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To ensure that there's a single, clear mechanism for setting and updating the enemy's HP. Multiple conflicting logics can lead to unintended behaviors. Action Steps: Single Source of Truth: Decide where the enemy's HP should be initially set. Ideally, this should be during the enemy's creation based on the spawn count. Remove Redundant Assignments: If you find multiple assignments to self.hp (e.g., one setting it to 50 and another based on enemySpawnCount), remove or disable the redundant ones. Ensure Parameter Passing: Confirm that the Enemy class constructor accepts an HP parameter and assigns it to self.hp without overriding it elsewhere. Example Check: If the Enemy class has a line like self.hp = 50;, and elsewhere you're trying to set HP based on enemySpawnCount, decide which one should remain and remove the other.
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locate every part of your code where the enemy's HP is being set or modified. This is crucial to understand where conflicts might be arising. Action Steps: Search for self.hp: Use your code editor's search functionality to look for all instances of self.hp within the Enemy class and related sections. Check Enemy Initialization: Review the init method within the Enemy class to see how and where self.hp is being assigned. Inspect Enemy Creation Function: Examine the createNewEnemy function to ensure it correctly calculates and passes the intended HP value when instantiating a new enemy. Review Projectile and Damage Logic: Look into the Projectile class and any methods where enemy HP might be modified due to damage.
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'hpRestoration.restoreHP(player, selectedUpgrade.value);' Line Number: 486
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'hpRestoration.restoreHP(player, selectedUpgrade.value);' Line Number: 486
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'hpRestoration.restoreHP(player, selectedUpgrade.value);' Line Number: 490
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'target.hpText.setText(target.hpText.text.split(':')[0] + ': ' + target.hp);' Line Number: 631
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the player's hp is no longer restoring from no inputs, even though the text showing how much hp to restore, shows the correct value
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the vampiric skill correctly shows how much hp should be restored, but the player's hp is not restored
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ensure vampiric aura formula can never deal 0 damage, if the damage would be zero, have it be 1 instead, so that the ability always restores at least 1 hp
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ensure there's a single, clear mechanism for setting and updating the enemy's HP, preventing conflicting assignments that can cause unexpected behaviors. Action Steps: Establish a Single Source of Truth: Decide where the enemy's HP should be initialized and updated. Ideally, HP should be set during enemy creation based on a dynamic calculation (e.g., enemySpawnCount) and modified through a consistent damage system. Remove Redundant Assignments: If you find multiple assignments to self.hp (e.g., one setting it to 50 and another based on enemySpawnCount), remove or disable the redundant ones to prevent conflicts. Ensure Proper Parameter Passing: Verify that when you create a new Enemy, the HP is correctly passed as a parameter and assigned within the init method without being overridden elsewhere.
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Search for HP Assignments: Use your code editor’s search functionality to look for all instances where self.hp or enemy.hp is being set or modified within the Enemy class and related functions. Review Initialization Methods: Examine the init methods in the Enemy class to see how HP is initially set. Ensure that HP is not being set to a static value like 50 in multiple places. Check Enemy Creation Functions: Inspect functions like createNewEnemy to verify that HP is being correctly calculated and passed to the Enemy instances. Examine Damage Handling: Look into classes or methods that handle damage (e.g., Projectile, Player, Peon) to ensure that they modify HP appropriately without unintended overrides.
