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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: 495
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Remove the Check for target.damage: Eliminate the condition that verifies whether the target has a damage property. This prevents the error and allows the upgrade to proceed with updating upgradeState. Ensure Only upgradeState is Updated: Focus the applyUpgrade function solely on modifying the upgradeState based on the selected upgrade's description.
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Ensure that the entire process—from selecting an upgrade to updating cell displays—is functioning seamlessly. Steps: Step-by-Step Testing: Select an Upgrade: Choose each type of upgrade one by one. Observe upgradeState: Confirm via console logs that upgradeState updates correctly. Check Cell Displays: Ensure that all affected cells update their damageText to reflect the new damage values. Verify Damage Application: Fire projectiles from updated cells and confirm that the damage output matches the recalculated EffectiveDamage.
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Ensure that the visual representation of each cell's damage (damageText) is updated immediately after an upgrade is applied. Steps: Implement Refresh Mechanism: After applying an upgrade, trigger a function that iterates through all cells. For each cell: Recalculate the EffectiveDamage based on the updated upgradeState. Update the damageText to display the new value. Automate Updates: Integrate this refresh mechanism into the upgrade application process to ensure consistency. This automation ensures that every time an upgrade is applied, all relevant cell displays are updated without manual intervention. Provide Visual Feedback: Optionally, add animations or highlights to cells when their damage values are updated. This enhances user experience by clearly indicating that an upgrade has taken effect. Expected Outcome: All cells visibly display their new damage values immediately after an upgrade is selected, providing clear and immediate feedback to the player.
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Ensure that all damage calculations within the game reference the current upgradeState, enabling dynamic and accurate damage outputs. Steps: Review Projectile Damage Logic: In the Projectile class, confirm that the damage assigned to each projectile considers the latest upgradeState. Ensure that the damage calculation formula incorporates: Global Boosts: From upgradeState.global. Categorical Boosts: Based on the cell's type from upgradeState.categorical. Specific Cell Boosts: From upgradeState.individual.specificCellBoosts if applicable. Ensure Real-Time References: Verify that the game does not cache or store outdated upgradeState values. All damage calculations should fetch the current values from upgradeState at the moment of action (e.g., when a projectile is fired). Test Damage Outputs: After applying upgrades, fire projectiles from various cells and observe if the damage inflicted aligns with the updated upgradeState. Use console logs or in-game indicators to verify that projectiles carry the correct EffectiveDamage.
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After applying an upgrade, recalculate and update each cell's damage value according to the current upgradeState. Steps: Identify Affected Cells: Determine which cells are impacted by the selected upgrade based on their type. For upgrades like "+5 to all damage cells," all cells with type 'minor', 'major', or 'critical' should be affected. For upgrades targeting specific types, only cells matching those types should be updated. Recalculate Damage: For each affected cell, calculate the new damage by adding the relevant boost from upgradeState. Example Calculation: Base Damage: The initial damage assigned to the cell (e.g., 10 for a minor cell). Total Damage Boost: upgradeState.global.totalDamageBoost (e.g., +5). Categorical Boost: Depending on the cell's type, add the corresponding boost from upgradeState.categorical (e.g., +10 for minor cells). Specific Cell Boost: If applicable, add any boost from upgradeState.individual.specificCellBoosts. Formula: makefile Copy code EffectiveDamage = BaseDamage + TotalDamageBoost + CategoricalBoost + SpecificCellBoost Update Displayed Damage: Locate the damageText object associated with each cell. Update the text to reflect the newly calculated EffectiveDamage. Ensure that this update occurs immediately after the upgrade is applied to provide real-time feedback to the player. Expected Outcome: All affected cells should display their updated damage values, reflecting the cumulative effects of all applied upgrades.
