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player sometimes takes mroe damage than expected, either fix teh formula or remove duplicate code that might affect this
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player sometimes takes 100 damage, fix that bug
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player only takes 10 damage [er turn instead of a random value between the min max expected range. player must take damage beetween the defined range of 10-15
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player only takes 10 damage [er turn instead of a random value between the min max expected range
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optimize the logic for player taking damage.. it should be simple there's 2 variables called min and max damage, defining the range of the damage. min dmg sets the minimum range while max damage set the maximum range. so if min is 10 and max is 15, minimum damage that can be done to the player is 10 while max damage is 15. any value can be picked between these ranges
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now the player takes too much damage, it tkes 100 damage instead of between 10 or 15
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ensure the damage taken by the player is a random betwwen a range, so it's not always either 10 or 15, rather anything between so it can also be 11, 12, 13 or 14. so min and max damage variables act as a range
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ensure the damage taken by the player is a random betwwen a range, so it's not always either 10 or 15, rather anything between so it can also be 11, 12, 13 or 14. so min and max damage variables act as a range
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optimize the code
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ensure the damage taken by the player is a random betwwen a range, so it's not always either 10 or 15, rather anything between so it can also be 11, 12, 13 or 14
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the player\s hp is now taking more damage than indended after introducing the coutner animation. ensure the player is taking damage from a single source, a single time when the peon lands.
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the player\s hp is now taking more damage than indended after introducing the coutner animation.
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when a new enemy is summon, the enemy hp text gets messed up and doensnt reflect the current value, rather it remains stuck at 0 as from the previously killed enemy. update the hp to reflect the new enemy hp
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when a new enemy is summon, the enemy hp text gets messed up and doensnt reflect the current value, rather it remains stuck at 0 as from the previously killed enemy. update the hp to reflect the new enemy hp
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when the enemy hp reaches 0, destroy the enemy and summon a new one
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after applying the counter animation to the enemy hp, it's fucntinality stopped working, ensure when it reaches zero, it dies and a new enemy is spawned with higher hp
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also have the same counter animation to the enemy HP when taking damage from projectiles
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also have the same counter animation to the text when heal is applied and the hp is restroed back
Code edit (1 edits merged)
Please save this source code
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increase the hp counter speed animation
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instead of instantly deducting the player's HP, introduce a sort of counter animation where you count through the digits as they decrease
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only deduct the player's HP after the peon stops not when it starts. also, first check for heal, and if the cell is heal, heal first then apply the damage
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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
/**** * 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 (self.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') { var targetHp = playerHp + cell.damage; if (targetHp > 200) { targetHp = 200; } var increment = (targetHp - playerHp) / 20; // Divide the total heal into 20 steps var counter = 0; var counterInterval = LK.setInterval(function () { if (counter < 20) { playerHp += increment; playerHpText.setText('Player: ' + Math.floor(playerHp)); counter++; } else { LK.clearInterval(counterInterval); playerHp = targetHp; // Ensure exact target HP is set playerHpText.setText('Player: ' + playerHp); } }, 1); // Update every 25ms for a faster animation } var damage = cell.damage; console.log("Damage for next attack: " + damage); 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 // Deduct damage from player's HP after peon stops var _deductHp = function deductHp() { if (cell.actionType !== 'heal') { var targetHp = playerHp - cell.damage; if (targetHp < 0) { targetHp = 0; } var decrement = (playerHp - targetHp) / 20; // Divide the total damage into 20 steps var counter = 0; var counterInterval = LK.setInterval(function () { if (counter < 20) { playerHp -= decrement; playerHpText.setText('Player: ' + Math.ceil(playerHp)); counter++; } else { LK.clearInterval(counterInterval); playerHp = targetHp; // Ensure exact target HP is set playerHpText.setText('Player: ' + playerHp); if (playerHp === 0) { LK.showGameOver(); } } }, 1); // Update every 25ms for a faster animation } }; _deductHp(); 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 } }; }); /**** * 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
@@ -78,13 +78,25 @@
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') {
- playerHp += cell.damage;
- if (playerHp > 200) {
- playerHp = 200;
+ var targetHp = playerHp + cell.damage;
+ if (targetHp > 200) {
+ targetHp = 200;
}
- playerHpText.setText('Player: ' + playerHp);
+ var increment = (targetHp - playerHp) / 20; // Divide the total heal into 20 steps
+ var counter = 0;
+ var counterInterval = LK.setInterval(function () {
+ if (counter < 20) {
+ playerHp += increment;
+ playerHpText.setText('Player: ' + Math.floor(playerHp));
+ counter++;
+ } else {
+ LK.clearInterval(counterInterval);
+ playerHp = targetHp; // Ensure exact target HP is set
+ playerHpText.setText('Player: ' + playerHp);
+ }
+ }, 1); // Update every 25ms for a faster animation
}
var damage = cell.damage;
console.log("Damage for next attack: " + damage);
var projectile = new Projectile();
@@ -112,9 +124,9 @@
if (playerHp === 0) {
LK.showGameOver();
}
}
- }, 10); // Update every 25ms for a faster animation
+ }, 1); // Update every 25ms for a faster animation
}
};
_deductHp();
currentInterval = startingInterval; // Reset the interval to the starting interval
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.