Code edit (3 edits merged)
Please save this source code
User prompt
After 1 minute it should appear the speech bubble in the screen saying that the pet is hungry
Code edit (4 edits merged)
Please save this source code
User prompt
Create a new image with name bubble_speech
Code edit (1 edits merged)
Please save this source code
User prompt
in the addBarFillXp function add an tween animation to animate smoothly the change of values between the current xp and the xp that was gained ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: barFill is not defined' in or related to this line: 'barFill.width = petXp / XP_PER_LEVEL * barBackground.width;' Line Number: 569
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'progressBar.addChild(barBackground);' Line Number: 556
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: self.attachAsset is not a function' in or related to this line: 'var barBackground = self.attachAsset('progressBar_bg', {' Line Number: 273
User prompt
Please fix the bug: 'TypeError: self.addChild is not a function' in or related to this line: 'var barBackground = self.addChild(LK.getAsset('progressBar_bg', {' Line Number: 273
User prompt
Please fix the bug: 'TypeError: self.attachAsset is not a function' in or related to this line: 'var barBackground = self.attachAsset('progressBar_bg', {' Line Number: 273
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'hpText.x = progressBar.x + 10;' Line Number: 477
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'statusText.y = progressBar.y + 100;' Line Number: 448
Code edit (1 edits merged)
Please save this source code
User prompt
This is just a small part of what appears in the console log, so yes the progress bar update is being called everyframe: ProgressBar fill animation completed - final width: 0 (unknown) ProgressBar.update called with: 40 / 200 (unknown) ProgressBar calculation - fillPercentage: 0.2 targetWidth: 160 barBackground.width: 800 current barFill.width: 0 (unknown) Stopping existing tween on barFill (unknown) Starting new tween animation on barFill from width: 0 to width: 160 (unknown) ProgressBar.update called with: undefined / undefined (unknown) Invalid parameters for progress bar update, using default values (unknown) ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 (unknown) Stopping existing tween on barFill (unknown) Starting new tween animation on barFill from width: 0 to width: 0 VM22:450 Initializing game screen VM22:467 Creating progress bar VM22:470 Progress bar created: t.DisplayObjectContainer {position: t.Point, scale: t.Point, pivot: t.Point, rotation: 0, alpha: 1, ...} VM22:471 Progress bar elements - barBackground: t.DisplayObjectContainer {position: t.Point, scale: t.Point, pivot: t.Point, rotation: 0, alpha: 1, ...} barFill: t.DisplayObjectContainer {position: t.Point, scale: t.Point, pivot: t.Point, rotation: 0, alpha: 1, ...} VM19:1 Canvas2D: Multiple readback operations using getImageData are faster with the willReadFrequently attribute set to true. See: https://html.spec.whatwg.org/multipage/canvas.html#concept-canvas-will-read-frequently t.Text.determineFontProperties @ VM19:1 t.Text.updateText @ VM19:1 u @ VM19:1 (anonymous) @ VM19:1 n @ VM19:14 (anonymous) @ VM22:30 initGameScreen @ VM22:480 mainMenu.onStartGame @ VM22:416 onFinish @ VM22:165 (anonymous) @ tween.v1.js:218 step @ tween.v1.js:152 value @ VM19:1 st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 requestAnimationFrame st @ VM19:1 VM22:503 Current petLevel: 2 XP_PER_LEVEL: 200 VM22:505 Creating HP text with petXp: 40 XP_PER_LEVEL: 200 VM22:517 Initial progress bar update with petXp: 40 XP_PER_LEVEL: 200 VM22:309 ProgressBar.update called with: 40 / 200 VM22:318 ProgressBar calculation - fillPercentage: 0.2 targetWidth: 160 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 160 VM22:525 Game screen initialization complete VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0 VM22:309 ProgressBar.update called with: undefined / undefined VM22:312 Invalid parameters for progress bar update, using default values VM22:318 ProgressBar calculation - fillPercentage: 0 targetWidth: 0 barBackground.width: 800 current barFill.width: 0 VM22:320 Stopping existing tween on barFill VM22:325 Starting new tween animation on barFill from width: 0 to width: 0
Code edit (2 edits merged)
Please save this source code
User prompt
