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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'midgroundContainer.addChild(wheel);' Line Number: 771
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Wheel or its cells are not initialized.
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The UpgradeManager may not have direct access to the wheel instance, leading to failures when attempting to access wheel.cells within the refreshCellDamage function. Ensure that the UpgradeManager maintains a reference to the wheel instance, allowing seamless access to its cells for updating damage values.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'filter')' in or related to this line: 'cell.children = cell.children.filter(function (child) {' Line Number: 578
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Despite assigning a unique name property to each damageText, there might be inconsistencies or multiple damageText instances within a single cell, leading to confusion during the update process. Solution: Ensure that each cell contains only one damageText instance, consistently named, to facilitate accurate identification and updates. Implementation Steps: Assign Unique Names: During the initialization of each cell, assign the name property of damageText to a unique identifier, such as 'damageText'. Verify Single Instance Per Cell: Confirm that no additional damageText instances are being created inadvertently within a single cell. Implement checks within the refreshCellDamage function to ensure that only one damageText exists per cell before updating. Cleanup Redundant Instances: If multiple damageText instances are found within a cell, implement logic to remove or consolidate them, maintaining only the intended single instance. Consistent Identification: Modify the search logic within refreshCellDamage to reliably locate the damageText based on its unique name property.
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remove any tween animation for the text inside the cells that show the damage
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The console logs indicate that refreshCellDamage is called twice—once during the upgrade application and again when the game resumes. This redundancy may lead to overlapping tween animations that inadvertently set the damageText properties (like alpha or scale) to values that make the text invisible or improperly scaled. Solution: Ensure that refreshCellDamage is invoked only once per upgrade action to prevent conflicting animations and maintain the integrity of the damageText properties. Implementation Steps: Identify Redundant Calls: Review the code to determine why refreshCellDamage is being called twice. Typically, it should be invoked only once immediately after applying an upgrade. Remove Unnecessary Invocations: Modify the flow so that refreshCellDamage is called solely within the applyUpgrade method after an upgrade is successfully applied. Ensure that the second call occurring during the game resume process is eliminated or appropriately managed. Synchronize Tween Animations: If multiple calls are necessary for some reason, implement logic to check if a tween is already in progress on a damageText before initiating a new one. Alternatively, reset or complete existing tweens before starting new ones to maintain consistent damageText states.
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In the Projectile class, damage calculations rely on self.currentPosition, which is not defined within the Projectile context. This results in specificCellBoost always defaulting to 0, as self.currentPosition is undefined. Solution: Ensure that each Projectile instance is aware of the specific cell (cellIndex) it originates from. This allows accurate calculation of specificCellBoost based on the cell's index. Implementation Steps: Modify Projectile Initialization: Update the Projectile.init method to accept an additional parameter representing the cellIndex. Store this cellIndex within the Projectile instance for later use during damage calculations. Pass cellIndex When Creating Projectiles: In both the Peon.spin and Player.spin methods, when initializing a Projectile, pass the current cell's index (self.currentPosition) as an argument. This ensures that each projectile is associated with the correct cell it originates from. Update Damage Calculation in Projectile: In the Projectile.update method, replace self.currentPosition with the stored cellIndex to fetch the appropriate specificCellBoost from upgradeState.individual.specificCellBoosts. This adjustment ensures that damage calculations correctly incorporate both global and specific boosts based on the originating cell.
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Eliminate Unnecessary CELL_ACTIONS References: Since baseDamage is now part of each cell, remove any lines that reference CELL_ACTIONS to determine baseDamage. Implementation: var baseDamage = cell.baseDamage; // Directly use baseDamage
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Modify Damage Calculation to Use baseDamage: In refreshCellDamage, use cell.baseDamage instead of attempting to look up from CELL_ACTIONS. Implementation: javascript Copy code var effectiveDamage = cell.baseDamage + totalDamageBoost + specificCellBoost + categoricalBoost;
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The refreshCellDamage function incorrectly attempts to derive baseDamage from cell.damage, which changes dynamically due to upgrades. This approach leads to erroneous damage calculations because cell.damage no longer represents the original base damage. Solution Implementation: A. Use Immutable baseDamage for Calculations Ensure baseDamage Remains Unchanged: During cell initialization, set baseDamage and ensure it's not modified elsewhere in the code. Implementation (Review): javascript Copy code self.cells = [{ baseDamage: 10, damage: 10, type: 'minor', actionType: 'damage' }, // ... other cells ... ];
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. Ensure No Early Returns Prevent Execution Review Conditional Statements: In refreshCellDamage, ensure that conditions like if (!wheel || !wheel.cells) are not prematurely returning the function before updates occur. Implementation Tip: Only return if critical initialization issues exist. All cells should be properly initialized before upgrades. C. Confirm upgradeState Updates Correctly Log upgradeState After Each Upgrade: After applying an upgrade, log the entire upgradeState to verify correct updates. Implementation: javascript Copy code console.log("Updated upgradeState:", upgradeState); Validate Upgrade State Values: Ensure that the values in upgradeState are incrementing as expected and not exceeding intended limits.
