User prompt
Make the background color dark red
User prompt
When it is Wave 20 add an enemy called “Sigma Blud” it has 10000 HP also add image asset for it
User prompt
When turrent is level 10, say it is Max Level
User prompt
When its wave 10 add Enemy named George Floyd, it has 5000 HP. And make an image asset for it
User prompt
Too slow
User prompt
Also make 6 7 kid hp 500
User prompt
Make the turrent shot speed slower
User prompt
Make an aimbot for turrents and make them shoot faster
User prompt
When waves get higher, the enemy number gets higher
User prompt
Add image asset for that
User prompt
When its wave 5 new enemy called “6 7 Kid” will be added to the game it has 300 HP
User prompt
Add turrents’s image asset
User prompt
when the turrent level is upgraded it deals more damage Lvl 1: 5 costs: 1 other one 3 Lvl2: 10 costs: 1 other one 4 Lvl3: 15 costs: 2 other one 5 Lvl4: 20 costs: 5 other one 10 Lvl5: 25 costs: 10 other one 20 Lvl6: 30 costs: 50 other one 50 Lvl7: 40 costs: 50 other one 60 Lvl8: 50 costs: 60 other one 70 Lvl9: 100 costs: 200 other one 250 Lvl10: 200 costs: 250 other one 300 dont make more turrents when its upgraded
User prompt
turrents shoots way faster and make their range bigger. also when I move my mouse the bullets move too ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
still not fixed
User prompt
fix the upgrade buttons, when I click them they are not activeting
User prompt
when player clicks the upgrade buttons, the turrent comes
User prompt
make the buttons bigger, and when the player buys the upgrades it oppens turrents that shoots enemies automatticly and every turrent's bullet deals 5 damage ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add 2 upgrades button on player's left and right side. first upgrade costs 1 coin second one costs 3
User prompt
make the gun damage 5
User prompt
and make waves, every wave gets harder. and lower the enemy count
User prompt
when I hold my mouse it shoots
User prompt
make the game first person ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make a movement joystick ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make thhe enemies bigger and where are the movement button
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.damage = 5;
self.update = function () {
self.y -= self.speed;
};
return self;
});
var Mango = Container.expand(function () {
var self = Container.call(this);
var mangoGraphics = self.attachAsset('mango', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 100;
self.health = self.maxHealth;
self.speed = 2;
self.coinValue = 1;
self.lastHealth = self.health;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health < 0) self.health = 0;
};
self.update = function () {
self.y += self.speed;
// Flash red when taking damage
if (self.lastHealth > self.health) {
LK.effects.flashObject(self, 0xff0000, 300);
}
self.lastHealth = self.health;
};
return self;
});
var Mustard = Container.expand(function () {
var self = Container.call(this);
var mustardGraphics = self.attachAsset('mustard', {
anchorX: 0.5,
anchorY: 0.5
});
self.maxHealth = 200;
self.health = self.maxHealth;
self.speed = 1.5;
self.coinValue = 2;
self.lastHealth = self.health;
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health < 0) self.health = 0;
};
self.update = function () {
self.y += self.speed;
// Flash red when taking damage
if (self.lastHealth > self.health) {
LK.effects.flashObject(self, 0xff0000, 300);
}
self.lastHealth = self.health;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2c3e50
});
/****
* Game Code
****/
// Game variables
