User prompt
Update the Upgrade Mechanism Ensure Proper Increment: Current Implementation: upgradeState.global.peonPriestIncrement = (upgradeState.global.peonPriestIncrement || 1) + selectedUpgrade.value; Verification: Confirm that selectedUpgrade.value is set to 1 for the "+1 to Peon Priest" upgrade. Example: Before Upgrade: peonPriestIncrement = 1. After Upgrade: peonPriestIncrement = 1 + 1 = 2.
User prompt
Adjust the HP Restoration Logic New Calculation: Formula: javascript Copy var hpToRestore = Math.min(tilesMoved, peonPriestIncrement); Explanation: tilesMoved: Number of tiles the peon has moved in the spin. peonPriestIncrement: Current maximum HP restoration cap. Math.min: Ensures that the HP restored does not exceed the cap. Example Scenarios: Default (peonPriestIncrement = 1): Peon moves 5 tiles → hpToRestore = min(5, 1) = 1 HP. After 2 Upgrades (peonPriestIncrement = 3): Peon moves 5 tiles → hpToRestore = min(5, 3) = 3 HP. Peon moves 2 tiles → hpToRestore = min(2, 3) = 2 HP.
User prompt
Redefine peonPriestIncrement as a Maximum Cap Purpose: Instead of using peonPriestIncrement as a divisor, redefine it to represent the maximum HP that can be restored per spin. Initialization: Default Value: Set peonPriestIncrement = 1 at game start. Upgrade Increments: Each "+1 to Peon Priest" upgrade increases peonPriestIncrement by 1
User prompt
Handle Upgrades Correctly: Upgrade Mechanism: When the player selects the "+1 to Peon Priest" upgrade, increment the peonPriestIncrement by 1. This means: Before Upgrade: peonPriestIncrement = 2 (for example), so every 2 tiles restore 1 HP. After First Upgrade: peonPriestIncrement = 3, so every 3 tiles restore 1 HP. Implementation Steps: Upgrade Selection: Ensure that selecting the upgrade correctly increments peonPriestIncrement. Persisting State: Make sure that the incremented value persists throughout the game session and isn't reset unintentionally.
User prompt
Modify the HP Restoration Logic: Calculation Adjustment: Instead of directly setting hpToRestore as Math.floor(tilesMoved / peonPriestIncrement), incorporate a minimum value to ensure at least 1 HP is restored. For example: javascript Copy var hpToRestore = Math.max(1, Math.floor(tilesMoved / peonPriestIncrement)); This ensures that even if tilesMoved is less than peonPriestIncrement, at least 1 HP is restored.
User prompt
Initialize peonPriestIncrement Appropriately: Default Value: Set peonPriestIncrement to a value that ensures only 1 HP is restored regardless of the number of tiles moved. For example, initialize it to the maximum number of tiles a peon can move in a single spin plus one. This ensures that Math.floor(tilesMoved / peonPriestIncrement) equals 0, and you can enforce a minimum restoration of 1 HP.
User prompt
the peon still doesn't have a limit created for the amount of tiles it can heal. when the game starts, the mechanism is reset at default, with only having 1 tile active. players start of with the dice HP restoration at level 1, which means only 1 tile is counted, regardless how many tiles the peon moves, it only counts 1 tile thus restores 1 HP. but you will add a new upgrade named "+1 to Peon Priest" which when selected increments this value by 1. thus now every 2 tiles will be counted when restoring player's hp based on the peon's movement. so regardless how many tiles the peon moves when the game loads, this value is always set at 1 tile, thus can only restore 1 hp. this value only increments if the associated upgrade is selected by the player
User prompt
now create a locking mechanism for the previous system you implemented. players start of with the dice HP restoration at level 1, which means only 1 tile is counted, regardless how many tiles the peon moves, it only counts 1 tile thus restores 1 HP. but you will add a new upgrade named "+1 to Peon Priest" which when selected increments this value by 1. thus now every 2 tiles will be counted when restoring player's hp based on the peon's movement.
