User prompt
make the infected material a whole different tool and step
User prompt
add names to the tools and add a different tool to get rid of the infected material
User prompt
I still cant remove the infected material
User prompt
Please fix the bug: 'Uncaught TypeError: child.getText is not a function' in or related to this line: 'if (child.getText && child.getText().indexOf('Syringe') === 0 || child.getText().indexOf('Scalpel') === 0 || child.getText().indexOf('Tweezers') === 0 || child.getText().indexOf('Antiseptic') === 0 || child.getText().indexOf('Bandage') === 0 || child.getText().indexOf('Apply') === 0 || child.getText().indexOf('Remove') === 0 || child.getText().indexOf('Clean') === 0 || child.getText().indexOf('Treat') === 0) {' Line Number: 558
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'tutorialNextButton.down = function (x, y, obj) {' Line Number: 411
User prompt
make a tutorial when you start and a title screen
User prompt
make me be able to remove the infected material with the tweezers
User prompt
make ui's for each tool
Code edit (1 edits merged)
Please save this source code
User prompt
Nail Doctor: Ingrown Toenail Surgery
Initial prompt
make a game were you fix someones ingrown toe tail
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Debris = Container.expand(function (x, y) {
var self = Container.call(this);
self.removed = false;
var debrisGraphics = self.attachAsset('debris', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.down = function (x, y, obj) {
if (!gameStarted || currentPhase !== 'cleaning' || selectedTool !== 'tweezers' || self.removed) return;
LK.getSound('click').play();
// Remove debris
self.removed = true;
debrisGraphics.alpha = 0;
debrisRemoved++;
// Check if all debris removed
if (debrisRemoved >= totalDebris) {
currentPhase = 'treatment';
updateInstructions();
}
LK.setScore(LK.getScore() + 5);
scoreText.setText('Score: ' + LK.getScore());
};
return self;
});
var Infection = Container.expand(function (x, y) {
var self = Container.call(this);
self.treated = false;
var infectionGraphics = self.attachAsset('infection', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.down = function (x, y, obj) {
if (!gameStarted || currentPhase !== 'treatment' || selectedTool !== 'antiseptic' || self.treated) return;
LK.getSound('healing').play();
// Treat infection
self.treated = true;
infectionGraphics.alpha = 0.2;
infectionGraphics.tint = 0x90ee90;
infectionsHealed++;
patientComfort = Math.min(100, patientComfort + 10);
updateComfortBar();
// Check if all infections treated
if (infectionsHealed >= totalInfections) {
currentPhase = 'bandaging';
updateInstructions();
}
LK.setScore(LK.getScore() + 15);
scoreText.setText('Score: ' + LK.getScore());
};
return self;
});
var IngrownPart = Container.expand(function (x, y) {
var self = Container.call(this);
self.removed = false;
var partGraphics = self.attachAsset('ingrownPart', {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.down = function (x, y, obj) {
if (!gameStarted || currentPhase !== 'surgery' || selectedTool !== 'scalpel' || self.removed) return;
LK.getSound('cut').play();
// Remove ingrown part
self.removed = true;
partGraphics.alpha = 0;
ingrownPartsRemoved++;
patientComfort = Math.max(0, patientComfort - 5);
updateComfortBar();
// Check if all ingrown parts removed
if (ingrownPartsRemoved >= totalIngrownParts) {
currentPhase = 'cleaning';
updateInstructions();
}
LK.setScore(LK.getScore() + 10);
scoreText.setText('Score: ' + LK.getScore());
};
return self;
});
var Tool = Container.expand(function (toolType, x, y) {
var self = Container.call(this);
self.toolType = toolType;
self.selected = false;
self.toolBackground = null; // Will be set when tool is created
var toolGraphics = self.attachAsset(toolType, {
anchorX: 0.5,
anchorY: 0.5
});
self.x = x;
self.y = y;
self.down = function (x, y, obj) {
if (!gameStarted || currentPhase === 'complete') return;
LK.getSound('click').play();
// Deselect all tools
for (var i = 0; i < tools.length; i++) {
tools[i].selected = false;
tools[i].getChildAt(0).alpha = 0.7;
