Code edit (1 edits merged)
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Please fix the bug: 'Cannot set properties of undefined (setting 'x')' in or related to this line: 'self.option2Text.x = 150;' Line Number: 398
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anchor the 2 upgrade options to the center of the screen not the top left
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place the two upgrade options in a grid and call it the Upgrade_Selector and create a class just for it
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the upgrades text is very high to the left move it to the center of the screen
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These are all current available Add +5 Damage to All Cells, Add +50 Damage to a random cell, Add +10 Damage to Minor Damage Tiles Add +25 Damage to Major Damage Tiles Add +100 Damage to Critical Damage Tiles. Create a modal window or overlay that clearly presents the 2 upgrade options. Allow the player to select only one upgrade option per enemy defeat. select 2 random options from this list after the enemy dies, and pause the game until the player select one of the two presented choices
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Design the Upgrade Interface: Create a modal dialog or overlay that clearly presents the two available upgrade options to the player. List of Upgrade Options: Option 1: +5 Damage to all cells. Option 2: +10 Damage to Small Damage tiles. Option 3: +25 Damage to Big Damage tiles. Option 4: +100 Damage to Critical Damage tiles. Ensure Single Selection: Allow the player to select only one upgrade from the two option per enemy defeat.
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when a new enemy is created ensure you pick one of the 3 available ones not just the enemy one
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right now when an enemy dies, two are created. ensure theres a single part of the code responsible for creating new enemies, so only one new is created not 2
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right now when an enemy dies, two are created. ensure theres a single part of the code responsible for creating new enemies, so only one new is created not 2
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when an enemy dies, dont trigger game over, insetad go to the next round and create a new enemy with more hp
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when an enemy dies, dont trigger game over, insetad go to the next round and create a new enemy with more hp
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and make sure each text appears over the center of the tile it coresponds to
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make sure the dmg text always shows above the cell tile, right now it disappears behind it after a while
Code edit (3 edits merged)
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make the damage text larger
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adjust the grid position from a single part of the code, remove duplicates
Code edit (1 edits merged)
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the tiles are shown much higher than they used to, attach them back lower
Code edit (1 edits merged)
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move the grid lower
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ensure each text is still attached to the center of it's respective tile, right now all overlap over the first tile
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place the tiles in the midground container and the text inside them in the foreground container
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instead of just using the first enemy, pick any random of the 3 existing enemies. use enemy_2 for second enemy and enemy_3 for third. each enemy is a distinct class and even though all follow the same hp increment formula, each of them has a distinct multiplier, like enemy_2 has it's HP dencreased by 0.5 and enemy_3 has it's HP increased by 1.5
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create assets enemy_2 and enemy_3
/**** * 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); }; }); var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy_2', { anchorX: 0.5, anchorY: 0.5 }); self.init = function () { self.x = 2048 / 2; self.y = 2732 / 2 - 500; if (typeof this.constructor.hp === 'undefined') { this.constructor.hp = 100; } else { this.constructor.hp += enemyHpIncrement * 0.5; } self.hp = this.constructor.hp; self.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0.5); self.hpText.y = -700; self.addChild(self.hpText); self.hpText.setText("HP: " + self.hp); }; }); var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy_3', { anchorX: 0.5, anchorY: 0.5 }); self.init = function () { self.x = 2048 / 2; self.y = 2732 / 2 - 500; if (typeof this.constructor.hp === 'undefined') { this.constructor.hp = 100; } else { this.constructor.hp += enemyHpIncrement * 1.5; } self.hp = this.constructor.hp; self.hpText = new Text2("", { size: 200, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0.5); self.hpText.y = -700; self.addChild(self.hpText); 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 var 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; } steps--; currentInterval *= multiplier; // Increase the interval by the multiplier if (steps <= 0) { // Peon lands on the final cell self.x = wheel.x + self.currentPosition * 250; // Extract the damage value from the landed cell var damage = wheel.cells[self.currentPosition].damage; if (wheel.cells[self.currentPosition].actionType === 'heal') { console.log("Landed on a healing cell. No damage inflicted."); damage = 0; } else { console.log("Damage for next attack: " + damage); } // Create a new projectile and shoot it towards the enemy var projectile = new Projectile(); projectile.init(self.x, self.y, enemy.x, enemy.y, 10, damage); game.addChild(projectile); wheel.isSpinning = false; // Set isSpinning to false after the spin is complete 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; // 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 start next round if (enemy.hp <= 0) { enemy.destroy(); // Randomly select two upgrade options var upgrades = ["+5 Damage to All Cells", "+50 Damage to a Random Cell", "+10 Damage to Minor Damage Tiles", "+25 