User prompt
create a new class for a new mechanism that counts how many tiles the peon has moved after being released, then it restores the player HP based on it. so if it traveled 3 tiles, it restores 3HP, for 15 tiles it restores 15 HP. show this in the restore text animation and update that with the hp value it will get restored
User prompt
ensure each cell has a unique ID, so that when you apply the +50 to a random tile upgrade, the value remains only on that specific cell. ensure that once that upgrade is pressed, the value is added to a random damage cell, and then that cell permanently remains with the +50 value.
User prompt
ensure each cell has a unique ID, so that when you apply the +50 to a random tile upgrade, the value remains only on that specific cell
User prompt
consolidate the logic and the variable that deals with how much the +50 to a random tile upgrade gives, in a single class. Like the 50 value should be mentioned in a single place and be called from there
User prompt
the +50 to a random tile upgrade still increases the value by 100 instead of 50
User prompt
after the last update, both theplayer and enemy HP values shows NaN, and so does the text that shows players hp restoration, and the damage dealt to the enemy also shows NaN
User prompt
rename all variables names from baseDamage to baseValue since not all tiles are damage related, but value would be a more generic term that also cover heal tiles
Code edit (1 edits merged)
Please save this source code
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update the upgrade that increases the damage of a random tile to 100 to only be 50. update the description as well
User prompt
he tap_release should not play when the player voluntarely releases the figner from the screen, remove it from that trigger
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the tap_release should not play when the player voluntarely releases the figner from the screen, rather when the auto mechanism that triggers that after 2 seconds should do it. move it to that trigger
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create a sound named Tap_Release and play it after the automated 2 seconds pass that trigger the tap release of the screen.
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update thei graphics for cell 2 and 3 to reflect their new damages. tile_1 is used for minor damage cells and cell 2 is now minor damage cell, while tile_2 is used for major cells which cell 3 is now major.
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swap the 2nd with the 3rd cell contents. make the second cell be minor damage and deal 10 damage and the 3rd cell be major damage and deal 25 damage. also update their graphics
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swap the 2nd with the 3rd cell contents. make the second cell be minor damage and deal 10 damage and the 3rd cell be major damage and deal 25 damage. also update their graphics. ensure their cells display the correct asset
User prompt
swap the 2nd with the 3rd cell contents. make the second cell be minor damage and deal 10 damage and the 3rd cell be major damage and deal 25 damage. also update their graphics
User prompt
the vampiric upgrade should increment by 2 instead of 1. update tehe description as well
/**** * 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; } self.assetType = assetType; // Store assetType as a property of the enemy instance self.enemyGraphics = LK.getAsset(assetType, { anchorX: 0.5, anchorY: 0.5 }); // Fetch unique graphics self.enemyGraphics.anchor.set(0.5, 0.5); // Set anchor to center self.addChild(self.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 self.movementTracker = new PeonMovementTracker(); // Initialize the movement tracker var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; self.movementTracker.incrementTilesMoved(); // Increment tiles moved self.x = wheel.x + self.currentPosition * 250; if (self.currentPosition == 0) { self.x = wheel.x; // Restore HP using passGoHealIncrement when moving from the last 8th cell back to the first cell var baseHeal = 1; // Define a base heal amount var healAmount = baseHeal + upgradeState.global.passGoHealIncrement; // Calculate total heal amount // Initialize lastX for tracking changes on X if (self.lastX === undefined) { self.lastX = self.x; } // Check if we reached the X