Correct the code accordingly with what you said, Ensure the `petXp` and `XP_PER_LEVEL` variables are properly initialized before the progress bar update is called 2. Make sure the call to `progressBar.update()` in `initGameScreen()` happens after all XP calculations are complete 3. Verify that the storage values are being loaded correctly before calling update 4. Confirm there's no race condition between when the progress bar is created and when it's first updated 5.Make sure there's only one instance of the progress bar in the game
User prompt
add console log for each step of the barfill animation
User prompt
change the console logs to only call at start and when i press an actionbutton, not at update please
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { petLevel: 1, petXp: 0, lastFed: 0, lastCleaned: 0, lastPlayed: 0 }); /**** * Classes ****/ var ActionButton = Container.expand(function (actionType, position) { var self = Container.call(this); var buttonShape; if (actionType === 'feed') { buttonShape = self.attachAsset('foodItem', { anchorX: 0.5, anchorY: 0.5 }); } else if (actionType === 'clean') { buttonShape = self.attachAsset('cleaningItem', { anchorX: 0.5, anchorY: 0.5 }); } else if (actionType === 'play') { buttonShape = self.attachAsset('playItem', { anchorX: 0.5, anchorY: 0.5 }); } self.buttonType = actionType; self.interactive = true; self.down = function (x, y, obj) { tween(buttonShape, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100 }); }; self.up = function (x, y, obj) { tween(buttonShape, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { if (self.buttonType === 'feed') { performFeedAction(); } else if (self.buttonType === 'clean') { performCleanAction(); } else if (self.buttonType === 'play') { performPlayAction(); } } }); }; return self; }); var BubbleSpeech = Container.expand(function (text) { var self = Container.call(this); // Create the bubble background var bubbleBackground = LK.getAsset('bubble_speech', { anchorX: 0.5, anchorY: 0.5, width: 600, height: 150, tint: 0xFFFFFF }); // Round the corners by scaling bubbleBackground.scale.set(1); self.addChild(bubbleBackground); // Add text to bubble var bubbleText = new Text2(text || "", { size: 50, fill: 0x000000 }); bubbleText.anchor.set(0.5, 0.5); self.addChild(bubbleText); // Public methods self.setText = function (newText) { bubbleText.setText(newText); }; // Show with animation self.show = function (duration) { self.alpha = 0; self.scale.set(0.5); tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: duration || 300, easing: tween.easeOutBack }); }; // Hide with animation self.hide = function (duration, callback) { tween(self, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: duration || 300, easing: tween.easeInBack, onFinish: function onFinish() { if (callback) { callback(); } } }); }; return self; }); var MainMenu = Container.expand(function () { var self = Container.call(this); // Background image var background = self.attachAsset('menu_background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; // Game logo var gameLogo = self.attachAsset('game_logo', { anchorX: 0.5, anchorY: 0.5 }); gameLogo.x = 2048 / 2; gameLogo.y = 800; // Play button image var playButton = self.attachAsset('play_button', { anchorX: 0.5, anchorY: 0.5 }); playButton.x = 2048 / 2; playButton.y = 2732 / 2 + 200; playButton.interactive = true; // Reset button var resetButton = new Text2("Reset Game", { size: 60, fill: 0xFFFFFF }); resetButton.anchor.set(0.5, 0.5); resetButton.x = 2048 / 2; resetButton.y = 2732 / 2 + 400; resetButton.interactive = true; self.addChild(resetButton); // Button animations and interaction playButton.down = function (x, y, obj) { tween(playButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); }; playButton.up = function (x, y, obj) { tween(playButton, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { if (self.onStartGame) { self.onStartGame(); } } }); }; // Reset button interactions resetButton.down = function (x, y, obj) { tween(resetButton, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100 }); }; resetButton.up = function (x, y, obj) { tween(resetButton, { scaleX: 1, scaleY: 1 }, { duration: 100, onFinish: function onFinish() { if (self.onResetGame) { self.onResetGame(); } } }); }; // Add some animation to the logo function animateLogo() { tween(gameLogo, { y: gameLogo.y - 15 }, { duration: 1500, easing: tween.easeInOut, onFinish: function onFinish() { tween(gameLogo, { y: gameLogo.y + 15 }, { duration: 1500, easing: tween.easeInOut, onFinish: animateLogo }); } }); } // Start the animation