgradesButton = null; var upgradesButtonActive = false; var upgradesButtonWidth = 180; var upgradesButtonHeight = 90; var upgradesButtonPadding = 30; var upgradesButtonY = 40; // Offset from top var upgradesButtonX = WORLD_WIDTH - upgradesButtonWidth - upgradesButtonPadding; // Upgrade definitions var UPGRADE_DEFS = [{ key: 'fireDamage', name: 'Fire Damage +', desc: 'Increase shot damage', cost: function cost(level) { return 50 + 50 * level; }, max: 5 }, { key: 'fireRate', name: 'Fire Rate +', desc: 'Reduce delay between shots', cost: function cost(level) { return 60 + 60 * level; }, max: 5 }, { key: 'cityHeal', name: 'Heal City', desc: 'Restore city health', cost: function cost(level) { return 80 + 80 * level; }, max: 3 }, { key: 'shield', name: 'Shield', desc: 'Temporary city shield', cost: function cost(level) { return 120 + 80 * level; }, max: 1 }, { key: 'turret', name: 'Turret', desc: 'Automatic turret', cost: function cost(level) { return 200 + 100 * level; }, max: 1 }, { key: 'crosshairSize', name: 'Crosshair Size +', desc: 'Increase crosshair size', cost: function cost(level) { return 40 + 40 * level; }, max: 3 }]; // Create upgrades button (top right, not in topLeft) upgradesButton = new Text2('Upgrades', { size: 60, fill: 0xFFFF00, align: 'center' }); // Place button at top right, but not in the top left 100x100 area upgradesButton.anchor.set(1, 0); // Top right upgradesButton.x = -upgradesButtonPadding; // Will be positioned by LK.gui.topRight upgradesButton.y = upgradesButtonY; upgradesButton.interactive = true; upgradesButton.buttonMode = true; upgradesButton.visible = true; upgradesButtonActive = false; LK.gui.topRight.addChild(upgradesButton); // Also add a large invisible hit area to make it easier to tap if (!upgradesButton.hitArea) { var hitArea = LK.getAsset('fon', { anchorX: 1, anchorY: 0, scaleX: 220 / 2048, scaleY: 100 / 2732 }); hitArea.x = upgradesButton.x; hitArea.y = upgradesButton.y; hitArea.alpha = 0.01; hitArea.interactive = true; hitArea.buttonMode = true; LK.gui.topRight.addChild(hitArea); hitArea.on('down', function (x, y, obj) { if (!upgradesButtonActive) showUpgradesPopup(); }); } // Upgrades popup container function showUpgradesPopup() { if (upgradesPopup) return; // Already open // Slow down all enemies by 90% for (var i = 0; i < fallingObjects.length; i++) { var obj = fallingObjects[i]; if (!obj.isDestroyed) { obj.originalSpeedY = obj.speedY; // Store original speed tween(obj, { speedY: obj.speedY * 0.1 }, { duration: 200 }); // Slow to 10% of original speed } } upgradesPopup = new Container(); // Dimmed background for upgrades popup with its own color var popupBg = LK.getAsset('fon', { anchorX: 0, anchorY: 0, scaleX: 1, scaleY: 1 }); popupBg.tint = 0x1a1a2e; // Dark blue-purple color for upgrades background popupBg.alpha = 0.85; // Make it semi-transparent popupBg.width = WORLD_WIDTH; popupBg.height = WORLD_HEIGHT; popupBg.interactive = true; // Allow closing popup by tapping background popupBg.buttonMode = true; popupBg.on('down', function (x, y, obj) { closeUpgradesPopup(); }); upgradesPopup.addChild(popupBg); // Popup window var popupWidth = 1200; var popupHeight = 1100; var popupWin = LK.getAsset('fon', { anchorX: 0.5, anchorY: 0.5, scaleX: popupWidth / 2048, scaleY: popupHeight / 2732 }); popupWin.x = WORLD_WIDTH / 2; popupWin.y = WORLD_HEIGHT / 2; popupWin.alpha = 0.98; upgradesPopup.addChild(popupWin); // Title var title = new Text2('Upgrades', { size: 90, fill: 0xFFFF00, align: 'center' }); title.anchor.set(0.5, 0); title.x = WORLD_WIDTH / 2; title.y = popupWin.y - popupHeight / 2 + 60; upgradesPopup.addChild(title); // Upgrade icons grid (3x3) var iconSize = 240; var iconSpacing = 360; var gridStartX = WORLD_WIDTH / 2 - iconSpacing; var gridStartY = title.y + 140; var rowSpacing = 420; // Increased spacing between rows to prevent text overlap for (var i = 0; i < UPGRADE_DEFS.length; i++) { (function (i) { var upg = UPGRADE_DEFS[i]; var row = Math.floor(i / 3); var col = i % 3; var iconX = gridStartX + col * iconSpacing; var iconY = gridStartY + row * rowSpacing; // Icon background/placeholder (will be replaced with actual upgrade icons later) var iconBg = LK.getAsset('fon', { anchorX: 0.5, anchorY: 0.5, scaleX: iconSize / 2048, scaleY: iconSize / 2732 }); iconBg.x = iconX; iconBg.y = iconY; iconBg.alpha = 0.8; iconBg.tint = 0x555555; // Gray placeholder color upgradesPopup.addChild(iconBg); // Price text above icon var priceText = new Text2(upg.cost(upgrades[upg.key]) + " pts", { size: 72, fill: 0xFFFF00, align: 'center' }); priceText.anchor.set(0.5, 1); priceText.x = iconX; priceText.y = iconY - iconSize / 2 - 20; upgradesPopup.addChild(priceText); // Level indicator below icon var levelText = new Text2(upgrades[upg.key] + "/" + upg.max, { size: 64, fill: 0xFFFFFF, align: 'center' }); levelText.anchor.set(0.5, 0); levelText.x = iconX; levelText.y = iconY + iconSize / 2 + 20; upgradesPopup.addChild(levelText); // Button interaction iconBg.interactive = true; iconBg.buttonMode = true; iconBg.upgradeKey = upg.key; iconBg.on('down', function (x, y, obj) { handleUpgradePurchase(upg, priceText, levelText); }); })(i); } // Add popup to game game.addChild(upgradesPopup); // Pause game logic (handled by LK automatically if popup is modal) upgradesButtonActive = true; upgradesButton.visible = false; } function closeUpgradesPopup() { if (upgradesPopup && upgradesPopup.parent) { upgradesPopup.parent.removeChild(upgradesPopup); } // Restore normal speed to all enemies for (var i = 0; i < fallingObjects.length; i++) { var obj = fallingObjects[i]; if (!obj.isDestroyed && obj.originalSpeedY !== undefined) { tween(obj, { speedY: obj.originalSpeedY }, { duration: 200 }); // Restore original speed } } upgradesPopup = null; upgradesButtonActive = false; upgradesButton.visible = true; } // Handle upgrade purchase function handleUpgradePurchase(upg, priceText, levelText) { var level = upgrades[upg.key]; var cost = upg.cost(level); if (level >= upg.max) return; if (LK.getScore() < cost) return; // Apply upgrade LK.setScore(LK.getScore() - cost); upgrades[upg.key]++; // Apply effect applyUpgradeEffect(upg.key); updateScoreDisplay(); // Update price and level text priceText.setText(upg.cost(upgrades[upg.key]) + " pts"); levelText.setText(upgrades[upg.key] + "/" + upg.max); // Optionally, flash or animate the texts LK.effects.flashObject(priceText, 0x00ff00, 200); LK.effects.flashObject(levelText, 0x00ff00, 200); } // Apply upgrade effect function applyUpgradeEffect(key) { if (key === 'fireDamage') { FIRE_DAMAGE = 35 + 20 * upgrades.fireDamage; } else if (key === 'fireRate') { FIRE_RATE_MS = 450 - 60 * upgrades.fireRate; if (FIRE_RATE_MS < 120) FIRE_RATE_MS = 120; } else if (key === 'cityHeal') { if (cityInstance) { cityInstance.health = Math.min(cityInstance.health + 300, CITY_MAX_HEALTH); if (cityInstance.healthDisplay) { cityInstance.healthDisplay.setText('City Health: ' + cityInstance.health + ' / ' + CITY_MAX_HEALTH); } } } else if (key === 'shield') { // Temporary shield: make city invulnerable for 5 seconds