Code edit (1 edits merged)
Please save this source code
User prompt
decrease the speed of the peon movement
User prompt
Please fix the bug: 'Uncaught TypeError: t.setStageReference is not a function' in or related to this line: 'game.addChild({' Line Number: 159
User prompt
LK.setTimeout is heavily used for animations. Instead, consolidate animations into a single game loop or scheduler to reduce overhead.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var explosion = self.attachAsset(enemy.assetType, {' Line Number: 268
User prompt
fix the enemies animation tween as regardles of which enemy dies, only the enemy asset appears during the explosion. use each enemy's own asset for the explosion
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var explosion = self.attachAsset(enemy.assetType, {' Line Number: 268
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var explosion = self.attachAsset(enemy.assetType, {' Line Number: 268
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var explosion = self.attachAsset(enemy.assetType, {' Line Number: 268
User prompt
fix the enemies animation tween as regardles of which enemy dies, only the enemy asset appears during the explosion. use each enemy's own asset for the explosion
Code edit (1 edits merged)
Please save this source code
User prompt
The projectile pool mechanism is implemented but can be improved: Add a releaseProjectile function to ensure proper cleanup when a projectile is deactivated. Set a maximum pool size to avoid memory overuse.
User prompt
the enemies anchor is changed and they are now anchoered from top-left, make them anchored to the center
User prompt
Reuse assets efficiently: Assets like enemy, enemy_2, and enemy_3 are reinitialized every time. Cache the loaded assets during initialization and reuse them.
Code edit (1 edits merged)
Please save this source code
User prompt
the enemy hp multiplier should be a function of the enemy not of creating a new enemy, so that it's applied whenever that enemy is present, even at the start of the game
Code edit (1 edits merged)
Please save this source code
User prompt
enemies should start with 100 hp
User prompt
start enemies with 100 hp
User prompt
Modify the Enemy Creation Logic: Wherever you create a new enemy (especially after one dies), ensure you pass the correct parameters. javascript Copy code // Function to create a new enemy function createNewEnemy() { // Define available enemy types and their HP increments const enemyTypes = [ { asset: 'enemy', hpIncrement: 50 }, { asset: 'enemy_2', hpIncrement: 75 }, { asset: 'enemy_3', hpIncrement: 100 } ]; // Select a random enemy type const randomIndex = Math.floor(Math.random() * enemyTypes.length); const selectedEnemy = enemyTypes[randomIndex]; // Instantiate the enemy with required parameters const newEnemy = new Enemy(selectedEnemy.asset, selectedEnemy.hpIncrement); game.addChild(newEnemy); return newEnemy; } // Usage after an enemy dies if (enemy.hp <= 0) { enemy.destroy(); enemy = createNewEnemy(); // Properly instantiated }
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 295
User prompt
Ensure that every instantiation of the Enemy class includes the necessary assetType and hpIncrement parameters. Here's how you can adjust the instantiation: javascript Copy code // Correct instantiation with required parameters enemy = new Enemy('enemy', 50); // Replace 'enemy' with the desired asset key game.addChild(enemy);
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 293
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 291
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text' Line Number: 282
/**** * 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> // SpinningWheel class to represent the spinning wheel mechanic 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 = 100 + 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); }); // Current interval for the spin // Peon class to represent the player's element 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; // 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 Peon on the random cell }; // Spin the Peon around the wheel self.spin = function (wheel) { // Generate a random integer between 10 and 15 self.steps = Math.floor(Math.random() * 6) + 11; var _spinStep = function spinStep() { self.currentPosition = (self.currentPosition + 1) % 8; // Update Peon's current position self.x = wheel.x + self.currentPosition * 250; // Move Peon one cell to the right if (self.currentPosition == 0) { // If Peon 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) { // Peon 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 peon 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 { // Schedule the next step using a game loop var updateObject = new Container(); updateObject.update = function () { if (currentInterval <= 0) { _spinStep(); game.removeChild(updateObject); } else { currentInterval--; } }; game.addChild(updateObject); } }; _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 = Math.sqrt(dx * dx + dy * dy); 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(); // 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 { // Schedule the fade out using a game loop game.addChild({ update: function update() { if (explosion.alpha <= 0) { explosion.destroy(); game.removeChild(this); } else { explosion.alpha -= 0.05; } } }); } }; _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 }; }); // ProjectilePool class to manage projectile instances 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 = [{ damage: 10, actionType: 'damage' }, { damage: 25, actionType: 'damage' }, { damage: 10, actionType: 'damage' }, { damage: 100, actionType: 'damage' }, { damage: 10, actionType: 'damage' }, { damage: 25, actionType: 'damage' }, { damage: 10, actionType: 'damage' }, { damage: 50, actionType: 'heal' }]; for (var i = 0; i < self.cells.length; i++) { var cell = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: i * 250 // Increase space between cells }); self.addChild(cell); // Add text to each cell to display the damage value var damageText = new Text2(self.cells[i].damage.toString(), { size: 50, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); cell.addChild(damageText); } }; // Spin the Peon around the wheel self.spin = function (peon) { if (!self.isSpinning) { self.isSpinning = true; peon.spin(self); // Deduct damage from player's HP after peon stops } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // ProjectilePool class to manage projectile instances // Cache enemy assets for reuse 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 = 50; // Starting interval for the spin var multiplier = 1.05; // Multiplier for the interval increase var currentInterval = startingInterval; var startingMovingTiles = 7; // Starting moving tiles var maxTiles = 25; // 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: -50 }, { asset: 'enemy_3', hpIncrement: 100 }]; // 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 (!wheel.isSpinning) { wheel.spin(peon); } };
===================================================================
--- original.js
+++ change.js
@@ -431,9 +431,9 @@
this.pool.push(newProjectile);
return newProjectile;
};
};
-var startingInterval = 15; // Starting interval for the spin
+var startingInterval = 50; // Starting interval for the spin
var multiplier = 1.05; // Multiplier for the interval increase
var currentInterval = startingInterval;
var startingMovingTiles = 7; // Starting moving tiles
var maxTiles = 25; // Maximum number of tiles
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.