Code edit (2 edits merged)
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move the pass go animation 500 pixels lower and 300 more to the right
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whenever the peon moves from cell 8 to cell 1 to trigger the heal restoration for the player, display the Pass_GO asset in the center of the screen. show it through an animation that appears on the screen, stays there for 1 second then disappears. then reset this animation to play it again when the peon once again moves from cell 8 to 1
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crate a new asset named Pass_GO
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change upgrade text from "+1 HP on full rotation" to "+1 HP when you pass GO"
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now the hp for the player doesnt update at all ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the player's HP have a counter effect on it so it slowly increments or decreases to the newly upgraded value, rather than instantly changing it to the new value. it still instantly chanegs the value now ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the player's HP have a counter effect on it so it slowly increments or decreases to the newly upgraded value, rather than instantly changing it to the new value. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the counter animation on the player's hp value doesnt work, the value now takes longer to update, but the counter effect is still not visible ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the counter animation on the player's hp value doesnt work, the value now takes longer to update, but the counter effect is still not visible ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the counter animation on the player's hp value doesnt work, the value now takes longer to update, but the counter effect is still not visible ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the counter animation on the player's hp value doesnt work, the value still insatntly change. ensure the coutner happens ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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whenever the player's HP increases from heal effects or decreases from taking damage, add a counter to that animation, so it increments or decrements to the new value instead of instantly changing it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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whenever the player's HP increases from heal effects or decreases from taking damage, add a counter to that animation, so it increments or decrements to the new value instead of instantly changing it. the way the tween is implemnted doesnt affect the HP ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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whenever the player's HP increases from heal effects or decreases from taking damage, add a counter to that animation, so it increments or decrements to the new value instead of instantly changing it. the way the tween is implemnted doesnt affect the HP ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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whenever the player's HP increases from heal effects or decreases from taking damage, add a counter to that animation, so it increments or decrements to the new value instead of instantly changing it ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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increase the speed animation on the upgrade buttons texts ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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the tween animation added to the upgrade text applies it to the wrong button, it applies the animation to the other text than the one i pressed. fix this ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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add tween animation to upgrades text so it looks as if they are being pressed when selected ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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If Delegating to UpgradeManager: Centralize UI Updates: Ensure that UpgradeManager.refreshCellDamage is the only method responsible for updating damageText across all cells. Modify the Tile Class: Remove any damageText management from the Tile class to prevent conflicts. The Tile class should solely handle logical aspects, leaving UI updates to the UpgradeManager.
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Modify the Update Process: If Using the Tile Class to Manage damageText: Update Existing damageText: Instead of creating a new damageText instance every time, reuse the existing one by simply updating its text property. This ensures that only one damageText exists per cell. Remove Redundant Update Calls: In UpgradeManager.refreshCellDamage: Remove or disable any logic that creates or manages damageText. Ensure that this method only updates the logical damage values without touching the UI elements.
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To prevent multiple damageText instances from accumulating, it's essential to centralize the update process. Here's how you can achieve this: a. Choose a Single Point of Responsibility: Option 1: Let the Tile class manage its own damageText updates.
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ensure you update the text inside the cells correctly, as right now you are creating new texts but not removign old ones, making texts overlap eachother
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+1 HP on full rotation upgrade currently adds the +1 value to the heal cells, which is a bug. instead, add the +1 to the variable that keeps track of when the peon does a full wheel rotation by passing from cell 7 back to cell 0.
