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the system correctly registers the upgrades, but the cells dont update the value on them. also update the values in the cells
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Please fix the bug: 'TypeError: cell.addChild is not a function' in or related to this line: 'cell.addChild(damageText);' Line Number: 546
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the system correctly registers the upgrades, but the cells dont update the value on them. also update the values in the cells
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ok, so the system correctly registers the upgrades, but the cells dont update the value on them. also update the values in the cells
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Incorporate Console Logging and Visual Indicators: Use console logs strategically to trace the flow of data, especially when applying upgrades and updating cell displays. Optionally, add visual indicators (e.g., highlights or animations) to confirm that upgrades are applied correctly. Action Steps: Add Detailed Console Logs: In the applyUpgrade function, after each upgrade state update, log the current state to verify correctness. Example: console.log("Updated upgradeState:", upgradeState); In the refreshCellDamage function, log each cell's new EffectiveDamage to ensure calculations are accurate. Example: console.log(Cell ${i} (${cell.type}) new damage: ${effectiveDamage}); Verify Function Calls: Ensure that the refreshCellDamage function is being called every time an upgrade is applied. Check the console to confirm that the logs within refreshCellDamage are appearing as expected.
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Damage calculations within the game may not be correctly referencing the current upgradeState, leading to discrepancies between applied upgrades and actual damage outputs. Solution: Ensure All Damage Calculations Reference upgradeState: Modify the Projectile class and any other relevant parts of the code to use the updated upgradeState when calculating damage. Avoid hardcoding or caching damage values that should dynamically reflect upgrades. Action Steps: Review the Projectile Class: Ensure that when initializing a projectile, it retrieves the correct EffectiveDamage based on the originating cell's type and the current upgradeState. Confirm that the projectile's damage is calculated using: makefile Copy code EffectiveDamage = BaseDamage + TotalDamageBoost + CategoricalBoost + SpecificCellBoost Avoid Caching Damage Values: Ensure that damage values are not cached or stored in a way that prevents them from updating when upgradeState changes. All damage calculations should dynamically reference the current upgradeState at the moment of action.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'damage')' in or related to this line: 'var baseDamage = CELL_ACTIONS[cell.actionType.toUpperCase() + '_' + cell.damage].damage || 0;' Line Number: 502
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Create and Invoke a Damage Refresh Function: Develop a function that iterates through all cells, recalculates their effective damage based on the current upgradeState, and updates their displayed damage values. Ensure this function is called immediately after an upgrade is applied to provide real-time feedback. Action Steps: Define a Refresh Function: Within the UpgradeManager, ensure there's a function (e.g., refreshCellDamage) that: Iterates through each cell in the SpinningWheel. Calculates the EffectiveDamage for each cell using the formula: makefile Copy code EffectiveDamage = BaseDamage + TotalDamageBoost + CategoricalBoost + SpecificCellBoost Updates the damageText object associated with each cell to display the new EffectiveDamage. Invoke the Refresh Function After Upgrades: In the applyUpgrade function, after updating the upgradeState, call the refreshCellDamage function to update the cell displays. Additionally, in the selectUpgrade function, ensure that the refresh function is called after the upgrade is applied. Ensure Real-Time Updates: Verify that the refresh function executes immediately after an upgrade is selected, ensuring that players receive instant visual feedback.
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'for (var i = 0; i < wheel.cells.length; i++) {' Line Number: 511
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'for (var i = 0; i < wheel.cells.length; i++) {' Line Number: 500
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'wheel.cells[randomCell].damage += selectedUpgrade.value;' Line Number: 518
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'for (var i = 0; i < wheel.cells.length; i++) {' Line Number: 491
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'for (var i = 0; i < wheel.cells.length; i++) {' Line Number: 502
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ensure upgrades correctly increase the stats of the cells. the +5 damage to all cells for example, should increase the damage of all damage type cells by 5
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'for (var i = 0; i < wheel.cells.length; i++) {' Line Number: 498
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'for (var i = 0; i < wheel.cells.length; i++) {' Line Number: 494
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ensure upgrades correctly increase the stats of the cells. the +5 damage to all cells for example, should increase the damage of all damage type cells by 5
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Assign a type Property to Each Cell: During the wheel's initialization, ensure that each cell is assigned a type (e.g., 'minor', 'major', 'critical', 'heal'). This categorization allows the upgrade system to correctly identify which cells are affected by specific upgrades. Action Steps: Verify Cell Initialization: In the SpinningWheel.init function, confirm that each cell in self.cells has a type property assigned. Example Categories: Damage Cells: 'minor': Base damage of 10. 'major': Base damage of 25. 'critical': Base damage of 100. Heal Cell: 'heal': Heal value of 50. Consistency Check: Ensure that the type assigned to each cell matches the upgrade descriptions. For instance, cells with a base damage of 10 should be labeled as 'minor'. Update Cell Objects: Confirm that each cell object includes both damage and type properties to facilitate accurate damage calculations and display updates.
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emove Any Reference to target.damage: Ensure that the applyUpgrade function no longer checks for or modifies the damage property on any target object. Since your upgrades are intended to modify global or categorical damage values via upgradeState, there's no need to directly alter properties on individual objects like peon. Action Steps: Review the applyUpgrade Function: Ensure that within the 'increaseDamage' case, there are no lines attempting to access or modify target.damage. The function should only update the relevant parts of upgradeState based on the selected upgrade's description. Adjust Function Parameters: If the applyUpgrade function still accepts a target parameter for 'increaseDamage' upgrades, remove it or ensure it's not used in this context. Update Upgrade Selection Calls: In the selectUpgrade function, when calling applyUpgrade, omit the target parameter since it's unnecessary for 'increaseDamage' upgrades.