animateLogo(); return self; }); var Pet = Container.expand(function () { var self = Container.call(this); var currentLevel = storage.petLevel || 1; var petAssetId = 'pet_baby'; // Determine which asset to use based on level if (currentLevel === 1) { petAssetId = 'pet_baby'; } else if (currentLevel === 2) { petAssetId = 'pet_child'; } else if (currentLevel === 3) { petAssetId = 'pet_teen'; } else if (currentLevel >= 4) { petAssetId = 'pet_adult'; } var petGraphics = self.attachAsset(petAssetId, { anchorX: 0.5, anchorY: 0.5 }); self.happy = function () { // Bounce animation tween(self, { y: self.y - 50 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { y: self.y + 50 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { petPosition.x = self.x; petPosition.y = self.y; } }); } }); }; self.evolve = function () { // Evolution animation LK.getSound('evolve').play(); // Flash and grow LK.effects.flashObject(self, 0xFFFFFF, 1000); tween(petGraphics, { scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Update to new visual based on new level currentLevel = storage.petLevel; var newPetAssetId; if (currentLevel === 2) { newPetAssetId = 'pet_child'; } else if (currentLevel === 3) { newPetAssetId = 'pet_teen'; } else if (currentLevel >= 4) { newPetAssetId = 'pet_adult'; } // Remove old graphic and add new one self.removeChild(petGraphics); petGraphics = self.attachAsset(newPetAssetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Reset scale with animation tween(petGraphics, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } }); }; return self; }); var StatusText = Text2.expand(function (initialText) { var self = Text2.call(this, initialText, { size: 60, fill: 0xFFFFFF }); self.anchor.set(0.5, 0.5); self.showMessage = function (message) { self.setText(message); self.alpha = 1; tween(self, { alpha: 0 }, { duration: 3000, easing: tween.linear }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x7ED6DF }); /**** * Game Code ****/ // Game state - load these first var petLevel = storage.petLevel || 1; var petXp = storage.petXp || 0; var lastFed = storage.lastFed || 0; var lastCleaned = storage.lastCleaned || 0; var lastPlayed = storage.lastPlayed || 0; var speechBubble; // Variable for the speech bubble var hungerTimer; // Timer for hunger message // Game constants - calculate after loading state var BASE_XP_PER_LEVEL = 500; var XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1); // Doubles with each level var XP_GAIN_FEED = 20; var XP_GAIN_CLEAN = 15; var XP_GAIN_PLAY = 25; var COOLDOWN_TIME = 10000; // 10 seconds cooldown between actions var hpText; // Define hpText in global scope var barFill; // Define barFill in global scope var barBackground; // Define barBackground in global scope // Vector2 positions for pet at different evolution levels var petBabyPosition = { x: 2048 / 2, y: 2732 / 2 + 250 }; var petChildPosition = { x: 2048 / 2, y: 2732 / 2 + 200 }; var petTeenPosition = { x: 2048 / 2, y: 2732 / 2 + 150 }; var petAdultPosition = { x: 2048 / 2, y: 2732 / 2 + 150 }; // Track current game state var progressBar = new Container(); var currentScreen = "menu"; var mainMenu, pet, progressBar, statusText, levelText; var feedButton, cleanButton, playButton; var progressBarContainer = new Container(); // Current pet position based on level var petPosition = petBabyPosition; // Initialize menu function initMainMenu() { // Clear previous game elements if they exist clearGameElements(); // Create and setup main menu mainMenu = new MainMenu(); game.addChild(mainMenu); // Set up start game callback mainMenu.onStartGame = function () { currentScreen = "game"; initGameScreen(); }; // Set up reset game callback mainMenu.onResetGame = function () { // Reset all storage values storage.petLevel = 1; storage.petXp = 0; storage.lastFed = 0; storage.lastCleaned = 0; storage.lastPlayed = 0; // Show confirmation text var confirmText = new Text2("Game data reset!", { size: 60, fill: 0xFFFFFF }); confirmText.anchor.set(0.5, 0.5); confirmText.x = 2048 / 2; confirmText.y = 2732 / 2 + 500; mainMenu.addChild(confirmText); // Fade out confirmation text tween(confirmText, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { mainMenu.removeChild(confirmText); } }); }; // Play background music LK.playMusic('bgmusic'); } // Initialize game screen function initGameScreen() { console.log("Initializing game screen"); // Clear previous elements clearGameElements(); // Add game background var gameBackground = LK.getAsset('game_background', { anchorX: 