Code edit (1 edits merged)
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you fixed the animation but the dmg text still doesnt appear over the enemy, it's lower, move it higher by 500 pixels
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the dmg text animation got broken, the fading away part makes the text go down by a lot instead of just slightly up. the fading out part makes the text moves veeeery low in the screen, it seems it's not relative to the original text position.
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the dmg text animation got broken, the fading away part makes the text go down by a lot instead of just slightly up
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the dmg text animation got broken, the fading away part makes the text go down by a lot instead of just slightly up
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have the damage text appear in the gui so i can see it all the time and ensure it remains centered to the enemy center
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have the damage text appear in the gui
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ensure newly created damage texts after the first one disappears, also have the black outline over them ,as currently only the first one has it
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keep the damage text more on the screen
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the red damage text should have a black outline and not show the minus in front of it. also add a tween animation when it appears and one when it fades away ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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landing on the heal cell, should only heal the player not apply damage to the enemy
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the damage done by the projectile should be the one marked on the cell the peon lands
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when the projectile hits the enemy, in the center of the enemy, show a large red text with a black outline, showing the damage that was done by the bullet
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the player hp is currently deducted by the amount set on the cell the peon lands. that's a bug. the player's hp is only affected by the global variables called min and max damage, which are set at 10 and 15
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min and max damage act as ranges that defien the damage taken by the player when the peon stops, so min defines the lowest possible damage that can be taken by the player and max damage defines the upper limit. so the value can be a random value between min and max values, instead of using just these two values, which are actually ranges. esnure player can taken any damage between 10 and 15
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min and max damage act as ranges that defien the damage taken by the player when the peon stops, so min defines the lowest possible damage that can be taken by the player and max damage defines the upper limit. so the value can be a random value between min and max values, instead of using just these two values, which are actually ranges
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min and max damage act as ranges, so min defines the lowest possible damage that can be taken by the player and max damage defines the upper limit. so the value can be a random value between min and max values, instead of using just these two values, which are actually ranges
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player sometimes takes mroe damage than expected, fix this
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player sometimes takes mroe damage than expected, either fix teh formula or remove duplicate code that might affect this
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player sometimes takes 100 damage, fix that bug
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player only takes 10 damage [er turn instead of a random value between the min max expected range. player must take damage beetween the defined range of 10-15
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player only takes 10 damage [er turn instead of a random value between the min max expected range
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optimize the logic for player taking damage.. it should be simple there's 2 variables called min and max damage, defining the range of the damage. min dmg sets the minimum range while max damage set the maximum range. so if min is 10 and max is 15, minimum damage that can be done to the player is 10 while max damage is 15. any value can be picked between these ranges
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now the player takes too much damage, it tkes 100 damage instead of between 10 or 15
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ensure the damage taken by the player is a random betwwen a range, so it's not always either 10 or 15, rather anything between so it can also be 11, 12, 13 or 14. so min and max damage variables act as a range
/**** * 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 () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.init = function () { self.x = 2048 / 2; self.y = 2732 / 2 - 500; // Initialize the enemy's HP if (typeof this.constructor.hp === 'undefined') { this.constructor.hp = 100; } else { this.constructor.hp += enemyHpIncrement; } self.hp = this.constructor.hp; // 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 self.hpText.setText("HP: " + self.hp); }; }); // 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.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') { playerHp += cell.damage; if (playerHp > 200) { playerHp = 200; } playerHpText.setText('Player: ' + playerHp); } else { var projectile = new Projectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, cell.damage); 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; playerHp -= damage; if (playerHp < 0) { playerHp = 0; } playerHpText.setText('Player: ' + playerHp); if (playerHp === 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; }; // Move the Projectile towards its target self.update = function () { 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; } 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: 200, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 10 }); damageText.stroke = 0x000000; damageText.strokeThickness = 10; damageText.anchor.set(0.5, 0.5); damageText.x = 0; damageText.y = -400; LK.gui.center.addChild(damageText); // Tween animation for appearance tween(damageText, { alpha: 1, y: enemy.y - 50 }, { duration: 1000, easing: tween.easeOut }); // Tween animation for fade out tween(damageText, { alpha: 0, y: damageText.y - 50 // Move slightly up during fade out }, { duration: 1000, easing: tween.easeIn, onFinish: function onFinish() { damageText.destroy(); } }); // Update the enemy's HP text enemy.hpText.setText("HP: " + enemy.hp); // Destroy the projectile self.destroy(); // 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 var explosion = self.attachAsset('enemy', { 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 = new Enemy(); enemy.init(); enemy.hpText.setText("HP: " + enemy.hp); // Update the enemy's HP text game.addChild(enemy); } } } }; }); 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 ****/ // Global timing variables // Initialize spinning wheel var startingInterval = 15; // Starting interval for the spin var multiplier = 1.2; // Multiplier for the interval increase var currentInterval = startingInterval; var startingMovingTiles = 7; // Starting moving tiles var maxTiles = 25; // Maximum number of tiles var playerHp = 200; // Player's HP 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); var enemyHpIncrement = 50; var enemy = new Enemy(); enemy.init(); game.addChild(enemy); // Add a text to display the player's HP var playerHpText = new Text2('Player: ' + playerHp, { size: 150, fill: 0xFFFFFF //Optional (this is the default string) }); playerHpText.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. playerHpText.y += 1000; // Move the text 1000 pixels lower LK.gui.top.addChild(playerHpText); // 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); } };
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--- original.js
+++ change.js
@@ -160,9 +160,9 @@
damageText.stroke = 0x000000;
damageText.strokeThickness = 10;
damageText.anchor.set(0.5, 0.5);
damageText.x = 0;
- damageText.y = -500;
+ damageText.y = -400;
LK.gui.center.addChild(damageText);
// Tween animation for appearance
tween(damageText, {
alpha: 1,
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