User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'effectMsg.style.fill = "#ff3333";' Line Number: 965
Code edit (1 edits merged)
Please save this source code
User prompt
Forge of Champions: Tactical Duels
User prompt
Similar to flesh and blood
Initial prompt
we are making a turn-based card game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, gamesPlayed: 0 }); /**** * Classes ****/ // Button class for game controls var Button = Container.expand(function (text, width, height) { var self = Container.call(this); self.isEnabled = true; // Button background self.background = self.attachAsset('buttonBg', { anchorX: 0.5, anchorY: 0.5, width: width || 200, height: height || 80 }); // Button text self.text = new Text2(text || "Button", { size: 28, fill: 0xFFFFFF }); self.text.anchor.set(0.5, 0.5); self.addChild(self.text); // Interaction handlers self.down = function (x, y, obj) { if (self.isEnabled) { self.background.alpha = 0.7; } }; self.up = function (x, y, obj) { if (self.isEnabled) { self.background.alpha = 1; if (typeof self.onClick === 'function') { self.onClick(); } } }; // Enable/disable the button self.setEnabled = function (enabled) { self.isEnabled = enabled; self.alpha = enabled ? 1 : 0.5; }; return self; }); // Card class to represent game cards var Card = Container.expand(function (type, value, name, description) { var self = Container.call(this); // Card properties self.type = type || 'attack'; // attack, defense, utility self.value = value || 1; // primary value (attack/defense/resource) self.name = name || 'Basic Card'; self.description = description || 'A basic card'; self.isPlayable = true; self.isSelected = false; // Visual elements self.background = self.attachAsset('cardFront', { anchorX: 0.5, anchorY: 0.5 }); // Card title self.titleText = new Text2(self.name, { size: 24, fill: 0x000000 }); self.titleText.anchor.set(0.5, 0); self.titleText.y = -150; self.addChild(self.titleText); // Card value and type var typeColors = { attack: '#ff3333', defense: '#3399ff', utility: '#33cc33' }; self.valueText = new Text2(self.value.toString(), { size: 40, fill: typeColors[self.type] || "#000000" }); self.valueText.anchor.set(0.5, 0.5); self.valueText.y = -70; self.addChild(self.valueText); // Card type icon var iconType = self.type === 'attack' ? 'attackIcon' : self.type === 'defense' ? 'defenseIcon' : 'resourceIcon'; self.typeIcon = self.attachAsset(iconType, { anchorX: 0.5, anchorY: 0.5, x: 0, y: -20 }); // Description text self.descText = new Text2(self.description, { size: 18, fill: 0x333333 }); self.descText.anchor.set(0.5, 0); self.descText.y = 20; self.descText.x = 0; // Limit text width if (self.descText.width > 230) { self.descText.scale.set(230 / self.descText.width); } self.addChild(self.descText); // Resource value (all cards can be discarded for resources) self.resourceValue = Math.max(1, Math.floor(self.value / 2)); self.resourceText = new Text2("R: " + self.resourceValue, { size: 24, fill: 0xFFCC00 }); self.resourceText.anchor.set(0.5, 1); self.resourceText.y = 140; self.addChild(self.resourceText); // Highlight for selection self.highlight = self.attachAsset('cardHighlight', { anchorX: 0.5, anchorY: 0.5 }); self.highlight.alpha = 0; // Card interaction events self.down = function (x, y, obj) { if (self.isPlayable) { self.isSelected = true; self.highlight.alpha = 0.5; } }; self.up = function (x, y, obj) { if (!self.isPlayable) { return; } // Call the game's card played handler - implemented in game.cardPlayed var gameCoords = game.toLocal(self.parent.toGlobal(self.position)); game.cardSelected(self, gameCoords.x, gameCoords.y); }; // Toggle selection state self.setSelected = function (selected) { self.isSelected = selected; self.highlight.alpha = selected ? 0.5 : 0; }; // Set card playability self.setPlayable = function (playable) { self.isPlayable = playable; self.alpha = playable ? 