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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 282
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enemy should start with 10 hp
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 282
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 280
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 278
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Please fix the bug: 'TypeError: enemy.init is not a function' in or related to this line: 'enemy.init();' Line Number: 278
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Please fix the bug: 'TypeError: enemy.init is not a function' in or related to this line: 'enemy.init();' Line Number: 278
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Please fix the bug: 'TypeError: enemy.init is not a function' in or related to this line: 'enemy.init();' Line Number: 277
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Please fix the bug: 'Timeout.tick error: playerHpText is not defined' in or related to this line: 'healText.x = playerHpText.x + 250;' Line Number: 121
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Please fix the bug: 'TypeError: enemy.init is not a function' in or related to this line: 'enemy.init();' Line Number: 277
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var enemyGraphics = self.attachAsset(assetType, {' Line Number: 28
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Please fix the bug: 'Timeout.tick error: projectilePool is not defined' in or related to this line: 'var projectile = projectilePool.getProjectile();' Line Number: 133
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Implement an object pool for projectiles to reuse instances, reducing memory allocations and garbage collection overhead.
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the pojectile should hit when it touches any part of the enemy, not just it's center
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Problem: Continuously creating and destroying projectile instances can lead to performance issues, especially in scenarios with frequent projectile usage. Solution: Implement an object pool for projectiles to reuse instances, reducing memory allocations and garbage collection overhead.
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Please fix the bug: 'Timeout.tick error: playerHp is not defined' in or related to this line: 'playerHp -= damage;' Line Number: 142
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'midgroundContainer.addChild(wheel);' Line Number: 350
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'self.x = wheel.x;' Line Number: 74
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Problem: Several variables (enemyHpIncrement, playerHp, playerHpText, etc.) are declared in the global scope, which can lead to namespace pollution and unintended side effects. Solution: Encapsulate related variables within appropriate classes or modules. This organization enhances code modularity and prevents conflicts.
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You have three separate enemy classes (Enemy, Enemy2, Enemy3) that share identical structures and behaviors, differing only in their assets and HP increments. This redundancy makes the code harder to maintain and extend. Solution: Create a single Enemy class that accepts parameters to define its unique properties, such as the asset type and HP increment. This approach adheres to the DRY (Don't Repeat Yourself) principle, simplifying future modifications and scalability.
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show the heal text right over the player's hp value
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when landing on the heal cell, right to the player's HP text box, with color green show another text that shows by how much the damage was refilled, so show a text showing "+50". have it have a tween animation so it appears for 1 second before going away ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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') { playerHp += cell.damage; if (playerHp > 200) { playerHp = 200; } playerHpText.setText('Player: ' + playerHp); } else { var projectile = new Projectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.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 damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; playerHp -= damage; if (playerHp < 0) { playerHp = 0; } playerHpText.setText('Player: ' + playerHp); if (playerHp === 0) { LK.showGameOver(); } } }; _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; // Display damage text on enemy var damageText = new Text2(self.damage.toString(), { size: 150, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 10 }); damageText.stroke = 0x000000; damageText.strokeThickness = 10; damageText.anchor.set(0.5, 0.5); damageText.x = 0; damageText.y = -300; LK.gui.center.addChild(damageText); // Tween animation for appearance tween(damageText, { alpha: 1, y: enemy.y - 50 }, { duration: 800, easing: tween.easeOut }); // Tween animation for fade out tween(damageText, { alpha: 0, y: damageText.y - 100 // Move slightly up during fade out }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { damageText.destroy(); } }); // 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
@@ -151,33 +151,33 @@
// Deal damage to the enemy
enemy.hp -= self.damage;
// Display damage text on enemy
var damageText = new Text2(self.damage.toString(), {
- size: 200,
+ size: 150,
fill: 0xFF0000,
stroke: 0x000000,
strokeThickness: 10
});
damageText.stroke = 0x000000;
damageText.strokeThickness = 10;
damageText.anchor.set(0.5, 0.5);
damageText.x = 0;
- damageText.y = -400;
+ damageText.y = -300;
LK.gui.center.addChild(damageText);
// Tween animation for appearance
tween(damageText, {
alpha: 1,
y: enemy.y - 50
}, {
- duration: 1000,
+ duration: 800,
easing: tween.easeOut
});
// Tween animation for fade out
tween(damageText, {
alpha: 0,
- y: damageText.y - 50 // Move slightly up during fade out
+ y: damageText.y - 100 // Move slightly up during fade out
}, {
- duration: 1000,
+ duration: 800,
easing: tween.easeIn,
onFinish: function onFinish() {
damageText.destroy();
}
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.