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show the tower's shot radius when an enemy enters it, hide when it leaves the radius
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hide turret firing radius
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set 60 frames per second
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Turret shot cooldown 1 second
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fix the bug the tower shoots once
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rhide button is not visible
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Please fix the bug: 'LK.Button is not a constructor' in or related to this line: 'var rhideButton = new LK.Button({' Line Number: 225
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add a button with the name "rhide" in the lower left corner
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center the turret's firing radius on the turret
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Please fix the bug: 'Cannot read properties of undefined (reading 'shape')' in or related to this line: 'self.rangeCircle = LK.init.shape('rangeCircle', {' Line Number: 104
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Show turret firing radius
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The turret must fire within a radius
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turn the bullet towards the target it is moving towards
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путь по которому идут враги замостить изображнием road
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add 1 path for all enemies from bottom to top
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Show background
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add an image of a green meadow to the background
/**** * Classes ****/ // Bullet class for projectiles fired by towers var Bullet = Container.expand(function (startX, startY, target) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.target = target; self.x = startX; self.y = startY; self.update = function () { var dx = self.target.x - self.x; var dy = self.target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 10) { self.target.hit(); self.destroy(); } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; // Calculate the angle to the target var angle = Math.atan2(dy, dx); // Rotate the bullet towards the target bulletGraphics.rotation = angle + 90; } }; }); // Enemy class for the creatures attacking the realm var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 100; self.path = [{ x: 2010, y: 2600 }, { x: 1000, y: 2600 }, { x: 1000, y: 100 }, { x: 0, y: 100 }]; self.pathIndex = 0; self.update = function () { var target = self.path[self.pathIndex]; var dx = target.x - self.x; var dy = target.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < self.speed) { self.x = target.x; self.y = target.y; self.pathIndex++; if (self.pathIndex >= self.path.length) { // Enemy reached the end, game over logic LK.showGameOver(); } } else { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } }; self.hit = function () { self.health -= 50; if (self.health <= 0) { self.destroy(); enemies.splice(enemies.indexOf(self), 1); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Tower class to represent defense towers var Tower = Container.expand(function () { var self = Container.call(this); var towerGraphics = self.attachAsset('tower', { anchorX: 0.5, anchorY: 0.5 }); self.range = 600; self.fireRate = 60; // Fire every 60 frames self.fireCooldown = 0; // The turret's firing range is hidden and not displayed on the game screen self.update = function () { if (self.fireCooldown < 0) { self.fireCooldown = 0; } if (self.fireCooldown > 0) { self.fireCooldown--; } }; self.canFire = function () { return self.fireCooldown === 0; }; self.fire = function (target) { if (self.canFire()) { var bullet = new Bullet(self.x, self.y, target); game.addChild(bullet); bullets.push(bullet); self.fireCooldown = self.fireRate; } else if (self.fireCooldown > 0) { self.fireCooldown--; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, //Init game with black background fps: 60 }); /**** * Game Code ****/ // Initialize arrays and variables var towers = []; var bullets = []; var enemies = []; // Create and position towers function createTowers() { var tower1 = new Tower(); tower1.x = 500; tower1.y = 1366; game.addChild(tower1); towers.push(tower1); var tower2 = new Tower(); tower2.x = 1500; tower2.y = 1366; game.addChild(tower2); towers.push(tower2); } // Spawn enemies at intervals function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2010; enemy.y = 0; game.addChild(enemy); enemies.push(enemy); } // Create a road for the enemies to follow function createRoad(x, y) { if (Array.isArray(x)) { for (var i = x[0]; i < x[1]; i += 100) { var roadBlock = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: i, y: y }); game.addChild(roadBlock); } } else { for (var i = y[0]; i < y[1]; i += 100) { var roadBlock = LK.getAsset('road', { anchorX: 0.5, anchorY: 0.5, x: x, y: i }); game.addChild(roadBlock); } } } createRoad(2000, [0, 2601]); createRoad([1000, 2000], 2601); createRoad(1000, [100, 2601]); createRoad([0, 1000], 100); // Game update loop game.update = function () { // Update towers towers.forEach(function (tower) { tower.update(); enemies.forEach(function (enemy) { var dx = tower.x - enemy.x; var dy = tower.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy); if (tower.canFire() /*&& distance < tower.range*/) { tower.fire(enemy); } }); }); // Update bullets bullets.forEach(function (bullet) { bullet.update(); }); // Update enemies enemies.forEach(function (enemy) { enemy.update(); }); // Spawn enemies every 120 frames if (LK.ticks % 120 === 0) { spawnEnemy(); } }; // Initialize game elements createTowers();
===================================================================
--- original.js
+++ change.js
@@ -183,42 +183,14 @@
game.update = function () {
// Update towers
towers.forEach(function (tower) {
tower.update();
- if (tower.rangeCircle) {
- var enemyInRange = enemies.some(function (enemy) {
- var dx = tower.x - enemy.x;
- var dy = tower.y - enemy.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- return distance < tower.range;
- });
- if (!enemyInRange) {
- tower.rangeCircle.destroy();
- tower.rangeCircle = null;
- }
- }
enemies.forEach(function (enemy) {
var dx = tower.x - enemy.x;
var dy = tower.y - enemy.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance < tower.range) {
- if (!tower.rangeCircle) {
- tower.rangeCircle = LK.getAsset('rangeCircle', {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: tower.range / 50,
- scaleY: tower.range / 50
- });
- game.addChild(tower.rangeCircle);
- }
- tower.rangeCircle.x = tower.x;
- tower.rangeCircle.y = tower.y;
- if (tower.canFire()) {
- tower.fire(enemy);
- }
- } else if (tower.rangeCircle) {
- tower.rangeCircle.destroy();
- tower.rangeCircle = null;
+ if (tower.canFire() /*&& distance < tower.range*/) {
+ tower.fire(enemy);
}
});
});
// Update bullets
No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat. Goblin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat. Tower with ballista. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
One bow arrow facing upwards. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
texture of the road made of large stones like tiles for a game. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Top view. Texture for 2D games. Green meadow.