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Confirm that each cell has an assigned type ("minor," "major," "critical," or "heal") which determines how upgrades affect them. Steps: Review Cell Initialization: During the wheel's initialization, each cell should be assigned a type property. Ensure that this assignment is consistent and accurately reflects the cell's intended category. Consistency in Types: Verify that the type assigned to each cell matches the upgrade descriptions. For instance, cells meant to receive "minor" upgrades should have their type set to 'minor'. Expected Outcome: Every cell on the wheel should have a clearly defined type that aligns with the upgrade categories, enabling targeted upgrades to function correctly. maintain terminology consistency troghout the code
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Ensure that when an upgrade is selected, the corresponding values in the upgradeState are correctly updated. Steps: Check Upgrade Application: After selecting an upgrade, confirm that the upgradeState reflects the new boost values. For example, if you select "+10 to minor cells only," verify that upgradeState.categorical.minorDamageBoost increases by 10. Use Console Logging: Insert console logs immediately after applying an upgrade to display the current upgradeState. This helps confirm that the upgrade logic is functioning and updating the state as expected. Expected Outcome: The upgradeState should accurately represent all applied upgrades, with each boost value incremented appropriately based on the selected upgrade.
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'type')' in or related to this line: 'if (cell.type === 'minor') {' Line Number: 275
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Your upgrade system categorizes cells as "minor," "major," or "critical," but the cells themselves lack explicit type assignments. Assign Types to Cells: Each cell should have a property indicating its type ("minor," "major," "critical") upon initialization. Update Upgrade Logic: Modify the upgrade application and damage calculation logic to reference these type properties instead of relying on positions or undefined attributes. Action Steps: Define Cell Types: Modify the cell initialization to include a type property. Example (conceptual): javascript Copy code self.cells = [ { action: CELL_ACTIONS.DAMAGE_10, type: 'minor' }, { action: CELL_ACTIONS.DAMAGE_25, type: 'major' }, // ... other cells ... ]; Modify Projectile Damage Calculation: In the Projectile class, reference the cell's type instead of self.currentPosition. Example (conceptual): javascript Copy code 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; } Ensure Consistent References: Wherever cell types are referenced (e.g., during damage calculations or UI updates), use the newly defined type property.
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Focus on using upgradeState to manage all damage-related upgrades. Action Steps: Remove target.damage += selectedUpgrade.value;: Since peon.damage isn't defined, this line is ineffective. Ensure Upgrades Affect upgradeState: Continue updating upgradeState without attempting to modify non-existent properties on objects like peon.
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the ProjectilePool class is defined twice: First Definition: javascript Copy code 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 Second Definition: javascript Copy code 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]; } } var newProjectile = new Projectile(); this.pool.push(newProjectile); return newProjectile; }; }; Impact: The second definition overwrites the first one, removing crucial functionalities: releaseProjectile Method: Essential for deactivating and recycling projectiles. maxPoolSize Control: Limits the number of active projectiles, preventing potential performance issues. Solution: Remove the Second Definition: Ensure that ProjectilePool is defined only once with all necessary methods and properties. Consolidate Functionality: Keep the comprehensive first definition to maintain proper projectile management. Action Steps: Delete the Second ProjectilePool Definition: This prevents the loss of the releaseProjectile method and maxPoolSize control. Verify Single Definition: Ensure that no other parts of your code redefine ProjectilePool.
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Ensure that whenever a cell's damage is calculated (e.g., when firing a projectile), it accounts for the current upgrades. Effective Damage Formula: For All Cells: EffectiveDamage = BaseDamage + TotalDamageBoost + SpecificCellBoost For Categorical Cells: Minor Cells: EffectiveDamage += MinorDamageBoost Major Cells: EffectiveDamage += MajorDamageBoost Critical Cells: EffectiveDamage += CriticalDamageBoost (and SpecificCellBoost if applicable) Implementation Steps: Retrieve Base Damage: Each cell has a predefined base damage value based on its type. Apply Global Upgrades: Add TotalDamageBoost to the base damage. Apply Categorical Upgrades: If the cell is "Minor," add MinorDamageBoost. If "Major," add MajorDamageBoost. If "Critical," add CriticalDamageBoost (and any specific boosts). Apply Specific Upgrades: Check if the cell has an entry in SpecificCellBoosts and add it if present.
