User prompt
add the upgrades to the foreground container
User prompt
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: 477
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'interactive')' in or related to this line: 'transparentOverlay.interactive = false; // Ensure the overlay is non-interactive' Line Number: 553
User prompt
Potential Issue: Invisible or overlapping layers might be intercepting all pointer events, preventing them from reaching interactive elements like your upgrade options. Solution: Layer Hierarchy: Ensure that the UpgradeUI container is added after all other game elements, placing it on the topmost layer. This prevents other elements from blocking interactions with the UI. Blocking Layers: Check for any full-screen transparent or opaque layers that might be capturing pointer events. If such layers exist (possibly for dimming the background during upgrades), ensure they are either non-interactive or correctly configured to allow events to pass through to child elements.
User prompt
Potential Issue: Global settings or functions like pauseGame() might be inadvertently disabling interactions across the entire game, including the UI elements. Solution: Review the pauseGame() and resumeGame() functions to ensure they only affect game-specific elements (like animations, timers, or game logic) without altering the global interaction settings. Make sure that the main stage or root container remains interactive even when the game is paused.
User prompt
Ensure that the interaction manager is correctly set up during the game's initialization phase. This typically involves initializing the stage or root container to be interactive. Check your framework's documentation to confirm that all necessary steps for enabling the interaction system are followed.
User prompt
Please fix the bug: 'Cannot read properties of null (reading 'on')' in or related to this line: 'game.stage.on('pointerdown', function (event) {' Line Number: 564
User prompt
Issue: It's unclear whether pointer events are being detected at any level within the game. Solution: Add a Global Listener: Attach a pointerdown listener to the game.stage to log any pointer events globally. Test with a Simple Interactive Object: Create a basic interactive shape to verify if the interaction system is functioning.
User prompt
Even after disabling interactions on backgroundContainer, midgroundContainer, and foregroundContainer, other elements or invisible layers might still intercept pointer events. Solution: Add a Transparent Overlay: To prevent any underlying elements from capturing pointer events, add a transparent Shape that covers the entire screen but doesn't block interactions with child elements. Verify Layer Order: Ensure that the UpgradeUI is the topmost element in the game hierarchy.
User prompt
Verify Interaction Settings Issue: The interactive and interactiveChildren properties might not be correctly set, preventing events from being captured. Solution: Set interactive and interactiveChildren Correctly: Ensure that both the UpgradeUI container and its child containers are set to receive pointer events. Enable Pointer Events: Some frameworks require enabling pointer events explicitly. Ensure this is done if necessary.
User prompt
Ensure UpgradeUI Container Doesn't Block Events Issue: The UpgradeUI container might be intercepting all pointer events, preventing child elements from receiving their own events. Solution: Remove Global Pointer Event Listeners: Ensure that the UpgradeUI container doesn't have a global pointerdown listener that logs clicks or captures events. Avoid Full-Screen hitArea: A full-screen hitArea can block events from reaching child elements. Remove or adjust it as necessary.
User prompt
Correct the hitArea Configuration Issue: The Rectangle class used for setting hitArea might not be correctly referenced or defined, causing the hitArea to be ineffective. Solution: Ensure Rectangle is Defined: Verify that the Rectangle class is part of the LK framework and correctly imported or accessible within your code. If LK uses a different namespace or naming convention, adjust accordingly. Adjust hitArea Usage: If Rectangle is not defined, use the appropriate class from the LK framework. Alternatively, remove the hitArea to rely on the inherent bounding box of Text2.
User prompt
Issue: The code applies an upgrade immediately after generating upgrade options, bypassing the UpgradeUI. Solution: Remove or comment out the example usage that applies an upgrade without user interaction
User prompt
Simplify and Clean Up Code: a. Remove Redundant ProjectilePool Definitions: Issue: Multiple definitions of ProjectilePool can lead to unexpected behavior. Solution: Ensure there's only one definition of ProjectilePool and it's correctly implemented.
User prompt
Ensure No Other Layers Block Interactions: a. Verify Layer Order and Visibility: Issue: Other containers or elements might be overlapping the UpgradeUI, blocking interactions. Solution: Ensure that the UpgradeUI is added after all other game elements so that it sits on top. Additionally, ensure that no other active interactive elements overlap with it. Action: Add UpgradeUI Last: javascript Copy code game.addChild(upgradeUI); // Ensure this is done after all other elements Rationale: In many game engines, the order of adding children determines their layering. Adding the UpgradeUI last ensures it's on top.
User prompt
Correct the Interactive Properties in UpgradeManager: a. Ensure Proper Interaction Settings on UpgradeUI: Issue: In UpgradeManager.enterUpgradeMode, you're setting self.interactive on the UpgradeManager instead of the UpgradeUI. Solution: Ensure that the UpgradeUI itself is set to be interactive and that its children are also interactive.
User prompt
Re-evaluate the hitArea of UpgradeUI: Issue: A hitArea covering the entire screen might intercept all clicks. Solution: Either remove the hitArea or ensure it doesn't block child interactions. If a background overlay is needed (e.g., to dim the game), ensure it's non-interactive.
