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remove debug art for player collision
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Fix Bug: 'TypeError: debugGraphics.drawPolygon is not a function. (In 'debugGraphics.drawPolygon(trianglePath)', 'debugGraphics.drawPolygon' is undefined)' in this line: 'debugGraphics.drawPolygon(trianglePath);' Line Number: 62
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change the player collision shape to a triangle
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increase the size of the debug art for enemy collision as it scales
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increase the size of the debug art for enemy collision as it scales
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create debug graphics to show the collision of the yellowenemy
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rotate the player character graphics asset 90 degrees clockwise
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rotate the player character so it is always facing the direction of bullets
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Fix Bug: 'TypeError: undefined is not a constructor (evaluating 'new Graphics()')' in this line: 'var debugGraphics = new Graphics();' Line Number: 56
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show debug graphics of the size of the player characters collision box
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scale player character graphics so it matches the size of the collision
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fix the issue where the player character is not a triangle
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fix the issue where the player character is not a triangle
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fix the issue where the player character is not a triangle
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fix the issue where the player character is not a triangle
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fix the issue where the player character is not a triangle
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fix the issue where the player character is not a triangle
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change the player object (including collision) to a triangle
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for yellow enemy, set the initial enemygraphics.scale.set to 2
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for yellow enemy, set the initial enemygraphics.scale.set to 1.8
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for yellow enemy, set the initial enemygraphics.scale.set to 1.5
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separate the size of the game asset from the game logic for the health pickups and enemies
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add 90 degrees to herographics.rotation
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Rotate the hero graphics by 90 degrees counter clockwise.
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Rotate the hero graphics by 90 degrees clockwise.
===================================================================
--- original.js
+++ change.js
@@ -107,10 +107,10 @@
var direction = Math.random() * Math.PI * 2;
var speed = 2 * (0.8 + Math.random() * 1);
var debugGraphics = self.createAsset('debugGraphics', 'Debug Graphics', 0.5, 0.5);
debugGraphics.alpha = 0.3;
- debugGraphics.width = self.enemyGraphics.width;
- debugGraphics.height = self.enemyGraphics.height;
+ debugGraphics.width = self.enemyGraphics.width * self.enemyGraphics.scale.x;
+ debugGraphics.height = self.enemyGraphics.height * self.enemyGraphics.scale.y;
self.addChild(debugGraphics);
self.move = function () {
if (self.parent && self.parent.hero && self.parent.hero.x === self.parent.hero.lastX && self.parent.hero.y === self.parent.hero.lastY) {
direction = Math.atan2(self.parent.hero.y - self.y, self.parent.hero.x - self.x);
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