if (cityInstance) { cityInstance.shielded = true; LK.effects.flashObject(cityInstance.graphic, 0x00ffff, 500); LK.setTimeout(function () { cityInstance.shielded = false; }, 5000); } } else if (key === 'turret') { // Enable auto-turret (fires at nearest target every 1.2s) if (!game.turretInterval) { game.turretInterval = LK.setInterval(function () { if (fallingObjects.length === 0) return; // Find nearest target var minDist = 99999, nearest = null; for (var i = 0; i < fallingObjects.length; i++) { var obj = fallingObjects[i]; if (!obj.isDestroyed) { var dx = obj.x - cityInstance.x; var dy = obj.y - (cityInstance.y - cityInstance.graphic.height / 2); var dist = dx * dx + dy * dy; if (dist < minDist) { minDist = dist; nearest = obj; } } } if (nearest) { nearest.takeDamage(FIRE_DAMAGE); LK.getSound('Shoot').play(); // Add a small effect at target var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); particle.x = nearest.x; particle.y = nearest.y; game.addChild(particle); tween(particle, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 600, onFinish: function onFinish() { if (particle.parent) game.removeChild(particle); } }); } }, 1200); } } else if (key === 'crosshairSize') { if (crosshairInstance && crosshairInstance.graphic) { var scale = 1 + 0.18 * upgrades.crosshairSize; crosshairInstance.graphic.scaleX = scale; crosshairInstance.graphic.scaleY = scale; } } } // Button event upgradesButton.on('down', function (x, y, obj) { if (!upgradesButtonActive) showUpgradesPopup(); }); // Initialize Crosshair crosshairInstance = new Crosshair(); crosshairInstance.graphic = crosshairInstance.attachAsset('crosshair_asset', { anchorX: 0.5, anchorY: 0.5 }); crosshairInstance.speed = CROSSHAIR_SPEED; crosshairInstance.x = WORLD_WIDTH / 2; crosshairInstance.y = WORLD_HEIGHT / 2; game.addChild(crosshairInstance); // Initialize Virtual Joystick joystickInstance = new VirtualJoystick(); joystickInstance.initialize('joystick_base_asset', 'joystick_knob_asset', JOYSTICK_VISUAL_RADIUS, JOYSTICK_INTERACTION_RADIUS); game.addChild(joystickInstance); joystickInstance.visible = false; // Start hidden, will appear on first touch // --- Event Handlers --- game.down = function (x, y, eventObj) { if (upgradesPopup) { // Block all input and pause game when popup is open return; } // Always show joystick at finger, and only allow one joystick at a time joystickInstance.x = x; joystickInstance.y = y; joystickInstance.visible = true; // Always activate joystick at this position, treat as local origin if (joystickInstance.processDown(x, y, eventObj, true)) { joystickTouchId = eventObj.identifier; isFiring = true; // Only allow firing while finger is held } }; game.move = function (x, y, eventObj) { if (upgradesPopup) { // Block all input and pause game when popup is open return; } if (joystickInstance.active && eventObj.identifier === joystickTouchId) { joystickInstance.processMove(x, y, eventObj); } // No crosshair update here; handled in game.update }; game.up = function (x, y, eventObj) { if (upgradesPopup) { // Block all input and pause game when popup is open return; } if (eventObj.identifier === joystickTouchId) { joystickInstance.processUp(eventObj); joystickInstance.visible = false; joystickTouchId = null; isFiring = false; } }; // --- Game Loop --- // --- Game Loop --- game.update = function () { // Block all game updates while upgrades popup is open if (upgradesPopup) { return; } var currentTime = LK.ticks * (1000 / 60); // Approximate current time in ms // 0. Update Crosshair Position