var player;
var bullets = [];
var enemies = [];
var coins = 0;
var playerHealth = 100;
var gameStarted = false;
var enemySpawnTimer = 0;
var enemySpawnRate = 120; // frames between spawns
var difficultyTimer = 0;
var isMouseDown = false;
var mouseX = 0;
var mouseY = 0;
var shootCooldown = 0;
var shootRate = 10; // frames between shots when holding
var currentWave = 1;
var enemiesInWave = 8; // Start with 8 enemies per wave
var enemiesSpawned = 0;
var enemiesKilled = 0;
var waveInProgress = false;
var waveStartDelay = 180; // 3 seconds between waves
var waveDelayTimer = 0;
var upgrade1Cost = 1;
var upgrade2Cost = 3;
var upgrade1Level = 0;
var upgrade2Level = 0;
// Create city background
var cityBuildings = [];
for (var i = 0; i < 12; i++) {
var buildingType = Math.floor(Math.random() * 3) + 1;
var building = LK.getAsset('cityBuilding' + buildingType, {
anchorX: 0.5,
anchorY: 1
});
building.x = i * 180 + 100;
building.y = 2732;
building.alpha = 0.3;
game.addChild(building);
cityBuildings.push(building);
}
// Create player
player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 150;
// UI Elements
var coinText = new Text2('Coins: 0', {
size: 60,
fill: 0xFFFFFF
});
coinText.anchor.set(0, 0);
coinText.x = 150;
coinText.y = 50;
LK.gui.topLeft.addChild(coinText);
var healthText = new Text2('Health: 100', {
size: 60,
fill: 0xFF0000
});
healthText.anchor.set(1, 0);
LK.gui.topRight.addChild(healthText);
var waveText = new Text2('Wave: 1', {
size: 60,
fill: 0x00FF00
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
// Create upgrade buttons
var upgrade1Button = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
upgrade1Button.x = player.x - 200;
upgrade1Button.y = player.y;
game.addChild(upgrade1Button);
var upgrade2Button = LK.getAsset('upgradeButton', {
anchorX: 0.5,
anchorY: 0.5
});
upgrade2Button.x = player.x + 200;
upgrade2Button.y = player.y;
game.addChild(upgrade2Button);
// Add upgrade button labels
var upgrade1Text = new Text2('Upgrade 1\nCost: ' + upgrade1Cost, {
size: 30,
fill: 0xFFFFFF
});
upgrade1Text.anchor.set(0.5, 0.5);
upgrade1Text.x = upgrade1Button.x;
upgrade1Text.y = upgrade1Button.y;
game.addChild(upgrade1Text);
var upgrade2Text = new Text2('Upgrade 2\nCost: ' + upgrade2Cost, {
size: 30,
fill: 0xFFFFFF
});
upgrade2Text.anchor.set(0.5, 0.5);
upgrade2Text.x = upgrade2Button.x;
upgrade2Text.y = upgrade2Button.y;
game.addChild(upgrade2Text);
// Game functions
function spawnEnemy() {
var enemy;
var spawnX = Math.random() * (2048 - 100) + 50;
// 70% chance for Mango, 30% chance for Mustard
if (Math.random() < 0.7) {
enemy = new Mango();
} else {
enemy = new Mustard();
}
enemy.x = spawnX;
enemy.y = -50;
enemy.lastY = enemy.y;
enemies.push(enemy);
game.addChild(enemy);
enemiesSpawned++;
}
function startNewWave() {
currentWave++;
enemiesInWave = Math.max(4, enemiesInWave - 1); // Reduce enemies per wave, minimum 4
enemiesSpawned = 0;
enemiesKilled = 0;
waveInProgress = true;
waveDelayTimer = 0;
waveText.setText('Wave: ' + currentWave);
// Make waves progressively harder
enemySpawnRate = Math.max(30, enemySpawnRate - 5);
}
function fireBullet(targetX, targetY) {
var bullet = new Bullet();
bullet.x = player.x;
bullet.y = player.y - 40;
bullet.lastY = bullet.y;
// Calculate angle to target
var deltaX = targetX - bullet.x;
var deltaY = targetY - bullet.y;
var angle = Math.atan2(deltaY, deltaX);
// Set bullet direction
bullet.velocityX = Math.cos(angle) * bullet.speed;
bullet.velocityY = Math.sin(angle) * bullet.speed;
// Override update to use calculated velocity
bullet.update = function () {
