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the new random picking mechanism for the upgrades can pick 2 upgrades which are identical. ensure that's never possible, and whatever upgrade was pulled first, the second must be different
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each upgrade rarity should have it's own asset button. keep rectangle for common upgrades, but add rectangle_rare for rares and rectangle_epic for epic upgrades
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make the width of the rectangle button the same width as the screen
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create a rectangle asset and place it behind the upgrades text, to make it more clear the text is a button
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change rare rarity from 30 to 40 and epic from 20 to 30
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create a rarity system for the upgrades, where you label each upgrade with one of the 3 possible rarities which are commom, rare and epic. create a global variable for each rarity that defines it's weight in the bucket. common has 50, rare has 30 and epic has 20 items in the bucket. when selecting the 2 random upgrades to present to the player, pull 2 random items from this bucket, and deduct 1 from their number. So say commons have a weight of 50 and i selected the "Heal +100 HP" upgrade, then there now remains 49 items like this in the bucket. so for each common upgrade in the list, add 50 items in the bucket and for each epic upgrade add 20 pieces. when there 3 remaining items in the bucket, reset the bucket and reset the weights of all upgrades back to original and then start pulling again. for start, tag all upgrades as common, except (+) 10 to Minor Damage which is rare and (+) 100 to Critical Damage which is epic
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show the player hp in the following format "Player: 55 / 100" where 55 represents the current hp and 100 the max hp. update max hp when it received an upgrade. i still only see "player: 100" at the start
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show the player hp in the following format "Player: 55 / 100" where 55 represents the current hp and 100 the max hp. update max hp when it received an upgrade
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this part of the dev console :All cells after upgrade: VM76:575 Cell 0 (critical) damage: 150 VM76:575 Cell 1 (minor) damage: 10 VM76:575 Cell 2 (major) damage: 75 VM76:575 Cell 3 (heal) damage: 5 VM76:575 Cell 4 (minor) damage: 10 VM76:575 Cell 5 (major) damage: 25 VM76:575 Cell 6 (minor) damage: 10 VM76:575 Cell 7 (heal) damage: 5 VM76:577 Global Boost: 0: doesn't update correctly after applying the Selected upgrade: +50 to random Damage tile. the damage was correctly applied to cell 0 showing 250 in the game, but in the dev consoel i still see Cell 0 (critical) damage: 150
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i see Cell 5 (major) damage: 75 in my dev console, yet that cell did 125 damage. ensure the "Selected upgrade: +50 to random Damage tile" upgrade which increased it's value didn;t accidentally increase it twice
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Undefined target Variable in 'increaseSpeed' Upgrade Issue: The 'increaseSpeed' case references a target variable that is not defined within the scope of the applyUpgrade method. Impact: This will cause runtime errors when attempting to apply the speed upgrade, as target is undefined.
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Issue: In the 'increaseRandomDamage' case, there are console.log statements and additional logging after the break statement, making them unreachable. Impact: These logs will never execute, hindering debugging and tracking of upgrade applications. Instruction to Fix: Move all logging statements before the break to ensure they execute when the 'increaseRandomDamage' upgrade is applied. This ensures that relevant information is logged for debugging purposes.
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Duplicate Case Statements Issue: The applyUpgrade method contains two identical case statements for 'increaseAllDamage', both performing the same action of increasing global.totalDamageBoost. Impact: Redundancy can lead to confusion and potential errors, especially if one case is modified independently of the other. Instruction to Fix: Remove one of the duplicate 'increaseAllDamage' cases to ensure each upgrade type is handled uniquely. This streamlines the upgrade application process and prevents unintended behaviors.
