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When setting score text also update LK.setScore
Code edit (3 edits merged)
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set PointsText scale to zero on creation. However add 0.05 to scale on each tick if elapsedTime<=0
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add 20 rather than subtracting 20 when defining fadeOutStartTime
Code edit (4 edits merged)
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if elapsedTime is negative in PointsText tick, just return
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set fadeOutStartTime to LK.ticks - 20
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set fadeOutDuration to 30
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set fadeOutDuration to 50 in PointsText, also move up the PointsText a bit for each tick
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set fadeOutDuration to 30 in PointsText
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set fadeOutDuration to 250 in PointsText
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in gridContainer when attaching point text attach the class instance not the getText result
Code edit (1 edits merged)
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do not return this in PointsText
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do not call destroy on pointsText with a timer, instead add it to the effects array
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In top of tick, loop effectsArray and call tick on all nodes. If a node has alpha <= 0 destroy it and remove it from the array
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In tick, loop effectsArray and call tick on all nodes. If a node has alpha <= 0 destroy it and remove it from the array
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Create an array for effects in game.
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when creating a PointsText add them to a game scoped array of tests.
===================================================================
--- original.js
+++ change.js
@@ -19,9 +19,9 @@
self.getText = function () {
return text;
};
self.alpha = 1;
- self.fadeOutDuration = 250;
+ self.fadeOutDuration = 30;
self.fadeOutStartTime = LK.ticks;
self.tick = function () {
var elapsedTime = LK.ticks - self.fadeOutStartTime;
if (elapsedTime < self.fadeOutDuration) {
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