bullet.x += bullet.velocityX;
bullet.y += bullet.velocityY;
};
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
}
// Event handlers
game.down = function (x, y, obj) {
if (gameStarted) {
// Check if upgrade buttons were clicked
var localPos = game.toLocal({
x: x,
y: y
});
// Check upgrade 1 button
if (Math.abs(localPos.x - upgrade1Button.x) < 60 && Math.abs(localPos.y - upgrade1Button.y) < 40) {
if (coins >= upgrade1Cost) {
coins -= upgrade1Cost;
upgrade1Level++;
upgrade1Cost *= 2; // Double the cost for next upgrade
coinText.setText('Coins: ' + coins);
upgrade1Text.setText('Upgrade 1\nLevel: ' + upgrade1Level + '\nCost: ' + upgrade1Cost);
// Apply upgrade effect (example: increase damage)
Bullet.prototype.damage = 5 + upgrade1Level * 2;
}
return;
}
// Check upgrade 2 button
if (Math.abs(localPos.x - upgrade2Button.x) < 60 && Math.abs(localPos.y - upgrade2Button.y) < 40) {
if (coins >= upgrade2Cost) {
coins -= upgrade2Cost;
upgrade2Level++;
upgrade2Cost *= 2; // Double the cost for next upgrade
coinText.setText('Coins: ' + coins);
upgrade2Text.setText('Upgrade 2\nLevel: ' + upgrade2Level + '\nCost: ' + upgrade2Cost);
// Apply upgrade effect (example: increase fire rate)
shootRate = Math.max(3, 10 - upgrade2Level * 2);
}
return;
}
isMouseDown = true;
mouseX = x;
mouseY = y;
fireBullet(x, y);
} else {
gameStarted = true;
}
};
game.up = function (x, y, obj) {
isMouseDown = false;
};
game.move = function (x, y, obj) {
if (isMouseDown) {
mouseX = x;
mouseY = y;
}
};
// Main game loop
game.update = function () {
if (!gameStarted) {
waveInProgress = true; // Start first wave when game begins
return;
}
// Update upgrade button positions
upgrade1Button.x = player.x - 200;
upgrade1Button.y = player.y;
upgrade1Text.x = upgrade1Button.x;
upgrade1Text.y = upgrade1Button.y;
upgrade2Button.x = player.x + 200;
upgrade2Button.y = player.y;
upgrade2Text.x = upgrade2Button.x;
upgrade2Text.y = upgrade2Button.y;
// Handle continuous shooting
if (isMouseDown) {
shootCooldown--;
if (shootCooldown <= 0) {
fireBullet(mouseX, mouseY);
shootCooldown = shootRate;
}
}
// Wave management
if (!waveInProgress) {
waveDelayTimer++;
if (waveDelayTimer >= waveStartDelay) {
startNewWave();
}
} else {
// Spawn enemies for current wave
enemySpawnTimer++;
if (enemySpawnTimer >= enemySpawnRate && enemiesSpawned < enemiesInWave) {
spawnEnemy();
enemySpawnTimer = 0;
}
// Check if wave is complete
if (enemiesKilled >= enemiesInWave && enemies.length === 0) {
waveInProgress = false;
waveDelayTimer = 0;
}
}
// Update bullets
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Remove bullets that go off screen
if (bullet.lastY <= 2732 && (bullet.y > 2732 || bullet.y < -50 || bullet.x < -50 || bullet.x > 2098)) {
bullet.destroy();
bullets.splice(i, 1);
continue;
}
bullet.lastY = bullet.y;
}
// Update enemies and check collisions
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
// Remove enemies that reach bottom (player takes damage)
if (enemy.lastY < 2732 && enemy.y >= 2732) {
playerHealth -= 20;
healthText.setText('Health: ' + playerHealth);
LK.effects.flashScreen(0xff0000, 500);
if (playerHealth <= 0) {
LK.setScore(coins);
LK.showGameOver();
return;
}
enemiesKilled++; // Count as killed for wave progress
enemy.destroy();
enemies.splice(j, 1);
continue;
}
// Check bullet collisions
for (var k = bullets.length - 1; k >= 0; k--) {
var bullet = bullets[k];
if (bullet.intersects(enemy)) {
enemy.takeDamage(bullet.damage);
LK.getSound('enemyHit').play();
// Remove bullet
bullet.destroy();
bullets.splice(k, 1);
// Check if enemy is dead