1 : 0.6; }; return self; }); // Hero class representing player or enemy champion var Hero = Container.expand(function (isPlayer) { var self = Container.call(this); // Hero properties self.isPlayer = isPlayer; self.health = 20; self.maxHealth = 20; self.resources = 0; self.maxResources = 10; self.attack = 0; self.defense = 0; self.name = isPlayer ? "Player Hero" : "Enemy Hero"; // Visual representation self.avatar = self.attachAsset(isPlayer ? 'heroAvatar' : 'enemyAvatar', { anchorX: 0.5, anchorY: 0.5 }); // Name display self.nameText = new Text2(self.name, { size: 28, fill: 0xFFFFFF }); self.nameText.anchor.set(0.5, 0); self.nameText.y = -130; self.addChild(self.nameText); // Health bar self.healthBarBg = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, y: 120, tint: 0x666666 }); self.healthBar = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0.5, x: -100, y: 120 }); // Health text self.healthText = new Text2(self.health + "/" + self.maxHealth, { size: 22, fill: 0xFFFFFF }); self.healthText.anchor.set(0.5, 0.5); self.healthText.y = 120; self.addChild(self.healthText); // Resource bar (only for player) if (isPlayer) { self.resourceBarBg = self.attachAsset('resourceBar', { anchorX: 0.5, anchorY: 0.5, y: 150, tint: 0x666666 }); self.resourceBar = self.attachAsset('resourceBar', { anchorX: 0, anchorY: 0.5, x: -100, y: 150 }); // Resource text self.resourceText = new Text2(self.resources + "/" + self.maxResources, { size: 22, fill: 0xFFFFFF }); self.resourceText.anchor.set(0.5, 0.5); self.resourceText.y = 150; self.addChild(self.resourceText); } // Update health display self.updateHealth = function (newHealth) { self.health = Math.max(0, Math.min(self.maxHealth, newHealth)); self.healthText.setText(self.health + "/" + self.maxHealth); // Update health bar var healthRatio = self.health / self.maxHealth; self.healthBar.width = 200 * healthRatio; self.healthBar.x = -100; // Flash red if damage taken if (newHealth < self.health) { LK.effects.flashObject(self.avatar, 0xff0000, 500); } return self.health; }; // Update resource display (player only) self.updateResources = function (newResources) { if (!self.isPlayer) { return; } self.resources = Math.max(0, Math.min(self.maxResources, newResources)); self.resourceText.setText(self.resources + "/" + self.maxResources); // Update resource bar var resourceRatio = self.resources / self.maxResources; self.resourceBar.width = 200 * resourceRatio; }; // Take damage accounting for defense self.takeDamage = function (amount) { var actualDamage = Math.max(0, amount - self.defense); self.defense = Math.max(0, self.defense - amount); if (actualDamage > 0) { self.updateHealth(self.health - actualDamage); LK.getSound('damage').play(); // Flash effect for damage LK.effects.flashObject(self, 0xff0000, 300); } return actualDamage; }; // Add attack power self.addAttack = function (amount) { self.attack += amount; return self.attack; }; // Add defense self.addDefense = function (amount) { self.defense += amount; return self.defense; }; // Reset turn stats self.resetTurnStats = function () { self.attack = 0; self.defense = 0; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game state var playerHand = []; var playerDeck = []; var enemyDeck = []; var enemyHand = []; var discardPile = []; var isPlayerTurn = true; var gameStarted = false; var selectedCard = null; var draggedCard = null; var turnCounter = 0; var playZone = null; var maxHandSize = 5; var roundActions = []; // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var CARD_WIDTH = 250; var CARD_HEIGHT = 350; var HAND_Y = 2300; var PLAY_ZONE_Y = 1500; // Game entities var playerHero; var enemyHero; var endTurnButton; var playCardButton; var discardCardButton; var actionText; var turnIndicator; // Initialize game elements function initializeGame() { // Create heroes playerHero = new Hero(true); playerHero.x = GAME_WIDTH / 2; playerHero.y = GAME_HEIGHT - 500; game.addChild(playerHero); enemyHero = new Hero(false); enemyHero.x = GAME_WIDTH / 2; enemyHero.y = 500; game.addChild(enemyHero); // Create card templates createCardTemplates(); // Create play zone playZone = new Container(); playZone.x = GAME_WIDTH / 2; playZone.y = PLAY_ZONE_Y; game.addChild(playZone); // Create UI elements createUIElements(); // Shuffle and deal initial hands initializeDecks(); shuffleDeck(playerDeck); shuffleDeck(enemyDeck); dealInitialHands(); // Setup turn indicator turnIndicator = LK.getAsset('turnIndicator', { anchorX: 0.5, anchorY: 0.5 }); turnIndicator.x = GAME_WIDTH / 2; turnIndicator.y = GAME_HEIGHT / 2 - 300; turnIndicator.alpha = 0.7; game.addChild(turnIndicator); // Add action text actionText = new Text2("Your Turn", { size: 40, fill: 0xFFFFFF }); actionText.anchor.set(0.5, 0.5); actionText.x = GAME_WIDTH / 2; actionText.y = GAME_HEIGHT / 2 - 300; game.addChild(actionText); // Start with player turn startPlayerTurn(); // Play background music LK.playMusic('battleMusic'); gameStarted = true; } // Create UI buttons function createUIElements() { // End turn button endTurnButton = new Button("End Turn", 250, 80); endTurnButton.x = GAME_WIDTH - 200; endTurnButton.y = GAME_HEIGHT - 200; endTurnButton.onClick = function () { if (isPlayerTurn) { endPlayerTurn(); } }; game.addChild(endTurnButton); // Play card button (appears when a card is selected) playCardButton = new Button("Play Card", 200, 80); playCardButton.x = GAME_WIDTH / 2 - 120; playCardButton.y = GAME_HEIGHT - 200; playCardButton.alpha = 0; playCardButton.onClick = function () { if (selectedCard) { playCard(selectedCard); } }; game.addChild(playCardButton); // Discard for resources button discardCardButton = new Button("Discard", 200, 80); discardCardButton.x = GAME_WIDTH / 2 + 120; discardCardButton.y = GAME_HEIGHT - 200; discardCardButton.alpha = 0; discardCardButton.onClick = function () { if (selectedCard) { discardForResources(selectedCard); } }; game.addChild(discardCardButton); } // Create card templates function createCardTemplates() { cardTemplates = [ // Attack cards { type: 'attack', value: 3, name: 'Fierce Strike', description: 'Deal 3 damage to opponent' }, { type: 'attack', value: 2, name: 'Quick Slash', description: 'Deal 2 damage to opponent' }, { type: 'attack', value: 4, name: 'Heavy Blow', description: 'Deal 4 damage to opponent' }, { type: 'attack', value: 5, name: 'Crushing Attack', description: 'Deal 5 damage to opponent' }, { type: 'attack', value: 1, name: 'Jab', description: 'Deal 1 damage to opponent' }, // Defense cards { type: 'defense', value: 2, name: 'Block', description: 'Reduce damage by 2' }, { type: 'defense', value: 3, name: 'Shield Up', description: 'Reduce damage by 3' }, { type: 'defense', value: 4, name: 'Deflect', description: 'Reduce damage by 4' }, { type: 'defense', value: 1, name: 'Parry', description: 'Reduce damage by 1' }, // Utility cards { type: 'utility', value: 2, name: 'Focus', description: 'Draw 1 card' }, { type: 'utility', value: 3, name: 'Strategize', description: 'Gain 2 resources' }, { type: 'utility', value: 4, name: 'Second Wind', description: 'Restore 2 health' }]; } // Initialize player and enemy decks function initializeDecks() { playerDeck = []; enemyDeck = []; // Add 30 cards to each deck for (var i = 0; i < 30; i++) { var templateIndex = i % cardTemplates.length; var cardTemplate = cardTemplates[templateIndex]; // Create player card var playerCard = new Card(cardTemplate.type, cardTemplate.value, cardTemplate.name, cardTemplate.description); playerDeck.push(playerCard); // Create enemy card var enemyCard = new Card(cardTemplate.type, cardTemplate.value, cardTemplate.name, cardTemplate.description); enemyDeck.push(enemyCard); } } // Shuffle a deck function shuffleDeck(deck) { for (var i = deck.