User prompt
Tap to Spin: Input Detection: Monitor for screen tap inputs from the player. Spin Initiation: Upon detecting a tap, disable further taps until the current spin cycle completes to prevent overlapping actions.
User prompt
Develop a Spinning Wheel Mechanic that serves as the core gameplay feature. The mechanic involves a horizontally aligned wheel with 8 cells, each representing a distinct damage value. Players interact with the wheel by tapping the screen to initiate spins, which determine the damage output for their attacks.
User prompt
create an asset named Slot_Reel and one named Slot_Active
User prompt
Create the Animation Loop Start cycling through the tiles by incrementing activeIndex. For each move: Highlight the current tile (activeIndex). Wait for the delay based on the current speed (delay). Update the speed: If within the startingMovesRange, keep the speed constant (startingSpeed). After startingMoves, double the delay after each step. Check if the current step matches the finalIndex: If so, stop the animation. Highlight the final resting tile.
User prompt
Handle Spin Trigger When the player taps to spin: Randomly pick the starting number of moves from the startingMovesRange. Determine the stopping tile index (finalIndex) based on the current position and number of total moves (can be randomized for variety).
User prompt
Use a variable (activeIndex) to track the current active tile's position (e.g., start at 0). Have a variable (startingSpeed) for the initial speed of animation (10ms). Define a range (startingMovesRange) between 10–15 for the number of moves at the starting speed. Set a multiplier counter (speedMultiplierCount) to control how many speed doublings occur before stopping. Define a variable to store the final resting tile index (finalIndex).
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var animationInterval = setInterval(function () {' Line Number: 64
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now when the player taps, i need you to create a system that runs through all slots, giving the impression of spinning the wheel. an animation starts where an active tile moves inside the array, starting from the current position and moving one tile to the right after every turn. so it moves one tile to the right at a time, with an increasing speed. so at first start the first 10 moves at the starting speed of 10, then after the starting moves have been hit, start doubling the speed value after each tile, to slow down the movement, so if it started at 10, the next animation happens after 20 then the next after 40 then the next after 80 and so on. Then you hve another global variable that sets how many multiplications are done before the tile stops on the tile it lands on, and that's the final cell it will stop and rest. on the next click after the file reached a static position, it can be spined again, starting from it's current position. and actually the starting number of tiles that are done at the starting speed need to be a range between 10 and 15, so after each spin you pick a random number between these two ranges.
Code edit (1 edits merged)
Please save this source code
User prompt
make the array horizontal instead of vertical, i want to have a single row but 8 columns
User prompt
i need an array with a single column not three and the array needs to be static,remove the spinning functionality for now
Initial prompt
8 array slot reel
/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // SpinWheel class to represent the spinning wheel mechanic var SpinWheel = Container.expand(function () { var self = Container.call(this); self.cells = []; self.activeIndex = 0; self.startingSpeed = 10; self.startingMovesRange = { min: 10, max: 15 }; self.speedMultiplierCount = 0; self.finalIndex; // Initialize the wheel with cells self.init = function (cells) { self.cells = cells; for (var i = 0; i < cells.length; i++) { var cell = self.attachAsset(cells[i], { anchorX: 0.5, anchorY: 0.5, x: i * 200 // Space cells horizontally }); self.addChild(cell); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize spinning wheel var wheel = new SpinWheel(); var cells = ['cell1', 'cell2', 'cell3', 'cell4', 'cell5', 'cell6', 'cell7', 'cell8']; wheel.init(cells); wheel.x = 200; // Initial x position wheel.y = 500; // Space cells horizontally game.addChild(wheel); // Add event listener for spin trigger game.down = function (x, y, obj) { // Randomly pick the starting number of moves from the startingMovesRange var startingMoves = Math.floor(Math.random() * (wheel.startingMovesRange.max - wheel.startingMovesRange.min + 1)) + wheel.startingMovesRange.min; // Determine the stopping cell index (finalIndex) based on the current position and number of total moves wheel.finalIndex = (wheel.activeIndex + startingMoves) % cells.length; // Start cycling through the cells by incrementing activeIndex var currentMove = 0; var currentSpeed = wheel.startingSpeed; var animationLoop = LK.setInterval(function () { // Highlight the current cell (activeIndex) wheel.cells[wheel.activeIndex].tint = 0x00ff00; // Highlight with green color // Wait for the delay based on the current speed (delay) // Update the speed: if (currentMove < startingMoves) { // If within the startingMovesRange, keep the speed constant (startingSpeed) currentSpeed = wheel.startingSpeed; } else { // After startingMoves, double the delay after each step currentSpeed *= 2; wheel.speedMultiplierCount++; } // Check if the current step matches the finalIndex: if (wheel.activeIndex == wheel.finalIndex && wheel.speedMultiplierCount > 2) { // If so, stop the animation LK.clearInterval(animationLoop); // Highlight the final resting cell wheel.cells[wheel.activeIndex].tint = 0xff0000; // Highlight with red color } // Increment activeIndex for the next cycle wheel.activeIndex = (wheel.activeIndex + 1) % cells.length; // Increment currentMove currentMove++; }, currentSpeed); };
