User prompt
after your last update I can no longer upgrade my existing tower, the upgrade button never shows when I have enough coins, so that I may upgrade it, which is a bug
User prompt
after your last update I can no longer upgrade my existing tower, the upgrade button never shows when I have enough coins, so that I may upgrade it, which is a bug
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'upgradeCost')' in this line: 'if (self.coins >= self.tower.upgradeCost) {' Line Number: 227
User prompt
now, update the game logic to allow for more than one tower to exist in the game. ensure that all tower related properties are tied to the already existing tower, which shall be named Tower_1, so that each subsequent new added tower can behave independently
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'upgradeCost')' in this line: 'self.upgradeCost = 10;' Line Number: 14
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'upgradeCost')' in this line: 'self.upgradeCost = 10;' Line Number: 14
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'upgradeCost')' in this line: 'self.upgradeCost = 10;' Line Number: 14
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'upgradeCost')' in this line: 'self.upgradeCost = 10;' Line Number: 14
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'upgradeCost')' in this line: 'self.upgradeCost = 10;' Line Number: 14
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Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'upgradeCost')' in this line: 'self.upgradeCost = 10;' Line Number: 14
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'expand')' in this line: 'var Tower_2 = Tower.expand(function () {' Line Number: 1
User prompt
now, update the game logic to allow for more than one tower to exist in the game. on top of the already existing tower, I want to add an additional 4, for a total of 5 towers.Each tower will be added below the previous one. Starting with the existing tower named Tower_1, added 4 more Towers up to Tower_5. Each tower will have it's own individual properties. Even though they all start from the same cost and have the same starting properties, players should be able to upgrade each one individually
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Fix Bug: 'ReferenceError: TextStyle is not defined' in this line: 'self.towerCostText.style = new TextStyle({' Line Number: 233
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = '#ff0000';' Line Number: 233
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = '#ff0000';' Line Number: 233
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = '#ff0000';' Line Number: 233
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = '#ff0000';' Line Number: 233
User prompt
in this line of code, change the alpha to 1 and add a new line that makes the towerupgrade cost color red. change nothing else, just other than this specific part of the code " } else { BuyBtn.alpha = 0; self.towerCostText.alpha = 0; }"
User prompt
Fix Bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = '#ff0000';' Line Number: 213
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change this line to make the alpha 1 and the color of the owerCostText to red } else { BuyBtn.alpha = 0; self.towerCostText.alpha = 0; }
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = "#ffffff";' Line Number: 229
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Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = self.coins >= self.tower.upgradeCost ? "#ffffff" : "#ff0000";' Line Number: 227
User prompt
Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = "#ffffff";' Line Number: 229
User prompt
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
User prompt
Fix Bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in this line: 'self.towerCostText.style.fill = "#ffffff";' Line Number: 229
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(1); 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 = 3; 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.alpha = 1; }; 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(1); 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; self.towerCostText.alpha = 0; 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; self.towerCostText.alpha = 1; } else { BuyBtn.alpha = 1; self.towerCostText.alpha = 1; self.towerCostText.style.fill = '#ff0000'; } if (self.tower) { self.towerButton.alpha = 1; } }; 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
@@ -229,9 +229,9 @@
self.towerCostText.alpha = 1;
} else {
BuyBtn.alpha = 1;
self.towerCostText.alpha = 1;
- self.towerCostText.fill = '#ff0000';
+ self.towerCostText.style.fill = '#ff0000';
}
if (self.tower) {
self.towerButton.alpha = 1;
}
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.