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Ensure that refreshCellDamage is invoked after the upgrade is applied.
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Ensure that refreshCellDamage is invoked after the upgrade is applied. In the UpgradeUI.selectUpgrade function, confirm the call order. Implementation: javascript Copy code self.selectUpgrade = function (selectedUpgrade) { console.log("Selected upgrade:", selectedUpgrade.description); // Log selection upgradeManager.applyUpgrade(selectedUpgrade); upgradeManager.refreshCellDamage(); // Ensure this is called after applyUpgrade self.destroy(); // Close the UI gameState = "playing"; // Resume the game resumeGame(); // Restore game interactivity };
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Despite the upgrades being registered, the refreshCellDamage function might not be executing as intended, preventing the cells' damage values from updating. Solution Implementation: A. Verify Function Invocation Add Console Logs: Insert console logs at the beginning of the refreshCellDamage function to confirm it's being called. Implementation: javascript Copy code self.refreshCellDamage = function () { console.log("refreshCellDamage called"); // Log function call if (!wheel || !wheel.cells) { console.error("Wheel or its cells are not initialized."); return; } // ... rest of the code ... };
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Check for Existing damageText Before Creating a New One: In the refreshCellDamage function, if damageText does not exist, create it. Ensure that only one damageText exists per cell. Implementation: javascript Copy code if (!damageText) { // Create damageText if it doesn't exist damageText = new Text2(effectiveDamage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.name = 'damageText'; // Assign unique name damageText.anchor.set(0.5, 0.5); cell.addChild(damageText); } else { // Update existing damageText damageText.setText(effectiveDamage.toString()); }
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Verify Naming During All Text2 Creations: Ensure that every Text2 instance meant to display damage within cells has the name property set to 'damageText'. Example: javascript Copy code // Within SpinningWheel.init() var damageText = new Text2(self.cells[i].damage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.name = 'damageText'; // Unique identifier damageText.anchor.set(0.5, 0.5); cell.addChild(damageText);
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Update refreshCellDamage Function: Instead of using instanceof Text2, search for the child with the name property set to 'damageText'. Implementation: javascript Copy code var damageText = cell.children ? cell.children.find(function (child) { return child.name === 'damageText'; }) : null;
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Modify Cell Initialization: When creating the damageText within each cell, assign a unique name property. This facilitates precise identification later. Implementation: javascript Copy code var damageText = new Text2(self.cells[i].damage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.name = 'damageText'; // Assign a unique name damageText.anchor.set(0.5, 0.5); cell.addChild(damageText);
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Consistent Naming and Hierarchy: Confirm that each cell contains a Text2 instance responsible for displaying the damage value. Ensure that this Text2 instance is consistently named or can be reliably identified (e.g., by class type or a unique identifier). Error Handling: Implement checks to handle scenarios where damageText might not be found within a cell, preventing runtime errors. Optionally, provide fallback mechanisms, such as creating a new Text2 instance if one doesn't exist. Visual Confirmation: After applying upgrades, visually inspect the cells to ensure that the damage values have updated.
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Ensure that the upgradeState accurately reflects all applied upgrades and that these upgrades are correctly influencing the damage calculations. Action Steps: Monitor upgradeState Updates: Use console logs within the applyUpgrade function to verify that upgradeState updates correctly upon each upgrade selection. Example: javascript Copy code console.log("Updated upgradeState:", upgradeState); Check Specific Boosts: For upgrades targeting specific cell types or individual cells, confirm that the corresponding boost values in upgradeState are incremented appropriately. Prevent Overflows: Implement checks to prevent upgradeState values from exceeding intended limits, ensuring game balance.