===================================================================
--- original.js
+++ change.js
@@ -1,24 +1,31 @@
/****
* Classes
****/
+//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
-// SlotReel class to represent each reel in the slot machine
-var SlotReel = Container.expand(function () {
+// SpinWheel class to represent the spinning wheel mechanic
+var SpinWheel = Container.expand(function () {
var self = Container.call(this);
- self.symbols = [];
- self.speed = 0;
- self.isSpinning = false;
- // Initialize the reel with symbols
- self.init = function (symbols) {
- self.symbols = symbols;
- for (var i = 0; i < symbols.length; i++) {
- var symbol = self.attachAsset(symbols[i], {
+ self.cells = [];
+ self.activeIndex = 0;
+ self.startingSpeed = 10;
+ self.startingMovesRange = {
+ min: 10,
+ max: 15
+ };
+ self.speedMultiplierCount = 0;
+ self.finalIndex;
+ // Initialize the wheel with cells
+ self.init = function (cells) {
+ self.cells = cells;
+ for (var i = 0; i < cells.length; i++) {
+ var cell = self.attachAsset(cells[i], {
anchorX: 0.5,
anchorY: 0.5,
- x: i * 200 // Space symbols horizontally
+ x: i * 200 // Space cells horizontally
});
- self.addChild(symbol);
+ self.addChild(cell);
}
};
});
@@ -31,58 +38,46 @@
/****
* Game Code
****/
-// Initialize slot reels
-var reels = [];
-var symbols = ['symbol1', 'symbol2', 'symbol3', 'symbol4', 'symbol5', 'symbol6', 'symbol7', 'symbol8'];
-// Declare variables for tracking the active tile's position, initial speed of animation, number of moves at the starting speed, speed multiplier counter, and final resting tile index
-var activeIndex = 0;
-var startingSpeed = 10;
-var startingMovesRange = {
- min: 10,
- max: 15
-};
-var speedMultiplierCount = 0;
-var finalIndex;
-// Create 1 slot reel
-var reel = new SlotReel();
-reel.init(symbols);
-reel.x = 200; // Initial x position
-reel.y = 500; // Space reels vertically
-reels.push(reel);
-game.addChild(reel);
+// Initialize spinning wheel
+var wheel = new SpinWheel();
+var cells = ['cell1', 'cell2', 'cell3', 'cell4', 'cell5', 'cell6', 'cell7', 'cell8'];
+wheel.init(cells);
+wheel.x = 200; // Initial x position
+wheel.y = 500; // Space cells horizontally
+game.addChild(wheel);
// Add event listener for spin trigger
game.down = function (x, y, obj) {
// Randomly pick the starting number of moves from the startingMovesRange
- var startingMoves = Math.floor(Math.random() * (startingMovesRange.max - startingMovesRange.min + 1)) + startingMovesRange.min;
- // Determine the stopping tile index (finalIndex) based on the current position and number of total moves
- finalIndex = (activeIndex + startingMoves) % symbols.length;
- // Start cycling through the tiles by incrementing activeIndex
+ var startingMoves = Math.floor(Math.random() * (wheel.startingMovesRange.max - wheel.startingMovesRange.min + 1)) + wheel.startingMovesRange.min;
+ // Determine the stopping cell index (finalIndex) based on the current position and number of total moves
+ wheel.finalIndex = (wheel.activeIndex + startingMoves) % cells.length;
+ // Start cycling through the cells by incrementing activeIndex
var currentMove = 0;
- var currentSpeed = startingSpeed;
+ var currentSpeed = wheel.startingSpeed;
var animationLoop = LK.setInterval(function () {
- // Highlight the current tile (activeIndex)
- reels[0].symbols[activeIndex].tint = 0x00ff00; // Highlight with green color
+ // Highlight the current cell (activeIndex)
+ wheel.cells[wheel.activeIndex].tint = 0x00ff00; // Highlight with green color
// Wait for the delay based on the current speed (delay)
// Update the speed:
if (currentMove < startingMoves) {
// If within the startingMovesRange, keep the speed constant (startingSpeed)
- currentSpeed = startingSpeed;
+ currentSpeed = wheel.startingSpeed;
} else {
// After startingMoves, double the delay after each step
currentSpeed *= 2;
- speedMultiplierCount++;
+ wheel.speedMultiplierCount++;
}
// Check if the current step matches the finalIndex:
- if (activeIndex == finalIndex && speedMultiplierCount > 2) {
+ if (wheel.activeIndex == wheel.finalIndex && wheel.speedMultiplierCount > 2) {
// If so, stop the animation
LK.clearInterval(animationLoop);
- // Highlight the final resting tile
- reels[0].symbols[activeIndex].tint = 0xff0000; // Highlight with red color
+ // Highlight the final resting cell
+ wheel.cells[wheel.activeIndex].tint = 0xff0000; // Highlight with red color
}
// Increment activeIndex for the next cycle
- activeIndex = (activeIndex + 1) % symbols.length;
+ wheel.activeIndex = (wheel.activeIndex + 1) % cells.length;
// Increment currentMove
currentMove++;
}, currentSpeed);
};
\ No newline at end of file
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