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start the player from 100 hp instead of 200
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add a new upgrade with the description "+100 to Critical Damage" which increments the Critical cell by 100 when selected
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after making an upgrade, show all 8 cells in the dev console, not just the ones that were increased. right now in the dev log i can only see which cells have been upgraded but not the ones unaffected. please show all 8 cells, regardless if they have been upgraded or not
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after making an upgrade, show all 8 cells in the dev console, not just the ones that were increased. right now in the dev log i can only see which cells have been upgraded but not the ones unaffected. please show all 8 cells, regardless if they have been upgraded or not
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after making an upgrade, show all 8 cells in the dev console, not just the ones that were increased. right now in the dev log i can only see which cells have been upgraded but not the ones unaffected. please show all 8 cells, regardless if they have been upgraded or not
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after making an upgrade, show all 8 cells in the dev console, not just the ones that were increased. right now in the dev log i can only see which cells have been upgraded but not the ones unaffected. please show all 8 cells, regardless if they have been upgraded or not
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after making an upgrade, show all 8 cells in the dev console, not just the ones that were increased
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/**** * 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; //{8.5} self.lastWasDead = false; // Initialize lastWasDead to track death state // 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 passedGo = false; var totalHeal = upgradeState.global.peonPriestIncrement || 0; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; self.movementTracker.incrementTilesMoved(); // Increment tiles moved self.x = wheel.x + self.currentPosition * 250; totalHeal++; if (self.currentPosition == 0) { passedGo = true; self.x = wheel.x; totalHeal += upgradeState.global.passGoHealIncrement; } self.steps--; if (self.steps <= 0) { var cell = wheel.cells[self.currentPosition]; // Display Pass_GO asset in the center of the screen if (passedGo) { 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); } }); } var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { LK.getSound('Heal').play(); // Play the 'Heal' sound totalHeal += cell.damage; totalHeal += upgradeState.global.healBoost; totalHeal += upgradeState.individual[self.currentPosition] || 0; } else { totalHeal += upgradeState.global.vampiricAbility; 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); } } // Heal application and animation if (totalHeal > 0) { self.playerHP.updateHP(totalHeal); var peonHealText = new Text2('+' + totalHeal, { size: 150, fill: 0x00FF00 // Green color for heal }); peonHealText.anchor.set(0.5, 0.5); peonHealText.x = self.playerHP.hpText.x + 250; peonHealText.y = self.playerHP.hpText.y; LK.gui.top.addChild(peonHealText); tween(peonHealText, { alpha: 0, y: peonHealText.y - 50 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { peonHealText.destroy(); } }); } self.movementTracker.resetTilesMoved(); // Reset tiles moved after restoring HP wheel.isSpinning = false; inputHandler.disableInput(); // Disable input immediately after peon lands LK.setTimeout(function () { inputHandler.reset(); // Re-enable input after 500ms }, 500); } else { LK.setTimeout(_spinStep, currentInterval * 10); // Increase interval to slow down peon speed } }; _spinStep(); }; }); // PlayerHP class to manage player's health and display var PlayerHP = Container.expand(function () { var self = Container.call(this); self.hp = 100; self.maxHP = 100; self.hpText = new Text2('Player HP: ' + self.hp + '/' + self.maxHP, { size: 100, fill: 0x000000 }); self.hpText.anchor.set(0.5, 0); self.hpText.y += 1500; LK.gui.top.addChild(self.hpText); self.updateHP = function (amount) { self.hp += amount; if (self.hp > self.maxHP) { self.hp = self.maxHP; } else if (self.hp < 0) { self.hp = 0; } self.hpText.setText('Player: ' + self.hp + ' / ' + self.maxHP); if (self.hp === 0) { LK.showGameOver(); } }; self.setMaxHP = function (newMaxHP) { self.maxHP = newMaxHP; if (self.hp > self.maxHP) { self.hp = self.maxHP; } self.hpText.setText('Player: ' + self.hp + ' / ' + self.maxHP); }; self.getCurrentHP = function () { return self.hp; }; self.getMaxHP = function () { return self.maxHP; }; self.resetHP = function () { self.hp = self.maxHP; self.hpText.setText('Player: ' + self.hp + ' / ' + self.maxHP); }; }); // 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.global.minorDamageBoost; } else if (cell && cell.type === 'major') { categoricalBoost = upgradeState.global.majorDamageBoost; } else if (cell && cell.type === 'critical') { categoricalBoost = upgradeState.global.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; // Delay the damage application to the player's health LK.setTimeout(function () { if (enemy.hp <= 0 && !enemy.lastWasDead) { enemy.lastWasDead = true; // Mark enemy as dead to prevent multiple sound plays console.log("Enemy Type:", enemy.assetType); if (enemy.assetType === 'enemy') { LK.getSound('Enemy_1_Die').play(); // Play the 'Enemy_1_Die' sound//{3d.5} } else if (enemy.assetType === 'enemy_2') { LK.getSound('Enemy_2_Die').play(); // Play the 'Enemy_2_Die' sound//{3d.7} } else if (enemy.assetType === 'enemy_3') { LK.getSound('Enemy_3_Die').play(); // Play the 'Enemy_3_Die' sound//{3d.9} } 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); // Log the correct damage value after it's calculated console.log("Player received damage: " + 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 }); 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: 2000, 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: 2000, 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: 15, actionType: 'damage' }, { type: 'major', baseValue: 25, actionType: 'damage' }, { type: 'heal', baseValue: 10, actionType: 'heal' }, { type: 'minor', baseValue: 15, actionType: 'damage' }, { type: 'major', baseValue: 25, actionType: 'damage' }, { type: 'minor', baseValue: 15, actionType: 'damage' }, { type: 'heal', baseValue: 10, actionType: 'heal' }]; for (var i = 0; i < cellTypes.length; i++) { var cell = self.addChild(new Tile(cellTypes[i].type, cellTypes[i].baseValue, cellTypes[i].actionType, i)); cell.x = i * 250; cell.y = 100; self.cells.push(cell); } }; // Spin the Player around the wheel self.spin = function (player) { if (!self.isSpinning) { self.isSpinning = true; player.spin(self); } }; }); var Tile = Container.expand(function (type, baseValue, actionType, id) { var self = Container.call(this); self.type = type; self.baseValue = baseValue; self.damage = baseValue; self.actionType = actionType; self.id = id; // Add unique ID to each cell self.display = self.addChild(LK.getAsset('tile_' + type, { anchorX: 0.5, anchorY: 0.5 })); var damageTextValue = self.baseValue; // Create and add damageText to the tile display var damageText = self.addChild(new Text2(self.damage, { size: 100, fill: 0x000000 })); damageText.anchor.set(0.5, 0.5); // Method to update the tile's damage value self.updateDamageText = function (newDamage) { if (newDamage !