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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = "#ff0000";' Line Number: 232
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right now, the tower's upgrade cost is invisible if the player doesn't have enough coins, and turns visible if they have enough coins. I want to maintain this logic, but instead of changing transparency, I want to change color. so while the cost should always be fully visible, I want it to be red if the player doesn't have enough coins, and turn white if enough coins are available
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right now, the tower's upgrade cost is invisible if the player doesn't have enough coins, and turns visible if they have enough coins. I want to maintain this logic, but instead of changing transparency, I want to change color. so while the cost should always be fully visible, I want it to be red if the player doesn't have enough coins, and turn white if enough coins are available
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = '#ff0000';' Line Number: 232
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right now, the tower's upgrade cost is invisible if the player doesn't have enough coins, and turns visible if they have enough coins. I want to maintain this logic, but instead of changing transparency, I want to change color. so while the cost should always be fully visible, I want it to be red if the player doesn't have enough coins, and turn white if enough coins are available
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the last change regarding the tower cost worked, with one minor bug. the cost is still visible when the game starts, only becoming invisible as expected after destroying an enemy. ensure the cost is hidden from the start of the game
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attach the tower's cost to the buybtn so that it follows the same transparency logic. that means that similar to the buybtn, only display the text cost if enough coins are available, otherwise hide the text
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all enemies must award just 1 coin per enemy, regardles if it's enemy 1,2 or 3
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 5. If you find any code that incorrectly modifies the tower's `alpha` property, update that logic to maintain the `alpha` at `1`
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 3. Verify that there are no event listeners or callbacks linked to the tower that might be changing its `alpha` property. Ensure that event listeners for the tower are only affecting the intended properties.
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 2. Check the `Game` class, specifically the logic that handles the destruction of enemies. Look for any code that might be inadvertently affecting the tower's `alpha` property. This could be a shared function or a callback that is executed when an enemy is destroyed.
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 4. If the tower's visibility is linked to the game state (for example, the number of coins or the tower's level), ensure that the logic correctly updates the tower's `alpha` property only when it is supposed to change, and that it remains at `1` (fully opaque) otherwise
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add a new enemy called Enemy_3 with a speed of 7, and update all their weight. Enemy_1 has a weight of 55, enemy_2 has 33 and enemy_3 a weight of 11
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 4. If the tower's visibility is linked to the game state (for example, the number of coins or the tower's level), ensure that the logic correctly updates the tower's `alpha` property only when it is supposed to change, and that it remains at `1` (fully opaque) otherwise
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 3. Verify that there are no event listeners or callbacks linked to the tower that might be changing its `alpha` property. Ensure that event listeners for the tower are only affecting the intended properties.
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 2. Check the `Game` class, specifically the logic that handles the destruction of enemies. Look for any code that might be inadvertently affecting the tower's `alpha` property. This could be a shared function or a callback that is executed when an enemy is destroyed.
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change the snowball logic, so that it it's destroyed after touching any enemy. since the snowball has been destroyed, maintain the same firing logic for the tower, and immediately fire a new snowball since the active one has been destroyed. the only thing that changes is that in addition to the snowball being destroyed by the right edge of the screen, it can now also be destroyed by touching any enemy
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the tower's visibility becomes semi-transparent when it should remain fully visible at all times. 2. Check the `Game` class, specifically the logic that handles the destruction of enemies. Look for any code that might be inadvertently affecting the tower's `alpha` property. This could be a shared function or a callback that is executed when an enemy is destroyed.
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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
var Enemy_3 = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy_3', 'Enemy_3 Graphics', .5, .5); self.speed = 7; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.destroy(); self.gameInstance.updateCoins(3); self.gameInstance.enemies = self.gameInstance.enemies.filter(function (e) { return e !== self; }); }; }); var Enemy = Container.expand(function (spawnerInstance, gameInstance) { var self = Container.call(this); self.gameInstance = gameInstance; var enemyGraphics = self.createAsset('enemy', 'Enemy Graphics', .5, .5); self.speed = 3; self.move = function () { self.y += self.speed; }; self.on('down', function () { self.destroyEnemy(); }); self.destroyEnemy = function () { self.destroy(); self.gameInstance.updateCoins(1); self.gameInstance.enemies = self.gameInstance.enemies.filter(function (e) { return e !== self; }); }; }); 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()); } 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 = 5; 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': 80, 'Enemy_2': 13, 'Enemy_3': 6, '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; case 'Enemy_3': enemy = new Enemy_3(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; } 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(); }, 3000); spawner1.spawnEnemy(); var spawner2Timer = LK.setInterval(function () { spawner2.spawnEnemy(); }, 2500); spawner2.spawnEnemy(); var spawner3Timer = LK.setInterval(function () { spawner3.spawnEnemy(); }, 2000); 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(); self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); if (self.tower.isActive) { self.tower.shootSnowball(); } } }); 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
@@ -60,9 +60,8 @@
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');
}
};
@@ -227,9 +226,8 @@
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;
}
};
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.