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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
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you're adding hp to the new enemies from multiple places, remove duplicates and only maintain a single place
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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
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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
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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
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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.
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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
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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
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make sure the newly created enemy has increased hp
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after killing an enemy, spawn a new one this time with +50 extra hp. each enemy has 50 extra hp compared to the previous one
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increase the bullet speed
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Please fix the bug: 'ReferenceError: AnimatedSprite is not defined' in or related to this line: 'var explosion = new AnimatedSprite.fromFrames(['Explosion']);' Line Number: 147
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Code edit (3 edits merged)
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Please fix the bug: 'TypeError: LK.playAnimation is not a function' in or related to this line: 'LK.playAnimation('Explosion', enemy.x, enemy.y);' Line Number: 146
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decrease the shake interval it should stop faster
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Please fix the bug: 'TypeError: LK.effects.shakeObject is not a function' in or related to this line: 'LK.effects.shakeObject(enemy, 10, 100);' Line Number: 133
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add a shake animation to the enemy when a bullet hits it
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move the enemy hp text higher
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when an enemy gets to 0 hp destroy it and play an animation consisting of a frame called Explosion
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Issue: The projectile needs to carry the correct damage value to apply to the enemy upon impact. Solution: Property Assignment: Ensure that each projectile instance has a property (e.g., damage) that holds the damage value passed during initialization. Consistent Usage: Use this property when calculating damage upon collision with the enemy.
/**** * 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 var steps = Math.floor(Math.random() * 6) + 20; 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; 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(); // 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: 25, 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); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize spinning wheel // Global timing variables var startingInterval = 10; // Starting interval for the spin var multiplier = 1.4; // Multiplier for the interval increase var currentInterval = startingInterval; 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 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
@@ -62,9 +62,9 @@
};
// 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) + 10;
+ var steps = Math.floor(Math.random() * 6) + 20;
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) {
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