position (wheel.x) right now as we were not there before if (self.lastX <= wheel.x && self.x > wheel.x) { self.playerHP.updateHP(healAmount); // Update HP with total heal amount } // Update last known state self.lastX = self.x; var healText = new Text2('+' + healAmount, { 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(); } }); // Display Pass_GO asset in the center of the screen var passGoAsset = LK.getAsset('Pass_GO', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 880, y: 2732 / 2 + 950, alpha: 0 }); midgroundContainer.addChild(passGoAsset); tween(passGoAsset, { alpha: 1 }, { duration: 300, onFinish: function onFinish() { LK.setTimeout(function () { tween(passGoAsset, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { passGoAsset.destroy(); } }); }, 500); } }); } self.steps--; if (self.steps <= 0) { self.x = wheel.x + self.currentPosition * 250; var tilesMoved = self.movementTracker.getTilesMoved(); // Get the number of tiles moved var peonPriestIncrement = upgradeState.global.peonPriestIncrement || 1; // Get Peon Priest increment value var hpToRestore = Math.min(tilesMoved, peonPriestIncrement); // Restore HP based on the lesser of tiles moved or peonPriestIncrement//{1g.1} self.playerHP.updateHP(hpToRestore); // Restore HP based on calculated value var restoreText = new Text2('+' + hpToRestore + ' HP', { size: 150, fill: 0x00FF00 // Green color for restore }); restoreText.anchor.set(0.5, 0.5); restoreText.x = self.playerHP.hpText.x + 250; restoreText.y = self.playerHP.hpText.y; LK.gui.top.addChild(restoreText); tween(restoreText, { alpha: 0, y: restoreText.y - 50 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { restoreText.destroy(); } }); self.movementTracker.resetTilesMoved(); // Reset tiles moved after restoring HP 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); LK.getSound('Heal').play(); // Play the 'Heal' sound 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 = enemyDamage.calculateDamage(); self.playerHP.updateHP(-damage); } }; // Removed instant damage application to player's health } 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); LK.getSound('Heal').play(); // Play the 'Heal' sound // 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 = enemyDamage.calculateDamage(); 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 = baseDamage + 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} } // Delay the damage application to the player's health LK.setTimeout(function () { // Log the exact moment when the player takes damage if (self.lastDamage !== self.damage) { console.log("Player received damage: " + self.damage); self.lastDamage = self.damage; } console.log("Player received damage: " + self.damage); // Log the correct damage value if (enemy.hp <= 0) { console.log("Enemy Type:", enemy.assetType); if (enemy.assetType === 'enemy') { //{3d.4} LK.getSound('Enemy_1_Die').play(); // Play the 'Enemy_1_Die' sound//{3d.5} } else if (enemy.assetType === 'enemy_2') { //{3d.6} LK.getSound('Enemy_2_Die').play(); // Play the 'Enemy_2_Die' sound//{3d.7} } else if (enemy.assetType === 'enemy_3') { //{3d.8} LK.getSound('Enemy_3_Die').play(); // Play the 'Enemy_3_Die' sound//{3d.9} } //{3d.10} enemy.destroy(); upgradeManager.refreshCellDamage(); // Refresh cell damage before entering upgrade mode gameState = "upgradeMode"; pauseGame(); upgradeManager.enterUpgradeMode(); } else { var damage = enemyDamage.calculateDamage(); peon.playerHP.updateHP(-damage); } }, 500); // Delay of 500ms // 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', baseValue: 100, actionType: 'damage' }, { type: 'minor', baseValue: 10, actionType: 'damage' }, { type: 'major', baseValue: 25, actionType: 'damage' }, { type: 'heal', baseValue: 15, actionType: 'heal' }, { type: 'minor', baseValue: 10, actionType: 'damage' }, { type: 'major', baseValue: 25, actionType: 'damage' }, { type: 'minor', baseValue: 10, actionType: 'damage' }, { type: 'heal', baseValue: 15, actionType: 'heal' }]; for (var i = 0; i < cellTypes.length; i++) { var cell = new Tile(cellTypes[i].type, cellTypes[i].baseValue, cellTypes[i].actionType, i); // Assign unique ID 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 = randomCell.id; // Use the unique ID of the cell if (!upgradeState.individual.specificCellBoosts[cellIndex]) { upgradeState.individual.specificCellBoosts[cellIndex] = 