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Please fix the bug: 'Uncaught ReferenceError: steps is not defined' in or related to this line: 'if (steps <= 0) {' Line Number: 86
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Please fix the bug: 'Uncaught ReferenceError: steps is not defined' in or related to this line: 'steps--;' Line Number: 84
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Please fix the bug: 'Uncaught ReferenceError: steps is not defined' in or related to this line: 'LK.setTimeout(_deductHp, currentInterval * steps);' Line Number: 264
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Please fix the bug: 'Uncaught ReferenceError: steps is not defined' in or related to this line: 'LK.setTimeout(_deductHp, currentInterval * steps);' Line Number: 264
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only deduct the player's HP after the peon stops not when it starts
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make heal cell to only give 50 hp
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the heal tile should only heal 50 instead of 100
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player starting HP is also it's max HP so when healing, HP can't go beyond the starting value, it can only heal up to that, any remaining hp is simply not recorded
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change the heal cell value from 25 to 100
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player hp value can't go below zero, and when it reaches 0 it should go to game over screen
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when the peon lands on the heal cell, heal the player's hp by the amount indicated on the cell
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move player hp text 1000 pixels lower on the screen
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move player hp lower
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add a text in the GUI and have it say "Player: 200" which represents the player's HP. separate the text Player: from the value 200. 200 represents the actual starting HP of the player. whenever the player taps to spin the wheel deduct damage between Min and Max Damage, set as 2 global variables, these dictate how much damage is applied to the player, thus deducted from his HP. the Min damage is 10 while max damage is 15 so every turn deduct a random value between 10 and 15
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Problem: The applyUpgrade function tries to find damageText by matching text content, which fails after upgrades change the text. Solution: Assign damageText as a Property of Each Cell: During the SpinningWheel class's init method, assign the damageText to each cell for easy access. Action Steps: Modify the cell initialization to include: javascript Copy code cell.damageText = damageText;
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Prevent Clicks Outside of Upgrade Options from Triggering Upgrades: Ensure that clicks outside of the upgrade options do not call applyUpgrade with undefined. Action Steps: Add bounds checking or define clickable areas for each upgrade option. If a click doesn't fall within any upgrade option, do not call applyUpgrade and possibly provide feedback to the player.
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Problem: Even if selectedUpgrades are correctly populated, the Upgrade_Selector might not be correctly setting the texts. Solution: Check Upgrade_Selector.show Implementation: Verify that the show function correctly sets the option1Text and option2Text with the provided upgrade strings. Action Steps: Add console logs inside the show function to confirm that option1 and option2 are correctly received. Example: javascript Copy code self.show = function (option1, option2) { console.log("Upgrade_Selector.show called with:", option1, option2); self.option1Text.setText(option1); self.option2Text.setText(option2); background.visible = false; self.visible = true; }; Ensure that option1Text and option2Text are correctly referenced and set.
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Problem: Even if selectedUpgrades are correctly populated, the Upgrade_Selector might not be correctly setting the texts. Solution: Check Upgrade_Selector.show Implementation: Verify that the show function correctly sets the option1Text and option2Text with the provided upgrade strings. Action Steps: Add console logs inside the show function to confirm that option1 and option2 are correctly received. Example: javascript Copy code self.show = function (option1, option2) { console.log("Upgrade_Selector.show called with:", option1, option2); self.option1Text.setText(option1); self.option2Text.setText(option2); background.visible = false; self.visible = true; }; Ensure that option1Text and option2Text are correctly referenced and set.
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Problem: Even if selectedUpgrades are correctly populated, the Upgrade_Selector might not be correctly setting the texts. Solution: Check Upgrade_Selector.show Implementation: Verify that the show function correctly sets the option1Text and option2Text with the provided upgrade strings. Action Steps: Add console logs inside the show function to confirm that option1 and option2 are correctly received. Example: javascript Copy code self.show = function (option1, option2) { console.log("Upgrade_Selector.show called with:", option1, option2); self.option1Text.setText(option1); self.option2Text.setText(option2); background.visible = false; self.visible = true; }; Ensure that option1Text and option2Text are correctly referenced and set.