based on Joystick if (crosshairInstance && joystickInstance) { // Calculate how far the knob is from the center (0..1) var knobDistance = Math.sqrt(joystickInstance.deltaX * joystickInstance.deltaX + joystickInstance.deltaY * joystickInstance.deltaY); // Crosshair speed is proportional to knob distance, up to CROSSHAIR_SPEED var effectiveSpeed = CROSSHAIR_SPEED * knobDistance * 2 / 1.5; crosshairInstance.x += joystickInstance.deltaX * effectiveSpeed; crosshairInstance.y += joystickInstance.deltaY * effectiveSpeed; // Clamp crosshair to screen bounds (considering anchor is 0.5, 0.5) var chHW = crosshairInstance.graphic.width / 2; var chHH = crosshairInstance.graphic.height / 2; crosshairInstance.x = Math.max(chHW, Math.min(WORLD_WIDTH - chHW, crosshairInstance.x)); crosshairInstance.y = Math.max(chHH, Math.min(WORLD_HEIGHT - chHH, crosshairInstance.y)); } // 1. Firing Logic // Crosshair should deal damage at FIRE_RATE_MS intervals, even if joystick is not being held if (currentTime >= lastFireTime + FIRE_RATE_MS) { lastFireTime = currentTime; for (var k = 0; k < fallingObjects.length; k++) { var target = fallingObjects[k]; if (!target.isDestroyed && crosshairInstance.isOver(target)) { target.takeDamage(FIRE_DAMAGE); LK.getSound('Shoot').play(); // Play shoot sound when hitting a target // Create particle explosion at hit location var particleCount = 3 + Math.floor(Math.random() * 3); // 3 to 5 particles for (var p = 0; p < particleCount; p++) { var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, scaleX: randomScale, scaleY: randomScale }); particle.x = target.x; particle.y = target.y; game.addChild(particle); // Random direction and speed for each particle var angle = Math.random() * Math.PI * 2; var speed = 100 + Math.random() * 100; // Random speed between 100-200 var velocityX = Math.cos(angle) * speed; var velocityY = Math.sin(angle) * speed; // Animate particle movement and scale down tween(particle, { x: particle.x + velocityX, y: particle.y + velocityY, scaleX: 0, scaleY: 0 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (particle.parent) { game.removeChild(particle); } } }); } break; // Optional: Hit only one target per shot } } } // 2. Update twinkling stars updateStars(); // 3. Spawn new falling objects if (currentTime >= nextSpawnTime) { spawnFallingObject(); nextSpawnTime = currentTime + SPAWN_INTERVAL_MS_MIN + Math.random() * (SPAWN_INTERVAL_MS_MAX - SPAWN_INTERVAL_MS_MIN); } // 4. Update and check falling objects for (var i = fallingObjects.length - 1; i >= 0; i--) { var obj = fallingObjects[i]; if (obj.isDestroyed) { // Remove from game immediately when destroyed if (obj.parent) { game.removeChild(obj); } fallingObjects.splice(i, 1); continue; } obj.update(); // Calculate the Y coordinate of the "middle" of the city image var cityMiddleY = cityInstance.y - cityInstance.graphic.height / 2; // Check if the falling object has reached the middle of the city if (obj.y + obj.graphic.height * 0.5 * (obj.graphic.scaleY || 1) >= cityMiddleY) { var damageToCity = obj.objectType === 'meteor' ? METEOR_DAMAGE_TO_CITY : ALIEN_DAMAGE_TO_CITY; cityInstance.takeDamage(damageToCity); LK.getSound('Boom').play(); // Play boom sound when object hits city obj.destroySelf(); continue; } if (obj.y - obj.graphic.height * 0.5 * (obj.graphic.scaleY || 1) > WORLD_HEIGHT) { obj.destroySelf(); continue; } } // Old safety check for playerHoldingTarget is removed as that system is gone. // Always ensure crosshair is rendered above all falling objects if (crosshairInstance && crosshairInstance.parent === game) { game.removeChild(crosshairInstance); game.addChild(crosshairInstance); } };
