User prompt
ensure each text is still attached to the center of it's respective tile, right now all overlap over the first tile
User prompt
place the tiles in the midground container and the text inside them in the foreground container
User prompt
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
User prompt
create assets enemy_2 and enemy_3
User prompt
the last one is heal based, it's label should be Major Heal and that cell should not inflict damage when the peon lands there
User prompt
Ensure that labels are consistently updated and remain synchronized with their corresponding tile's damage values throughout the game. if a cell containing damage 10 is upgraded, it still retains it's Minor Damage label
User prompt
Please fix the bug: 'TypeError: game.pause is not a function' in or related to this line: 'game.pause(); // Pause the game' Line Number: 156
User prompt
right now when an enemy dies you goto game over, which is a bug. when an enemy dies, pause the game and offer the player two choices, out of which they can take just one, then unpause the game. the choices are to add +5 Damage to all cells, or add +10 just to Small Damage tiles, which are the ones containing 10 dmg. Or give +25 Dmg to Big Damage tiles which are the 25 dmg ones, or give +100 Damage to Critical damage. These upgrades are maintained throughout the game. create a label for each tile. so 10 are Minor Damage, the 25 are Major Damage, the 100 is Critical Damage. and the last one is just healing damage, so you can ignore it for now
User prompt
the cells label should be hidden, only show the value text
User prompt
Please fix the bug: 'TypeError: LK.resumeGame is not a function' in or related to this line: 'LK.resumeGame();' Line Number: 190
User prompt
the cells label should be hidden, only show the value text
User prompt
Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 156
User prompt
when an enemy dies, pause the game and offer the player two choices, out of which they can take just one, then unpause the game. the choices are to add +5 Damage to all cells, or add +10 just to Small Damage tiles, which are the ones containing 10 dmg. Or give +25 Dmg to Big Damage tiles which are the 25 dmg ones, or give +100 Damage to Critical damage. These upgrades are maintained throughout the game. create a label for each tile. so 10 are Minor Damage, the 25 are Major Damage, the 100 is Critical Damage. and the last one is just healing damage, so you can ignore it for now
Code edit (4 edits merged)
Please save this source code
User prompt
also have the starting moving tiles and max tiles as global variables
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
the enemy moves a bit to the left because of the shake animation after every hit. ensure it resets to it's original position after the shake animation ends
User prompt
you're adding hp to the new enemies from multiple places, remove duplicates and only maintain a single place
User prompt
make sure you only increment the enemy hp by the given increment which is 50, so if the first enemy has 100, the next should have 100 + 500 so 150, and the next 200 and the next 250 and so on
User prompt
now you're increasing with too much hp, make sure you have a single global variable that defined the increment for the enemy hp, set it at 50 and call it from there
User prompt
ensure the +50 hp is added after every new enemy, so first starts with 100, next has 150, next has 200 and so on, keep adding 50 on top of the previous one
User prompt
After increasing the enemy's HP (e.g., enemy.hp += 50), immediately update the hpText to display the new HP value. Purpose: This ensures that the HP display accurately reflects the enemy's current HP right after it's modified, preventing any discrepancies between the actual HP and the displayed value.
User prompt
make sure the newly created enemy has it's higher hp shown from the start, right now it swos the initial 100 hp and only after taking the first hit it updates to the correct hp
User prompt
make sure the newly created enemy has it's higher hp shown from the start, right now it swos the initial 100 hp and only after taking the first hit it updates to the correct hp
/**** * 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 play explosion animation if (enemy.hp <= 0) { enemy.destroy(); // Pause the game LK.showGameOver(); // Offer choices to the player var choice = prompt("Choose an upgrade:\n1. +5 Damage to all cells\n2. +10 to Small Damage tiles\n3. +25 to Big Damage tiles\n4. +100 to Critical Damage tiles"); switch (choice) { case '1': for (var i = 0; i < wheel.cells.length; i++) { wheel.cells[i].damage += 5; } break; case '2': for (var i = 0; i < wheel.cells.length; i++) { if (wheel.cells[i].damage === 10) { wheel.cells[i].damage += 10; } } break; case '3': for (var i = 0; i < wheel.cells.length; i++) { if (wheel.cells[i].damage === 25) { wheel.cells[i].damage += 25; } } break; case '4': for (var i = 0; i < wheel.cells.length; i++) { if (wheel.cells[i].damage === 100) { wheel.cells[i].damage += 100; } } break; default: alert("Invalid choice. No upgrade applied."); } // Unpause the game LK.showGameOver(); // 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: 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 }); midgroundContainer.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: 50, fill: 0xFFFFFF }); damageText.anchor.set(0.5, 0.5); damageText.x = cell.x; // Center text on the tile damageText.y = cell.y; // Center text on the tile foregroundContainer.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 foregroundContainer.addChild(label); } }; // Spin the Peon around the wheel self.spin = function (peon) { if (!self.isSpinning) { self.isSpinning = true; peon.spin(self); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize spinning wheel // Global timing variables 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 randomIndex = Math.floor(Math.random() * enemyClasses.length); var enemy = new enemyClasses[randomIndex](); enemy.init(); game.addChild(enemy); // 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
@@ -322,8 +322,10 @@
size: 50,
fill: 0xFFFFFF
});
damageText.anchor.set(0.5, 0.5);
+ damageText.x = cell.x; // Center text on the tile
+ damageText.y = cell.y; // Center text on the tile
foregroundContainer.addChild(damageText);
// Add a label to each cell to indicate the damage type
var damageLabel = '';
switch (self.cells[i].damage) {
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.