// Reset background color
if (tools[i].toolBackground) {
tools[i].toolBackground.tint = 0x3498db;
tools[i].toolBackground.alpha = 0.6;
}
}
// Select this tool
self.selected = true;
toolGraphics.alpha = 1.0;
selectedTool = self.toolType;
// Highlight background
if (self.toolBackground) {
self.toolBackground.tint = 0x27ae60;
self.toolBackground.alpha = 0.9;
}
updateInstructions();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xe8f4f8
});
/****
* Game Code
****/
// Game state variables
var gameStarted = false;
var currentPhase = 'assessment'; // assessment, anesthesia, surgery, cleaning, treatment, bandaging, complete
var currentLevel = 1;
var patientComfort = 100;
var selectedTool = null;
// Game objects
var tools = [];
var ingrownParts = [];
var debrisPieces = [];
var infections = [];
// Counters
var ingrownPartsRemoved = 0;
var totalIngrownParts = 3;
var debrisRemoved = 0;
var totalDebris = 5;
var infectionsHealed = 0;
var totalInfections = 2;
var anesthesiaApplied = false;
var bandageApplied = false;
// Create patient's toe
var toe = game.addChild(LK.getAsset('toeBackground', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1200
}));
var toenail = game.addChild(LK.getAsset('toenail', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1150
}));
// Create UI elements
var instructionText = new Text2('Examine the patient and assess the ingrown toenail severity', {
size: 60,
fill: 0x2C3E50
});
instructionText.anchor.set(0.5, 0);
instructionText.x = 1024;
instructionText.y = 100;
game.addChild(instructionText);
var scoreText = new Text2('Score: 0', {
size: 50,
fill: 0x27AE60
});
scoreText.anchor.set(0, 0);
scoreText.x = 100;
scoreText.y = 200;
game.addChild(scoreText);
var levelText = new Text2('Level: 1', {
size: 50,
fill: 0x2980B9
});
levelText.anchor.set(1, 0);
levelText.x = 1948;
levelText.y = 200;
game.addChild(levelText);
// Patient comfort bar
var comfortBarBg = game.addChild(LK.getAsset('toolButton', {
anchorX: 0.5,
anchorY: 0,
x: 1024,
y: 300,
scaleX: 1.3,
scaleY: 0.3
}));
comfortBarBg.tint = 0x34495e;
var comfortBar = game.addChild(LK.getAsset('patientComfortBar', {
anchorX: 0,
anchorY: 0,
x: 824,
y: 300
}));
var comfortText = new Text2('Patient Comfort: 100%', {
size: 40,
fill: 0xFFFFFF
});
comfortText.anchor.set(0.5, 0.5);
comfortText.x = 1024;
comfortText.y = 320;
game.addChild(comfortText);
// Create tool selection area
var toolY = 2200;
var toolSpacing = 400;
var startX = 400;
// Tool names for UI labels
var toolNames = ['Syringe', 'Scalpel', 'Tweezers', 'Antiseptic', 'Bandage'];
var toolDescriptions = ['Apply anesthesia', 'Remove ingrown parts', 'Clean debris', 'Treat infections', 'Apply bandage'];
// Create tools with UI elements
var toolTypes = ['syringe', 'scalpel', 'tweezers', 'antiseptic', 'bandage'];
for (var i = 0; i < toolTypes.length; i++) {
// Create tool background button
var toolBg = game.addChild(LK.getAsset('toolButton', {
anchorX: 0.5,
anchorY: 0.5,
x: startX + i * toolSpacing,
y: toolY,
scaleX: 0.8,
scaleY: 1.2
}));
toolBg.tint = 0x3498db;
toolBg.alpha = 0.6;
// Create the actual tool
var tool = new Tool(toolTypes[i], startX + i * toolSpacing, toolY - 30);
tool.getChildAt(0).alpha = 0.7;
tool.toolBackground = toolBg; // Store reference to background
tools.push(tool);
game.addChild(tool);
// Create tool name label
var toolLabel = new Text2(toolNames[i], {
size: 40,
fill: 0xFFFFFF
});
toolLabel.anchor.set(0.5, 0.5);
toolLabel.x = startX + i * toolSpacing;
toolLabel.y = toolY + 50;
game.addChild(toolLabel);
// Create tool description
var toolDesc = new Text2(toolDescriptions[i], {
size: 30,
fill: 0xBDC3C7
});
toolDesc.anchor.set(0.5, 0.5);
toolDesc.x = startX + i * toolSpacing;
toolDesc.y = toolY + 90;
game.addChild(toolDesc);
}
// Start button
var startButton = game.addChild(LK.getAsset('toolButton', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1600,
scaleX: 1.5,
scaleY: 0.8
}));
startButton.tint = 0x27ae60;
var startText = new Text2('Start Treatment', {
size: 60,
fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startText.x = 1024;
startText.y = 1600;