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the vampiric aura upgrade oens't correctly calculate how much energy should be restored. the first upgrade should increase the percentage to 1% so 1 percent of the damage done by the projectile should be restored as hp for the player. it currently does values much lower than expected
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the vampiric aura upgrade oens't correctly calculate how much energy should be restored. the first upgrade should increase the percentage to 1% so 1 percent of the damage done by the projectile should be restored as hp for the player
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instead of using a fixed value for how much lifesteal the vampiric aura does, let's use instead a percentage. so the 1 represents the percentage of lifesteal done from the projectile's damage. so it starts at 0, then the first upgrade adds 1% lifesteal from the damage done by the projectile. each upgrade adds +1%, so the next upgrade would bring this to 2%
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the heal upgrade doesn't work anymore, it doesn't add +50 hp to the player and it also doesn't trigger the heal animation text to reflect it restored hp. ensure you don't duplicate the logic for the peon or it's hp
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you're now displaying an extra text for the player's hp that is static, remove the duplicate
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Please fix the bug: 'Cannot read properties of undefined (reading 'hpText')' in or related to this line: 'game.addChild(player.hpText);' Line Number: 620
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Please fix the bug: 'Cannot read properties of undefined (reading 'hpText')' in or related to this line: 'game.addChild(player.hpText);' Line Number: 620
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now you're not displaying the player's hp text at all
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you're now displaying an extra text for the player's hp that is static, remove the duplicate
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'hpRestoration.restoreHP(player, selectedUpgrade.value); // Ensure player also receives the heal' Line Number: 486
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the heal upgrade doesn't work anymore, it doesn't add +50 hp to the player and it also doesn't trigger the heal animation text to reflect it restored hp
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'target.hpText.setText(target.hpText.text.split(':')[0] + ': ' + target.hp);' Line Number: 630
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'target.hpText.setText(target.hpText.text.split(':')[0] + ': ' + target.hp);' Line Number: 629
/**** * 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> // Enemy class to handle enemy logic var Enemy = Container.expand(function (assetType) { var self = Container.call(this); if (!assetType) { console.error("Asset type is undefined"); return; } var enemyGraphics = cachedEnemyAssets[assetType]; // Reuse cached asset enemyGraphics.anchor.set(0.5, 0.5); // Set anchor to center self.addChild(enemyGraphics); // Attach the cached asset to the enemy self.init = function (initialHP) { self.x = 2048 / 2; self.y = 2732 / 2 - 500; // Initialize the enemy's HP self.hp = initialHP; // Add a text to display the enemy's HP self.hpText = new Text2("", { size: 150, 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 if (self.hpText) { self.hpText.setText("HP: " + self.hp); } }; self.init(); // Ensure init is called during construction }); // ForegroundContainer class var ForegroundContainer = Container.expand(function () { var self = Container.call(this); }); // MidgroundContainer class var MidgroundContainer = Container.expand(function () { var self = Container.call(this); }); // Peon class to represent the player character 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.hp = 200; // Peon's HP self.hpText = new Text2('Peon: ' + self.hp, { size: 150, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0); self.hpText.y += 1000; LK.gui.top.addChild(self.hpText); self.x += self.currentPosition * 250; // Position Peon on the random cell }; // Spin the Peon around the wheel self.spin = function (wheel) { self.steps = Math.floor(Math.random() * (maxTiles - startingMovingTiles + 1)) + startingMovingTiles; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; self.x = wheel.x + self.currentPosition * 250; if (self.currentPosition == 0) { self.x = wheel.x; } self.steps--; currentInterval *= multiplier; if (self.steps <= 0) { self.x = wheel.x + self.currentPosition * 250; var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { var hpRestoration = new HPRestoration(); hpRestoration.restoreHP(self, cell.damage); } else { var projectile = projectilePool.getProjectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage, self.currentPosition); if (!projectile.parent) { game.addChild(projectile); } } wheel.isSpinning = false; var _deductHp = function deductHp() { if (cell.actionType !== 'heal') { var damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; self.hp -= damage; if (self.hp < 0) { self.hp = 0; } self.hpText.setText('Peon: ' + self.hp); if (self.hp === 0) { LK.showGameOver(); } } }; _deductHp(); currentInterval = startingInterval; } else { LK.setTimeout(_spinStep, currentInterval); } }; _spinStep(); }; }); // Current interval for the spin // Player class to handle player logic var Player = Container.expand(function () { var self = Container.call(this); // Attach the 'peon' asset to the Player var playerGraphics = self.attachAsset('peon', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Player's position on the wheel self.init = function (wheel) { self.x = wheel.x; self.y = wheel.y; self.currentPosition = Math.floor(Math.random() * 8); // Player's current position on the wheel self.hp = 200; // Player's HP self.hpText = new Text2('Player: ' + self.hp, { size: 150, fill: 0xFFFFFF //Optional (this is the default string) }); self.hpText.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. self.hpText.y += 1000; // Move the text 1000 pixels lower LK.gui.top.addChild(self.hpText); self.x += self.currentPosition * 250; // Position Player on the random cell }; // Spin the Player around the wheel self.spin = function (wheel) { // Generate a random integer between 10 and 15 self.steps = Math.floor(Math.random() * (maxTiles - startingMovingTiles + 1)) + startingMovingTiles; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; // Update Player's current position self.x = wheel.x + self.currentPosition * 250; // Move Player one cell to the right if (self.currentPosition == 0) { // If Player 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) { // Player 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 hpRestoration = new HPRestoration(); hpRestoration.restoreHP(self, cell.damage); } else { var projectile = projectilePool.getProjectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage, self.currentPosition); if (!projectile.parent) { game.addChild(projectile); } } wheel.isSpinning = false; // Set isSpinning to false after the spin is complete // Deduct damage from player's HP after player stops var _deductHp = function deductHp() { if (cell.actionType !== 'heal') { var damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; self.hp -= damage; if (self.hp < 0) { self.hp = 0; } self.hpText.setText('Player: ' + self.hp); if (self.hp === 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, cellIndex) { self.x = startX; self.y = startY; self.targetX = targetX; self.targetY = targetY; self.speed = speed * 5; // Increase the bullet speed further var cell = wheel.cells[cellIndex]; var baseDamage = 0; if (cell) { baseDamage = cell.damage; // Use the latest damage value from the cell } var totalDamageBoost = upgradeState.global.totalDamageBoost; var specificCellBoost = upgradeState.individual.specificCellBoosts[self.cellIndex] || 0; var categoricalBoost = 0; if (cell && cell.type === 'minor') { categoricalBoost = upgradeState.categorical.minorDamageBoost; } else if (cell && cell.type === 'major') { categoricalBoost = upgradeState.categorical.majorDamageBoost; } else if (cell && cell.type === 'critical') { categoricalBoost = upgradeState.categorical.criticalDamageBoost; } self.cellIndex = cellIndex; self.damage = cell.damage + totalDamageBoost + specificCellBoost + categoricalBoost; self.active = true; // Mark projectile as active }; // Move the Projectile towards its target self.update = function () { if (!self.active) { return; } // Skip update if not active var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = calculateDistance(self.x, self.y, self.targetX, self.targetY); if (dist < self.speed) { self.x = self.targetX; self.y = self.targetY; self.deactivate(); // Deactivate when reaching target } 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; // Heal the player based on the vampiric ability if (upgradeState.global.vampiricAbility) { var hpRestoration = new HPRestoration(); hpRestoration.restoreHP(peon, upgradeState.global.vampiricAbility); } // 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 if (enemy) { if (enemy.hpText) { if (enemy.hpText) { enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text } } } self.deactivate(); // Deactivate the projectile // 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(); upgradeManager.refreshCellDamage(); // Refresh cell damage before entering upgrade mode gameState = "upgradeMode"; pauseGame(); upgradeManager.enterUpgradeMode(); // Create a custom explosion animation if (enemy.assetType) { var explosion = self.attachAsset(enemy.assetType, { 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 = createNewEnemy(); // Properly instantiated enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text game.addChild(enemy); } } } }; // Deactivate the projectile and return it to the pool self.deactivate = function () { self.active = false; self.x = -1000; // Move off-screen self.y = -1000; // Move off-screen }; }); // SpinningWheel class to handle spinning mechanics 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 = [{ baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 30, damage: 30, // Initialize damage type: 'major', actionType: 'damage' }, { baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 100, damage: 100, // Initialize damage type: 'critical', actionType: 'damage' }, { baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 30, damage: 30, // Initialize damage type: 'major', actionType: 'damage' }, { baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 50, damage: 50, // Initialize damage type: 'heal', actionType: 'heal' }]; for (var i = 0; i < self.cells.length; i++) { var cellDisplay = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: i * 250 // Increase space between cells }); self.addChild(cellDisplay); // Add text to each cell to display the damage value var damageText = new Text2(self.cells[i].damage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.name = 'damageText'; // Unique identifier damageText.name = 'damageText'; // Assign a unique name damageText.anchor.set(0.5, 0.5); cellDisplay.addChild(damageText); // Link the display object to the data object self.cells[i].display = cellDisplay; } }; // Spin the Player around the wheel self.spin = function (player) { if (!self.isSpinning) { self.isSpinning = true; player.spin(self); } }; }); // Initialize UpgradeManager var UpgradeManager = Container.expand(function (wheel) { var self = Container.call(this); self.wheel = wheel; // Store the wheel instance self.availableUpgrades = upgradeOptions; self.generateUpgradeOptions = function () { return getRandomUpgrades(); }; self.applyUpgrade = function (selectedUpgrade) { switch (selectedUpgrade.type) { case 'increaseDamage': // Update upgradeState based on the upgrade description if (selectedUpgrade.description.includes('all damage')) { upgradeState.global.totalDamageBoost = Math.min(upgradeState.global.totalDamageBoost + selectedUpgrade.value, 1000); } else if (selectedUpgrade.description.includes('minor damage')) { upgradeState.categorical.minorDamageBoost = Math.min(upgradeState.categorical.minorDamageBoost + selectedUpgrade.value, 500); } else if (selectedUpgrade.description.includes('major damage')) { upgradeState.categorical.majorDamageBoost += selectedUpgrade.value; } else if (selectedUpgrade.description.includes('critical')) { upgradeState.categorical.criticalDamageBoost += selectedUpgrade.value; } else if (selectedUpgrade.description.includes('random')) { var randomCell = Math.floor(Math.random() * 8); if (self.wheel.cells[randomCell].actionType === 'damage') { if (!upgradeState.individual.specificCellBoosts[randomCell]) { upgradeState.individual.specificCellBoosts[randomCell] = 0; } upgradeState.individual.specificCellBoosts[randomCell] = Math.min(upgradeState.individual.specificCellBoosts[randomCell] + selectedUpgrade.value, 200); } } console.log("Updated upgradeState:", upgradeState); console.log("Global Boost:", upgradeState.global.totalDamageBoost); console.log("Categorical Boosts:", upgradeState.categorical); console.log("Specific Cell Boosts:", upgradeState.individual.specificCellBoosts); break; case 'heal': var hpRestoration = new HPRestoration(); hpRestoration.restoreHP(player, selectedUpgrade.value); break; case 'increaseHP': if (target && typeof target.hp !