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Define refreshCellDamage as a Method: Instead of defining refreshCellDamage within the applyUpgrade function, define it as a standalone method within the UpgradeManager class. Rationale: This ensures that refreshCellDamage is accessible whenever needed without being redefined each time an upgrade is applied. Invoke refreshCellDamage After Upgrades: In the UpgradeUI.selectUpgrade function, after calling upgradeManager.applyUpgrade(selectedUpgrade);, immediately call upgradeManager.refreshCellDamage(); to update the cells' damage displays. Ensure: There are no syntax or logical errors preventing the function from executing. Remove Redundant Calls: Ensure that refreshCellDamage is not being called multiple times unnecessarily, which could lead to performance issues or conflicting updates.
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Ensure that refreshCellDamage accurately recalculates and updates each cell's damage based on the current upgradeState and the cell's inherent properties. Action Steps: Access baseDamage: Utilize the newly introduced baseDamage property for each cell during damage calculations. Recalculate effectiveDamage: Apply the formula: makefile Copy code effectiveDamage = baseDamage + totalDamageBoost + categoricalBoost + specificCellBoost Components: totalDamageBoost: From upgradeState.global.totalDamageBoost categoricalBoost: Based on cell.type (e.g., minor, major, critical) from upgradeState.categorical specificCellBoost: If the upgrade targets a specific cell, add the corresponding value from upgradeState.individual.specificCellBoosts Update cell.damage: Assign the calculated effectiveDamage to cell.damage. Refresh damageText: Locate the Text2 child within each cell that displays the damage value. Update its text to reflect the new effectiveDamage. Ensure: The Text2 instance is correctly identified and exists within each cell.
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Please fix the bug: 'Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var damageText = new Text2(self.cells[i].damage.toString(), {' Line Number: 467
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Introduce a baseDamage Property: During the initialization of each cell in the SpinningWheel.init function, assign a baseDamage property that holds the original damage value. Rationale: This property remains unchanged regardless of upgrades, providing a reliable reference point for all damage calculations. Modify the Cell Initialization: Ensure each cell object includes both baseDamage and type. Example Structure: javascript Copy code self.cells = [ { baseDamage: 10, type: 'minor', actionType: 'damage' }, { baseDamage: 25, type: 'major', actionType: 'damage' }, // ... other cells ... ]; Update Damage Refresh Logic: In the refreshCellDamage function, use cell.baseDamage instead of attempting to derive it from cell.damage. Benefit: This approach prevents the baseDamage from being inadvertently altered by upgrades or other game mechanics.
/**** * 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, hpIncrement) { var self = Container.call(this); if (!assetType) { console.error("Asset type is undefined"); return; } var enemyGraphics = cachedEnemyAssets[assetType]; // Reuse cached asset enemyGraphics.anchor.set(0.5, 0.5); // Set anchor to center self.addChild(enemyGraphics); // Attach the cached asset to the enemy self.init = function () { self.x = 2048 / 2; self.y = 2732 / 2 - 500; // Initialize the enemy's HP self.hpIncrement = hpIncrement; self.hp = 10 + self.hpIncrement; // Add a text to display the enemy's HP self.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); 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.hp = 200; // Peon's HP self.hpText = new Text2('Peon: ' + self.hp, { size: 150, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0); self.hpText.y += 1000; LK.gui.top.addChild(self.hpText); self.x += self.currentPosition * 250; // Position Peon on the random cell }; // Spin the Peon around the wheel self.spin = function (wheel) { self.steps = Math.floor(Math.random() * (maxTiles - startingMovingTiles + 1)) + startingMovingTiles; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; self.x = wheel.x + self.currentPosition * 250; if (self.currentPosition == 0) { self.x = wheel.x; } self.steps--; currentInterval *= multiplier; if (self.steps <= 0) { self.x = wheel.x + self.currentPosition * 250; var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { self.hp += cell.damage; if (self.hp > 200) { self.hp = 200; } self.hpText.setText('Peon: ' + self.hp); var healText = new Text2('+' + cell.damage, { size: 150, fill: 0x00FF00 }); healText.anchor.set(0.5, 0.5); healText.x = self.hpText.x + 250; healText.y = self.hpText.y; LK.gui.top.addChild(healText); tween(healText, { alpha: 0, y: healText.y - 50 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { healText.destroy(); } }); } else { var projectile = projectilePool.getProjectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage, self.currentPosition); if (!projectile.parent) { game.addChild(projectile); } } wheel.isSpinning = false; var _deductHp = function deductHp() { if (cell.actionType !