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Problem: The Upgrade_Selector is displaying upgrade options with undefined texts, leading to the applyUpgrade function receiving undefined. Solution: Ensure selectedUpgrades Are Correctly Populated: Before calling upgradeSelector.show(selectedUpgrades[0], selectedUpgrades[1]), add console logs to verify that selectedUpgrades contains valid upgrade strings. Action Steps: Add console.log("Selected Upgrades:", selectedUpgrades); right before the upgradeSelector.show call. Ensure that selectedUpgrades is not empty and contains the expected upgrade strings. Confirm upgradeSelector.show Receives Valid Parameters: Ensure that selectedUpgrades[0] and selectedUpgrades[1] are defined and contain valid upgrade options. Action Steps: Check the logic that selects upgrades to ensure it doesn't result in empty or undefined values. Ensure that the upgrades array contains the correct upgrade strings without typos.
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what does this error mean and how can i fix it? "Clicked outside of upgrade options."
Code edit (1 edits merged)
Please save this source code
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increase the gap between the upgradex text as they overlap now
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pause the game during upgrades, including the wheel, that should be disabled. all clicking disabled except on the upgrades text
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Please fix the bug: 'TypeError: game.pause is not a function' in or related to this line: 'game.pause(); // Pause the game when the upgrade selector is shown' Line Number: 343
/**** * Classes ****/ // BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // SpinningWheel class to represent the spinning wheel mechanic var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.init = function () { self.x = 2048 / 2; self.y = 2732 / 2 - 500; // Initialize the enemy's HP if (typeof this.constructor.hp === 'undefined') { this.constructor.hp = 100; } else { this.constructor.hp += enemyHpIncrement; } self.hp = this.constructor.hp; // Add a text to display the enemy's HP self.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0.5); self.hpText.y = -700; // Move the text higher self.addChild(self.hpText); // Update the enemy's HP text self.hpText.setText("HP: " + self.hp); }; }); // ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); // MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Current interval for the spin // 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 self.steps = Math.floor(Math.random() * 6) + 11; var _spinStep = function spinStep() { 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; } self.steps--; currentInterval *= multiplier; // Increase the interval by the multiplier if (steps <= 0) { // Peon lands on the final cell self.x = wheel.x + self.currentPosition * 250; // Check the action type of the landed cell var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { // Heal the player's HP playerHp += cell.damage; if (playerHp > 200) { playerHp = 200; } // Update the player's HP text playerHpText.setText('Player: ' + playerHp); } else { // Extract the damage value from the landed cell var damage = cell.damage; console.log("Damage for next attack: " + damage); // Create a new projectile and shoot it towards the enemy var projectile = new Projectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, damage); game.addChild(projectile); } wheel.isSpinning = false; // Set isSpinning to false after the spin is complete currentInterval = startingInterval; // Reset the interval to the starting interval } else { LK.setTimeout(_spinStep, currentInterval); // Schedule the next step } }; _spinStep(); // Start the spin }; }); // Projectile class to represent the projectiles shot by the cells var Projectile = Container.expand(function () { var self = Container.call(this); // Attach the 'projectile' asset to the Projectile var projectileGraphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Projectile's position and target self.init = function (startX, startY, targetX, targetY, speed, damage) { self.x = startX; self.y = startY; self.targetX = targetX; self.targetY = targetY; self.speed = speed * 3; // Increase the bullet speed self.damage = damage; }; // Move the Projectile towards its target self.update = function () { var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < self.speed) { self.x = self.targetX; self.y = self.targetY; } else { self.x += dx * self.speed / dist; self.y += dy * self.speed / dist; // Check if the projectile has intersected with the enemy if (self.intersects(enemy)) { // Deal damage to the enemy enemy.hp -= self.damage; // Update the enemy's HP text enemy.hpText.setText("HP: " + enemy.hp); // Destroy the projectile self.destroy(); // Add shake animation to the enemy var shake = 20; var shakeSpeed = 15; var originalEnemyX = enemy.x; // Save the original position of the enemy var shakeInterval = LK.setInterval(function () { shake *= -1; enemy.x += shake; shakeSpeed--; if (shakeSpeed <= 0) { LK.clearInterval(shakeInterval); enemy.x = originalEnemyX; // Reset the enemy's position after the shake animation ends } }, shakeSpeed); // If enemy's HP reaches 0, destroy the enemy and play explosion animation if (enemy.hp <= 0) { enemy.destroy(); // Create a custom explosion animation var explosion = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); explosion.x = enemy.x; explosion.y = enemy.y; explosion.scaleX = 2; explosion.scaleY = 2; explosion.alpha = 0.5; game.addChild(explosion); var _fadeOut = function fadeOut() { explosion.alpha -= 0.05; if (explosion.alpha <= 0) { explosion.destroy(); } else { LK.setTimeout(_fadeOut, 50); } }; _fadeOut(); // Create a new enemy enemy = new Enemy(); enemy.init(); enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text game.addChild(enemy); } } } }; }); 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, actionType: 'damage' }, { damage: 25, actionType: 'damage' }, { damage: 10, actionType: 'damage' }, { damage: 100, actionType: 'damage' }, { damage: 10, actionType: 'damage' }, { damage: 25, actionType: 'damage' }, { damage: 10, actionType: 'damage' }, { damage: 50, actionType: '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); // Deduct damage from player's HP after peon stops var _deductHp = function deductHp() { var damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; playerHp -= damage; if (playerHp < 0) { playerHp = 0; } // Update the player's HP text playerHpText.setText('Player: ' + playerHp); if (playerHp === 0) { LK.showGameOver(); } }; LK.setTimeout(_deductHp, currentInterval * peon.steps); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Global timing variables // Initialize spinning wheel var startingInterval = 15; // Starting interval for the spin var multiplier = 1.2; // Multiplier for the interval increase var currentInterval = startingInterval; var startingMovingTiles = 7; // Starting moving tiles var maxTiles = 25; // Maximum number of tiles var playerHp = 200; // Player's HP var minDamage = 10; // Minimum damage var maxDamage = 15; // Maximum damage var backgroundContainer = new BackgroundContainer(); game.addChild(backgroundContainer); var midgroundContainer = new MidgroundContainer(); game.addChild(midgroundContainer); var foregroundContainer = new ForegroundContainer(); game.addChild(foregroundContainer); var wheel = new SpinningWheel(); midgroundContainer.addChild(wheel); 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); var enemyHpIncrement = 50; var enemy = new Enemy(); enemy.init(); game.addChild(enemy); // Add a text to display the player's HP var playerHpText = new Text2('Player: ' + playerHp, { size: 150, fill: 0xFFFFFF //Optional (this is the default string) }); playerHpText.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. playerHpText.y += 1000; // Move the text 1000 pixels lower LK.gui.top.addChild(playerHpText); // 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); } };
===================================================================
--- original.js
+++ change.js
@@ -70,9 +70,9 @@
if (self.currentPosition == 0) {
// If Peon reaches Cell 8, loop back to Cell 1
self.x = wheel.x;
}
- steps--;
+ self.steps--;
currentInterval *= multiplier; // Increase the interval by the multiplier
if (steps <= 0) {
// Peon lands on the final cell
self.x = wheel.x + self.currentPosition * 250;
8-bit pixelated triangle pick. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Design a panel for a hyper-casual 2D video game, styled as a clean, white speech bubble. The panel has softly rounded corners and a slight cloud-like shape, with a small, rounded tail pointing downward or to the side. The design is pure and minimal, with no shadows or unnecessary details, ensuring a crisp, modern look. The edges are outlined with a subtle, light-gray stroke to enhance contrast while maintaining a soft and approachable aesthetic. Perfect for displaying text or damage stats in a playful yet functional manner.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Design a 2D UI element for a cute and lively text graphic that says 'GO.' The text should be bold and bubbly, with a soft, rounded font in a bright, cheerful green to indicate life and healing. The background features a large, semi-transparent green plus sign, subtly glowing and radiating a gentle, rejuvenating energy. The 'GO' text is prominently centered, with a slight 3D effect and playful highlights to make it pop, exuding a sense of positivity and vitality. The overall design is clean, minimal, and adorable, perfect for a hyper-casual mobile game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
video game cute banana Pokémon with Matrix-like black glasses and a trench coat, oversized head occupying most of its body, standing on two tiny chubby feet at the bottom, tiny adorable creature with a cute angry expression, looking straight ahead, facing the camera directly. 2D flat vector illustration. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
video game cute divine grape bunch Pokémon with an angelic halo above its head and a harp beside it, oversized head occupying most of its body, standing on two tiny chubby feet at the bottom, tiny adorable creature with a cute angry expression, looking straight ahead, facing the camera directly. 2D flat vector illustration. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.