Damage to Major Damage Tiles", "+100 Damage to Critical Damage Tiles"]; var selectedUpgrades = []; while (selectedUpgrades.length < 2) { var randomUpgrade = upgrades[Math.floor(Math.random() * upgrades.length)]; if (!selectedUpgrades.includes(randomUpgrade)) { selectedUpgrades.push(randomUpgrade); } } // Show the upgrade selector with the selected options upgradeSelector.show(selectedUpgrades[0], selectedUpgrades[1]); } } } }; }); 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: 0, 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 damageLabel = ''; switch (self.cells[i].damage) { case 10: damageLabel = 'Minor Damage'; break; case 25: damageLabel = 'Major Damage'; break; case 100: damageLabel = 'Critical Damage'; break; default: damageLabel = 'Unknown'; } var damageText = new Text2(self.cells[i].damage.toString(), { size: 75, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); damageText.x = cell.x; damageText.y = cell.y; self.addChild(damageText); // Add a label to each cell to indicate the damage type var damageLabel = ''; switch (self.cells[i].damage) { case 10: damageLabel = 'Minor Damage'; break; case 25: if (self.cells[i].actionType === 'heal') { damageLabel = 'Major Heal'; } else { damageLabel = 'Major Damage'; } break; case 100: damageLabel = 'Critical Damage'; break; default: damageLabel = 'Unknown'; } var label = new Text2(damageLabel, { size: 30, fill: 0xAAAAAA }); label.anchor.set(0.5, 1.5); // Position label below the damage value cell.addChild(label); } }; // Spin the Peon around the wheel self.spin = function (peon) { if (!self.isSpinning) { self.isSpinning = true; peon.spin(self); } }; }); // UpgradeModal class to present upgrade options to the player var UpgradeModal = Container.expand(function () { var self = Container.call(this); self.visible = false; // Initially hidden // Create background for the modal var background = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 4, scaleY: 4 }); background.alpha = 0.8; // Create text for the upgrade options self.option1Text = new Text2("", { size: 100, fill: 0xFFFFFF }); self.option1Text.anchor.set(0.5, 0.5); self.option1Text.x = 0; self.option1Text.y = -100; self.addChild(self.option1Text); self.option2Text = new Text2("", { size: 100, fill: 0xFFFFFF }); self.option2Text.anchor.set(0.5, 0.5); self.option2Text.x = 0; self.option2Text.y = 100; self.addChild(self.option2Text); // Function to show the modal with two options self.show = function (option1, option2) { self.option1Text.setText(option1); self.option2Text.setText(option2); self.visible = true; }; // Function to hide the modal self.hide = function () { self.visible = false; }; // Handle selection of an option self.down = function (x, y, obj) { if (y < 2732 / 2) { applyUpgrade(self.option1Text.text); } else { applyUpgrade(self.option2Text.text); } self.hide(); createNewEnemy(); // Create a new enemy after selection }; }); // Upgrade_Selector class to present upgrade options in a grid var Upgrade_Selector = Container.expand(function () { var self = Container.call(this); self.visible = false; // Initially hidden // Create background for the selector var background = self.attachAsset('tile', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 4, scaleY: 4 }); background.alpha = 0.8; // Create text for the upgrade options self.option1Text = new Text2("", { size: 100, fill: 0xFFFFFF }); self.option1Text.anchor.set(0.5, 0.5); self.option1Text.x = 550; self.option1Text.y = 1000; self.addChild(self.option1Text); self.option2Text = new Text2("", { size: 100, fill: 0xFFFFFF }); self.option2Text.x = 500; self.option2Text.anchor.set(0.5, 0.5); self.option2Text.y = 1500; self.addChild(self.option2Text); // Function to show the selector with two options self.show = function (option1, option2) { self.option1Text.setText(option1); self.option2Text.setText(option2); self.visible = true; }; // Function to hide the selector self.hide = function () { self.visible = false; }; // Handle selection of an option self.down = function (x, y, obj) { if (x < 2048 / 2) { applyUpgrade(self.option1Text.text); } else { applyUpgrade(self.option2Text.text); } self.hide(); createNewEnemy(); // Create a new enemy after selection }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Function to apply the selected upgrade function applyUpgrade(upgrade) { switch (upgrade) { case "+5 Damage to All Cells": for (var i = 0; i < wheel.cells.length; i++) { wheel.cells[i].damage += 5; } break; case "+50 Damage to a Random Cell": var randomIndex = Math.floor(Math.random() * wheel.cells.length); wheel.cells[randomIndex].damage += 50; break; case "+10 Damage to Minor Damage Tiles": for (var i = 0; i < wheel.cells.length; i++) { if (wheel.cells[i].damage === 10) { wheel.cells[i].damage += 10; } } break; case "+25 Damage to Major Damage Tiles": for (var i = 0; i < wheel.cells.length; i++) { if (wheel.cells[i].damage === 25) { wheel.cells[i].damage += 25; } } break; case "+100 Damage to Critical Damage Tiles": for (var i = 0; i < wheel.cells.length; i++) { if (wheel.cells[i].damage === 100) { wheel.cells[i].damage += 100; } } break; default: console.log("Invalid upgrade selected."); } } // 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 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 enemyClasses = [Enemy, Enemy2, Enemy3]; var enemy; function createNewEnemy() { randomIndex = Math.floor(Math.random() * enemyClasses.length); enemy = new enemyClasses[randomIndex](); enemy.init(); game.addChild(enemy); } createNewEnemy(); // Initialize and add Upgrade_Selector to the game var upgradeSelector = new Upgrade_Selector(); game.addChild(upgradeSelector); // 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
@@ -382,18 +382,18 @@
size: 100,
fill: 0xFFFFFF
});
self.option1Text.anchor.set(0.5, 0.5);
- self.option1Text.x = -150;
- self.option1Text.y = 0;
+ self.option1Text.x = 550;
+ self.option1Text.y = 1000;
self.addChild(self.option1Text);
self.option2Text = new Text2("", {
size: 100,
fill: 0xFFFFFF
});
- self.option2Text.x = 150;
+ self.option2Text.x = 500;
self.option2Text.anchor.set(0.5, 0.5);
- self.option2Text.y = 0;
+ self.option2Text.y = 1500;
self.addChild(self.option2Text);
// Function to show the selector with two options
self.show = function (option1, option2) {
self.option1Text.setText(option1);
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.