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Set score text font to impact and set dropshadow
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set click target alpha to .6
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set click target alpha to .4
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attach click target with a z-index just above the background
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hide click target if a call to hero.move returns true
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Don't auto hide the click target
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on hero move, return true if the hero is not moving
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Add a click target that shows where the hero is walking to
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.clickTarget.visible = false')' in this line: 'self.clickTarget.visible = false;' Line Number: 56
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.clickTarget.visible = false')' in this line: 'self.clickTarget.visible = false;' Line Number: 56
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.clickTarget.visible = false')' in this line: 'self.clickTarget.visible = false;' Line Number: 56
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Fix Bug: 'TypeError: undefined is not an object (evaluating 'self.clickTarget.visible = false')' in this line: 'self.clickTarget.visible = false;' Line Number: 56
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Fix Bug: 'ReferenceError: Can't find variable: clickTarget' in this line: 'clickTarget.visible = false;' Line Number: 56
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Fix Bug: 'ReferenceError: Can't find variable: clickTarget' in this line: 'clickTarget.visible = false;' Line Number: 56
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Add a click target that shows where the hero is walking to
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be game over if player health is less than zero
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make me loose health if a zombie is touching me
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make zombies slightly gravitate towards each other
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self.x = shooter.x - Math.cos(direction - .5) * 55; self.y = shooter.y - Math.sin(direction - .5) * 55;
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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when merging zombies make scale 1.2 x larger than the average of the scale of the two input zombies
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modify background alpha to .4
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change hero shadow to .3
===================================================================
--- original.js
+++ change.js
@@ -52,8 +52,9 @@
heroGraphics.rotation = angle + initialHeroRotation;
} else {
self.x = self.targetX;
self.y = self.targetY;
+ clickTarget.visible = false;
}
}
};
self.shootDelay = 0;
@@ -224,12 +225,18 @@
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
});
+ var clickTarget = self.createAsset('clickTarget', 'Click Target', .5, .5);
+ clickTarget.visible = false;
+ self.addChild(clickTarget);
stage.on('down', function (obj) {
var pos = obj.event.getLocalPosition(self);
hero.targetX = pos.x;
hero.targetY = pos.y;
+ clickTarget.x = pos.x;
+ clickTarget.y = pos.y;
+ clickTarget.visible = true;
});
timer = LK.setInterval(function () {
var zombie = new Zombie(hero);
zombie.spawn();
Soldier with gun seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
empty abandoned city street background seen from the top. Zoomed in. Top down. Street only
Zombie seen from above. Arms in front of it Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Fired Bullet tip, no case, grayscale Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Simple circular click target, showing where the hero needs to walk to. Grayscale. No shadows Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cloud puff explosion, grayscale, seen from topdown. Circular. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.