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overlap the damage panel and the damage text so they spawn in the same position
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vthe damage panel should be part of the text animation so it appears and disapears the same as the text
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create a new asset named Damage_Panel and attach it to the damage text animation that shows how much damage was dealt. this is basically a panel that appears underneath the damage text displayed over the enemy, so the text is always visible
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create a new asset named Damage_Panel and attach it to the damage text animation that shows how much damage was dealt
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'midgroundContainer.addChild(platform);' Line Number: 699
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'midgroundContainer.addChild(platform);' Line Number: 699
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create a new asset named Platform and add it in the center of the screen in the midground container
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delay the creation f the next enemy, until after the player selected an upgrade. so first the enemy dies, then the upgrade is selected then spawn the new enemy
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the Heal +50 HP upgrade doesnt work, it should restore 50 hp to the player when selected. use the same method as when the heal cell is triggered
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the Heal +50 HP upgrade doesnt work, it should restore 50 hp to the player when selected
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the player's life starts at 100 even though it's max hp is set at 200. use 200 as starting hp and remove the old redundant part of the code that tells it to start at 100
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the Heal +50 HP upgrade doesnt work, it should restore 50 hp to the player when selected
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move the upgrades text 200 pixels higher on the screen and change the text color to purple
Code edit (1 edits merged)
Please save this source code
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move player's hp text lower by 400 pixels
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move player's hp text lower by 700 pixels
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make the upgrades text black
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'x')' in or related to this line: 'healText.x = self.hpText.x + 250;' Line Number: 104
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'healText.x = peon.hpText.x + 250; //{2R.6}' Line Number: 304
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consolidate the player's hp logic in a single class and call it from there when needed
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change text of the hp from Peon to Player
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turn to black the color for both the enemy hp and the player hp
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move the cells 100 pixels lower
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move the wheel 100 pixels lower
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make the background color white
/**** * 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; console.log("Enemy initialized with HP:", self.hp); // Log the initial HP // Add a text to display the enemy's HP self.hpText = new Text2("", { size: 150, fill: 0x000000 }); 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.playerHP = new PlayerHP(); 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') { self.playerHP.updateHP(cell.damage); var healText = new Text2('+' + cell.damage, { size: 150, fill: 0x00FF00 }); healText.anchor.set(0.5, 0.5); healText.x = self.playerHP.hpText.x + 250; healText.y = self.playerHP.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(); } }); } 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.playerHP.updateHP(-damage); } }; _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') { self.hp += cell.damage; if (self.hp > 200) { self.hp = 200; } self.hpText.setText('Player: ' + self.hp); // Create and display heal amount text var healText = new Text2('+' + cell.damage, { size: 150, fill: 0x00FF00 // Green color for heal }); healText.anchor.set(0.5, 0.5); healText.x = self.hpText.x + 250; healText.y = self.hpText.y; // Position it directly over the player's HP text LK.gui.top.addChild(healText); // Tween animation for heal text tween(healText, { alpha: 0, y: healText.y - 50 // Move slightly up during fade out }, { duration: 1000, // 1 second duration easing: tween.easeOut, onFinish: function onFinish() { healText.destroy(); } }); } 