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = deck[i]; deck[i] = deck[j]; deck[j] = temp; } } // Deal initial hands function dealInitialHands() { // Draw cards for player for (var i = 0; i < maxHandSize; i++) { drawCard(true); } // Draw cards for enemy for (var i = 0; i < maxHandSize; i++) { drawCard(false); } // Display player hand updateHandDisplay(); } // Draw a card for player or enemy function drawCard(isPlayer) { var deck = isPlayer ? playerDeck : enemyDeck; var hand = isPlayer ? playerHand : enemyHand; if (deck.length > 0 && hand.length < maxHandSize) { var card = deck.pop(); hand.push(card); if (isPlayer) { updateHandDisplay(); } return card; } return null; } // Update the display of cards in player's hand function updateHandDisplay() { // Remove all existing cards from display for (var i = 0; i < playerHand.length; i++) { if (playerHand[i].parent) { playerHand[i].parent.removeChild(playerHand[i]); } } // Calculate card positioning var totalWidth = playerHand.length * CARD_WIDTH * 0.7; var startX = (GAME_WIDTH - totalWidth) / 2; // Add cards to display for (var i = 0; i < playerHand.length; i++) { var card = playerHand[i]; card.x = startX + i * (CARD_WIDTH * 0.7); card.y = HAND_Y; card.setPlayable(isPlayerTurn); game.addChild(card); } } // Start player turn function startPlayerTurn() { isPlayerTurn = true; turnCounter++; // Reset state playerHero.resetTurnStats(); selectedCard = null; hideCardButtons(); // Draw a card if possible if (playerHand.length < maxHandSize) { drawCard(true); } // Update player resources playerHero.updateResources(Math.min(playerHero.maxResources, playerHero.resources + 2)); // Update UI endTurnButton.setEnabled(true); actionText.setText("Your Turn"); // Update player hand cards to be playable for (var i = 0; i < playerHand.length; i++) { playerHand[i].setPlayable(true); } // Position the turn indicator near player tween(turnIndicator, { x: playerHero.x, y: playerHero.y - 250 }, { duration: 500, easing: tween.easeOut }); // Log turn start console.log("Player turn " + turnCounter + " started"); } // End player turn and start enemy turn function endPlayerTurn() { isPlayerTurn = false; // Update UI endTurnButton.setEnabled(false); actionText.setText("Enemy Turn"); hideCardButtons(); // Update player hand cards to not be playable for (var i = 0; i < playerHand.length; i++) { playerHand[i].setPlayable(false); playerHand[i].setSelected(false); } // Position turn indicator near enemy tween(turnIndicator, { x: enemyHero.x, y: enemyHero.y + 250 }, { duration: 500, easing: tween.easeOut }); // Execute enemy turn with a delay LK.setTimeout(function () { executeEnemyTurn(); }, 1000); } // Execute enemy AI turn function executeEnemyTurn() { // Reset enemy stats enemyHero.resetTurnStats(); // Draw a card if (enemyHand.length < maxHandSize) { drawCard(false); } // Update enemy resources (AI starts with some resources) enemyHero.resources = Math.min(enemyHero.maxResources, enemyHero.resources + 2); // AI decision making var actions = planEnemyActions(); executeEnemyActions(actions); } // Plan enemy actions function planEnemyActions() { var actions = []; var availableResources = enemyHero.resources; // Sort cards by value enemyHand.sort(function (a, b) { // Prioritize attack cards if (a.type === 'attack' && b.type !== 'attack') { return -1; } if (a.type !== 'attack' && b.type === 'attack') { return 1; } // Then by value return b.value - a.value; }); // First, check if we need to defend if (playerHero.attack > 0) { // Find defense cards var defenseCards = enemyHand.filter(function (card) { return card.type === 'defense'; }); // Use defense if available if (defenseCards.length > 0) { actions.push({ type: 'play', card: defenseCards[0] }); availableResources -= defenseCards[0].value; // Remove this card from consideration var index = enemyHand.indexOf(defenseCards[0]); if (index !== -1) { enemyHand.splice(index, 1); } } } // Then, try to play attack cards var attackCards = enemyHand.filter(function (card) { return card.type === 'attack' && card.value <= availableResources; }); for (var i = 0; i < attackCards.length; i++) { if (availableResources >= attackCards[i].value) { actions.push({ type: 'play', card: attackCards[i] }); availableResources -= attackCards[i].value; // Remove this card from consideration var index = enemyHand.indexOf(attackCards[i]); if (index !