0.5, anchorY: 0.5 }); gameBackground.x = 2048 / 2; gameBackground.y = 2732 / 2; game.addChild(gameBackground); // Create game elements pet = new Pet(); pet.x = petPosition.x; pet.y = petPosition.y; game.addChild(pet); // Level text levelText = new Text2("Level " + petLevel, { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.x = 2048 / 2; levelText.y = 200; game.addChild(levelText); // Create action buttons feedButton = new ActionButton('feed'); feedButton.x = 2048 / 4; feedButton.y = 2732 - 400; game.addChild(feedButton); cleanButton = new ActionButton('clean'); cleanButton.x = 2048 / 2; cleanButton.y = 2732 - 400; game.addChild(cleanButton); playButton = new ActionButton('play'); playButton.x = 2048 * 3 / 4; playButton.y = 2732 - 400; game.addChild(playButton); // Recalculate XP_PER_LEVEL based on current level XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1); console.log("Current petLevel:", petLevel, "XP_PER_LEVEL:", XP_PER_LEVEL); // Make sure all values are calculated before updating progress bar XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1); // Update the progress bar on start console.log("Initial progress bar update with petXp:", petXp, "XP_PER_LEVEL:", XP_PER_LEVEL); // Make sure variables are initialized properly petXp = petXp || 0; XP_PER_LEVEL = XP_PER_LEVEL || BASE_XP_PER_LEVEL; // Now create HP text after progress bar exists hpText = new Text2("XP: " + petXp + "/" + XP_PER_LEVEL, { size: 60, fill: 0xFFFFFF }); hpText.anchor.set(0, 0.5); hpText.x = progressBar.x + 10; hpText.y = progressBar.y - 50; game.addChild(hpText); // Create HP text display console.log("Creating HP text with petXp:", petXp, "XP_PER_LEVEL:", XP_PER_LEVEL); hpText = new Text2("XP: " + petXp + "/" + XP_PER_LEVEL, { size: 60, fill: 0xFFFFFF }); hpText.anchor.set(0, 0.5); game.addChild(hpText); console.log("Game screen initialization complete"); createProgressBar(); addBarFillXp(); // Status text statusText = new StatusText(""); statusText.x = 2048 / 2 + 300; statusText.y = 2732 / 2 + -500; statusText.alpha = 0; game.addChild(statusText); // Create speech bubble for hunger message speechBubble = new BubbleSpeech("I'm hungry!"); speechBubble.x = pet.x; speechBubble.y = pet.y - 300; // Position above pet speechBubble.alpha = 0; // Start invisible game.addChild(speechBubble); // Clear any existing timer if (hungerTimer) { LK.clearTimeout(hungerTimer); } // Set timer to show hunger bubble after 1 minute (60000ms) hungerTimer = LK.setTimeout(function () { // Show speech bubble with animation game.addChild(speechBubble); // Make sure it's in the display tree speechBubble.show(500); }, 60000); } //[3J] // Clear all game elements function clearGameElements() { // Clear hunger timer if exists if (hungerTimer) { LK.clearTimeout(hungerTimer); hungerTimer = null; } while (game.children.length > 0) { game.removeChild(game.children[0]); } //[3K] } //[3L] // Start with main menu initMainMenu(); // Play background music LK.playMusic('bgmusic'); function performFeedAction() { console.log("performFeedAction called"); var currentTime = Date.now(); //[3O] if (currentTime - lastFed < COOLDOWN_TIME) { statusText.showMessage("Pet is still full! Wait a moment."); console.log("Action on cooldown, can't feed yet"); return; //[3P] } //[3Q] console.log("Feeding pet, adding XP:", XP_GAIN_FEED); LK.getSound('feed').play(); pet.happy(); //[3R] lastFed = currentTime; storage.lastFed = lastFed; addXp(XP_GAIN_FEED); console.log("After addXp call"); statusText.showMessage("Pet fed! +20 XP"); // Hide hunger speech bubble if visible if (speechBubble && speechBubble.alpha > 0) { speechBubble.hide(300); } // Reset hunger timer if (hungerTimer) { LK.clearTimeout(hungerTimer); } hungerTimer = LK.setTimeout(function () { // Show speech bubble with animation speechBubble.show(500); }, 60000); } //[3S] function performCleanAction() { var currentTime = Date.now(); if (currentTime - lastCleaned < COOLDOWN_TIME) { statusText.showMessage("Pet is already clean! Wait a moment."); return; } LK.getSound('clean').play(); pet.happy(); lastCleaned = currentTime; storage.lastCleaned = lastCleaned; addXp(XP_GAIN_CLEAN); statusText.showMessage("Pet cleaned! +15 XP"); } function performPlayAction() { var currentTime = Date.now(); if (currentTime - lastPlayed < COOLDOWN_TIME) { statusText.showMessage("Pet is tired! Wait a moment."); return; } LK.getSound('play').play(); pet.happy(); lastPlayed = currentTime; storage.lastPlayed = lastPlayed; addXp(XP_GAIN_PLAY); statusText.showMessage("Played with pet! +25 XP"); } function addXp(amount) { console.log("addXp called with amount:", amount); petXp += amount; storage.petXp = petXp; // Check for level up if (petXp >= XP_PER_LEVEL) { console.log("Level up condition met!"); petLevel += 1; petXp = 0; storage.petLevel = petLevel; storage.petXp = petXp; // Recalculate XP_PER_LEVEL for next level - doubles with each level XP_PER_LEVEL = BASE_XP_PER_LEVEL * Math.pow(2, petLevel - 1); console.log("New level:", petLevel, "New XP_PER_LEVEL:", XP_PER_LEVEL); // Update pet position based on new level if (petLevel === 2) { petPosition = petChildPosition; } else if (petLevel === 3) { petPosition = petTeenPosition; } else if (petLevel >= 4) { petPosition = petAdultPosition; } // Update pet position pet.x = petPosition.x; pet.y = petPosition.y; levelText.setText("Level " + petLevel); pet.evolve(); if (petLevel >= 4) { statusText.showMessage("Maximum level reached!"); } else { statusText.showMessage("Pet evolved to level " + petLevel + "! Next level: " + XP_PER_LEVEL + " XP"); } } // Update the HP text with current XP if (hpText) { hpText.setText("XP: " + petXp + "/" + XP_PER_LEVEL); } else { console.log("hpText is undefined or null"); } addBarFillXp(); } function createProgressBar() { // Initialize position first progressBar.x = 2048 / 2 - 400; // Center it progressBar.y = 2732 - 200; // Near bottom barBackground = LK.getAsset('progressBar_bg', { anchorX: 0, anchorY: 0.5 }); progressBar.addChild(barBackground); barFill = LK.getAsset('progressBar_fill', { anchorX: 0, anchorY: 0.5 }); progressBar.addChild(barFill); // Add progress bar to game game.addChild(progressBar); // Update hpText position now that progressBar exists if (hpText) { hpText.x = progressBar.x + 10; hpText.y = progressBar.y - 50; } } function addBarFillXp() { // Store current width to animate from var currentWidth = barFill.width; // Calculate target width var targetWidth = petXp / XP_PER_LEVEL * barBackground.width; // Animate the width change tween(barFill, { width: targetWidth }, { duration: 800, easing: tween.easeOutQuad }); } // Game update function game.update = function () { // Screen-specific updates if (currentScreen === "game") { // Ensure we're not continuously updating the progress bar every frame // This was the source of the undefined parameters call } };
===================================================================
--- original.js
+++ change.js
@@ -483,10 +483,10 @@
createProgressBar();
addBarFillXp();
// Status text
statusText = new StatusText("");
- statusText.x = 2048 / 2;
- statusText.y = progressBar.y + 100;
+ statusText.x = 2048 / 2 + 300;
+ statusText.y = 2732 / 2 + -500;
statusText.alpha = 0;
game.addChild(statusText);
// Create speech bubble for hunger message
speechBubble = new BubbleSpeech("I'm hungry!");
create a cute creature baby. In-Game asset. 2d. High contrast. No shadows
create a cute logo with Pocket Creature written. In-Game asset. 2d. High contrast. No shadows
create a cute button with play written inside. In-Game asset. 2d. High contrast. No shadows
create a cute room, lo fi room. In-Game asset. 2d. High contrast. No shadows
create a cute icon for cleaning item. In-Game asset. 2d. High contrast. No shadows
reimagine as a food item
Generate a smaller younger version of this character
Generate a smaller younger and cute version of this
Zoom out so it doesnt cut any elements off screen
Reimagine as younger cute version of this character
Reimagine as a younger cute version of this character
Reimagine as a cute younger version of this character
zoom out so it doesnt cut any elements off screen, make the outline thicker
Make a drawing of a cute poop. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's back. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a play ball. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a chicken leg food. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a cute poop. In-Game asset. 2d. High contrast. No shadows
Create an image for a memory game's card's front with an icon of a cute pocket creature. In-Game asset. 2d. High contrast. No shadows
create a cute egg with some pattern and a peach and bege colors. In-Game asset. 2d. High contrast. No shadows
create a cute egg with some pattern and a light orange and light red colors. In-Game asset. 2d. High contrast. No shadows
simplify the eyes
Create a cute speech bubble with a heart. In-Game asset. 2d. High contrast. No shadows