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; console.log("Projectile hit! Enemy HP reduced by:", self.damage, "New HP:", enemy.hp); // Log the damage dealt and new HP // Heal the player based on the vampiric ability if (upgradeState.global.vampiricAbility) { peon.playerHP.updateHP(upgradeState.global.vampiricAbility); var healText = new Text2('+' + upgradeState.global.vampiricAbility, { //{2R.1} size: 150, //{2R.2} fill: 0x00FF00 //{2R.3} }); //{2R.4} healText.anchor.set(0.5, 0.5); //{2R.5} healText.x = peon.playerHP.hpText.x + 250; //{2R.6} healText.y = peon.playerHP.hpText.y; //{2R.7} LK.gui.top.addChild(healText); //{2R.8} tween(healText, { //{2R.9} alpha: 0, //{2R.10} y: healText.y - 50 //{2R.11} }, { //{2R.12} duration: 1000, //{2R.13} easing: tween.easeOut, //{2R.14} onFinish: function onFinish() { //{2R.15} healText.destroy(); //{2R.16} } //{2R.17} }); //{2R.18} } // 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 console.log("Updated enemy HP text to:", enemy.hp); // Log the updated 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: 25, damage: 25, // Initialize damage type: 'heal', actionType: 'heal' }, { 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: 25, damage: 25, // Initialize damage type: 'heal', actionType: 'heal' }]; for (var i = 0; i < self.cells.length; i++) { var assetType = 'tile'; if (self.cells[i].type === 'minor') { assetType = 'Tile_1'; } else if (self.cells[i].type === 'major') { assetType = 'Tile_2'; } else if (self.cells[i].actionType === 'heal') { assetType = 'Tile_3'; } var cellDisplay = self.attachAsset(assetType, { anchorX: 0.5, anchorY: 0.5, x: i * 250, // Increase space between cells y: 100 // Move cells 100 pixels lower }); 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': // Increase the damage value of heal cells for (var i = 0; i < self.wheel.cells.length; i++) { if (self.wheel.cells[i].actionType === 'heal') { self.wheel.cells[i].damage += selectedUpgrade.value; console.log("Increased heal cell damage for cell", i, "to", self.wheel.cells[i].damage); } } upgradeState.categorical.healBoost += selectedUpgrade.value; // Increment healBoost console.log("Total heal boost is now", upgradeState.categorical.healBoost); // Log total heal boost break; case 'increaseHP': peon.playerHP.updateHP(selectedUpgrade.value); 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 healBoost = upgradeState.categorical.healBoost || 0; var effectiveDamage = cell.baseDamage + totalDamageBoost + specificCellBoost + categoricalBoost; if (cell.actionType === 'heal') { effectiveDamage += healBoost; } 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'; }); } var displayText = cell.actionType === 'heal' ? '+' + effectiveDamage : effectiveDamage.toString(); // Create a new damageText instance var damageText = new Text2(displayText, { size: 50, fill: cell.actionType === 'heal' ? 0x00FF00 : 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 = 1600 + i * 250; // Move options 700 pixels lower var optionText = new Text2(self.upgradeOptions[i].description, { size: 150, fill: 0x800080 }); 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: 0xFFFFFF, //Init game with black background interaction: true // Enable interaction manager }); /**** * Game Code ****/ // PlayerHP class to manage player's health and display // Centralized state for tracking upgrades var PlayerHP = function PlayerHP() { this.hp = 100; this.hpText = new Text2('Player: ' + this.hp, { size: 150, fill: 0x000000 }); this.hpText.anchor.set(0.5, 0); this.hpText.y += 1500; LK.gui.top.addChild(this.hpText); }; PlayerHP.prototype.updateHP = function (amount) { this.hp += amount; if (this.hp > 200) { this.hp = 200; } else if (this.hp < 0) { this.hp = 0; } this.hpText.setText('Player: ' + this.hp); if (this.hp === 0) { LK.showGameOver(); } }; 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, healBoost: 0 // New property to track heal boosts }, 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: 'heal', value: 50, description: 'Heal +50 HP' }, { type: 'increaseVampiric', value: 2, description: '+2 HP restored each hit' }, { type: 'heal', value: 5, description: '+5 to Heal ability' }]; 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_25: { damage: 25, 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; console.log("Creating new enemy with HP:", enemyHP); // Log the calculated HP // 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
@@ -546,16 +546,9 @@
upgradeState.categorical.healBoost += selectedUpgrade.value; // Increment healBoost
console.log("Total heal boost is now", upgradeState.categorical.healBoost); // Log total heal boost
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');
- }
+ peon.playerHP.updateHP(selectedUpgrade.value);
break;
case 'increaseSpeed':
if (target && typeof target.speed !== 'undefined') {
target.speed += selectedUpgrade.value;
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.