== 'undefined') { target.hp += selectedUpgrade.value; if (target.hp > 200) { target.hp = 200; } } else { console.error('Target is undefined or does not have an hp property'); } break; case 'increaseSpeed': if (target && typeof target.speed !== 'undefined') { target.speed += selectedUpgrade.value; } else { console.error('Target is undefined or does not have a speed property'); } break; case 'increaseVampiric': // Increase the vampiric ability of projectiles upgradeState.global.vampiricAbility = (upgradeState.global.vampiricAbility || 0) + selectedUpgrade.value; console.log("Vampiric Ability increased to:", upgradeState.global.vampiricAbility); break; default: console.error('Unknown upgrade type'); } }; self.refreshCellDamage = function () { console.log("refreshCellDamage called"); // Log function call if (!self.wheel || !self.wheel.cells) { console.error("Wheel or its cells are not initialized."); // Only return if critical initialization issues exist return; } for (var i = 0; i < self.wheel.cells.length; i++) { var cell = self.wheel.cells[i]; var totalDamageBoost = upgradeState.global.totalDamageBoost; var specificCellBoost = upgradeState.individual.specificCellBoosts[i] || 0; var categoricalBoost = 0; if (cell.type === 'minor') { categoricalBoost = upgradeState.categorical.minorDamageBoost; } else if (cell.type === 'major') { categoricalBoost = upgradeState.categorical.majorDamageBoost; } else if (cell.type === 'critical') { categoricalBoost = upgradeState.categorical.criticalDamageBoost; } var effectiveDamage = cell.baseDamage + totalDamageBoost + specificCellBoost + categoricalBoost; console.log("Cell ".concat(i, " (").concat(cell.type, ") new damage: ").concat(effectiveDamage)); cell.damage = effectiveDamage; // Update the displayed damage value // Remove any existing damageText instances if (cell.children) { cell.children = cell.children.filter(function (child) { return child.name !== 'damageText'; }); } // Create a new damageText instance var damageText = new Text2(effectiveDamage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.name = 'damageText'; // Assign unique name damageText.anchor.set(0.5, 0.5); if (cell instanceof Container) { cell.addChild(damageText); } // Remove tween animation for damageText damageText.alpha = 1; damageText.scaleX = 1; damageText.scaleY = 1; } }; self.enterUpgradeMode = function () { var options = getRandomUpgrades(); // Directly call getRandomUpgrades to ensure fresh selection var upgradeUI = new UpgradeUI(); upgradeUI.init(options); game.addChild(upgradeUI); }; }); // UpgradeUI class to handle upgrade selection interface var UpgradeUI = Container.expand(function () { var self = Container.call(this); self.upgradeOptions = []; // Initialize the UI with two upgrade options self.init = function (options) { self.upgradeOptions = options; self.displayOptions(); }; // Display the upgrade options self.displayOptions = function () { for (var i = 0; i < 2; i++) { var optionContainer = new Container(); // Create a container for each option optionContainer.x = 1024; // Center horizontally optionContainer.y = 1800 + i * 250; // Move options 900 pixels lower var optionText = new Text2(self.upgradeOptions[i].description, { size: 150, fill: 0xFFFFFF }); optionText.anchor.set(0.5, 0.5); optionContainer.addChild(optionText); // Add text to the container optionContainer.interactive = true; // Make the container interactive optionContainer.on('down', function (selectedUpgrade) { // Use closure to capture the correct upgrade return function () { console.log("Upgrade option clicked:", selectedUpgrade.description); // Log the click event self.selectUpgrade(selectedUpgrade); }; }(self.upgradeOptions[i])); // Pass the correct upgrade option self.addChild(optionContainer); // Add the container to the UI } }; // Handle upgrade selection self.selectUpgrade = function (selectedUpgrade) { console.log("Selected upgrade:", selectedUpgrade.description); // Log the selected upgrade upgradeManager.applyUpgrade(selectedUpgrade); upgradeManager.refreshCellDamage(); // Ensure cell damage is updated after