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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 223
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 223
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 221
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 221
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 221
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 221
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 221
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 221
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Fix Bug: 'TypeError: Cannot set properties of null (setting 'visible')' in this line: 'tower.BuyBtn.visible = canAffordUpgrade;' Line Number: 221
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Fix Bug: 'Uncaught TypeError: Cannot read properties of null (reading 'y')' in this line: 'towerCostText.y = tower.BuyBtn.y - 100;' Line Number: 255
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Fix Bug: 'Uncaught TypeError: Cannot read properties of null (reading 'x')' in this line: 'towerCostText.x = tower.BuyBtn.x;' Line Number: 254
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each tower should display the towerbutton asset, yet now I can't see that on any tower. ensure the towerbutton position remains on the same position as the current position of the buybtn assets set in the code now
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each tower should display the towerbutton asset, yet now I can't see that on any tower
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after upgrading a tower, the cost text increases and the available coins decreases, which means the displayed cost text on the button is higher than the available coins, which means it should be transaprent. yet that transparency is not instantly applied, but the game waits for an enemy to be destroyed before making that check to show the cost transparency. ensure that chck is done before killing an enemy, as the available ciins is the correct value that has to be checked
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Ensure that the upgrade cost text visibility is updated in the `updateTowerButtons` method, which should be called whenever there is a change in the player's coin count. This method should check if the player has enough coins to afford the upgrade and update the alpha value of the upgrade cost text accordingly.
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you should update the `towerCostText.alpha` in the `updateCoins` function of the `Game` class, where you're iterating over each tower and updating the visibility of the `BuyBtn`. In the same loop, set the `towerCostText.alpha` to 1 or 0.5 based on whether the `BuyBtn` is visible or not.
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In the `else` block of the same `if` statement, where you currently have a `console.log` statement, you should set the `towerCostText.alpha` to 0.5 to indicate that the player cannot afford the upgrade.
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Inside the `upgrade` function of the `Tower` class, after the `if` statement that checks if the player has enough coins to upgrade (`if (this.gameInstance.coins >= this.upgradeCost)`), you should set the `towerCostText.alpha` to 1 to indicate that the player can afford the upgrade.
Code edit (1 edits merged)
Please save this source code
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ensure that the upgrade cost text follows the same visibility rules and checks as the `BuyBtn`, you need to update the alpha value of the `towerCostText` in the same places where the visibility of the `BuyBtn` is updated. In the `Tower` class, where the `upgrade` function is defined, you already have a check for the player's coins against the upgrade cost. You're updating the `BuyBtn` visibility based on this check. You should apply the same logic to the `towerCostText` alpha property.
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ensure the upgrade cost text follows the same visibility rules and logic as the buybtn. make the cost visible when enough coins are available, and transparent when not. ensure they use the same check as the buybtn does
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Since the game starts with 0 coins, the initial visibility of the `BuyBtn` should be set to false. This can be done in the initialization code for the towers where the `BuyBtn` is created.
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Ensure that this check is performed not only when coins are collected but also when they are spent, so the visibility of the `BuyBtn` is always accurate.
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If the player does not have enough coins, the `BuyBtn` should be set to invisible (`tower.BuyBtn.visible = false`).
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If the player has enough coins (`self.coins >= tower.upgradeCost`), the `BuyBtn` should be set to visible (`tower.BuyBtn.visible = true`).