== 'heal') { var damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; self.hp -= damage; if (self.hp < 0) { self.hp = 0; } self.hpText.setText('Peon: ' + self.hp); if (self.hp === 0) { LK.showGameOver(); } } }; _deductHp(); currentInterval = startingInterval; } else { LK.setTimeout(_spinStep, currentInterval); } }; _spinStep(); }; }); // Current interval for the spin // Player class to handle player logic var Player = Container.expand(function () { var self = Container.call(this); // Attach the 'peon' asset to the Player var playerGraphics = self.attachAsset('peon', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Player's position on the wheel self.init = function (wheel) { self.x = wheel.x; self.y = wheel.y; self.currentPosition = Math.floor(Math.random() * 8); // Player's current position on the wheel self.hp = 200; // Player's HP self.hpText = new Text2('Player: ' + self.hp, { size: 150, fill: 0xFFFFFF //Optional (this is the default string) }); self.hpText.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. self.hpText.y += 1000; // Move the text 1000 pixels lower LK.gui.top.addChild(self.hpText); self.x += self.currentPosition * 250; // Position Player on the random cell }; // Spin the Player around the wheel self.spin = function (wheel) { // Generate a random integer between 10 and 15 self.steps = Math.floor(Math.random() * (maxTiles - startingMovingTiles + 1)) + startingMovingTiles; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; // Update Player's current position self.x = wheel.x + self.currentPosition * 250; // Move Player one cell to the right if (self.currentPosition == 0) { // If Player reaches Cell 8, loop back to Cell 1 self.x = wheel.x; } self.steps--; currentInterval *= multiplier; // Increase the interval by the multiplier if (self.steps <= 0) { // Player lands on the final cell self.x = wheel.x + self.currentPosition * 250; // Check the action type of the landed cell var cell = wheel.cells[self.currentPosition]; if (cell.actionType === 'heal') { self.hp += cell.damage; if (self.hp > 200) { self.hp = 200; } self.hpText.setText('Player: ' + self.hp); // Create and display heal amount text var healText = new Text2('+' + cell.damage, { size: 150, fill: 0x00FF00 // Green color for heal }); healText.anchor.set(0.5, 0.5); healText.x = self.hpText.x + 250; healText.y = self.hpText.y; // Position it directly over the player's HP text LK.gui.top.addChild(healText); // Tween animation for heal text tween(healText, { alpha: 0, y: healText.y - 50 // Move slightly up during fade out }, { duration: 1000, // 1 second duration easing: tween.easeOut, onFinish: function onFinish() { healText.destroy(); } }); } else { var projectile = projectilePool.getProjectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage, self.currentPosition); if (!projectile.parent) { game.addChild(projectile); } } wheel.isSpinning = false; // Set isSpinning to false after the spin is complete // Deduct damage from player's HP after player stops var _deductHp = function deductHp() { if (cell.actionType !== 'heal') { var damage = Math.floor(Math.random() * (maxDamage - minDamage + 1)) + minDamage; self.hp -= damage; if (self.hp < 0) { self.hp = 0; } self.hpText.setText('Player: ' + self.hp); if (self.hp === 0) { LK.showGameOver(); } } }; _deductHp(); currentInterval = startingInterval; // Reset the interval to the starting interval } else { LK.setTimeout(_spinStep, currentInterval); // Schedule the next step } }; _spinStep(); // Start the spin }; }); // Projectile class to represent the projectiles shot by the cells var Projectile = Container.expand(function () { var self = Container.call(this); // Attach the 'projectile' asset to the Projectile var projectileGraphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); // Initialize the Projectile's position and target self.init = function (startX, startY, targetX, targetY, speed, damage, cellIndex) { self.x = startX; self.y = startY; self.targetX = targetX; self.targetY = targetY; self.speed = speed * 3; // Increase the bullet speed var baseDamage = damage; var totalDamageBoost = upgradeState.global.totalDamageBoost; var specificCellBoost = upgradeState.individual.specificCellBoosts[self.cellIndex] || 0; var categoricalBoost = 0; var cell = wheel.cells[self.currentPosition]; if (cell && cell.type === 'minor') { categoricalBoost = upgradeState.categorical.minorDamageBoost; } else if (cell && cell.type === 'major') { categoricalBoost = upgradeState.categorical.majorDamageBoost; } else if (cell && cell.type === 'critical') { categoricalBoost = upgradeState.categorical.criticalDamageBoost; } self.cellIndex = cellIndex; self.damage = baseDamage + totalDamageBoost + specificCellBoost + categoricalBoost; self.active = true; // Mark projectile as active }; // Move the Projectile towards its target self.update = function () { if (!self.active) { return; } // Skip update if not active var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = calculateDistance(self.x, self.y, self.targetX, self.targetY); if (dist < self.speed) { self.x = self.targetX; self.y = self.targetY; self.deactivate(); // Deactivate when reaching target } else { self.x += dx * self.speed / dist; self.y += dy * self.speed / dist; // Check if the projectile has intersected with the enemy if (self.intersects(enemy)) { // Deal damage to the enemy enemy.hp -= self.damage; // Display damage text on enemy var damageText = new Text2(self.damage.toString(), { size: 150, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 10 }); damageText.stroke = 0x000000; damageText.strokeThickness = 10; damageText.anchor.set(0.5, 0.5); damageText.x = 0; damageText.y = -300; LK.gui.center.addChild(damageText); // Tween animation for appearance tween(damageText, { alpha: 1, y: enemy.y - 50 }, { duration: 800, easing: tween.easeOut }); // Tween animation for fade out tween(damageText, { alpha: 0, y: damageText.y - 100 // Move slightly up during fade out }, { duration: 800, easing: tween.easeIn, onFinish: function onFinish() { damageText.destroy(); } }); // Update the enemy's HP text if (enemy) { if (!enemy.hpText) { enemy.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); enemy.hpText.anchor.set(0.5, 0.5); enemy.hpText.y = -700; enemy.addChild(enemy.hpText); } 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(); gameState = "upgradeMode"; pauseGame(); upgradeManager.enterUpgradeMode(); // Create a custom explosion animation if (enemy.assetType) { var explosion = self.attachAsset(enemy.assetType, { anchorX: 0.5, anchorY: 0.5 }); explosion.x = enemy.x; explosion.y = enemy.y; explosion.scaleX = 2; explosion.scaleY = 2; explosion.alpha = 0.5; game.addChild(explosion); var _fadeOut = function fadeOut() { explosion.alpha -= 0.05; if (explosion.alpha <= 0) { explosion.destroy(); } else { LK.setTimeout(_fadeOut, 50); } }; _fadeOut(); } // Create a new enemy enemy = createNewEnemy(); // Properly instantiated if (!enemy.hpText) { enemy.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); enemy.hpText.anchor.set(0.5, 0.5); enemy.hpText.y = -700; enemy.addChild(enemy.hpText); } enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text game.addChild(enemy); } } } }; // Deactivate the projectile and return it to the pool self.deactivate = function () { self.active = false; self.x = -1000; // Move off-screen self.y = -1000; // Move off-screen }; }); // SpinningWheel class to handle spinning mechanics var SpinningWheel = Container.expand(function () { var self = Container.call(this); self.cells = []; self.isSpinning = false; // Initialize the wheel with cells self.init = function () { self.cells = [{ baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 25, damage: 25, // Initialize damage type: 'major', actionType: 'damage' }, { baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 100, damage: 100, // Initialize damage type: 'critical', actionType: 'damage' }, { baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 25, damage: 25, // Initialize damage type: 'major', actionType: 'damage' }, { baseDamage: 10, damage: 10, // Initialize damage type: 'minor', actionType: 'damage' }, { baseDamage: 50, damage: 50, // Initialize damage type: 'heal', actionType: 'heal' }]; for (var i = 0; i < self.cells.length; i++) { var cell = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: i * 250 // Increase space between cells }); self.addChild(cell); // Add text to each cell to display the damage value var damageText = new Text2(self.cells[i].damage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.name = 'damageText'; // Unique identifier damageText.name = 'damageText'; // Assign a unique name damageText.anchor.set(0.5, 0.5); cell.addChild(damageText); } }; // 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 () { var self = Container.call(this); self.wheel = null; // Reference to 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 cells')) { upgradeState.global.totalDamageBoost = Math.min(upgradeState.global.totalDamageBoost + selectedUpgrade.value, 1000); } else if (selectedUpgrade.description.includes('minor cells')) { upgradeState.categorical.minorDamageBoost = Math.min(upgradeState.categorical.minorDamageBoost + selectedUpgrade.value, 500); } else if (selectedUpgrade.description.includes('major cells')) { upgradeState.categorical.majorDamageBoost += selectedUpgrade.value; } else if (selectedUpgrade.description.includes('critical cell')) { upgradeState.categorical.criticalDamageBoost += selectedUpgrade.value; } else if (selectedUpgrade.description.includes('one random cell')) { var randomCell = Math.floor(Math.random() * 8); if (!upgradeState.individual.specificCellBoosts[randomCell]) { upgradeState.individual.specificCellBoosts[randomCell] = 0; } upgradeState.individual.specificCellBoosts[randomCell] = Math.min(upgradeState.individual.specificCellBoosts[randomCell] + selectedUpgrade.value, 200); } console.log("Updated upgradeState:", upgradeState); console.log("Global Boost:", upgradeState.global.totalDamageBoost); console.log("Categorical Boosts:", upgradeState.categorical); console.log("Specific Cell Boosts:", upgradeState.individual.specificCellBoosts); break; case 'increaseHP': if (target && typeof target.hp !== 'undefined') { target.hp += selectedUpgrade.value; if (target.hp > 200) { target.hp = 200; } } else { console.error('Target is undefined or does not have an hp property'); } 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; 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 effectiveDamage = cell.baseDamage + totalDamageBoost + specificCellBoost + categoricalBoost; console.log("Cell ".concat(i, " (").concat(cell.type, ") new damage: ").concat(effectiveDamage)); cell.damage = effectiveDamage; // Update the displayed damage value // Remove any existing damageText instances if (cell.children) { cell.children = cell.children.filter(function (child) { return child.name !== 'damageText'; }); } // Create a new damageText instance var damageText = new Text2(effectiveDamage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.name = 'damageText'; // Assign unique name damageText.anchor.set(0.5, 0.5); if (cell instanceof Container) { cell.addChild(damageText); } // Remove tween animation for damageText damageText.alpha = 1; damageText.scaleX = 1; damageText.scaleY = 1; } }; self.enterUpgradeMode = function () { var options = self.generateUpgradeOptions(); 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 * 200; // Move options 700 pixels lower var optionText = new Text2(self.upgradeOptions[i].description, { size: 100, fill: 0xFFFFFF }); optionText.anchor.set(0.5, 0.5); optionContainer.addChild(optionText); // Add text to the container optionContainer.interactive = true; // Make the container interactive optionContainer.on('down', function (selectedUpgrade) { // Use closure to capture the correct upgrade return function () { console.log("Upgrade option clicked:", selectedUpgrade.description); // Log the click event self.selectUpgrade(selectedUpgrade); }; }(self.upgradeOptions[i])); // Pass the correct upgrade option self.addChild(optionContainer); // Add the container to the UI } }; // Handle upgrade selection self.selectUpgrade = function (selectedUpgrade) { console.log("Selected upgrade:", selectedUpgrade.description); // Log the selected upgrade upgradeManager.applyUpgrade(selectedUpgrade); upgradeManager.refreshCellDamage(); // Ensure cell damage is updated after applying upgrade self.destroy(); // Close the UI gameState = "playing"; // Resume the game resumeGame(); // Restore game interactivity }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, //Init game with black background interaction: true // Enable interaction manager }); /**** * Game Code ****/ // Centralized state for tracking upgrades 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 upgradeState = { global: { totalDamageBoost: 0 }, categorical: { minorDamageBoost: 0, majorDamageBoost: 0, criticalDamageBoost: 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 cells' }, { type: 'increaseDamage', value: 50, description: '+50 to one random cell' }, { type: 'increaseDamage', value: 10, description: '+10 to minor cells only' }, { type: 'increaseDamage', value: 25, description: '+25 to major cells only' }, { type: 'increaseDamage', value: 100, description: '+100 to critical cell only' }]; function shuffleArray(array) { for (var i = array.