applying upgrade self.destroy(); // Close the UI gameState = "playing"; // Resume the game resumeGame(); // Restore game interactivity }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, //Init game with black background interaction: true // Enable interaction manager }); /**** * Game Code ****/ // Centralized state for tracking upgrades // HP Restoration class to handle healing animations and logic var HPRestoration = function HPRestoration() { this.restoreHP = function (target, amount) { target.hp += amount; if (target.hp > 200) { target.hp = 200; } if (target.hpText && target.hpText.text) { target.hpText.setText(target.hpText.text.split(':')[0] + ': ' + target.hp); } var healText = new Text2('+' + amount, { size: 120, fill: 0x00FF00 }); healText.anchor.set(0.5, 0.5); healText.x = target.hpText.x + 250; healText.y = target.hpText.y; LK.gui.top.addChild(healText); tween(healText, { alpha: 0, y: healText.y - 50 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { healText.destroy(); } }); }; }; function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function ownKeys(e, r) { var t = Object.keys(e); if (Object.getOwnPropertySymbols) { var o = Object.getOwnPropertySymbols(e); r && (o = o.filter(function (r) { return Object.getOwnPropertyDescriptor(e, r).enumerable; })), t.push.apply(t, o); } return t; } function _objectSpread(e) { for (var r = 1; r < arguments.length; r++) { var t = null != arguments[r] ? arguments[r] : {}; r % 2 ? ownKeys(Object(t), !0).forEach(function (r) { _defineProperty(e, r, t[r]); }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) { Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r)); }); } return e; } function _defineProperty(e, r, t) { return (r = _toPropertyKey(r)) in e ? Object.defineProperty(e, r, { value: t, enumerable: !0, configurable: !0, writable: !0 }) : e[r] = t, e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var enemySpawnCount = 0; var upgradeState = { global: { totalDamageBoost: 0 }, categorical: { minorDamageBoost: 0, majorDamageBoost: 0, criticalDamageBoost: 0 }, individual: { specificCellBoosts: {} } }; // Initialize gameState to manage game states // UpgradeManager class to handle upgrades var gameState = "playing"; // Possible states: playing, paused, upgradeMode // Centralized data structure for upgrade options var upgradeOptions = [{ type: 'increaseDamage', value: 5, description: '+5 to all damage' }, { type: 'increaseDamage', value: 50, description: '+50 to one random tile' }, { type: 'increaseDamage', value: 10, description: '+10 to minor damage' }, { type: 'increaseDamage', value: 30, description: '+30 to major damage' }, { type: 'increaseDamage', value: 100, description: '+100 to critical damage' }, { type: 'heal', value: 50, description: 'Heal +50 HP' }, { type: 'increaseVampiric', value: 2, description: '+2 HP restored each hit' }]; function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var _ref = [array[j], array[i]]; array[i] = _ref[0]; array[j] = _ref[1]; } } function getRandomUpgrades() { shuffleArray(upgradeOptions); return upgradeOptions.slice(0, 2); } var upgradeManager = new UpgradeManager(wheel); var wheel = new SpinningWheel(); if (midgroundContainer) { midgroundContainer.addChild(wheel); } else { console.error("midgroundContainer is not initialized."); } wheel.init(); wheel.x = 150; // Initial x position wheel.y = 2500; // Space cells horizontally game.addChild(wheel); upgradeManager.wheel = wheel; // Assign wheel reference to UpgradeManager upgradeManager.enterUpgradeMode = upgradeManager.enterUpgradeMode.bind(upgradeManager); // Function to pause the game function pauseGame() { // Logic to pause animations, input, and timers console.log("Game paused"); } // Function to trigger the upgrade system UI function triggerUpgradeUI(options) { // Logic to display upgrade options to the player console.log("Upgrade UI triggered with options:", options); // Display options in a UI for the player to select // This is a placeholder for the actual UI implementation } // Function to resume the game function resumeGame() { // Logic to resume animations, input, and timers console.log("Game resumed"); } // Example usage: Generate upgrade options and apply one to the Peon // ProjectilePool class to manage projectile instances // Helper function to calculate distance between two points // Cache enemy assets for reuse // ProjectilePool