===================================================================
--- original.js
+++ change.js
@@ -642,15 +642,16 @@
var iconSize = 240;
var iconSpacing = 360;
var gridStartX = WORLD_WIDTH / 2 - iconSpacing;
var gridStartY = title.y + 140;
+ var rowSpacing = 420; // Increased spacing between rows to prevent text overlap
for (var i = 0; i < UPGRADE_DEFS.length; i++) {
(function (i) {
var upg = UPGRADE_DEFS[i];
var row = Math.floor(i / 3);
var col = i % 3;
var iconX = gridStartX + col * iconSpacing;
- var iconY = gridStartY + row * iconSpacing;
+ var iconY = gridStartY + row * rowSpacing;
// Icon background/placeholder (will be replaced with actual upgrade icons later)
var iconBg = LK.getAsset('fon', {
anchorX: 0.5,
anchorY: 0.5,
Метеорит без огня пастельные цвета In-Game asset. 2d. High contrast. No shadows
Похожий
Иконка повышение урона, сочные цвета. In-Game asset. 2d. High contrast. No shadows. Comix
иконка на скорость атаки
надпись upgrade как красивая кнопка In-Game asset. 2d. High contrast. No shadows. comix
центральный круг желтый а внешний оранжевый
голубой вместо оранжевого
Красно оранжевый
Restyled
Разрешение 2048 на 400
молния должна быть с двух концов одинаковая и ответвления смотреть строго вверх и вниз а не наискосок
иконка шанса двойного урона (x2)
иконка голубой молнии без текста и цыферблата
иконка огня
Вместо молнии синяя снежинка, все остальное без изменений
сделать светлее
Комикс
сделать рамку толще в два раза и немного не правильной формы как в комиксах
сделать рамку тоньше сохранив стиль и цвета сочнее
надпись shop как красивая кнопка In-Game asset. 2d. High contrast. No shadows. comix
Рамка для всплывающей меню подсказки. In-Game asset. 2d. High contrast. No shadows
Крестик для закрытия окна. In-Game asset. 2d. High contrast. No shadows
Иконка английского языка флаг без текста In-Game asset. 2d. High contrast. No shadows
Заменить на российский без текста, рамку сохранить
Удалить желтый фон
Флаг земенить на немецкий рамки сохранить
Заменить на испанский, сохранить рамку.
сделать точно такуюже рамку но надпись заменить на shop. звезду заменить на ракету, а стрелку на щит
все оставить как есть но удалить черноту за рамками
круглая иконка подсказки I. In-Game asset. 2d. High contrast. No shadows
убери все звезды оставь только чистое небо
иконка восстановление здоровья много зеленых крестов в рамке, сочные цвета красивый фон. In-Game asset. 2d. High contrast. No shadows
синий щит на ярко оранжевом фоне
залп ракетного огня
шаровая молния. In-Game asset. 2d. High contrast. No shadows
башня тесла с молниями фон голубой
Огненный шар
перекрасить больше желтого и оранжевого
перекрасить больше голубого, светло-голубого,
турецкий флаг
Вместо огненного кольца, огненные шары разлетающие вверх в разные стороны
Текст убрать. Вместо молний снежинки
Вместо молнии снежинка, и покрасить в синий
Льдинка как стеклышко. In-Game asset. 2d. High contrast. No shadows
убрать дырку
бесформенная амеба
удали крывлья оставь только жука
оставь только крылья, удали жука
перекрась
Shoot
Sound effect
Boom
Sound effect
Pokupka
Sound effect
menu
Sound effect
molnia
Sound effect
krit
Sound effect
icetresk
Sound effect
peretik
Sound effect
music1
Music
music2
Music
music3
Music
musicFight
Music
udarshield
Sound effect
startraket
Sound effect
raketaudar
Sound effect
Ognemet
Sound effect
Tresklda
Sound effect
stop
Sound effect
goldsound
Sound effect
alien_bum
Sound effect