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instead of allowing the player to tap anywhere on the screen, reduce this to only the body of the enemies. players can only press the enemies to spin the peon
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the initial go hp restoration should only be 5 not 6. use the 5 assigned to the go starting value, don't hardcode the 5. this referes to the hp restored when the player moves through go, and applies the hp restoration value assigned to go
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the initial go hp restoration should only be 5 not 6. use the 5 assigned to the go starting value, don't hardcode the 5
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the initial go hp restoration should only be 5 not 6. use the 5 assigned to the go starting value, don't hardcode the 5
User prompt
the initial go hp restoration should only be 5 not 6
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the +50 to a Random tile upgrade doesn't work correctly. while it applies the damage to a cell and increments it's value, the projectile doesn't actually do the damage indicated on the cell. instead, the damage is actually aplied to another cell which doesnt show the value but does the increased damage. fix this
User prompt
some upgrades use an unique id like increaseVampiric while other use the same increaseDamage. ensure each upgrade has a unique ID type and use that to reference the upgrade instead of its description. Change the strings in the includes method within the applyUpgrade function to match the casing of the new Upgrade ID Type.
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Change the strings in the includes method within the applyUpgrade function to match the casing of the new updated upgrade descriptions.
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some upgrades use an unisque id like increaseVampiric while other use the same increaseDamage. ensure each upgrade has a unique ID type and use that to reference the upgrade instead of its description
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the damage upgrades are no longer owrking, selecting them no longer adds their intended value to the intended cells
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why is the the '+25 to Major damage' upgrade no longer working?
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the '+25 to Major damage' upgrade no longer works, it should add +25 to all major damage cells
Code edit (1 edits merged)
Please save this source code
User prompt
change the +1 hp when you pass GO to be +5. update the decsirption and the value increment. ensure this value is added to the GO variable, and increments it, so that the next time the peon passes through go, it will now heal player hp based on the new increased value
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change the hp restoration to player when the peon passes through go to be 5 instead of 1
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Please fix the bug: 'Cannot read properties of undefined (reading 'global')' in or related to this line: 'upgradeState.global.peonHealStart = 1; // Initialize starting HP restoration value' Line Number: 1094
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Update the Peon’s HP Restoration Mechanism Locate HP Restoration Code: Find the section in the Peon’s spin method where HP is restored after moving across tiles. Implement Incremental HP Restoration: Modify the HP restoration logic to: Initialize a Variable for Tracking: Start from the peonHealStart value. Iterate Over Tiles: For each tile the Peon lands on, add the current HP restoration value to the Peon’s HP. Increment the Restoration Value: After each tile, increase the restoration value by 1. Example Workflow: Initial Upgrade: peonHealStart = 1 Tile 1: +1 HP Tile 2: +2 HP Tile 3: +3 HP After 1 Upgrade: peonHealStart = 2 Tile 1: +2 HP Tile 2: +3 HP Tile 3: +4 HP
User prompt
Update the Peon’s HP Restoration Mechanism Locate HP Restoration Code: Find the section in the Peon’s spin method where HP is restored after moving across tiles. Implement Incremental HP Restoration: Modify the HP restoration logic to: Initialize a Variable for Tracking: Start from the peonHealStart value. Iterate Over Tiles: For each tile the Peon lands on, add the current HP restoration value to the Peon’s HP. Increment the Restoration Value: After each tile, increase the restoration value by 1. Ensure Maximum HP Limit: If there's a maximum HP cap (e.g., 200), ensure that HP does not exceed this value during restoration. Example Workflow: Initial Upgrade: peonHealStart = 1 Tile 1: +1 HP Tile 2: +2 HP Tile 3: +3 HP After 1 Upgrade: peonHealStart = 2 Tile 1: +2 HP Tile 2: +3 HP Tile 3: +4 HP
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Adjust the HP Restoration Calculation: Locate where the Peon restores HP based on tile position. This is typically within the Peon’s spin method. Current Logic: javascript Copy var hpToRestore = Math.min(tilesMoved, peonPriestIncrement); New Logic: Replace the above line with a calculation that starts from the peonHealStart value and increments by 1 for each subsequent tile. Example Steps: Determine the Base HP: Start with peonHealStart for the first tile. Calculate Incremental HP: For each additional tile, add 1 to the previous tile's HP restoration. Apply to Peon’s HP: Update the Peon's HP accordingly.
