===================================================================
--- original.js
+++ change.js
@@ -9,9 +9,9 @@
anchorY: 0.5
});
//self.angleSpeed = 0.01;
self.orbitSpeed = -0.01;
- self.move = function () {
+ self._move_migrated = function () {
// Obstacle move logic
//var angleSpeed = -0.01 * self.parent.direction; //self.orbitSpeed;
//self.radius = self.parent.width / 2 - self.width / 2;
self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width);
@@ -139,9 +139,9 @@
// Move player to the topmost z-index
game.setChildIndex(player, game.children.length - 1);
*/
};
- self.update = function () {
+ self._update_migrated = function () {
var centerX = 2048 / 2;
var centerY = 2732 / 2;
self.angleSpeed = 0.01;
self.angle = (self.angle || 0) + self.angleSpeed;
@@ -158,9 +158,9 @@
});
//self.angleSpeed = 0.01;
//self.orbitSpeed = 0.075;
self.orbitSpeed = 0.055;
- self.move = function () {
+ self._move_migrated = function () {
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width) + 10;
self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width) + 2;
self.angle = (self.angle || 0) + self.orbitSpeed;
self.x = self.radius * Math.cos(self.angle);
@@ -316,9 +316,9 @@
console.log('CurrentOrbitIndex is now: ' + currentOrbitIndex);
console.log('width of currentorbit is now: ' + orbits[currentOrbitIndex].width);
*/
// Game logic
-game.on('down', function (obj) {
+game.on('down', function (x, y, obj) {
if (powerupText) {
game.removeChild(powerupText);
powerupText = null;
}
@@ -327,9 +327,9 @@
LK.gui.top.removeChild(instructionText);
}
});
LK.on('tick', function () {
- player.update();
+ player._update_migrated();
if (powerup1Activated) {
powerup1Activated = false;
for (var i = obstacles.length - 1; i > 0; i--) {
obstacles[i].destroy();
@@ -388,9 +388,9 @@
}
// Update obstacles
for (var i = obstacles.length - 1; i > 0; i--) {
if (obstacles[i] && !obstacles[i]._destroyed) {
- obstacles[i].move();
+ obstacles[i]._move_migrated();
//if (player.intersects(obstacles[i])) {
if (radIntersects(player, obstacles[i])) {
var t = obstacles[i];
//console.log('collision occurred: (obstacle:', t.radius, t.angle % (Math.PI * 2), ') , (player: ', player.radius, player.angle % (Math.PI * 2));
Make the circle completely black on all pixels.
A white star. Flat vector art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The line-color should be white, and the circle a bit thinner.
a wonderful but not very dense starfield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A glowing blue comic energy orb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
I'd like a top down image of a super fine and thin white empty cicular band on a transparent background. It should be flatly white and with no other details, and of course perfectly round with blank space in the center. The band's width should be less than one percent of the width of the circle itself, as if a 1 cm band were laid out in a circle with a diameter of 100 cm. Single Game Texture. In-Game asset. 2d. Blank background.