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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 1. Review the `Tower` class and any methods within it to ensure that there is no code that unintentionally modifies the `alpha` property of the tower instance after an enemy is destroyed.
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why is the tower transparent? make sure it's fully visible at all times
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Fix Bug: 'Uncaught ReferenceError: Enemy is not defined' in this line: 'enemy = new Enemy(self, self.parent);' Line Number: 101
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Fix Bug: 'Uncaught TypeError: window[chosenEnemy] is not a constructor' in this line: 'var enemy = new window[chosenEnemy](self, self.parent);' Line Number: 98
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create a new enemy called Enemy_2 that has a speed of 4. Also create a weighting mechanism, that decides the sawning chance of an enemy. If Enemy_1 would have a weight of 99/99, that means there would be 99 out of 99 of those enemies waiting to be deployed. once all 99 enemies have been exhausted, reset the enemies and load another 99 of them. However, now that we have 2 types of enemies, I want Enemy _1 to have a weight of 90 and Enemy_2 a weight of 9. That means the spawners are pre-loaded with 90 of Enemy_1 and 9 of Enemy_2. whenever an enemy has to be generated in the 3 spawners, pick a random one from the 99 available ones, until exhausting them all, then refill this bucket to reset the cycle, and start dispensing them again
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The bug that causes the player's coin stash to go to -15 instead of 0 when pressing the upgrade button, which costs 10 coins, suggests that the upgrade cost is being deducted more than once. Ensure that the event listener for the upgrade button is set up correctly and is not causing multiple triggers for a single press. This can be done by checking if the event listener is being added multiple times or if the event propagation is not being handled correctly.
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- Call `updateCoins` appropriately: Ensure that the `updateCoins` function is called in all places where the coin count changes, not just when an enemy is destroyed. This includes when coins are spent on upgrades or any other actions that affect the coin count.
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- Consolidate the button references: Make sure there is only one reference to each button and that all updates to its visibility are applied to this single reference.
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1. Inside the `updateCoins` method, after updating the coin count, add a condition to check if the current number of coins is greater than or equal to the tower's upgrade cost. 2. If the condition is true, set the button's alpha to 1, making it fully visible. 3. If the condition is false, set the button's alpha to 0 or another value that indicates it is disabled or not fully visible. 4. This check should be performed every time the `updateCoins` method is called, regardless of whether it is triggered by an enemy's destruction or any other coin increment event.
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Identify the function or section of code where the player's coin count is updated. This is likely where enemies are destroyed or coins are collected. 2. Within this function, after updating the coin count, immediately check if the player has enough coins to afford the tower upgrade. 3. If the player has enough coins, set the `BuyBtn` alpha to 1 (visible). If not, set it to 0 (invisible). 4. Ensure that this check is not tied to any other game events, such as snowball collisions or enemy destruction. The visibility of the `BuyBtn` should only depend on the coin count and the upgrade cost.
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not sure what you did, but not the buybtn never turns back to visible if I have enough coins for the upgrade. fix this
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right now the buybtn turns invisible only that after a snowball hits an enemy, which is a bug. the check for the button's visibility should have nothing to do with the snowball, instead it should only check the amount of available coins the player has, and based on that make that button be visible or invisible. Make the tower button turn invisible instantly after spending coins for an upgrade
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Make the tower button turn invisible instantly after spending coins for an upgrade, right now it only does that after a snowball hits an enemy, which is a bug. the check for the button's visibility should have nothing to do with the snowball, instead, it should only check the number of available coins the player has, and based on that make that button be visible or invisible
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Make the tower button turn invisible instantly after spending coins for an upgrade, right now it only does that after a snowball hits an enemy, which is a bug. the check for the button's visibility should have nothing to do with the snowball, instead it should only check the amount of available coins the player has, and based on that make that button be visible or invisible