if (enemy.health <= 0) {
coins += enemy.coinValue;
coinText.setText('Coins: ' + coins);
LK.getSound('enemyDeath').play();
enemiesKilled++;
enemy.destroy();
enemies.splice(j, 1);
}
break;
}
}
enemy.lastY = enemy.y;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -111,8 +111,12 @@
var enemiesKilled = 0;
var waveInProgress = false;
var waveStartDelay = 180; // 3 seconds between waves
var waveDelayTimer = 0;
+var upgrade1Cost = 1;
+var upgrade2Cost = 3;
+var upgrade1Level = 0;
+var upgrade2Level = 0;
// Create city background
var cityBuildings = [];
for (var i = 0; i < 12; i++) {
var buildingType = Math.floor(Math.random() * 3) + 1;
@@ -150,8 +154,40 @@
fill: 0x00FF00
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
+// Create upgrade buttons
+var upgrade1Button = LK.getAsset('upgradeButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+upgrade1Button.x = player.x - 200;
+upgrade1Button.y = player.y;
+game.addChild(upgrade1Button);
+var upgrade2Button = LK.getAsset('upgradeButton', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+upgrade2Button.x = player.x + 200;
+upgrade2Button.y = player.y;
+game.addChild(upgrade2Button);
+// Add upgrade button labels
+var upgrade1Text = new Text2('Upgrade 1\nCost: ' + upgrade1Cost, {
+ size: 30,
+ fill: 0xFFFFFF
+});
+upgrade1Text.anchor.set(0.5, 0.5);
+upgrade1Text.x = upgrade1Button.x;
+upgrade1Text.y = upgrade1Button.y;
+game.addChild(upgrade1Text);
+var upgrade2Text = new Text2('Upgrade 2\nCost: ' + upgrade2Cost, {
+ size: 30,
+ fill: 0xFFFFFF
+});
+upgrade2Text.anchor.set(0.5, 0.5);
+upgrade2Text.x = upgrade2Button.x;
+upgrade2Text.y = upgrade2Button.y;
+game.addChild(upgrade2Text);
// Game functions
function spawnEnemy() {
var enemy;
var spawnX = Math.random() * (2048 - 100) + 50;
@@ -202,8 +238,39 @@
}
// Event handlers
game.down = function (x, y, obj) {
if (gameStarted) {
+ // Check if upgrade buttons were clicked
+ var localPos = game.toLocal({
+ x: x,
+ y: y
+ });
+ // Check upgrade 1 button
+ if (Math.abs(localPos.x - upgrade1Button.x) < 60 && Math.abs(localPos.y - upgrade1Button.y) < 40) {
+ if (coins >= upgrade1Cost) {
+ coins -= upgrade1Cost;
+ upgrade1Level++;
+ upgrade1Cost *= 2; // Double the cost for next upgrade
+ coinText.setText('Coins: ' + coins);
+ upgrade1Text.setText('Upgrade 1\nLevel: ' + upgrade1Level + '\nCost: ' + upgrade1Cost);
+ // Apply upgrade effect (example: increase damage)
+ Bullet.prototype.damage = 5 + upgrade1Level * 2;
+ }
+ return;
+ }
+ // Check upgrade 2 button
+ if (Math.abs(localPos.x - upgrade2Button.x) < 60 && Math.abs(localPos.y - upgrade2Button.y) < 40) {
+ if (coins >= upgrade2Cost) {
+ coins -= upgrade2Cost;
+ upgrade2Level++;
+ upgrade2Cost *= 2; // Double the cost for next upgrade
+ coinText.setText('Coins: ' + coins);
+ upgrade2Text.setText('Upgrade 2\nLevel: ' + upgrade2Level + '\nCost: ' + upgrade2Cost);
+ // Apply upgrade effect (example: increase fire rate)
+ shootRate = Math.max(3, 10 - upgrade2Level * 2);
+ }
+ return;
+ }
isMouseDown = true;
mouseX = x;
mouseY = y;
fireBullet(x, y);
@@ -225,8 +292,17 @@
if (!gameStarted) {
waveInProgress = true; // Start first wave when game begins
return;
}
+ // Update upgrade button positions
+ upgrade1Button.x = player.x - 200;
+ upgrade1Button.y = player.y;
+ upgrade1Text.x = upgrade1Button.x;
+ upgrade1Text.y = upgrade1Button.y;
+ upgrade2Button.x = player.x + 200;
+ upgrade2Button.y = player.y;
+ upgrade2Text.x = upgrade2Button.x;
+ upgrade2Text.y = upgrade2Button.y;
// Handle continuous shooting
if (isMouseDown) {
shootCooldown--;
if (shootCooldown <= 0) {