0; //{3C.1} } //{3C.2} upgradeState.individual.specificCellBoosts[cellIndex] = Math.min(upgradeState.individual.specificCellBoosts[cellIndex] + upgradeValueManager.getRandomTileUpgradeValue(), 200); //{3C.3} console.log("Added +50 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); LK.getSound('Heal').play(); // Play the 'Heal' sound when the upgrade is selected } 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 LK.getSound('Upgrade').play(); // Play the 'Upgrade' sound } 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) + 2; console.log("Vampiric Ability increased to:", upgradeState.global.vampiricAbility); break; case 'passGoHeal': upgradeState.global.passGoHealIncrement += selectedUpgrade.value; // Increment only passGoHealIncrement //{4Y.1} console.log("Pass GO Heal Increment is now", upgradeState.global.passGoHealIncrement); //{4Y.2} break; case 'increasePeonPriest': // New case for Peon Priest upgrade if (selectedUpgrade.description === '+1 to Peon Priest') { selectedUpgrade.value = 1; // Ensure the value is set to 1 for this specific upgrade } upgradeState.global.peonPriestIncrement = (upgradeState.global.peonPriestIncrement || 1) + selectedUpgrade.value; // Increment Peon Priest value console.log("Peon Priest Increment is now", upgradeState.global.peonPriestIncrement); break; //{4Y.4} //{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.baseValue + totalDamageBoost + specificCellBoost + categoricalBoost; if (cell.actionType === 'heal') { effectiveDamage += healBoost; } console.log("Cell ".concat(i, " (").concat(cell.type, ") new damage: ").concat(effectiveDamage)); cell.damage = effectiveDamage; var displayText = cell.actionType === 'heal' ? '+' + effectiveDamage : effectiveDamage.toString(); // Remove existing damageText if present if (cell.display) { var existingDamageText = cell.display.children.find(function (child) { return child.name === 'damageText'; }); if (existingDamageText) { existingDamageText.destroy(); } // 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); cell.display.addChild(damageText); } } }; 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, optionContainer) { // Use closure to capture the correct upgrade return function () { console.log("Upgrade option clicked:", selectedUpgrade.description); // Log the click event // Add tween animation to simulate pressing effect tween(optionContainer.scale, { x: 0.9, y: 0.9 }, { duration: 75, easing: tween.easeInOut, onFinish: function onFinish() { tween(optionContainer.scale, { x: 1, y: 1 }, { duration: 75, easing: tween.easeInOut, onFinish: function onFinish() { self.selectUpgrade(selectedUpgrade); } }); } }); }; }(self.upgradeOptions[i], optionContainer)); // Pass the correct upgrade option and container 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); if (selectedUpgrade.description !== 'Heal +50 HP') { LK.getSound('Upgrade').play(); // Play the 'Upgrade' sound } 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 ****/ //{0.1} //{0.1} //{0.1} //{0.1} //{0.1} // Initialize the 'Heal' sound // InputHandler class to manage player input disabling // UpgradeValueManager class to centralize upgrade values // PeonMovementTracker class to track Peon's tile movements and restore HP var PeonMovementTracker = function PeonMovementTracker() { this.tilesMoved = 0; // Initialize the number of tiles moved to 0 }; // Method to increment the number of tiles moved PeonMovementTracker.prototype.incrementTilesMoved = function () { this.tilesMoved++; }; // Method to reset the number of tiles moved PeonMovementTracker.prototype.resetTilesMoved = function () { this.tilesMoved = 0; }; // Method to get the number of tiles moved PeonMovementTracker.prototype.getTilesMoved = function () { return this.tilesMoved; }; var UpgradeValueManager = function UpgradeValueManager() { this.randomTileUpgradeValue = 50; // Centralized value for the random tile upgrade }; UpgradeValueManager.prototype.getRandomTileUpgradeValue = function () { return this.randomTileUpgradeValue; }; var upgradeValueManager = new UpgradeValueManager(); var EnemyDamage = function EnemyDamage() { this.minDamage = 10; this.maxDamage = 15; this.round = 1; this.calculateDamage = function () { return Math.floor(Math.random() * (this.maxDamage - this.minDamage + 1)) + this.minDamage; }; this.increaseDamage = function () { this.minDamage += 1; this.maxDamage += 