class to manage projectile instances var CELL_ACTIONS = { DAMAGE_10: { damage: 10, actionType: 'damage' }, DAMAGE_25: { damage: 25, actionType: 'damage' }, DAMAGE_100: { damage: 100, actionType: 'damage' }, HEAL_50: { damage: 50, actionType: 'heal' } }; function calculateDistance(x1, y1, x2, y2) { return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); } var cachedEnemyAssets = { enemy: LK.getAsset('enemy', {}), enemy_2: LK.getAsset('enemy_2', {}), enemy_3: LK.getAsset('enemy_3', {}) }; var ProjectilePool = function ProjectilePool() { this.pool = []; this.getProjectile = function () { for (var i = 0; i < this.pool.length; i++) { if (!this.pool[i].active) { return this.pool[i]; } } if (this.pool.length < this.maxPoolSize) { var newProjectile = new Projectile(); this.pool.push(newProjectile); return newProjectile; } return null; // Return null if pool is full }; this.releaseProjectile = function (projectile) { projectile.deactivate(); }; }; var projectilePool = new ProjectilePool(); projectilePool.maxPoolSize = 10; // Set maximum pool size // ProjectilePool class to manage projectile instances // Global timing variables // Initialize spinning wheel var startingInterval = 2; // Starting interval for the spin var multiplier = 1.3; // Multiplier for the interval increase var currentInterval = startingInterval; var startingMovingTiles = 11; // Starting moving tiles var maxTiles = 17; // Maximum number of tiles 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); // Function to create a new enemy function createNewEnemy() { // Define available enemy types var enemyTypes = [{ asset: 'enemy' }, { asset: 'enemy_2' }, { asset: 'enemy_3' }]; // Select a random enemy type var randomIndex = Math.floor(Math.random() * enemyTypes.length); var selectedEnemy = enemyTypes[randomIndex]; // Increment the spawn count enemySpawnCount += 1; // Calculate HP: 25 * spawn count var enemyHP = 25 * enemySpawnCount; // Instantiate the enemy with required parameters var newEnemy = new Enemy(selectedEnemy.asset); newEnemy.init(enemyHP); game.addChild(newEnemy); return newEnemy; } // Initialize the first enemy var enemy = createNewEnemy(); // Add a text to display the player's HP // Add a down event to the game to spin the Peon when the screen is tapped game.down = function (x, y, obj) { if (gameState !== "upgradeMode" && !wheel.isSpinning) { wheel.spin(peon); } };
===================================================================
--- original.js
+++ change.js
@@ -69,9 +69,9 @@
fill: 0xFFFFFF
});
self.hpText.anchor.set(0.5, 0);
self.hpText.y += 1000;
- self.addChild(self.hpText);
+ LK.gui.top.addChild(self.hpText);
self.x += self.currentPosition * 250; // Position Peon on the random cell
};
// Spin the Peon around the wheel
self.spin = function (wheel) {
@@ -136,13 +136,13 @@
self.currentPosition = Math.floor(Math.random() * 8); // Player's current position on the wheel
self.hp = 200; // Player's HP
self.hpText = new Text2('Player: ' + self.hp, {
size: 150,
- fill: 0xFFFFFF
+ fill: 0xFFFFFF //Optional (this is the default string)
});
- self.hpText.anchor.set(0.5, 0);
- self.hpText.y += 1000;
- self.addChild(self.hpText);
+ self.hpText.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text.
+ self.hpText.y += 1000; // Move the text 1000 pixels lower
+ LK.gui.top.addChild(self.hpText);
self.x += self.currentPosition * 250; // Position Player on the random cell
};
// Spin the Player around the wheel
self.spin = function (wheel) {
@@ -471,10 +471,9 @@
console.log("Specific Cell Boosts:", upgradeState.individual.specificCellBoosts);
break;
case 'heal':
var hpRestoration = new HPRestoration();
- hpRestoration.restoreHP(peon, selectedUpgrade.value);
- hpRestoration.restoreHP(player, selectedUpgrade.value); // Ensure player also receives the heal
+ hpRestoration.restoreHP(player, selectedUpgrade.value);
break;
case 'increaseHP':
if (target && typeof target.hp !== 'undefined') {
target.hp += selectedUpgrade.value;
@@ -860,12 +859,8 @@
// Initialize the Peon and add it to the game
var peon = new Peon();
peon.init(wheel);
game.addChild(peon);
-// Initialize the Player and add it to the game
-var player = new Player();
-player.init(wheel);
-game.addChild(player);
// Function to create a new enemy
function createNewEnemy() {
// Define available enemy types
var enemyTypes = [{
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.