game.addChild(startText);
startButton.down = function (x, y, obj) {
if (!gameStarted) {
startGame();
}
};
function startGame() {
gameStarted = true;
startButton.alpha = 0;
startText.alpha = 0;
currentPhase = 'anesthesia';
// Create ingrown nail parts
var ingrownPositions = [{
x: 900,
y: 1100
}, {
x: 1100,
y: 1080
}, {
x: 1050,
y: 1200
}];
for (var i = 0; i < ingrownPositions.length; i++) {
var ingrownPart = new IngrownPart(ingrownPositions[i].x, ingrownPositions[i].y);
ingrownParts.push(ingrownPart);
game.addChild(ingrownPart);
}
// Create debris pieces
var debrisPositions = [{
x: 950,
y: 1120
}, {
x: 1080,
y: 1130
}, {
x: 1020,
y: 1180
}, {
x: 990,
y: 1160
}, {
x: 1060,
y: 1170
}];
for (var i = 0; i < debrisPositions.length; i++) {
var debris = new Debris(debrisPositions[i].x, debrisPositions[i].y);
debrisPieces.push(debris);
game.addChild(debris);
}
// Create infections
var infectionPositions = [{
x: 970,
y: 1140
}, {
x: 1070,
y: 1160
}];
for (var i = 0; i < infectionPositions.length; i++) {
var infection = new Infection(infectionPositions[i].x, infectionPositions[i].y);
infections.push(infection);
game.addChild(infection);
}
updateInstructions();
}
function updateInstructions() {
var instruction = '';
switch (currentPhase) {
case 'anesthesia':
instruction = 'Select the syringe and apply anesthesia to numb the area';
break;
case 'surgery':
instruction = 'Use the scalpel to carefully remove ingrown nail parts';
break;
case 'cleaning':
instruction = 'Use tweezers to remove debris and infected material';
break;
case 'treatment':
instruction = 'Apply antiseptic to treat infections';
break;
case 'bandaging':
instruction = 'Apply bandage to complete the treatment';
break;
case 'complete':
instruction = 'Treatment complete! Patient is healed.';
break;
}
instructionText.setText(instruction);
}
function updateComfortBar() {
var comfortWidth = patientComfort / 100 * 400;
comfortBar.width = comfortWidth;
if (patientComfort > 70) {
comfortBar.tint = 0x27ae60;
} else if (patientComfort > 40) {
comfortBar.tint = 0xf39c12;
} else {
comfortBar.tint = 0xe74c3c;
}
comfortText.setText('Patient Comfort: ' + Math.round(patientComfort) + '%');
}
// Handle toe click for anesthesia and bandaging
toe.down = function (x, y, obj) {
if (!gameStarted) return;
if (currentPhase === 'anesthesia' && selectedTool === 'syringe' && !anesthesiaApplied) {
LK.getSound('healing').play();
anesthesiaApplied = true;
currentPhase = 'surgery';
patientComfort = Math.min(100, patientComfort + 20);
updateComfortBar();
updateInstructions();
LK.setScore(LK.getScore() + 20);
scoreText.setText('Score: ' + LK.getScore());
// Visual feedback for anesthesia
LK.effects.flashObject(toe, 0x87ceeb, 1000);
}
if (currentPhase === 'bandaging' && selectedTool === 'bandage' && !bandageApplied) {
LK.getSound('healing').play();
bandageApplied = true;
currentPhase = 'complete';
// Create bandage visual
var bandageVisual = game.addChild(LK.getAsset('bandage', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1150
}));
bandageVisual.alpha = 0.8;
updateInstructions();
completeLevel();
}
};
function completeLevel() {
// Calculate final score based on patient comfort and efficiency
var comfortBonus = Math.round(patientComfort * 2);
LK.setScore(LK.getScore() + comfortBonus);
scoreText.setText('Score: ' + LK.getScore());
// Flash screen green for success
LK.effects.flashScreen(0x27ae60, 1500);
// Check win condition
if (LK.getScore() >= 300) {
LK.setTimeout(function () {
LK.showYouWin();
}, 2000);
} else {
// Show level complete and prepare next level
LK.setTimeout(function () {
nextLevel();
}, 3000);
}
}
function nextLevel() {
currentLevel++;
levelText.setText('Level: ' + currentLevel);
// Reset game state
resetGame();
// Increase difficulty
totalIngrownParts = Math.min(5, 3 + currentLevel - 1);
totalDebris = Math.min(8, 5 + currentLevel - 1);
totalInfections = Math.min(4, 2 + currentLevel - 1);
startGame();
}
function resetGame() {
// Reset counters
ingrownPartsRemoved = 0;
debrisRemoved = 0;
infectionsHealed = 0;
anesthesiaApplied = false;
bandageApplied = false;