2; this.round += 1; }; }; var InputHandler = function InputHandler() { this.holdTimer = null; this.isInputDisabled = false; // Method to start the hold timer this.startHoldTimer = function () { var self = this; this.holdTimer = LK.setTimeout(function () { self.disableInput(); }, 2000); // Disable input after 2 seconds }; // Method to disable player input this.disableInput = function () { this.isInputDisabled = true; game.interaction = false; // Disable interaction console.log("Input disabled due to prolonged hold"); // Simulate finger release to release the peon if (chargeTimer) { LK.clearInterval(chargeTimer); chargeTimer = null; if (chargeCount >= 1) { LK.getSound('Roll').play(); // Play the 'Roll' sound peon.spin(wheel, chargeCount); } chargeCount = 0; currentInterval = startingInterval; multiplier = 0.5; tween.stop(peon, { x: true }); inputHandler.reset(); // Reset the input handler //{6L.8} LK.getSound('Charge').stop(); // Stop the 'Charge' sound LK.getSound('Tap_Release').play(); // Play the 'Tap_Release' sound } }; // Method to reset the input handler this.reset = function () { if (this.holdTimer) { LK.clearTimeout(this.holdTimer); this.holdTimer = null; } this.isInputDisabled = false; game.interaction = true; // Re-enable interaction }; }; var inputHandler = new InputHandler(); // 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, baseValue, actionType, id) { this.type = type; this.baseValue = baseValue; this.damage = baseValue; this.actionType = actionType; this.display = null; this.id = id; // Add unique ID to each cell }; // Method to initialize the display 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 }; // Method to update the tile's damage value Tile.prototype.updateDamage = function (newDamage) { this.damage = newDamage; }; 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 - 150 }); 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, passGoHealIncrement: 0, // Dedicated variable for "Pass GO" healing //{8p.1} peonPriestIncrement: maxTiles + 1 // Initialize Peon Priest increment to ensure only 1 HP is restored by default }, categorical: { minorDamageBoost: 0, majorDamageBoost: 0, criticalDamageBoost: 0, healBoost: 0, healBoostCount: 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 a 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: 2, description: '+2 HP Lifesteal' }, { type: 'heal', value: 5, description: '+5 to Heal ability' }, { type: 'increaseHealIncrement', value: 1, description: '+1 HP when you pass GO' }, { type: 'increasePeonPriest', value: 1, description: '+1 to Peon Priest' }]; 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 enemyDamage = new EnemyDamage(); 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; enemyDamage.increaseDamage(); // 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(); enemies.push(newEnemy); // Add the new enemy to the array 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 enemies = []; // Array to store multiple enemies var enemy = createNewEnemy(); enemies.push(enemy); // Add the new enemy to the array // 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 && !inputHandler.isInputDisabled) { //{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} }, 150); //{6J.5} // Start peon shake effect startPeonShake(); inputHandler.startHoldTimer(); // Start the hold timer //{6J.6} LK.getSound('Charge').play(); // Play the 'Charge' sound } //{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} LK.getSound('Roll').play(); // Play the 'Roll' sound 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 }); inputHandler.reset(); // Reset the input handler //{6L.8} } //{6L.8} };
===================================================================
--- original.js
+++ change.js
@@ -683,8 +683,11 @@
console.log("Pass GO Heal Increment is now", upgradeState.global.passGoHealIncrement); //{4Y.2}
break;
case 'increasePeonPriest':
// New case for Peon Priest upgrade
+ if (selectedUpgrade.description === '+1 to Peon Priest') {
+ selectedUpgrade.value = 1; // Ensure the value is set to 1 for this specific upgrade
+ }
upgradeState.global.peonPriestIncrement = (upgradeState.global.peonPriestIncrement || 1) + selectedUpgrade.value; // Increment Peon Priest value
console.log("Peon Priest Increment is now", upgradeState.global.peonPriestIncrement);
break;
//{4Y.4}
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.