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Check SpinningWheel.init Function: Confirm that each cell is assigned a type in the self.cells array. Example (conceptual): javascript Copy code self.cells = [ { ...CELL_ACTIONS.DAMAGE_10, type: 'minor' }, { ...CELL_ACTIONS.DAMAGE_25, type: 'major' }, // ... other cells ... ]; Ensure Consistency: Verify that the type assigned matches the upgrade descriptions (e.g., cells intended to receive "minor" upgrades are indeed labeled as 'minor').
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'damage')' in or related to this line: 'var baseDamage = CELL_ACTIONS[cell.actionType.toUpperCase() + '_' + cell.damage].damage;' Line Number: 502
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Define a refreshCellDamage Function: Purpose: Recalculate and update the damage displayed on each cell based on the current upgradeState. Call refreshCellDamage After Applying an Upgrade: In the selectUpgrade function, after applyUpgrade is called, invoke refreshCellDamage to update the UI. Ensure Accurate Damage Calculations: For each cell, use the formula: makefile Copy code EffectiveDamage = BaseDamage + TotalDamageBoost + CategoricalBoost + SpecificCellBoost Retrieve BaseDamage from CELL_ACTIONS. Add upgradeState.global.totalDamageBoost. Add upgradeState.categorical.minorDamageBoost, majorDamageBoost, or criticalDamageBoost based on the cell's type. Add upgradeState.individual.specificCellBoosts if applicable. Update the damageText: For each cell, set the damageText to the newly calculated EffectiveDamage.
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To visually confirm that upgrades have been applied, the cells' displayed damage values need to reflect the updated upgradeState. Create a Refresh Function: After an upgrade is applied, iterate through all cells in the SpinningWheel. For each cell, calculate the new EffectiveDamage using the updated upgradeState. Update the damageText object associated with each cell to display the new damage value.
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Since the applyUpgrade function no longer requires a target with a damage property, you might need to adjust how it's called. Option 1: Remove the peon parameter entirely if it's no longer needed.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'find')' in or related to this line: 'var damageText = cell.children.find(function (child) {' Line Number: 515
/**** * 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); 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); 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) { 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.currentPosition] || 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.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 = [_objectSpread(_objectSpread({}, CELL_ACTIONS.DAMAGE_10), {}, { type: 'minor' }), _objectSpread(_objectSpread({}, CELL_ACTIONS.DAMAGE_25), {}, { type: 'major' }), _objectSpread(_objectSpread({}, CELL_ACTIONS.DAMAGE_10), {}, { type: 'minor' }), _objectSpread(_objectSpread({}, CELL_ACTIONS.DAMAGE_100), {}, { type: 'critical' }), _objectSpread(_objectSpread({}, CELL_ACTIONS.DAMAGE_10), {}, { type: 'minor' }), _objectSpread(_objectSpread({}, CELL_ACTIONS.DAMAGE_25), {}, { type: 'major' }), _objectSpread(_objectSpread({}, CELL_ACTIONS.DAMAGE_10), {}, { type: 'minor' }), _objectSpread(_objectSpread({}, CELL_ACTIONS.HEAL_50), {}, { type: '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.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.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 += selectedUpgrade.value; } else if (selectedUpgrade.description.includes('minor cells')) { upgradeState.categorical.minorDamageBoost += selectedUpgrade.value; } 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] += selectedUpgrade.value; } console.log("Updated upgradeState:", upgradeState); // Refresh function to update cell damage values self.refreshCellDamage = function () { if (!wheel || !wheel.cells) { console.error("Wheel or its cells are not initialized."); return; } for (var i = 0; i < wheel.cells.length; i++) { var cell = wheel.cells[i]; var baseDamage = cell.actionType && CELL_ACTIONS[cell.actionType.toUpperCase() + '_' + cell.damage] ? CELL_ACTIONS[cell.actionType.toUpperCase() + '_' + cell.damage].damage : 0; 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 = baseDamage + totalDamageBoost + specificCellBoost + categoricalBoost; console.log("Cell ".concat(i, " (").concat(cell.type, ") new damage: ").concat(effectiveDamage)); cell.damage = effectiveDamage; // Update the displayed damage value var damageText = cell.children ? cell.children.find(function (child) { return child instanceof Text2; }) : null; if (damageText) { damageText.setText(effectiveDamage.toString()); tween(damageText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(damageText, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } else { // If damageText doesn't exist, create it damageText = new Text2(effectiveDamage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); if (cell instanceof Container) { cell.addChild(damageText); } tween(damageText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(damageText, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn }); } }); } } }; // Call refresh function after applying upgrade self.refreshCellDamage(); 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.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(); 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(); 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
@@ -535,8 +535,25 @@
damageText.anchor.set(0.5, 0.5);
if (cell instanceof Container) {
cell.addChild(damageText);
}
+ tween(damageText, {
+ alpha: 1,
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 500,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(damageText, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200,
+ easing: tween.easeIn
+ });
+ }
+ });
}
}
};
// Call refresh function after applying upgrade
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.