== -1) { enemyHand.splice(index, 1); } } } // If we haven't used any cards but have some, discard one for resources if (actions.length === 0 && enemyHand.length > 0) { // Sort by resource value enemyHand.sort(function (a, b) { return b.resourceValue - a.resourceValue; }); actions.push({ type: 'discard', card: enemyHand[0] }); // Remove this card from consideration var index = enemyHand.indexOf(enemyHand[0]); if (index !== -1) { enemyHand.splice(index, 1); } } return actions; } // Execute a list of enemy actions with delays function executeEnemyActions(actions) { if (actions.length === 0) { // End enemy turn if no more actions LK.setTimeout(startPlayerTurn, 1000); return; } var action = actions.shift(); var card = action.card; LK.setTimeout(function () { if (action.type === 'play') { // Create a visual representation of the card var enemyCard = new Card(card.type, card.value, card.name, card.description); enemyCard.x = enemyHero.x; enemyCard.y = enemyHero.y + 100; game.addChild(enemyCard); // Animate it to play area tween(enemyCard, { x: GAME_WIDTH / 2, y: PLAY_ZONE_Y - 200 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Apply card effect applyCardEffect(card, false); // Fade out card tween(enemyCard, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { game.removeChild(enemyCard); // Continue with next action executeEnemyActions(actions); } }); } }); } else if (action.type === 'discard') { // Create a visual representation of the card var enemyCard = new Card(card.type, card.value, card.name, card.description); enemyCard.x = enemyHero.x; enemyCard.y = enemyHero.y + 100; game.addChild(enemyCard); // Animate discard tween(enemyCard, { x: GAME_WIDTH / 2 + 400, y: PLAY_ZONE_Y, rotation: Math.PI / 4 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Add resources enemyHero.resources += card.resourceValue; // Show resource gain var resourceMsg = new Text2("+" + card.resourceValue + " R", { size: 40, fill: 0xFFCC00 }); resourceMsg.anchor.set(0.5, 0.5); resourceMsg.x = enemyHero.x; resourceMsg.y = enemyHero.y - 50; game.addChild(resourceMsg); // Fade out card tween(enemyCard, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { game.removeChild(enemyCard); // Fade out resource message tween(resourceMsg, { alpha: 0, y: resourceMsg.y - 50 }, { duration: 500, onFinish: function onFinish() { game.removeChild(resourceMsg); // Continue with next action executeEnemyActions(actions); } }); } }); } }); } }, 1000); } // Handle card selected by player game.cardSelected = function (card, x, y) { // Deselect previous card if (selectedCard && selectedCard !== card) { selectedCard.setSelected(false); } // Toggle selection if (selectedCard === card) { selectedCard.setSelected(false); selectedCard = null; hideCardButtons(); } else { selectedCard = card; showCardButtons(); } }; // Show action buttons when a card is selected function showCardButtons() { if (!selectedCard) { return; } // Check if the card can be played (enough resources) var canPlay = playerHero.resources >= selectedCard.value; playCardButton.setEnabled(canPlay); // Show buttons tween(playCardButton, { alpha: 1 }, { duration: 200 }); tween(discardCardButton, { alpha: 1 }, { duration: 200 }); } // Hide action buttons function hideCardButtons() { tween(playCardButton, { alpha: 0 }, { duration: 200 }); tween(discardCardButton, { alpha: 0 }, { duration: 200 }); } // Play selected card function playCard(card) { if (!isPlayerTurn || playerHero.resources < card.value) { return; } // Subtract resources playerHero.updateResources(playerHero.resources - card.value); // Remove from hand var index = playerHand.indexOf(card); if (index !== -1) { playerHand.splice(index, 1); } // Play sound LK.getSound('cardPlay').play(); // Move card to play area var originalX = card.x; var originalY = card.y; tween(card, { x: GAME_WIDTH / 2, y: PLAY_ZONE_Y }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Apply card effect applyCardEffect(card, true); // Fade out card tween(card, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { // Remove card game.removeChild(card); // Reset selection selectedCard = null; hideCardButtons(); // Update hand display updateHandDisplay(); } }); } }); } // Discard card for resources function discardForResources(card) { if (!isPlayerTurn) { return; } // Add resources playerHero.updateResources(playerHero.resources + card.resourceValue); // Remove from hand var index = playerHand.indexOf(card); if (index !