User prompt
what doesn't work is that visually, a new heart should appear on screen
User prompt
Do: Every time you get to a multiple of fifteen, you gain one additional life which shows on the screen. You only get 1, so the first time, if you hadn't lost any lives, you get 4 lives.
User prompt
For some reason it gives many extra hearts, after you get the next heart the score resets to 0 but you have another heart
User prompt
Make sure the heart asset changes to, so at 15 there should be 4 hearts
User prompt
You should only gain 1 extra life
User prompt
Make it so every time you get to 15 (then 30, 45, etc) you get another live
Remix started
Copy AA Knife Throw
/**** * Classes ****/ var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); }); var Knife = Container.expand(function () { var self = Container.call(this); self.angleTo = function (other) { var dx = other.x - self.x; var dy = other.y - self.y; return Math.atan2(dy, dx); }; var knifeGraphics = self.attachAsset('knife', { anchorX: 0.5 }); self.speed = 30; self.stuck = false; self.falling = false; self.spinDirection = Math.random() < 0.5 ? -1 : 1; self.move = function () { if (!self.stuck && !self.falling) { self.y -= self.speed; } }; self.fall = function () { if (self.falling) { if (!self.fallInitiated) { knifeGraphics.anchor.x = .5; knifeGraphics.anchor.y = .5; self.x += knifeGraphics.width / 2; self.y += knifeGraphics.height / 2; self.fallInitiated = true; } self.y += self.speed; self.rotation += self.spinDirection * 0.1; } }; self.hit = function (knives) { for (var i = 0; i < knives.length; i++) { if (knives[i] !== self && knives[i].stuck) { var angleDiff = Math.abs(knives[i].hitAngle % (2 * Math.PI) - self.hitAngle % (2 * Math.PI)); if (angleDiff < Math.PI / 24) { return true; } } } return false; }; }); var Target = Container.expand(function () { var self = Container.call(this); var targetGraphics = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.rotationSpeed = 0.01; self.rotation = 4 * Math.PI; self.rotate = function () { self.rotation += self.rotationSpeed; }; self.hit = function () { LK.effects.flashObject(self, 0x00ff00, 500); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2e6343 }); /**** * Game Code ****/ var background = game.attachAsset('background', {}); background.width = 2048; background.height = 2732; var knives = []; var targets = []; var score = 0; var lives = [new Heart(), new Heart(), new Heart()]; var scoreTxt = new Text2(score.toString(), { size: 150, fill: "#ffffff", font: "Impact", dropShadow: true, dropShadowColor: "#000000", dropShadowBlur: 4, dropShadowAngle: Math.PI / 6, dropShadowDistance: 6 }); scoreTxt.anchor.set(.5, 0); LK.gui.topCenter.addChild(scoreTxt); for (var i = 0; i < lives.length; i++) { lives[i].x = 2048 - (i + 1) * 130 - 15; lives[i].y = 100 + 15; game.addChild(lives[i]); } var knife = game.addChild(new Knife()); knife.x = 2048 / 2; knife.y = 2732 - 200; var target = game.addChild(new Target()); target.x = 2048 / 2; target.y = 2732 / 2; game.on('down', function (obj) { var newKnife = new Knife(); newKnife.x = knife.x; newKnife.y = knife.y; knives.push(newKnife); game.addChild(newKnife); }); LK.on('tick', function () { target.rotate(); for (var i = 0; i < knives.length; i++) { knives[i].move(); knives[i].fall(); } for (var i = 0; i < knives.length; i++) { if (Math.abs(knives[i].y - target.y) <= target.height / 2 && !knives[i].stuck) { knives[i].stuck = true; knives[i].hitAngle = target.rotation - Math.PI / 2; if (knives[i].hit(knives)) { knives[i].falling = true; var lostLife = lives.pop(); lostLife.destroy(); LK.setScore(score); scoreTxt.setText(score.toString()); if (lives.length > 0) { LK.effects.flashScreen(0xff0000, 500); } } else { target.hit(); target.rotationSpeed += 0.005 / 3; score += 1; if (score % 15 === 0 && lives.length < 3) { var newLife = new Heart(); newLife.x = 2048 - (lives.length + 1) * 130 - 15; newLife.y = 100 + 15; game.addChild(newLife); lives.push(newLife); } LK.setScore(score); scoreTxt.setText(score.toString()); } } if (knives[i].stuck && !knives[i].falling) { knives[i].rotation = target.rotation - knives[i].hitAngle - Math.PI / 2; knives[i].x = target.x + Math.cos(target.rotation - knives[i].hitAngle) * target.width / 2; knives[i].y = target.y + Math.sin(target.rotation - knives[i].hitAngle) * target.height / 2; } } for (var i = knives.length - 1; i >= 0; i--) { if (knives[i].y < -50) { knives[i].destroy(); knives.splice(i, 1); } if (lives.length === 0) { LK.showGameOver(); } } });
===================================================================
--- original.js
+++ change.js
@@ -137,11 +137,11 @@
} else {
target.hit();
target.rotationSpeed += 0.005 / 3;
score += 1;
- if (score % 15 === 0 && lives.length < 4) {
+ if (score % 15 === 0 && lives.length < 3) {
var newLife = new Heart();
- newLife.x = 2048 - lives.length * 130 - 15;
+ newLife.x = 2048 - (lives.length + 1) * 130 - 15;
newLife.y = 100 + 15;
game.addChild(newLife);
lives.push(newLife);
}
Cartoon flat dart board. Single Game Texture. In-Game asset. 2d. White background. High contrast. No shadows.
Cartoon knife pointing up. Symmetrical. Vertical. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Single cartoon extra life heart. No drop shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.