User prompt
The Text2 objects must explicitly allow interaction: Set interactive to true: javascript Copy code optionText.interactive = true; Check for Pointer Events: Some engines require enabling pointer events. For example: javascript Copy code optionText.pointerEnabled = true; Set Hit Area: The Text2 might lack a defined clickable area. Assign a hit area matching its visual bounds: javascript Copy code optionText.hitArea = new LK.Rectangle( -optionText.width / 2, -optionText.height / 2, optionText.width, optionText.height ); Test Simple Interaction: Add a click handler directly to Text2: javascript Copy code optionText.on('pointerdown', () => { console.log('Option clicked'); });
User prompt
Check that the UpgradeUI container and its parents allow interaction: Interactive Parent Containers: Ensure every container in the hierarchy leading to optionText is interactive: javascript Copy code upgradeUI.interactive = true; upgradeUI.interactiveChildren = true; interactive: Enables interaction for the container itself. interactiveChildren: Allows child objects to receive interaction events. Global Click Test: Add a click event to the UpgradeUI container: javascript Copy code upgradeUI.on('pointerdown', () => { console.log('Upgrade UI clicked'); }); If this logs to the console, the issue is specific to the child elements (Text2). If not, the UpgradeUI container itself isn’t receiving events.
User prompt
Test with a Basic Interaction: Add a simple console.log statement in the on('down', ...) handler for the Text2 objects. If nothing appears in the console, the event handler isn't firing: javascript Copy code optionText.on('down', () => { console.log('Upgrade option clicked'); }); If this doesn’t work, the issue lies with how the interaction system is configured.
User prompt
Verify the Text2 Interaction Interactive Property: Ensure each optionText object has its interactive property explicitly set to true. Pointer Events: Check that optionText objects can receive pointer events. Some engines require enabling pointer events (e.g., optionText.pointerEnabled = true). Hit Area for Text2: The clickable area of the Text2 objects might be too small or undefined. Set a hitArea for each optionText object to cover its visual size.
User prompt
Interactive Parents: Ensure all parent containers of the upgrade options (e.g., UpgradeUI container) are interactive. If any parent container is non-interactive, it might block interaction events for its children. Check if the UpgradeUI container and its parents have their interactive property set to true. Hit Area for Parent Containers: If the UpgradeUI container doesn't have a defined hitArea, the interaction system may not detect clicks. Set a hitArea on the UpgradeUI container that covers the entire visible area of the UI. so i can select the upgrades
User prompt
Resume the Game After Selecting an Upgrade Upgrade Application Flow: When an upgrade is selected: Apply the upgrade effect (e.g., increase damage or health). Hide or destroy the upgrade UI container. Set gameState = "playing" to resume the game. Call any necessary functions to re-enable game interactivity (e.g., unpause animations, timers). Reset Upgrade Options for the Next Round: Ensure new upgrade options are randomly generated each time the upgrade screen is triggered.
User prompt
Ensure Upgrade Options Are Properly Interactive Check the interactive Property: Ensure that the optionText objects (representing the upgrades) have their interactive property explicitly set to true. This makes them receptive to user input. Ensure Events Are Bound Correctly: Verify that the on('down', ...) event is correctly attached to the upgrade options. This should include a proper closure to capture the selected upgrade and invoke the selectUpgrade function. Debug Interaction: Use console.log within the on('down', ...) handler to confirm whether the interaction is being triggered when tapping on an option.
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'actionType')' in or related to this line: 'if (cell.actionType !== 'heal') {' Line Number: 136
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'if (wheel.cells) {' Line Number: 468
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Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'wheel.cells.forEach(function (cell) {' Line Number: 470
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'damage')' in or related to this line: 'projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage);' Line Number: 127
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'actionType')' in or related to this line: 'if (cell.actionType === 'heal') {' Line Number: 101
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'cells')' in or related to this line: 'wheel.cells.forEach(function (cell) {' Line Number: 468
User prompt
Once an upgrade is chosen: Apply the Effect: Make sure the upgrade’s logic is executed before closing the UI. Hide the Upgrade Screen: Remove the overlay or UI elements displaying the upgrades. Resume the Game: Set the gameState back to "playing" and call any methods needed to restart game components like animations or timers.