== -1) { playerHand.splice(index, 1); } // Play sound LK.getSound('cardPlay').play(); // Move card to discard area tween(card, { x: GAME_WIDTH / 2 + 400, y: PLAY_ZONE_Y, rotation: Math.PI / 4 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Show resource gain var resourceMsg = new Text2("+" + card.resourceValue + " Resources", { size: 40, fill: 0xFFCC00 }); resourceMsg.anchor.set(0.5, 0.5); resourceMsg.x = playerHero.x; resourceMsg.y = playerHero.y - 50; game.addChild(resourceMsg); // Fade out card tween(card, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { game.removeChild(card); // Fade out resource message tween(resourceMsg, { alpha: 0, y: resourceMsg.y - 50 }, { duration: 500, onFinish: function onFinish() { game.removeChild(resourceMsg); } }); // Reset selection selectedCard = null; hideCardButtons(); // Update hand display updateHandDisplay(); } }); } }); } // Apply card effect based on type function applyCardEffect(card, isPlayer) { var hero = isPlayer ? playerHero : enemyHero; var opponent = isPlayer ? enemyHero : playerHero; // Create effect text var effectMsg = new Text2("", { size: 40, style: { fill: 0xFFFFFF } }); effectMsg.anchor.set(0.5, 0.5); effectMsg.x = isPlayer ? playerHero.x : enemyHero.x; effectMsg.y = isPlayer ? playerHero.y - 50 : enemyHero.y - 50; switch (card.type) { case 'attack': // Add attack power hero.addAttack(card.value); // Deal damage immediately var damageDone = opponent.takeDamage(card.value); // Play sound LK.getSound('attack').play(); // Show damage text effectMsg.setText("-" + damageDone); effectMsg.style.fill = "#ff3333"; break; case 'defense': // Add defense hero.addDefense(card.value); // Play sound LK.getSound('defend').play(); // Show defense text effectMsg.setText("+" + card.value + " DEF"); effectMsg.style.fill = "#3399ff"; break; case 'utility': // Handle utility effects if (card.name.includes("Draw")) { // Draw card drawCard(isPlayer); effectMsg.setText("Draw Card"); effectMsg.style.fill = "#33cc33"; } else if (card.name.includes("Gain")) { // Add resources var resourceGain = Math.floor(card.value / 2); hero.updateResources(hero.resources + resourceGain); effectMsg.setText("+" + resourceGain + " Resources"); effectMsg.style.fill = "#ffcc00"; } else if (card.name.includes("Restore")) { // Heal var healAmount = Math.floor(card.value / 2); hero.updateHealth(hero.health + healAmount); effectMsg.setText("+" + healAmount + " HP"); effectMsg.style.fill = "#33cc33"; } break; } // Add effect message to game game.addChild(effectMsg); // Animate and remove effect message tween(effectMsg, { alpha: 0, y: effectMsg.y - 50 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(effectMsg); } }); // Check for game over if (opponent.health <= 0) { LK.setTimeout(function () { if (isPlayer) { // Player won storage.gamesPlayed = (storage.gamesPlayed || 0) + 1; storage.highScore = Math.max(storage.highScore || 0, playerHero.health); LK.setScore(playerHero.health); LK.showYouWin(); } else { // Enemy won storage.gamesPlayed = (storage.gamesPlayed || 0) + 1; LK.setScore(0); LK.showGameOver(); } }, 1000); } } // Game update loop game.update = function () { if (!gameStarted) { initializeGame(); } }; // Handle touch/mouse movement game.move = function (x, y, obj) { // We could implement card dragging here if needed }; // Start the game LK.playMusic('battleMusic');
===================================================================
--- original.js
+++ change.js
@@ -929,9 +929,11 @@
var opponent = isPlayer ? enemyHero : playerHero;
// Create effect text
var effectMsg = new Text2("", {
size: 40,
- fill: 0xFFFFFF
+ style: {
+ fill: 0xFFFFFF
+ }
});
effectMsg.anchor.set(0.5, 0.5);
effectMsg.x = isPlayer ? playerHero.x : enemyHero.x;
effectMsg.y = isPlayer ? playerHero.y - 50 : enemyHero.y - 50;