== damageTextValue) { damageText.setText(newDamage); // TODO: Add animation to tile / text } }; }); // Initialize UpgradeManager var UpgradeManager = Container.expand(function (wheel) { var self = Container.call(this); self.wheel = wheel; // Store the wheel instance0 self.applyUpgrade = function (selectedUpgrade) { switch (selectedUpgrade.type) { case 'increaseAllTiles': upgradeState.global.healBoost += selectedUpgrade.value; upgradeState.global.totalDamageBoost += selectedUpgrade.value; break; case 'increaseAllDamage': upgradeState.global.totalDamageBoost += selectedUpgrade.value; break; case 'increaseMinorDamage': upgradeState.global.minorDamageBoost += selectedUpgrade.value; break; case 'increaseMajorDamage': upgradeState.global.majorDamageBoost += selectedUpgrade.value; break; case 'increaseCriticalDamage': upgradeState.global.criticalDamageBoost += selectedUpgrade.value; break; case 'increaseRandomDamage': var damageCells = self.wheel.cells.filter(function (cell) { return cell.actionType === 'damage'; }); if (damageCells.length > 0) { var randomIndex = Math.floor(Math.random() * damageCells.length); var randomCell = damageCells[randomIndex]; var cellIndex = randomCell.id; // Use the unique ID of the cell if (!upgradeState.individual.specificCellBoosts[cellIndex]) { upgradeState.individual.specificCellBoosts[cellIndex] = 0; } upgradeState.individual.specificCellBoosts[cellIndex] += selectedUpgrade.value; // Add to specific cell boost randomCell.damage = randomCell.baseValue + upgradeState.individual.specificCellBoosts[cellIndex]; // Calculate new damage randomCell.updateDamageText(randomCell.damage); // Update the damage text to reflect the new value console.log("Added +50 to cell index:", cellIndex, "New damage value:", randomCell.damage); self.refreshCellDamage(); // Refresh cell damage to ensure logging reflects updated values // Log the updated state and cell damages only once if (!randomCell.logged) { console.log("Updated upgradeState:", upgradeState); console.log("All cells after upgrade:"); self.wheel.cells.forEach(function (cell, index) { var effectiveDamage = cell.baseValue + (upgradeState.individual.specificCellBoosts[index] || 0); switch (cell.type) { case 'minor': effectiveDamage += upgradeState.global.minorDamageBoost; break; case 'major': effectiveDamage += upgradeState.global.majorDamageBoost; break; case 'critical': effectiveDamage += upgradeState.global.criticalDamageBoost; break; } if (cell.actionType !== 'heal') { effectiveDamage += upgradeState.global.totalDamageBoost; } console.log('Cell '.concat(index, ' (').concat(cell.type, ') damage: ').concat(effectiveDamage)); }); console.log("Global Boost:", upgradeState.global.totalDamageBoost); console.log("Specific Cell Boosts:", upgradeState.individual.specificCellBoosts); randomCell.logged = true; // Mark as logged to prevent duplicate logging } } break; break; case 'heal': peon.playerHP.updateHP(selectedUpgrade.value); break; case 'healBoost': // Increase the damage value of heal cells upgradeState.global.healBoost += selectedUpgrade.value; // Increment healBoost console.log("Total heal boost is now", upgradeState.global.healBoost); // Log total heal boost break; case 'increaseHP': peon.playerHP.setMaxHP(peon.playerHP.getMaxHP() + selectedUpgrade.value); peon.playerHP.updateHP(selectedUpgrade.value); break; case 'increaseSpeed': var target = peon; // Define target as peon if (target && typeof target.speed !== 'undefined') { //{3C.5} target.speed += selectedUpgrade.value; //{3C.6} } else { //{3C.7} console.error('Target is undefined or does not have a speed property'); //{3C.8} } //{3C.9} 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 the pass GO heal increment console.log("Pass GO Heal Increment is now", upgradeState.global.passGoHealIncrement); break; case 'increasePeonPriest': upgradeState.global.peonPriestIncrement += 1; break; case 'increaseHealIncrement': upgradeState.global.passGoHealIncrement += 1; break; case 'doubleCellValue': var randomIndex = Math.floor(Math.random() * self.wheel.cells.length); var randomCell = self.wheel.cells[randomIndex]; if (randomCell.actionType === 'damage' || randomCell.actionType === 'heal') { randomCell.damage += randomCell.damage; // Double the cell's damage value console.log("Doubled value of cell index:", randomIndex); } break; default: console.error('Unknown upgrade type'); } self.refreshCellDamage(); // Refresh cell damage after applying upgrade }; self.refreshCellDamage = function () { for (var i = 0; i < self.wheel.cells.length; i++) { var cell = self.wheel.cells[i]; var effectiveDamage = cell.baseValue; effectiveDamage += upgradeState.individual.specificCellBoosts[i] || 0; switch (cell.type) { case 'minor': effectiveDamage += upgradeState.global.minorDamageBoost; break; case 'major': effectiveDamage += upgradeState.global.majorDamageBoost; break; case 'critical': effectiveDamage += upgradeState.global.criticalDamageBoost; break; } if (cell.actionType === 'heal') { effectiveDamage += upgradeState.global.healBoost; } else { effectiveDamage += upgradeState.global.totalDamageBoost; } if (cell.lastLoggedDamage !== effectiveDamage) { console.log('Cell '.concat(i, ' (').concat(cell.type, ') new damage: ').concat(effectiveDamage)); cell.lastLoggedDamage = effectiveDamage; } cell.updateDamageText(effectiveDamage); } }; 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 backgroundAsset = 'rectangle'; if (self.upgradeOptions[i].rarity === 'rare') { backgroundAsset = 'rectangle_rare'; } else if (self.upgradeOptions[i].rarity === 'epic') { backgroundAsset = 'rectangle_epic'; } var optionBackground = LK.getAsset(backgroundAsset, { width: 2048, height: 200, color: 0xFFFFFF, anchorX: 0.5, anchorY: 0.5 }); optionContainer.addChild(optionBackground); // Add rectangle to the container 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.type === 'heal') { LK.getSound('Heal').play(); // Play the 'Heal' sound when the upgrade is selected } else { 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 ****/ // 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 EnemyDamage = function EnemyDamage() { this.minDamage = 5; this.maxDamage = 7; this.round = 1; this.minDamageIncrement = 1; // Separate increment for min damage this.maxDamageIncrement = 2; // Increase max damage increment by 2 per round this.calculateDamage = function () { return Math.floor(Math.random() * (this.maxDamage - this.minDamage)) + this.minDamage; }; this.increaseDamage = function () { this.minDamage += this.minDamageIncrement; this.maxDamage += this.maxDamageIncrement; 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 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); }); 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 var enemySpawnCount = 0; var upgradeState = { global: { totalDamageBoost: 0, passGoHealIncrement: 5, peonPriestIncrement: 0, vampiricAbility: 0, minorDamageBoost: 0, majorDamageBoost: 0, criticalDamageBoost: 0, healBoost: 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: 'increaseHP', value: 50, description: '+50 to Max HP', rarity: 'common' }, { type: 'increaseAllTiles', value: 3, description: '+3 to all tiles', rarity: 'common' }, { type: 'increaseAllDamage', value: 5, description: '+5 to all Damage tiles', rarity: 'common' }, { type: 'increaseRandomDamage', value: 50, description: '+50 to random Damage tile', rarity: 'rare' }, { type: 'increaseMinorDamage', value: 15, description: '+15 to Minor damage', rarity: 'rare' }, { type: 'increaseMajorDamage', value: 25, description: '+25 to Major damage', rarity: 'rare' }, { type: 'heal', value: 100, description: 'Heal +100 HP', rarity: 'rare' }, { type: 'healBoost', value: 5, description: '+5 to Heal tiles', rarity: 'common' }, { type: 'increaseVampiric', value: 2, description: '+2 HP Lifesteal', rarity: 'epic' }, { // type: 'doubleCellValue', // description: 'X2 to a random tile' }, { type: 'increaseHealIncrement', value: 5, description: '+5 HP when you pass GO', rarity: 'common' }, { type: 'increasePeonPriest', value: 1, description: '+1 to Healing Steps', rarity: 'common' }, { type: 'increaseCriticalDamage', value: 100, description: '+100 to Critical Damage', rarity: 'epic' }]; var rarityWeights = { common: 50, rare: 40, epic: 30 }; var upgradeBucket = []; var remainingItems = 0; function initializeUpgradeBucket() { upgradeBucket = []; upgradeOptions.forEach(function (upgrade) { for (var i = 0; i < rarityWeights[upgrade.rarity]; i++) { upgradeBucket.push(upgrade); } }); remainingItems = upgradeBucket.length; } function getRandomUpgrades() { if (remainingItems <= 3) { initializeUpgradeBucket(); } var selectedUpgrades = []; var firstUpgradeIndex = Math.floor(Math.random() * remainingItems); selectedUpgrades.push(upgradeBucket[firstUpgradeIndex]); upgradeBucket.splice(firstUpgradeIndex, 1); remainingItems--; var secondUpgradeIndex; do { secondUpgradeIndex = Math.floor(Math.random() * remainingItems); } while (upgradeBucket[secondUpgradeIndex].type === selectedUpgrades[0].type); selectedUpgrades.push(upgradeBucket[secondUpgradeIndex]); upgradeBucket.splice(secondUpgradeIndex, 1); remainingItems--; return selectedUpgrades; } initializeUpgradeBucket(); 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 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 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 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 enemyStartingHP = 50; // Starting HP for enemies var enemyHPIncrement = 25; // HP increment per round 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(); var upgradeManager = game.addChild(new UpgradeManager(wheel)); wheel.init(); wheel.x = 150; // Initial x position wheel.y = 2500; // Space cells horizontally upgradeManager.wheel = wheel; // Assign wheel reference to UpgradeManager upgradeManager.enterUpgradeMode = upgradeManager.enterUpgradeMode.bind(upgradeManager); midgroundContainer.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 using global variables var enemyHP = enemyStartingHP + enemyHPIncrement * (enemySpawnCount - 1); // Instantiate the enemy with required parameters var newEnemy = new Enemy(selectedEnemy.asset); newEnemy.init(enemyHP); backgroundContainer.addChild(newEnemy); //{6e.5} newEnemy.lastWasDead = false; // Reset lastWasDead state for new enemy 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) { chargeCount = Math.floor(Math.random() * 2) + 1; // Randomly set chargeCount between 1 and 2 chargeTimer = LK.setInterval(function () { chargeCount++; }, 150); // Start peon shake effect startPeonShake(); inputHandler.startHoldTimer(); // Start the hold timer LK.getSound('Charge').play(); // Play the 'Charge' sound } }; 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); LK.clearInterval(chargeTimer); chargeTimer = null; if (chargeCount >= 1) { LK.getSound('Roll').play(); // Play the 'Roll' sound peon.spin(wheel, chargeCount); } chargeCount = 0; // Reset chargeCount after spin 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 } };
===================================================================
--- original.js
+++ change.js
@@ -410,33 +410,33 @@
baseValue: 100,
actionType: 'damage'
}, {
type: 'minor',
- baseValue: 10,
+ baseValue: 15,
actionType: 'damage'
}, {
type: 'major',
baseValue: 25,
actionType: 'damage'
}, {
type: 'heal',
- baseValue: 5,
+ baseValue: 10,
actionType: 'heal'
}, {
type: 'minor',
- baseValue: 10,
+ baseValue: 15,
actionType: 'damage'
}, {
type: 'major',
baseValue: 25,
actionType: 'damage'
}, {
type: 'minor',
- baseValue: 10,
+ baseValue: 15,
actionType: 'damage'
}, {
type: 'heal',
- baseValue: 5,
+ baseValue: 10,
actionType: 'heal'
}];
for (var i = 0; i < cellTypes.length; i++) {
var cell = self.addChild(new Tile(cellTypes[i].type, cellTypes[i].baseValue, cellTypes[i].actionType, i));
@@ -871,25 +871,25 @@
description: '+50 to Max HP',
rarity: 'common'
}, {
type: 'increaseAllTiles',
- value: 2,
- description: '+2 to all tiles',
+ value: 3,
+ description: '+3 to all tiles',
rarity: 'common'
}, {
type: 'increaseAllDamage',
- value: 3,
- description: '+3 to all Damage tiles',
+ value: 5,
+ description: '+5 to all Damage tiles',
rarity: 'common'
}, {
type: 'increaseRandomDamage',
value: 50,
description: '+50 to random Damage tile',
rarity: 'rare'
}, {
type: 'increaseMinorDamage',
- value: 10,
- description: '+10 to Minor damage',
+ value: 15,
+ description: '+15 to Minor damage',
rarity: 'rare'
}, {
type: 'increaseMajorDamage',
value: 25,
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.