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your last update worked, however the button turns invisible with a delay after spending my coins for an upgrade. the button should turn invisible instantly after spending my coins, since the coins are deducted instantly as well
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'alpha')' in this line: 'self.gameInstance.buyButton.alpha = 0;' Line Number: 26
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'alpha')' in this line: 'self.gameInstance.BuyBtn.alpha = 0;' Line Number: 26
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you correctly made the buybtn transaprent in the start, and turn it visible when enough coins have been collected, but after upgrading the tower, you need to make that check again as after upgrading it, coins will be deducted from the player coin, thus the player will again not have enough coins for an upgrade, which means you'll have to turn the button invisible again. that button may only be visible if the player has enough coins for the upgrade, otherwise it should be invisible
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the BuyBtn should be transparent by default. only make it visible when the player has collected enough coins for the cost associated eith the current upgrade
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
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give the BuyBtn a numerical X & Y position so I can edit it's position, relative to the tower's position
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create a new asset called BuyBtn and place it bellow the cost text of the tower. this will behave as the button which player can press to purchase an upgrade for the tower
Code edit (1 edits merged)
Please save this source code
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decrease the speed of the enemies by 25%
var Tower = Container.expand(function () { var self = Container.call(this); self.scheduleNextSnowball = function () {}; self.isActive = false; self.level = 1; self.upgradeCost = 10; self.snowballSpeed = 5; self.activationCost = 10; self.upgradeTower = function () { if (self.gameInstance.coins >= self.upgradeCost) { self.gameInstance.coins -= self.upgradeCost; self.level += 1; if (self.level === 2) { self.isActive = true; self.shootSnowball(); } else if (self.level > 2) { self.snowballSpeed += 1; if (self.gameInstance.bullets.length > 0) { self.gameInstance.bullets[0].speed = self.snowballSpeed; } } self.upgradeCost += 5; self.gameInstance.updateCoins(0); self.gameInstance.towerCostText.setText(self.upgradeCost.toString()); } self.gameInstance.towerButton.alpha = self.gameInstance.coins >= self.upgradeCost ? 1 : 0.5; if (self.gameInstance.coins < self.upgradeCost) { console.log('Not enough coins to upgrade the tower'); } }; self.shootSnowball = function () { if (self.isActive && self.gameInstance.bullets.length === 0) { var snowball = new Snowball(self.snowballSpeed); snowball.x = self.x; snowball.y = self.y + 80; self.gameInstance.bullets.push(snowball); self.parent.addChild(snowball); } }; }); var Snowball = Container.expand(function (speed) { var self = Container.call(this); self.speed = speed; var snowballGraphics = self.createAsset('snowball', 'Snowball Graphics', .5, .5); self.speed = speed; }); var Base = Container.expand(function () { var self = Container.call(this); self.health = 100; self.updateHealth = function () {}; }); var Enemy_2 = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy_2', 'Enemy_2 Graphics', .5, .5); self.speed = 4; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.destroy(); self.gameInstance.updateCoins(2); self.gameInstance.enemies = self.gameInstance.enemies.filter(function (e) { return e !== self; }); }; }); var Spawner = Container.expand(function (x, y) { var self = Container.call(this); var spawnerGraphics = self.createAsset('spawner', 'Spawner Graphics', .5, .5); self.x = x; self.y = y; self.enemyWeights = { 'Enemy': 90, 'Enemy_2': 9, 'total': 99, 'bucket': [] }; self.resetEnemyBucket = function () { for (var key in self.enemyWeights) { if (key !== 'total' && key !== 'bucket') { for (var i = 0; i < self.enemyWeights[key]; i++) { self.enemyWeights.bucket.push(key); } } } }; self.resetEnemyBucket(); self.spawnEnemy = function () { if (self.enemyWeights.bucket.length === 0) { self.resetEnemyBucket(); } var randomIndex = Math.floor(Math.random() * self.enemyWeights.bucket.length); var chosenEnemy = self.enemyWeights.bucket.splice(randomIndex, 1)[0]; var enemy; switch (chosenEnemy) { case 'Enemy': enemy = new Enemy(self, self.parent); break; case 'Enemy_2': enemy = new Enemy_2(self, self.parent); break; } if (!enemy) throw new Error('Invalid enemy type: ' + chosenEnemy); enemy.x = self.x + 20; enemy.y = self.y + 250; self.parent.enemyLayer.addChild(enemy); self.parent.enemies.push(enemy); }; }); var Game = Container.expand(function () { var self = Container.call(this); self.shootSnowball = function () { if (self.tower) { self.tower.shootSnowball(); } }; self.towerButton = self.createAsset('towerButton', 'Tower Button', .5, .5); self.towerButton.x = 2048 / 2 - 900; self.towerButton.y = 1800 - 1300; var towerCenterX = self.towerButton.x + self.towerButton.width * 0.5; var towerCenterY = self.towerButton.y + self.towerButton.height * 0.5; self.towerButton.on('down', function () { if (self.tower) { self.tower.upgradeTower(); } }); LK.gui.addChild(self.towerButton); var background = self.createAsset('background', 'Game Background', 0, 0); background.width = LK.stage.width; background.height = LK.stage.height; var GUI = self.createAsset('GUI', 'GUI Asset', 0.5, 0.5); GUI.x = 1024; GUI.y = 3650; self.addChild(GUI); var Coin = self.createAsset('coin', 'Coin Asset', 0.5, 0.5); Coin.x = 124; Coin.y = 2620; self.addChild(Coin); self.GUI = GUI; self.coins = 0; self.coinDisplay = new Text2('0', { size: 100, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 6 }); self.coinDisplay.anchor.set(0, 0.5); self.coinDisplay.x = 170; self.coinDisplay.y = 1840; LK.gui.addChild(self.coinDisplay); self.removeCoinDisplay = function () { LK.gui.removeChild(self.coinDisplay); }; var towerCost = 10; self.towerCostText = new Text2(towerCost.toString(), { size: 70, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 8 }); self.towerCostText.anchor.set(0.5, 0.5); self.towerCostText.x = self.towerButton.x; self.towerCostText.y = self.towerButton.y; var BuyBtn = self.createAsset('buyButton', 'Buy Button', 0.5, 0.5); BuyBtn.x = towerCenterX - 140; BuyBtn.y = towerCenterY - 80; BuyBtn.alpha = 0; BuyBtn.on('down', function () { if (self.tower) { self.tower.upgradeTower(); } }); LK.gui.addChild(BuyBtn); LK.gui.addChild(self.towerCostText); self.updateCoins = function (coinIncrement) { self.coins += coinIncrement; self.coinDisplay.setText(self.coins.toString()); if (self.coins >= self.tower.upgradeCost) { BuyBtn.alpha = 1; } else { BuyBtn.alpha = 0; } self.towerButton.alpha = self.coins >= self.tower.upgradeCost ? 1 : 0.5; if (self.tower) { self.towerButton.alpha = self.coins >= self.tower.upgradeCost ? 1 : 0.5; } }; self.enemies = []; var base = self.addChild(new Base()); self.bullets = []; self.snowballSpeed = 7; self.tower = self.addChild(new Tower()); self.tower.x = towerCenterX; self.tower.y = towerCenterY; self.tower.gameInstance = self; base.x = 2048 / 2; base.y = 2732 - base.height / 2; self.enemyLayer = new Container(); self.addChild(self.enemyLayer); var spawner1 = new Spawner(2048 / 6 + 200, -200); var spawner2 = new Spawner(2048 / 2 + 100, -200); var spawner3 = new Spawner(2048 / 6 * 5, -200); self.addChild(spawner1); self.addChild(spawner2); self.addChild(spawner3); var spawner1Timer = LK.setInterval(function () { spawner1.spawnEnemy(); }, 2000); spawner1.spawnEnemy(); var spawner2Timer = LK.setInterval(function () { spawner2.spawnEnemy(); }, 2500); spawner2.spawnEnemy(); var spawner3Timer = LK.setInterval(function () { spawner3.spawnEnemy(); }, 3000); spawner3.spawnEnemy(); LK.on('tick', function () { self.enemies.forEach(function (enemy) { enemy.move(); if (enemy.y + enemy.height / 2 >= LK.stage.height) { self.removeCoinDisplay(); LK.showGameOver(); } }); self.bullets.forEach(function (snowball) { snowball.x += snowball.speed; self.enemies.forEach(function (enemy) { if (snowball.intersects(enemy)) { enemy.destroyEnemy(); } }); if (snowball.x > LK.stage.width) { self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); if (self.tower.isActive) { self.tower.shootSnowball(); } } }); }); });
===================================================================
--- original.js
+++ change.js
@@ -94,9 +94,18 @@
self.resetEnemyBucket();
}
var randomIndex = Math.floor(Math.random() * self.enemyWeights.bucket.length);
var chosenEnemy = self.enemyWeights.bucket.splice(randomIndex, 1)[0];
- var enemy = new window[chosenEnemy](self, self.parent);
+ var enemy;
+ switch (chosenEnemy) {
+ case 'Enemy':
+ enemy = new Enemy(self, self.parent);
+ break;
+ case 'Enemy_2':
+ enemy = new Enemy_2(self, self.parent);
+ break;
+ }
+ if (!enemy) throw new Error('Invalid enemy type: ' + chosenEnemy);
enemy.x = self.x + 20;
enemy.y = self.y + 250;
self.parent.enemyLayer.addChild(enemy);
self.parent.enemies.push(enemy);
Create a pixel rendition of a winter skyline for a pixel game. The image should feature a light blue sky dominating the scene, with subtle pixelated outlines of mountain crests at the bottom. The sky needs to be clear and bright, showcasing the crispness of a winter day in a pixel art style. Use a gradient of light blue near the pixelated mountain silhouettes, gradually transitioning to a deeper blue towards the top of the image, all in a charming, pixelated format to evoke a serene, wintry atmosphere.. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute chubby angry parachuting penguin wearing a santa hat. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
frosty tube. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
game coin with a snowflake symbol. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green plain UI button. pixelated. 8 bit. rectangular. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
puff of snowy smoke. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
round snowball. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
frosty text saying (SPEED UP).wings on the edges. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute fat chubby parachuting penguin wearing a santa hat. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
plain frosty user interface panel. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.
cute angry parachuting penguin wearing a santa hat. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.