// Reset patient comfort
patientComfort = 100;
updateComfortBar();
// Reset phase
currentPhase = 'anesthesia';
selectedTool = null;
// Clear old game objects
for (var i = 0; i < ingrownParts.length; i++) {
ingrownParts[i].destroy();
}
for (var i = 0; i < debrisPieces.length; i++) {
debrisPieces[i].destroy();
}
for (var i = 0; i < infections.length; i++) {
infections[i].destroy();
}
ingrownParts = [];
debrisPieces = [];
infections = [];
// Reset tool selection
for (var i = 0; i < tools.length; i++) {
tools[i].selected = false;
tools[i].getChildAt(0).alpha = 0.7;
// Reset tool background colors
if (tools[i].toolBackground) {
tools[i].toolBackground.tint = 0x3498db;
tools[i].toolBackground.alpha = 0.6;
}
}
}
game.update = function () {
// Gradually decrease patient comfort over time if surgery is taking too long
if (gameStarted && currentPhase !== 'complete' && LK.ticks % 300 === 0) {
patientComfort = Math.max(0, patientComfort - 1);
updateComfortBar();
// Game over if patient comfort drops too low
if (patientComfort <= 0) {
LK.effects.flashScreen(0xe74c3c, 1000);
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -92,8 +92,9 @@
var Tool = Container.expand(function (toolType, x, y) {
var self = Container.call(this);
self.toolType = toolType;
self.selected = false;
+ self.toolBackground = null; // Will be set when tool is created
var toolGraphics = self.attachAsset(toolType, {
anchorX: 0.5,
anchorY: 0.5
});
@@ -105,13 +106,23 @@
// Deselect all tools
for (var i = 0; i < tools.length; i++) {
tools[i].selected = false;
tools[i].getChildAt(0).alpha = 0.7;
+ // Reset background color
+ if (tools[i].toolBackground) {
+ tools[i].toolBackground.tint = 0x3498db;
+ tools[i].toolBackground.alpha = 0.6;
+ }
}
// Select this tool
self.selected = true;
toolGraphics.alpha = 1.0;
selectedTool = self.toolType;
+ // Highlight background
+ if (self.toolBackground) {
+ self.toolBackground.tint = 0x27ae60;
+ self.toolBackground.alpha = 0.9;
+ }
updateInstructions();
};
return self;
});
@@ -211,15 +222,49 @@
// Create tool selection area
var toolY = 2200;
var toolSpacing = 400;
var startX = 400;
-// Create tools
+// Tool names for UI labels
+var toolNames = ['Syringe', 'Scalpel', 'Tweezers', 'Antiseptic', 'Bandage'];
+var toolDescriptions = ['Apply anesthesia', 'Remove ingrown parts', 'Clean debris', 'Treat infections', 'Apply bandage'];
+// Create tools with UI elements
var toolTypes = ['syringe', 'scalpel', 'tweezers', 'antiseptic', 'bandage'];
for (var i = 0; i < toolTypes.length; i++) {
- var tool = new Tool(toolTypes[i], startX + i * toolSpacing, toolY);
+ // Create tool background button
+ var toolBg = game.addChild(LK.getAsset('toolButton', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: startX + i * toolSpacing,
+ y: toolY,
+ scaleX: 0.8,
+ scaleY: 1.2
+ }));
+ toolBg.tint = 0x3498db;
+ toolBg.alpha = 0.6;
+ // Create the actual tool
+ var tool = new Tool(toolTypes[i], startX + i * toolSpacing, toolY - 30);
tool.getChildAt(0).alpha = 0.7;
+ tool.toolBackground = toolBg; // Store reference to background
tools.push(tool);
game.addChild(tool);
+ // Create tool name label
+ var toolLabel = new Text2(toolNames[i], {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ toolLabel.anchor.set(0.5, 0.5);
+ toolLabel.x = startX + i * toolSpacing;
+ toolLabel.y = toolY + 50;
+ game.addChild(toolLabel);
+ // Create tool description
+ var toolDesc = new Text2(toolDescriptions[i], {
+ size: 30,
+ fill: 0xBDC3C7
+ });
+ toolDesc.anchor.set(0.5, 0.5);
+ toolDesc.x = startX + i * toolSpacing;
+ toolDesc.y = toolY + 90;
+ game.addChild(toolDesc);
}
// Start button
var startButton = game.addChild(LK.getAsset('toolButton', {
anchorX: 0.5,
@@ -427,8 +472,13 @@
// Reset tool selection
for (var i = 0; i < tools.length; i++) {
tools[i].selected = false;
tools[i].getChildAt(0).alpha = 0.7;
+ // Reset tool background colors
+ if (tools[i].toolBackground) {
+ tools[i].toolBackground.tint = 0x3498db;
+ tools[i].toolBackground.alpha = 0.6;
+ }
}
}
game.update = function () {
// Gradually decrease patient comfort over time if surgery is taking too long