User prompt
. Modify the UpgradeUI Container: a. Remove or Adjust the pointerdown Event Listener on UpgradeUI: Issue: The pointerdown event on the UpgradeUI container can capture all clicks, preventing child elements from receiving their own events. Solution: Remove the pointerdown event listener from the UpgradeUI container. This ensures that clicks are correctly propagated to the child optionText elements. Action: Delete or Comment Out: javascript Copy code self.on('pointerdown', function () { console.log('Upgrade UI clicked'); });
User prompt
ensure during upgrade screen when disabling elements for the pause, you dont disable the ability to click the upgrades text. that part should be enabled so i can only interact with the upgrades, and tap the text to make my selection
User prompt
ensure during upgrade screen when disabling elements for the pause, you dont disable the ability to click the upgrades text. that part should be enabled so i can only interact with the upgrades, and tap the text to make my selection
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'interactive')' in or related to this line: 'foregroundContainer.interactive = false;' Line Number: 551
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'interactive')' in or related to this line: 'midgroundContainer.interactive = false;' Line Number: 547
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'interactive')' in or related to this line: 'backgroundContainer.interactive = false;' Line Number: 543
User prompt
Other Interactive Elements: Verify no other containers or objects are overlapping and intercepting clicks. Test by disabling visibility or interaction for potential blockers: javascript Copy code someOtherContainer.interactive = false; someOtherContainer.visible = false;
User prompt
Please fix the bug: 'TypeError: LK.Rectangle is not a constructor' in or related to this line: 'optionText.hitArea = new LK.Rectangle(-optionText.width / 2, -optionText.height / 2, optionText.width, optionText.height); // Set hit area' Line Number: 513
/**** * 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; self.hpIncrement = hpIncrement; self.hp = 10 + self.hpIncrement; 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 self.damage = damage; 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 = [CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.DAMAGE_25, CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.DAMAGE_100, CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.DAMAGE_25, CELL_ACTIONS.DAMAGE_10, CELL_ACTIONS.HEAL_50]; 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': if (target && typeof target.damage !== 'undefined') { target.damage += selectedUpgrade.value; } else { console.error('Target is undefined or does not have a damage property'); } 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 () { game.addChild(upgradeUI); // Ensure UpgradeUI is added after all other elements var options = self.generateUpgradeOptions(); var upgradeUI = new UpgradeUI(); upgradeUI.init(options); foregroundContainer.addChild(upgradeUI); game.setChildIndex(upgradeUI, game.children.length - 1); // Ensure UpgradeUI is added after all other elements game.addChild(upgradeUI); // Ensure only upgrade text is interactive during upgrade mode if (backgroundContainer) { backgroundContainer.interactive = false; } if (midgroundContainer) { midgroundContainer.interactive = false; } if (foregroundContainer) { foregroundContainer.interactive = false; } // Ensure upgrade text remains interactive upgradeUI.interactive = true; upgradeUI.interactiveChildren = true; }; }); // 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.interactive = true; // Ensure the container is interactive self.interactiveChildren = true; // Ensure children are interactive self.displayOptions(); }; // Display the upgrade options self.displayOptions = function () { for (var i = 0; i < 2; i++) { // Limit to 2 options var optionText = new Text2(self.upgradeOptions[i].description, { size: 100, fill: 0xFFFFFF }); optionText.anchor.set(0.5, 0.5); optionText.x = 1024; // Center horizontally optionText.y = 1700 + i * 200; // Move options 700 pixels lower self.addChild(optionText); // Add interaction to select an upgrade optionText.interactive = true; optionText.pointerEnabled = true; // Enable pointer events // Removed hitArea to rely on inherent bounding box of Text2 optionText.on('pointerdown', function (selectedUpgrade) { return function () { console.log("Option clicked"); console.log("Upgrade option selected:", selectedUpgrade.description); self.selectUpgrade(selectedUpgrade); }; }(self.upgradeOptions[i])); } }; // Handle upgrade selection self.selectUpgrade = function (selectedUpgrade) { 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 }); /**** * Game Code ****/ if (typeof transparentOverlay !== 'undefined') { transparentOverlay.interactive = false; // Ensure the overlay is non-interactive } game.interactive = true; // Ensure the game stage is interactive game.interactiveChildren = true; // Ensure children of the game stage are interactive // Create a basic interactive shape to verify interaction system var testShape = LK.getAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366, alpha: 0.5 // Semi-transparent for visibility }); testShape.interactive = true; testShape.on('pointerdown', function () { console.log("Test shape clicked!"); }); game.addChild(testShape); // Add a global pointerdown listener to log pointer events game.on('pointerdown', function (event) { console.log("Global pointerdown detected at:", event.data.global.x, event.data.global.y); }); // Disable interaction and visibility for potential blocking containers if (backgroundContainer) { backgroundContainer.interactive = false; backgroundContainer.visible = false; } if (midgroundContainer) { midgroundContainer.interactive = false; midgroundContainer.visible = false; } if (foregroundContainer) { foregroundContainer.interactive = false; foregroundContainer.visible = false; } // Add a transparent overlay to prevent underlying elements from capturing pointer events var transparentOverlay = LK.getAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, alpha: 0.01 // Almost invisible }); transparentOverlay.interactive = true; // Ensure the overlay is interactive game.addChild(transparentOverlay); // 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"); // Ensure global interaction settings remain unchanged game.interactive = true; game.interactiveChildren = true; } // 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 } // Example usage: Generate upgrade options and display them for selection var upgradeOptions = upgradeManager.generateUpgradeOptions(); triggerUpgradeUI(upgradeOptions); // Display options for player to select // 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
@@ -466,9 +466,9 @@
// Ensure UpgradeUI is added after all other elements
var options = self.generateUpgradeOptions();
var upgradeUI = new UpgradeUI();
upgradeUI.init(options);
- game.addChild(upgradeUI);
+ foregroundContainer.addChild(upgradeUI);
game.setChildIndex(upgradeUI, game.children.length - 1);
// Ensure UpgradeUI is added after all other elements
game.addChild(upgradeUI);
// Ensure only upgrade text is interactive during upgrade mode
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.