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When a player selects an upgrade, update the upgrade state accordingly to reflect the new damage boosts. Upgrade Application Logic: +5 Damage to All Cells Action: Increment TotalDamageBoost by 5. Effect: All cells will reference this boost when calculating their effective damage. +50 Damage to One Random Cell Action: Randomly select a cell and add an entry to SpecificCellBoosts with a value of 50 for that cell. Effect: Only the selected cell's damage will be increased by 50. +10 Damage to Minor Cells Only Action: Increment MinorDamageBoost by 10. Effect: Only cells categorized as "Minor" will reference this boost in their damage calculations. +25 Damage to Major Cells Only Action: Increment MajorDamageBoost by 25. Effect: Only "Major" cells will receive this additional damage. +100 Damage to Critical Cell Only Action: Identify the "Critical" cell and increment its damage by 100, possibly adding it to SpecificCellBoosts if you want to track it individually. Effect: The "Critical" cell's damage output will be significantly increased.
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To keep track of the upgrades applied throughout the game, maintain a centralized state or data structure that records active upgrades. Upgrade State Structure: Global Upgrades: TotalDamageBoost: Sum of all damage boosts applied to all cells. Categorical Upgrades: MinorDamageBoost: Total damage boost for minor cells. MajorDamageBoost: Total damage boost for major cells. CriticalDamageBoost: Total damage boost for critical cells. Individual Cell Upgrades: SpecificCellBoosts: An array or object storing damage boosts for individual cells selected by upgrades like "+50 to one random cell."
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Please fix the bug: 'ReferenceError: resumeGame is not defined' in or related to this line: 'resumeGame(); // Restore game interactivity' Line Number: 521
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Use Proper Closures: Ensure that each event listener correctly captures the intended selectedUpgrade by using closures or binding methods that preserve the correct reference. Verify Event Listener Execution: Add console.log statements within the event listeners to confirm they are being triggered when the player interacts with the upgrade options. Alternative Approach: Instead of attaching listeners directly to Text2 objects, consider wrapping them within interactive containers or buttons that can handle events more reliably.
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add a console log to the upgrades so i see if a click was received
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Verify that during the game initialization (new LK.Game({...})), the interaction manager is activated. If the framework provides a specific method or property to enable interactions globally, ensure it's correctly implemented.
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Potential Issue: Interactive elements might not have their interactive or equivalent properties correctly enabled, making them unresponsive to pointer events. Solution: UpgradeUI Container: Confirm that the UpgradeUI container has its interactive and interactiveChildren properties set to true. This ensures that both the container and its child elements can receive pointer events. Child Elements: Ensure that each upgrade option (Text2 objects) within the UpgradeUI also has their interactive properties enabled. Additionally, verify that their clickable areas (hit areas) are correctly defined to match their visual boundaries.
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now i cant see any upgrades
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remove the upgrades screen from any other container, it should be it's own standalone container
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i cant click the upgrades text
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add the upgrades to the GUI layer
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Please fix the bug: 'Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.setChildIndex(upgradeUI, game.children.length - 1);' Line Number: 481
/**** * 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, target) { 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); // Recalculate and update each cell's damage value 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.damage; 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; cell.damage = effectiveDamage; // Update the displayed damage value var damageText = cell.children.find(function (child) { return child instanceof Text2; }); if (damageText) { damageText.setText(effectiveDamage.toString()); tween(damageText, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); } } 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, peon); 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, peon); // ProjectilePool class to manage projectile instances // Helper function to calculate distance between two points // Cache enemy assets for reuse // ProjectilePool class to manage projectile instances var CELL_ACTIONS = { DAMAGE_10: { damage: 10, actionType: 'damage' }, DAMAGE_25: { damage: 25, actionType: 'damage' }, DAMAGE_100: { damage: 100, actionType: 'damage' }, HEAL_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
@@ -481,8 +481,12 @@
upgradeState.individual.specificCellBoosts[randomCell] += selectedUpgrade.value;
}
console.log("Updated upgradeState:", upgradeState);
// Recalculate and update each cell's damage value
+ 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.damage;
var totalDamageBoost = upgradeState.global.totalDamageBoost;
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.