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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.
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Retrieve Damage Value: After the Peon lands on a tile, retrieve the damage value from the current tile. Initialize Projectile with Retrieved Damage: Instead of using a fixed value (e.g., 10), use the retrieved damage value to initialize the projectile. This ensures that the projectile's damage corresponds directly to the tile's current damage value.
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Pass Dynamic Damage Values to Projectiles Issue: Currently, projectiles are initialized with a fixed damage value (10), regardless of the tile's damage value. Solution: Dynamic Assignment: When creating a projectile, pass the current damage value from the tile to the projectile's initialization method. This ensures that each projectile carries the correct damage information based on the tile it was fired from.
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Initialization: When initializing each tile, verify that the damage property is assigned a valid numerical value. For special actions like healing, assign a separate property or use a predefined numerical representation. Dynamic Updates: If tile damage values can change over time, implement validation checks whenever a tile's value is updated to maintain data consistency.
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Uniform Data Types: Ensure that all damage values are consistently numerical. If certain tiles are meant to perform actions other than dealing damage (e.g., healing), consider implementing additional properties or flags to differentiate these actions. Example Approach: Introduce a separate property (e.g., actionType) for each tile that specifies whether it deals damage, heals, or performs another function. This allows for clear handling of different tile behaviors without mixing data types.
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the projectile doesnt collide with the enemy, it just stops when it reaches it's center. the bullet should inflict damage as soon as it touches any part of the enemy, then destroy itself
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when he projectile hits theenemy, destroy the projectile and deduct HP from the enemy based on tje projectile's value inherited fro mthe cell it was shot from
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once the peon lands on a cell, the cells shoots a projectile towards the enemy. once it hits the enemy, it deals damage to it, based on the value currently held by the cell. keep in mind cells can update their values so you need to check it every time you shoot a projectile. show a text with the HP of the enemy above the enemy, as 100 HP
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create a new asset named projectile
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create a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order and attaching new instances to one of them
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create a new asset named enemy and place it in the cener of the screen 500 pixels higher
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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Set Up Recursive Timing: Instead of using a single setInterval, use a mechanism that schedules the next movement after the current one completes. This can be achieved by setting a timeout for each step based on the currentInterval. Update Position and Timing: Move Peon: Advance the Peon to the next tile, ensuring it loops back to the first tile after the eighth. Increase Delay: After each movement, multiply the currentInterval by the multiplier to increase the delay for the next step. Decrement Steps: Reduce the remaining step count by one. Terminate the Spin: When the step count reaches zero, stop the spin by: Clearing any remaining timeouts. Setting isSpinning to false. Extracting and handling the damage value from the final tile.
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Define the Starting Interval: Set a global value (e.g., startingInterval = 100) that represents the initial delay between movements. Define the Multiplier: Set a global value (e.g., multiplier = 2) that will be used to increase the delay after each step. Initialize the Current Interval: Before starting a spin, set currentInterval to the value of startingInterval.
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Introduce Global Timing Variables a. Starting Interval Definition: A global variable that holds the initial time delay between each Peon movement step. Purpose: Determines how quickly the Peon begins spinning. Example Value: 100 milliseconds. b. Multiplier Definition: A global variable that determines how much the interval increases after each movement step. Purpose: Controls the rate at which the Peon slows down. Example Value: 2 (doubling the interval each time). c. Current Interval Definition: A variable that tracks the current delay between steps, starting with the Starting Interval and increasing by the Multiplier. Purpose: Dynamically adjusts the timing as the Peon spins.
/**** * 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 self.hp = 100; // Add a text to display the enemy's HP self.hpText = new Text2("HP: " + self.hp, { size: 200, fill: 0xFFFFFF }); self.hpText.anchor.set(0.5, 0.5); self.hpText.y = -700; // Move the text higher self.addChild(self.hpText); }; }); // 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) + 10; 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; 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 = 1; var shakeSpeed = 50; var shakeInterval = LK.setInterval(function () { shake *= -1; enemy.x += shake; shakeSpeed--; if (shakeSpeed <= 0) { LK.clearInterval(shakeInterval); } }, 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 = new AnimatedSprite.fromFrames(['Explosion']); explosion.x = enemy.x; explosion.y = enemy.y; explosion.animationSpeed = 0.5; explosion.loop = false; explosion.onComplete = function () { this.destroy(); }; game.addChild(explosion); explosion.play(); } } } }; }); 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 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
@@ -121,9 +121,9 @@
enemy.hpText.setText("HP: " + enemy.hp);
// Destroy the projectile
self.destroy();
// Add shake animation to the enemy
- var shake = 10;
+ var shake = 1;
var shakeSpeed = 50;
var shakeInterval = LK.setInterval(function () {
shake *= -1;
enemy.x += shake;
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