User prompt
Effect on Cells: Identify how the upgrade modifies the cells: All Cells: For global upgrades (e.g., “+5 to all damage cells”), iterate through all cells and increase their damage value. Specific Cells: For targeted upgrades (e.g., “+10 to minor cells”), filter the cells based on their type (e.g., minor, major) and apply the effect only to matching cells. Update the cell properties immediately, so the change is reflected when the game resumes.
User prompt
i still cant click upgrades, nothing happens when i click
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i still cant click upgrades, nothing happens when i click
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start enemy hp from 10
User prompt
clicking on an upgrade does nothing. when i tap either upgrades, exit upgrades screen and apply the effect to the cells
User prompt
Click Interactivity: Make each upgrade clickable. Clicking on an upgrade should: Instantly apply the upgrade effect to the game cells. Hide the upgrade UI and resume the game.
User prompt
Maintain a List of Upgrades: Keep a central list of available upgrades (e.g., increasing damage to all cells, boosting specific cell types like minor or major). Random Selection: When the upgrade screen is triggered, randomly select two upgrades from this list. Use a method to shuffle the list or generate random indices to pick unique upgrades. Ensure the same upgrade doesn’t appear twice in the same round by checking for duplicates during selection.
User prompt
Ensure that the upgrade flow is properly tied to the game state: When an enemy dies: Trigger pauseGame() and set gameState = "upgradeMode". Display the UpgradeUI. Prevent further game interactions until an upgrade is selected. After selecting an upgrade: Apply the selected upgrade. Destroy or hide the UpgradeUI. Call resumeGame() to restore game interactivity.
User prompt
Centralize Input Handling: Add a global check for gameState in your event handlers (e.g., for clicks or spins). If the state is upgradeMode, block any input that isn’t related to the upgrade UI. For example, prevent spins or projectiles from being fired while in upgradeMode.
User prompt
selecting an upgrade should exit the upgrade screen and resume playing and then destroy both upgrade uptions
User prompt
Check Interactivity: Ensure the interactive property is set to true for all UI elements meant to be clicked when selecting an upgrade. Event Registration: Verify that the event listener (e.g., on('down', ...)) is properly attached to each upgrade option. Ensure you are not overwriting the self context, which might break the callback. Layering Issue: Ensure that the UpgradeUI is displayed above other game elements. If it is being rendered behind the game, clicks may not register.
/**** * 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 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 () { 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.interactive = true; self.interactiveChildren = true; self.hitArea = new Rectangle(0, 0, 2048, 2732); self.on('pointerdown', function () { console.log('Upgrade UI clicked'); }); 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 optionText.hitArea = new LK.Rectangle(-optionText.width / 2, -optionText.height / 2, optionText.width, optionText.height); // Set hit area 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 ****/ // 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 } // 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 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; }; }; 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
@@ -499,11 +499,12 @@
self.addChild(optionText);
// Add interaction to select an upgrade
optionText.interactive = true;
optionText.pointerEnabled = true; // Enable pointer events
- optionText.hitArea = new Rectangle(-optionText.width / 2, -optionText.height / 2, optionText.width, optionText.height); // Set hit area
- optionText.on('down', function (selectedUpgrade) {
+ optionText.hitArea = new LK.Rectangle(-optionText.width / 2, -optionText.height / 2, optionText.width, optionText.height); // Set hit area
+ optionText.on('pointerdown', function (selectedUpgrade) {
return function () {
+ console.log("Option clicked");
console.log("Upgrade option selected:", selectedUpgrade.description);
self.selectUpgrade(selectedUpgrade);
};
}(self.upgradeOptions[i]));
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.