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(5); self.gameInstance.removeEnemy(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(5); self.gameInstance.removeEnemy(self); }; }); var Tower = Container.expand(function (gameInstance) { var self = Container.call(this); self.activeSnowball = null; self.gameInstance = gameInstance; self.isActive = false; self.level = 1; self.upgradeCost = 10; self.snowballSpeed = 5; self.activationCost = 10; self.BuyBtn = null; self.shootSnowball = function () { if (self.isActive && !self.gameInstance.isGameOver && self.activeSnowball === null) { var snowball = new Snowball(self.snowballSpeed, self.x, self.y, self.x, self.y); self.activeSnowball = snowball; snowball.on('destroyed', self.onSnowballDestroyed); self.gameInstance.bullets.push(snowball); self.gameInstance.enemyLayer.addChild(snowball); } }; self.scheduleNextSnowball = function () { if (this.isActive) { self.shootSnowball(); LK.setTimeout(this.scheduleNextSnowball.bind(this), 2000); } }; self.onSnowballDestroyed = function () { self.activeSnowball = null; self.scheduleNextSnowball(); }; self.upgrade = function () { if (this.gameInstance.coins >= this.upgradeCost) { this.gameInstance.coins -= this.upgradeCost; this.gameInstance.updateCoins(0); this.level++; if (this.level === 2) { this.isActive = true; this.scheduleNextSnowball(); } if (this.level > 2) { this.snowballSpeed++; this.gameInstance.bullets.forEach((function (bullet) { if (bullet instanceof Snowball && bullet.speed < this.snowballSpeed) { bullet.speed = this.snowballSpeed; } }).bind(this)); } this.upgradeCost += 5; this.towerCostText.setText(this.upgradeCost.toString()); } if (this.BuyBtn) { this.BuyBtn.visible = this.gameInstance.coins >= this.upgradeCost; this.towerCostText.alpha = 1; } else { this.towerCostText.alpha = 0.5; this.towerCostText.alpha = 0.5; } }; }); var Snowball = Container.expand(function (speed) { var self = Container.call(this); self.x = arguments[1]; self.y = arguments[2]; self.speed = speed; self.x = arguments[3]; self.y = arguments[4]; 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(5); self.gameInstance.removeEnemy(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.updateTowerButtons = function () { self.towers.forEach(function (tower) { var canAffordUpgrade = self.coins >= tower.upgradeCost; if (tower.BuyBtn) tower.BuyBtn.visible = canAffordUpgrade; tower.towerCostText.alpha = tower.BuyBtn.visible ? 1 : 0.5; console.log('Current coin count: ' + self.coins + ', Upgrade cost for tower: ' + tower.upgradeCost); }); }; self.removeEnemy = function (enemy) { self.enemies = self.enemies.filter(function (e) { return e !== enemy; }); self.updateTowerButtons(); }; 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; LK.gui.addChild(self.towerCostText); self.updateCoins = function (coinIncrement) { self.coins += coinIncrement; self.coinDisplay.setText(self.coins.toString()); self.towers.forEach(function (tower) { var canAffordUpgrade = self.coins >= tower.upgradeCost; tower.BuyBtn.visible = canAffordUpgrade; tower.towerCostText.alpha = canAffordUpgrade ? 1 : 0.5; }); if (self.tower) { self.towerButton.alpha = 1; } }; self.enemies = []; var base = self.addChild(new Base()); self.bullets = []; self.snowballSpeed = 7; self.initializeTower = function (x, y) { var tower = self.addChild(new Tower(self)); tower.x = x; tower.y = y; tower.scale.x = 8; tower.scale.y = 8; tower.BuyBtn = LK.getAsset('buyButton', 'Buy Button', 0.5, 0.5); tower.BuyBtn.x = tower.x - 140; tower.BuyBtn.y = tower.y - tower.height / 2 - 80; tower.BuyBtn.visible = false; LK.gui.addChild(tower.BuyBtn); tower.BuyBtn.on('down', (function () { this.upgrade(); }).bind(tower)); var towerCostText = new Text2(tower.upgradeCost.toString(), { size: 70, fill: "#ffffff", align: 'center', stroke: '#000000', strokeThickness: 8 }); towerCostText.anchor.set(0.5, 0.5); towerCostText.x = tower.BuyBtn.x; towerCostText.y = tower.BuyBtn.y - 100; towerCostText.alpha = 1; tower.towerCostText = towerCostText; LK.gui.addChild(towerCostText); return tower; }; var towerCenterX = LK.stage.width / 2; var towerCenterY = LK.stage.height / 2; self.towers = [self.initializeTower(towerCenterX - 750, towerCenterY + 300), self.initializeTower(towerCenterX - 750, towerCenterY), self.initializeTower(towerCenterX - 750, towerCenterY - 300), self.initializeTower(towerCenterX - 750, towerCenterY - 600), self.initializeTower(towerCenterX - 750, towerCenterY - 900)]; 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(); var tower = self.towers.find(function (t) { return t.activeSnowball === snowball; }); if (tower) tower.onSnowballDestroyed(snowball); self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); } }); if (snowball.x > LK.stage.width) { var tower = self.towers.find(function (t) { return t.activeSnowball === snowball; }); if (tower) tower.onSnowballDestroyed(snowball); self.bullets = self.bullets.filter(function (b) { return b !== snowball; }); snowball.destroy(); } }); }); });
===================================================================
--- original.js
+++ change.js
@@ -217,13 +217,11 @@
self.updateCoins = function (coinIncrement) {
self.coins += coinIncrement;
self.coinDisplay.setText(self.coins.toString());
self.towers.forEach(function (tower) {
- if (self.coins >= tower.upgradeCost) {
- tower.BuyBtn.visible = true;
- } else {
- tower.BuyBtn.visible = false;
- }
+ var canAffordUpgrade = self.coins >= tower.upgradeCost;
+ tower.BuyBtn.visible = canAffordUpgrade;
+ tower.towerCostText.alpha = canAffordUpgrade ? 1 : 0.5;
});
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.