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Set Up Recursive Timing: Instead of using a single setInterval, use a mechanism that schedules the next movement after the current one completes. This can be achieved by setting a timeout for each step based on the currentInterval. Update Position and Timing: Move Peon: Advance the Peon to the next tile, ensuring it loops back to the first tile after the eighth. Increase Delay: After each movement, multiply the currentInterval by the multiplier to increase the delay for the next step. Decrement Steps: Reduce the remaining step count by one. Terminate the Spin: When the step count reaches zero, stop the spin by: Clearing any remaining timeouts. Setting isSpinning to false. Extracting and handling the damage value from the final tile.
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Define the Starting Interval: Set a global value (e.g., startingInterval = 100) that represents the initial delay between movements. Define the Multiplier: Set a global value (e.g., multiplier = 2) that will be used to increase the delay after each step. Initialize the Current Interval: Before starting a spin, set currentInterval to the value of startingInterval.
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Introduce Global Timing Variables a. Starting Interval Definition: A global variable that holds the initial time delay between each Peon movement step. Purpose: Determines how quickly the Peon begins spinning. Example Value: 100 milliseconds. b. Multiplier Definition: A global variable that determines how much the interval increases after each movement step. Purpose: Controls the rate at which the Peon slows down. Example Value: 2 (doubling the interval each time). c. Current Interval Definition: A variable that tracks the current delay between steps, starting with the Starting Interval and increasing by the Multiplier. Purpose: Dynamically adjusts the timing as the Peon spins.
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the speed increase formula doesnt work. if it takes 100 miliseconds to move to the next cell, the multiplier should multiply the current value then apply that one for the next cell and so on. so if starting with 100, next value would be 200, and then 400 and so on
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create a global variable for the starting speed of the peon, which is currently the 100 miliseconds timer. then also create a variable called peon_speed_increase and have this as a multiplier for the starting speed. after each traveled cell, increase the current speed by that amunt. so with a increase multiplier of 2, if the first tile it takes 100 milisecond to travel, for the next tile the speed is 200, the multiple again speed is 400, then 800 and so on. keep adding the timer until the last tile when it stops, then restart the next cycle back fro mthe starting speed of 100
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create a global variable for the starting speed of the peon
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switch the position and contents of heal with 100 damage. heal should appear as the 8th and 100 as the 4th cell
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Please fix the bug: 'Uncaught TypeError: setInterval is not a function' in or related to this line: 'var interval = setInterval(function () {' Line Number: 29
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Tap Event May Not Trigger Spin Properly Observation: In the game.down function: javascript Copy code game.down = function (x, y, obj) { if (!wheel.isSpinning) { wheel.isSpinning = true; wheel.spin(peon); } }; Additionally, in the SpinningWheel.spin method: javascript Copy code self.spin = function (peon) { if (!self.isSpinning) { self.isSpinning = true; peon.spin(self); } }; There is potential redundancy in setting isSpinning to true in both the game.down function and the SpinningWheel.spin method. Solution: Streamline Spin Activation Action Steps: Avoid Redundant State Setting: Modify either the game.down function or the SpinningWheel.spin method to set isSpinning = true to prevent conflicting states. Ensure Spin Method is Called: Verify that the wheel.spin(peon) method is indeed being called when the screen is tapped. You can do this by adding a temporary console log or debug statement within the game.down function to confirm the tap is registered. Check Spin Conditions: Ensure that the condition if (!wheel.isSpinning) accurately reflects whether a spin is currently in progress.
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Observation: In your game code, you initialize the spinning wheel with wheel.init(cells). However, the SpinningWheel.init method is defined without accepting any parameters. Solution: Ensure Proper Initialization Action Steps: Match Initialization Calls: Remove the cells argument when calling wheel.init(), ensuring that it aligns with the method definition. Confirm Method Definitions: Ensure that the init method within the SpinningWheel class does not expect any parameters. If it does, update the method accordingly or adjust the initialization call to match.
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the peon remains static, it doesnt move as expected after tapping on the screen
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the peon remains static, it doesnt move as expected after tapping on the screen
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the peon remains static, it doesnt move as expected after tapping on the screen
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Determining Spin Steps: Randomization: Generate a random integer between 10 and 15 to determine the total number of steps Peon will move during the spin. This range ensures variability in where Peon lands. Movement Logic: Sequential Advancement: Move Peon one cell to the right per step. After reaching Cell 8, loop back seamlessly to Cell 1. Animation Timing: Implement consistent timed intervals between each step to create a smooth and visually appealing spinning animation. Completion of Spin: Final Position: After completing the determined number of steps, Peon lands on the final cell. Damage Retrieval: Extract the damage value from the landed cell to set up the player's next attack.