/**** * 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: 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, steps) { self.steps = steps; // Use the passed steps parameter instead of random assignment 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; // Add +1 to the full rotation variable when moving from the last 8th cell back to the first cell upgradeState.categorical.healBoostCount += 1; var healText = new Text2('+1', { size: 150, fill: 0x00FF00 // Green color for heal }); 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(); } }); } self.steps--; if (self.steps <= 0) { self.x = wheel.x + self.currentPosition * 250; var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { var healAmount = cell.damage; // Use the updated damage value from the cell self.playerHP.updateHP(healAmount); var healText = new Text2('+' + healAmount, { 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(); } else { LK.setTimeout(_spinStep, currentInterval * 10); // Increase interval to slow down peon speed } }; _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, alpha: 0 // Set the projectile to be invisible }); // 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 * 10; // Further increase the bullet speed 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) { 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 damagePanel = LK.getAsset('Damage_Panel', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1, // Ensure the panel is at its original size scaleY: 1 // Ensure the panel is at its original size }); 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 = 2048 / 2; // Center horizontally damageText.y = 2732 / 2 - 1000; // Move 600 pixels higher damagePanel.x = damageText.x; damagePanel.y = damageText.y + 50; foregroundContainer.addChild(damageText); midgroundContainer.addChild(damagePanel); // Attach the panel to the midground container // Tween animation for appearance and fade out tween(damageText, { // Apply tween to the damage text alpha: 0, y: damageText.y - 100 // Move slightly up during fade out }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { damageText.destroy(); // Destroy the text after animation damagePanel.destroy(); // Destroy the panel after animation } }); tween(damagePanel, { // Apply tween to the panel alpha: 0, y: damagePanel.y - 100 // Move slightly up during fade out }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { // No need to destroy here as it's handled in damageText's onFinish } }); // 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(); } // Enemy creation moved to after upgrade selection } } } }; // 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 = []; var cellTypes = [{ type: 'critical', baseDamage: 100, actionType: 'damage' }, { type: 'major', baseDamage: 25, actionType: 'damage' }, { type: 'minor', baseDamage: 10, actionType: 'damage' }, { type: 'heal', baseDamage: 15, actionType: 'heal' }, { type: 'minor', baseDamage: 10, actionType: 'damage' }, { type: 'major', baseDamage: 25, actionType: 'damage' }, { type: 'minor', baseDamage: 10, actionType: 'damage' }, { type: 'heal', baseDamage: 15, actionType: 'heal' }]; for (var i = 0; i < cellTypes.length; i++) { var cell = new Tile(cellTypes[i].type, cellTypes[i].baseDamage, cellTypes[i].actionType); self.cells.push(cell); } 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'; } self.cells[i].initDisplay(assetType, i * 250, 100); self.addChild(self.cells[i].display); } }; // 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 damageCells = self.wheel.cells.filter(function (cell) { //{3B.1} return cell.actionType === 'damage'; //{3B.2} }); //{3B.3} if (damageCells.length > 0) { //{3B.4} var randomIndex = Math.floor(Math.random() * damageCells.length); //{3B.5} var randomCell = damageCells[randomIndex]; //{3B.6} var cellIndex = self.wheel.cells.indexOf(randomCell); //{3B.7} if (!upgradeState.individual.specificCellBoosts[cellIndex]) { upgradeState.individual.specificCellBoosts[cellIndex] = 0; //{3C.1} } //{3C.2} upgradeState.individual.specificCellBoosts[cellIndex] = Math.min(upgradeState.individual.specificCellBoosts[cellIndex] + 100, 200); //{3C.3} console.log("Added +100 to cell index:", cellIndex); //{3C.4} } } self.refreshCellDamage(); // Refresh cell damage after applying upgrade 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': if (selectedUpgrade.description === 'Heal +50 HP') { peon.playerHP.updateHP(selectedUpgrade.value); } else { // 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 } self.refreshCellDamage(); // Refresh cell damage after applying upgrade 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; case 'increaseHealIncrement': //{3R.1} // Increase the health increment by 1 for full rotation upgradeState.categorical.healBoost += selectedUpgrade.value; //{3R.2} upgradeState.categorical.healBoostCount = (upgradeState.categorical.healBoostCount || 0) + 1; // Track number of upgrades console.log("Health increment increased by 1 for full rotation. Total heal boost is now", upgradeState.categorical.healBoost); //{3R.3} console.log("New HP restoration value per full rotation:", 1 + upgradeState.categorical.healBoostCount); self.refreshCellDamage(); // Refresh cell damage after applying upgrade break; //{3R.4} 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 if (cell.damageText) { cell.damageText.setText(displayText); } 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.display) { cell.display.addChild(damageText); } // Remove tween animation for damageText damageText.alpha = 1; damageText.scaleX = 1; damageText.scaleY = 1; } }; self.enterUpgradeMode = function () { if (self.upgradeScreenOpen) { return; } // Check if upgrade screen is already open self.upgradeScreenOpen = true; // Set flag to indicate upgrade screen is open 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 = 1700 + i * 250; // Move options 800 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 enemy = createNewEnemy(); // Create a new enemy after upgrade selection game.addChild(enemy); upgradeManager.upgradeScreenOpen = false; // Reset flag after upgrade selection }; }); /**** * 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 LK.on('damageReceived', function (damageAmount) { peon.playerHP.updateHP(-damageAmount); }); LK.on('healingReceived', function (healAmount) { peon.playerHP.updateHP(healAmount); }); // Tile class to represent different types of tiles on the wheel // PlayerHP class to manage player's health and display var PlayerHP = function PlayerHP() { this.hp = 200; this.maxHP = 200; 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 > this.maxHP) { this.hp = this.maxHP; } else if (this.hp < 0) { this.hp = 0; } this.hpText.setText('Player: ' + this.hp); if (this.hp === 0) { LK.showGameOver(); } }; PlayerHP.prototype.setMaxHP = function (newMaxHP) { this.maxHP = newMaxHP; if (this.hp > this.maxHP) { this.hp = this.maxHP; } this.hpText.setText('Player: ' + this.hp); }; PlayerHP.prototype.getCurrentHP = function () { return this.hp; }; PlayerHP.prototype.getMaxHP = function () { return this.maxHP; }; PlayerHP.prototype.resetHP = function () { this.hp = this.maxHP; this.hpText.setText('Player: ' + this.hp); }; var Tile = function Tile(type, baseDamage, actionType) { this.type = type; this.baseDamage = baseDamage; this.damage = baseDamage; this.actionType = actionType; this.display = null; this.damageText = null; }; // Method to initialize the display and text for the tile Tile.prototype.initDisplay = function (assetType, x, y) { this.display = LK.getAsset(assetType, { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); this.display.name = "tile_".concat(x, "_").concat(y); // Assign a unique name based on position var displayText = this.actionType === 'heal' ? '+' + this.damage : this.damage.toString(); this.damageText = new Text2(displayText, { size: 50, fill: this.actionType === 'heal' ? 0x00FF00 : 0x000000 }); this.damageText.name = 'damageText'; // Assign unique name to damageText this.damageText.anchor.set(0.5, 0.5); this.damageText.y -= 200; this.display.addChild(this.damageText); this.damageText.zIndex = 1; // Ensure damageText is on top }; // Method to update the tile's damage value and text Tile.prototype.updateDamage = function (newDamage) { this.damage = newDamage; var displayText = this.actionType === 'heal' ? '+' + this.damage : this.damage.toString(); if (this.damageText) { this.damageText.setText(displayText); // Update existing damageText } }; function startPeonShake() { tween(peon, { x: peon.x + 5 }, { duration: 50, easing: tween.easeInOut, onFinish: function onFinish() { tween(peon, { x: peon.x - 5 }, { duration: 50, easing: tween.easeInOut, onFinish: function onFinish() { if (chargeTimer) { startPeonShake(); // Continue shaking } } }); } }); } var midgroundContainer = new MidgroundContainer(); game.addChild(midgroundContainer); var platform = LK.getAsset('Platform', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); midgroundContainer.addChild(platform); // Centralized state for tracking upgrades // PlayerHP class to manage player's health and display // PlayerHP class to manage player's health and display var PlayerHP = function PlayerHP() { this.hp = 200; this.maxHP = 200; 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 > this.maxHP) { this.hp = this.maxHP; } else if (this.hp < 0) { this.hp = 0; } this.hpText.setText('Player: ' + this.hp); if (this.hp === 0) { LK.showGameOver(); } }; PlayerHP.prototype.setMaxHP = function (newMaxHP) { this.maxHP = newMaxHP; if (this.hp > this.maxHP) { this.hp = this.maxHP; } this.hpText.setText('Player: ' + this.hp); }; PlayerHP.prototype.getCurrentHP = function () { return this.hp; }; PlayerHP.prototype.getMaxHP = function () { return this.maxHP; }; PlayerHP.prototype.resetHP = function () { this.hp = this.maxHP; this.hpText.setText('Player: ' + this.hp); }; 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 healBoostCount: 0 // Track number of heal increment upgrades }, 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: 100, description: '+100 to one random tile' }, { type: 'increaseDamage', value: 10, description: '+10 to minor damage' }, { type: 'increaseDamage', value: 25, description: '+25 to major damage' }, { type: 'heal', value: 50, description: 'Heal +50 HP' }, { type: 'increaseVampiric', value: 1, description: '+1 HP Lifesteal' }, { type: 'heal', value: 5, description: '+5 to Heal ability' }, { type: 'increaseHealIncrement', value: 1, description: '+1 HP on full rotation' }]; 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 wheel = new SpinningWheel(); var upgradeManager = new UpgradeManager(wheel); 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 = 0.5; // 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 platform = LK.getAsset('Platform', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); midgroundContainer.addChild(platform); 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: 50 * spawn count var enemyHP = 50 * enemySpawnCount; // Instantiate the enemy with required parameters var newEnemy = new Enemy(selectedEnemy.asset); newEnemy.init(enemyHP); backgroundContainer.addChild(newEnemy); updateLevelText(); return newEnemy; } // Initialize level text var levelText = new Text2('Level: 1', { size: 50, fill: 0x000000 }); levelText.anchor.set(0.5, 0); levelText.y = 10; // Position it at the top of the screen LK.gui.top.addChild(levelText); // Initialize the first enemy var enemy = createNewEnemy(); // Function to update level text function updateLevelText() { levelText.setText('Level: ' + enemySpawnCount); } // Add a text to display the player's HP var playerHPState = { currentHP: peon.playerHP.getCurrentHP(), maxHP: peon.playerHP.getMaxHP() }; // Restore player HP state when game resumes function restorePlayerHPState() { peon.playerHP.hp = playerHPState.currentHP; peon.playerHP.maxHP = playerHPState.maxHP; peon.playerHP.hpText.setText('Player: ' + peon.playerHP.hp); } // Add a down event to the game to spin the Peon when the screen is tapped var chargeCount = 0; var chargeTimer = null; game.down = function (x, y, obj) { if (gameState !== "upgradeMode" && !wheel.isSpinning && !chargeTimer) { //{6J.1} //{6J.1} chargeCount = Math.floor(Math.random() * 2) + 1; // Randomly set chargeCount between 1 and 2 //{6J.2} chargeTimer = LK.setInterval(function () { //{6J.3} chargeCount++; //{6J.4} }, 200); //{6J.5} // Start peon shake effect startPeonShake(); } //{6J.6} }; game.up = function (x, y, obj) { if (chargeTimer) { game.interaction = false; // Disable interaction LK.setTimeout(function () { game.interaction = true; // Re-enable interaction after 200ms }, 400); //{6L.1} //{6L.1} LK.clearInterval(chargeTimer); //{6L.2} chargeTimer = null; //{6L.3} if (chargeCount >= 1) { //{6L.4} //{6L.4} peon.spin(wheel, chargeCount); //{6L.5} } //{6L.6} chargeCount = 0; // Reset chargeCount after spin //{6L.7} currentInterval = startingInterval; // Reset the interval to the starting interval multiplier = 0.5; // Reset the multiplier to its initial value // Stop peon shake effect tween.stop(peon, { x: true }); } //{6L.8} };
===================================================================
--- original.js
+++ change.js
@@ -618,21 +618,10 @@
}
console.log("Cell ".concat(i, " (").concat(cell.type, ") new damage: ").concat(effectiveDamage));
cell.damage = effectiveDamage;
// Update the displayed damage value
- // Ensure damageText is correctly updated or created
if (cell.damageText) {
cell.damageText.setText(displayText);
- } else {
- cell.damageText = new Text2(displayText, {
- size: 50,
- fill: cell.actionType === 'heal' ? 0x00FF00 : 0xFFFFFF
- });
- cell.damageText.name = 'damageText'; // Assign unique name
- cell.damageText.anchor.set(0.5, 0.5);
- if (cell.display) {
- cell.display.addChild(cell.damageText);
- }
}
var displayText = cell.actionType === 'heal' ? '+' + effectiveDamage : effectiveDamage.toString();
// Create a new damageText instance
var damageText = new Text2(displayText, {
@@ -801,16 +790,8 @@
this.damage = newDamage;
var displayText = this.actionType === 'heal' ? '+' + this.damage : this.damage.toString();
if (this.damageText) {
this.damageText.setText(displayText); // Update existing damageText
- } else {
- this.damageText = new Text2(displayText, {
- size: 50,
- fill: this.actionType === 'heal' ? 0x00FF00 : 0x000000
- });
- this.damageText.anchor.set(0.5, 0.5);
- this.damageText.y -= 200;
- this.display.addChild(this.damageText);
}
};
function startPeonShake() {
tween(peon, {
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.