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Modify the Upgrade Application: In the UpgradeManager's applyUpgrade method, adjust the case for increasePeonPriest to increment the peonHealStart value instead of peonPriestIncrement. Steps: Increment the Starting HP: Each time the upgrade is applied, increase peonHealStart by 1. Update the Upgrade State: Ensure that this new value is stored and persists across game sessions if necessary.
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Please fix the bug: 'Cannot read properties of undefined (reading 'global')' in or related to this line: 'upgradeState.global.peonHealStart = 1; // Initialize starting HP restoration value' Line Number: 1094
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Initialize the Starting HP Value: Set an initial value (e.g., 1) for the starting HP restoration per tile. Example: javascript Copy upgradeState.global.peonHealStart = 1;
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Implement the New HP Restoration Logic Define a New State Variable: Instead of tracking tile increments, you need to track the starting HP restoration value. Current State Variable: upgradeState.global.peonPriestIncrement Action: Repurpose this variable or introduce a new one, such as upgradeState.global.peonHealStart.
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Identify the Upgrade Handling Mechanism Locate Upgrade Definitions: Find where your upgrade options are defined, typically in an array or object. In your code, this is under the upgradeOptions array. Find the Specific Upgrade: Locate the upgrade with the description '+1 tile to Peon Healing'. In your code, it's defined as: javascript Copy { type: 'increasePeonPriest', value: 1, description: '+1 tile to Peon Healing' } 2. Remove or Disable the Existing Tile Increment Functionality Locate the Application of the Upgrade: Find where the '+1 tile to Peon Healing' upgrade is applied within your UpgradeManager class. Specifically, look for the case handling increasePeonPriest. Disable Tile Increment: Remove or Comment Out: The current functionality that increases the number of tiles. This ensures that selecting this upgrade no longer affects tile count. Example: If there's a function or a line like peon.increaseTiles(), remove or comment it out. Ensure No Residual Effects: Verify that no other parts of your codebase reference or rely on this tile increment functionality tied to the increasePeonPriest upgrade.
Code edit (2 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BackgroundContainer class var BackgroundContainer = Container.expand(function () { var self = Container.call(this); }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // 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 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; // 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.peonHealStart; // 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 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 = 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} } // 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', baseDamage: 100, actionType: 'damage' }, { type: 'minor', baseDamage: 10, actionType: 'damage' }, { type: 'major', baseDamage: 25, 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); 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.peonHealStart += selectedUpgrade.value; // Increment only peonHealStart //{4Y.1} console.log("Starting HP Restoration is now", upgradeState.global.peonHealStart); //{4Y.2} 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.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; 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 ****/ // InputHandler class to manage player input disabling // Initialize the 'Heal' sound //{0.1} //{0.1} //{0.1} //{0.1} //{0.1} 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, baseDamage, actionType) { this.type = type; this.baseDamage = baseDamage; this.damage = baseDamage; this.actionType = actionType; this.display = null; }; // 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; upgradeState.global.peonHealStart = 1; // Initialize starting HP restoration value var upgradeState = { global: { totalDamageBoost: 0, peonHealStart: 0 // Dedicated variable for starting HP restoration //{8p.1} }, 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: 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: 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' }]; 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
@@ -1063,8 +1063,9 @@
}
return ("string" === r ? String : Number)(t);
}
var enemySpawnCount = 0;
+upgradeState.global.peonHealStart = 1; // Initialize starting HP restoration value
var upgradeState = {
global: {
totalDamageBoost: 0,
peonHealStart: 0 // Dedicated variable for starting HP restoration //{8p.1}
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.