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Tap to Spin: Input Detection: Continuously listen for tap inputs from the player. Spin Activation: When a tap is detected: Disable further tap inputs to prevent multiple simultaneous spins. Initiate the spinning process, causing Peon to move across the wheel. Spin Completion: Re-enable Input: After the spin and subsequent attack phases are complete, re-enable tap inputs to allow the player to initiate the next spin.
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sometimes the peon is not visible on the grid upon restart, ensure it can only spawn within the array's bounds
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Upon game start or reset, assign Peon to a random cell within the 8-cell array
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Upon game start or reset, assign Peon to a random cell within the 8-cell array. This ensures varied gameplay and unpredictability from the outset.
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Maintain a variable to track Peon’s current position (ranging from 1 to 8). This variable updates as Peon moves across the wheel.
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show the damage as text on each cell
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Wheel Configuration: Array Setup: Create an ordered array representing the 8 cells of the wheel. Damage Values: Assign each cell a predefined damage value. For example: Cell 1: 10 damage Cell 2: 25 damage Cell 3: 10 damage Cell 4: Heal HP by 50% Cell 5: 10 damage Cell 6: 25 damage Cell 7: 10 damage Cell 8: 100 damage
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move the grid 200 ixels to the left
/**** * Classes ****/ // Peon class to represent the player's element var Peon = Container.expand(function () { var self = Container.call(this); // Attach the 'peon' asset to the Peon var peonGraphics = self.attachAsset('peon', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Peon's position on the wheel self.init = function (wheel) { self.x = wheel.x; self.y = wheel.y; self.currentPosition = Math.floor(Math.random() * 8); // Peon's current position on the wheel self.x += self.currentPosition * 250; // Position Peon on the random cell }; // Spin the Peon around the wheel self.spin = function (wheel) { // Generate a random integer between 10 and 15 var steps = Math.floor(Math.random() * 6) + 10; var interval = LK.setInterval(function () { self.currentPosition = (self.currentPosition + 1) % 8; // Update Peon's current position self.x = wheel.x + self.currentPosition * 250; // Move Peon one cell to the right if (self.currentPosition == 0) { // If Peon reaches Cell 8, loop back to Cell 1 self.x = wheel.x; } steps--; if (steps <= 0) { LK.clearInterval(interval); // Peon lands on the final cell self.x = wheel.x + self.currentPosition * 250; // Extract the damage value from the landed cell var damage = wheel.cells[self.currentPosition].damage; console.log("Damage for next attack: " + damage); wheel.isSpinning = false; // Set isSpinning to false after the spin is complete } }, 100); // Set a consistent timed interval of 100ms between each step }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // SpinningWheel class to represent the spinning wheel mechanic var SpinningWheel = Container.expand(function () { var self = Container.call(this); self.cells = []; self.isSpinning = false; // Initialize the wheel with cells self.init = function () { self.cells = [{ damage: 10 }, { damage: 25 }, { damage: 10 }, { damage: 100 }, { damage: 10 }, { damage: 25 }, { damage: 10 }, { damage: 'heal' }]; for (var i = 0; i < self.cells.length; i++) { var cell = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: i * 250 // Increase space between cells }); self.addChild(cell); // Add text to each cell to display the damage value var damageText = new Text2(self.cells[i].damage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); cell.addChild(damageText); } }; // Spin the Peon around the wheel self.spin = function (peon) { if (!self.isSpinning) { self.isSpinning = true; peon.spin(self); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize spinning wheel var wheel = new SpinningWheel(); var cells = ['cell1', 'cell2', 'cell3', 'cell4', 'cell5', 'cell6', 'cell7', 'cell8']; wheel.init(); wheel.x = 150; // Initial x position wheel.y = 2500; // Space cells horizontally game.addChild(wheel); // Initialize the Peon and add it to the game var peon = new Peon(); peon.init(wheel); game.addChild(peon); // Add a down event to the game to spin the Peon when the screen is tapped game.down = function (x, y, obj) { if (!wheel.isSpinning) { wheel.spin(peon); } };
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--- original.js
+++ change.js
@@ -55,17 +55,17 @@
damage: 25
}, {
damage: 10
}, {
- damage: 'heal'
+ damage: 100
}, {
damage: 10
}, {
damage: 25
}, {
damage: 10
}, {
- damage: 100
+ damage: 'heal'
}];
for (var i = 0; i < self.cells.length; i++) {
var cell = self.attachAsset('tile', {
anchorX: 0.5,
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