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var _ref = [array[j], array[i]]; array[i] = _ref[0]; array[j] = _ref[1]; } } function getRandomUpgrades() { shuffleArray(upgradeOptions); return upgradeOptions.slice(0, 2); } var upgradeManager = new UpgradeManager(); var wheel = new SpinningWheel(); if (midgroundContainer) { midgroundContainer.addChild(wheel); } else { console.error("midgroundContainer is not initialized."); } wheel.init(); wheel.x = 150; // Initial x position wheel.y = 2500; // Space cells horizontally game.addChild(wheel); upgradeManager.wheel = wheel; // Assign wheel reference to UpgradeManager upgradeManager.enterUpgradeMode = upgradeManager.enterUpgradeMode.bind(upgradeManager); // Function to pause the game function pauseGame() { // Logic to pause animations, input, and timers console.log("Game paused"); } // Function to trigger the upgrade system UI function triggerUpgradeUI(options) { // Logic to display upgrade options to the player console.log("Upgrade UI triggered with options:", options); // Display options in a UI for the player to select // This is a placeholder for the actual UI implementation } // Function to resume the game function resumeGame() { // Logic to resume animations, input, and timers console.log("Game resumed"); } // Example usage: Generate upgrade options and apply one to the Peon var upgradeOptions = upgradeManager.generateUpgradeOptions(); var selectedUpgrade = upgradeOptions[0]; // Assume player selects the first option upgradeManager.applyUpgrade(selectedUpgrade); // 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_50: { damage: 50, actionType: 'heal' } }; function calculateDistance(x1, y1, x2, y2) { return Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)); } var cachedEnemyAssets = { enemy: LK.getAsset('enemy', {}), enemy_2: LK.getAsset('enemy_2', {}), enemy_3: LK.getAsset('enemy_3', {}) }; var ProjectilePool = function ProjectilePool() { this.pool = []; this.getProjectile = function () { for (var i = 0; i < this.pool.length; i++) { if (!this.pool[i].active) { return this.pool[i]; } } if (this.pool.length < this.maxPoolSize) { var newProjectile = new Projectile(); this.pool.push(newProjectile); return newProjectile; } return null; // Return null if pool is full }; this.releaseProjectile = function (projectile) { projectile.deactivate(); }; }; var projectilePool = new ProjectilePool(); projectilePool.maxPoolSize = 10; // Set maximum pool size // ProjectilePool class to manage projectile instances // Global timing variables // Initialize spinning wheel var startingInterval = 2; // Starting interval for the spin var multiplier = 1.3; // Multiplier for the interval increase var currentInterval = startingInterval; var startingMovingTiles = 11; // Starting moving tiles var maxTiles = 17; // Maximum number of tiles var minDamage = 10; // Minimum damage var maxDamage = 15; // Maximum damage var backgroundContainer = new BackgroundContainer(); game.addChild(backgroundContainer); var midgroundContainer = new MidgroundContainer(); game.addChild(midgroundContainer); var foregroundContainer = new ForegroundContainer(); game.addChild(foregroundContainer); var wheel = new SpinningWheel(); midgroundContainer.addChild(wheel); wheel.init(); wheel.x = 150; // Initial x position wheel.y = 2500; // Space cells horizontally game.addChild(wheel); // Initialize the Peon and add it to the game var peon = new Peon(); peon.init(wheel); game.addChild(peon); // Function to create a new enemy function createNewEnemy() { // Define available enemy types and their HP increments var enemyTypes = [{ asset: 'enemy', hpIncrement: 0 }, { asset: 'enemy_2', hpIncrement: -10 }, { asset: 'enemy_3', hpIncrement: 10 }]; // Select a random enemy type var randomIndex = Math.floor(Math.random() * enemyTypes.length); var selectedEnemy = enemyTypes[randomIndex]; // Instantiate the enemy with required parameters var newEnemy = new Enemy(selectedEnemy.asset, selectedEnemy.hpIncrement); game.addChild(newEnemy); return newEnemy; } // Initialize the first enemy var enemy = createNewEnemy(); // Add a text to display the player's HP // Add a down event to the game to spin the Peon when the screen is tapped game.down = function (x, y, obj) { if (gameState !== "upgradeMode" && !wheel.isSpinning) { wheel.spin(peon); } };
===================================================================
--- original.js
+++ change.js
@@ -756,9 +756,13 @@
return upgradeOptions.slice(0, 2);
}
var upgradeManager = new UpgradeManager();
var wheel = new SpinningWheel();
-midgroundContainer.addChild(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);
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.
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