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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'player.radius = orbits[currentOrbitIndex].width / 2 - 65;' Line Number: 783
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'player.radius = orbits[currentOrbitIndex].width / 2 - 65;' Line Number: 767
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in the dragon move function, please adjust the segment's radius up and down to convey a wavelike, snakelike slithering movement of the whole dragons body.
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implement the obstacleseeker function determineDirection
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'particles[i].update();' Line Number: 706
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before gameover, show a screen for five seconds, with the text: "Orbits jumped: XX\nEnergy Collected: YY\nFinal Score: (XX+YY) = ZZ"
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when a collectible is collected, show a little textlabel with the text "+1" floating up from the point instead of flashing the screen blue.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'particles[i].update();' Line Number: 650
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'width')' in or related to this line: 'self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; // * (100 / self.width);' Line Number: 59
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'particles[i].update();' Line Number: 626
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/**** * Classes ****/ /**** TODO: * Make particle tail jump when player jumps. * What if holding mouse down didn't just stall movement, but move player the other way? * Maybe rotate enemies a little bit every frame, back and forth, so that they seem more alive and less alike. (Looks a bit silly). * Update the instructions to explain the new hold to stall mechanic. * Maybe give player 3 lives. * Implement the seeker type enemy. * Figure out why stuff shows up in the center on start? * Sound & Music. * Maybe skip player and obstacle updating while scaling? * Would also be cool to be able to jump in AND out of orbits, but hard to implement. Or maybe just tap on the orbit to go to? ****/ var Collectible = Container.expand(function (i) { var self = Container.call(this); var particleGraphics = self.attachAsset('energyPill', { anchorX: 0.5, anchorY: 0.5 }); self.orbitSpeed = 0; // set by the orbit that spawns it. self.growing = Math.random() <= 0.5 ? true : false; self.radius = 0; self._move_migrated = function () { /*if (self.parent) { self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width); }*/ self.angle = (self.angle || 0) + self.orbitSpeed; self.angle %= Math.PI * 2; self.x = self.radius * Math.cos(self.angle); self.y = self.radius * Math.sin(self.angle); // Pulse effect if (self.growing) { if (self.scale.x < 1.1) { self.scale.x += 0.025; self.scale.y += 0.025; } else { self.growing = false; } } else { if (self.scale.x > 0.9) { self.scale.x -= 0.025; self.scale.y -= 0.025; } else { self.growing = true; } } }; }); var FloatingText = Container.expand(function (text, x, y) { var self = Container.call(this); var textLabel = new Text2(text, { size: 100, fill: "#ffffff", align: 'center', stroke: "#000000", strokeThickness: 5 }); textLabel.anchor.set(0.5, 0.5); textLabel.x = x; textLabel.y = y; self.addChild(textLabel); self.update = function () { textLabel.y -= 2; // Move the text up textLabel.alpha -= 0.02; // Fade out the text if (textLabel.alpha <= 0) { self.destroy(); } }; }); var GameOverScreen = Container.expand(function (orbitsJumped, energyCollected, finalScore) { var self = Container.call(this); var bgGraphics = self.attachAsset('gameoverBg', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); bgGraphics.width = 2048 - 700; bgGraphics.height = 600; bgGraphics.x = centerX; bgGraphics.y = centerY; var text = new Text2("Orbits jumped: ".concat(orbitsJumped, "\nEnergy collected: ").concat(energyCollected, "\nFinal score: (").concat(orbitsJumped, "+").concat(energyCollected, ") = ").concat(finalScore), { size: 100, fill: "#ffffff", align: 'center', stroke: "#000000", strokeThickness: 5 }); text.anchor.set(0.5, 0.5); text.x = 2048 / 2; text.y = 2732 / 2; self.addChild(text); self.update = function () { // No update logic needed for static game over screen }; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.orbitSpeed = 0; // This is set by the Orbit that instantiates this obstacle, so obstacles in same orbit have same speed. self.rotatingRight = Math.random() < 0.5 ? true : false; /*if (self.parent) { self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; }*/ self.radius = 0; self.initialPosition = function (speed, angle, radius) { self.angle = angle; self.orbitSpeed = speed; self.radius = radius; self.x = self.radius * Math.cos(self.angle); self.y = self.radius * Math.sin(self.angle); }; self._move_migrated = function () { //self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width); //self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; // * (100 / self.width); self.angle = (self.angle || 0) + self.orbitSpeed; self.angle %= Math.PI * 2; self.x = self.radius * Math.cos(self.angle); self.y = self.radius * Math.sin(self.angle); if (ENEMY_WOBBLE) { if (self.rotatingRight) { if (self.rotation < 0.15) { self.rotation += 0.05; } else { self.rotatingRight = false; } } else { if (self.rotation > -0.15) { self.rotation -= 0.05; } else { self.rotatingRight = true; } } } }; }); var ObstacleSeeker = Container.expand(function () { var self = Container.call(this); self.obstacleGraphics = self.attachAsset('obstacleSeeker', { anchorX: 0.5, anchorY: 0.5 }); self.obstacleGraphics2 = self.attachAsset('obstacleSeeker2', { anchorX: 0.5, anchorY: 0.5 }); self.obstacleGraphics2.alpha = 0; self.orbitSpeed = 0; // This is set by the Orbit that instantiates this obstacle, so obstacles in same orbit have same speed. self.rotatingRight = Math.random() < 0.5 ? true : false; /*if (self.parent) { self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; }*/ self.radius = 0; self.initialPosition = function (speed, angle, radius) { self.angle = angle; self.orbitSpeed = Math.max(0.01, speed); self.radius = radius; self.x = self.radius * Math.cos(self.angle); self.y = self.radius * Math.sin(self.angle); }; self.determineDirection = function () { var playerAngle = Math.atan2(player.y - centerY, player.x - centerX); var angleDifference = playerAngle - self.angle; angleDifference = (angleDifference + Math.PI) % (2 * Math.PI) - Math.PI; // Normalize angle difference to [-π, π] if (angleDifference > 0) { self.orbitSpeed = Math.abs(self.orbitSpeed); } else { self.orbitSpeed = -Math.abs(self.orbitSpeed); } }; self._move_migrated = function () { self.determineDirection(); //self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width); //self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; // * (100 / self.width); //only move if player is one the same orbit. if (self.parent == orbits[currentOrbitIndex]) { self.obstacleGraphics2.alpha = 1; self.obstacleGraphics.alpha = 0; self.angle = (self.angle || 0) + self.orbitSpeed; self.angle %= Math.PI * 2; self.x = self.radius * Math.cos(self.angle); self.y = self.radius * Math.sin(self.angle); if (ENEMY_WOBBLE) { if (self.rotatingRight) { if (self.rotation < 0.15) { self.rotation += 0.05; } else { self.rotatingRight = false; } } else { if (self.rotation > -0.15) { self.rotation -= 0.05; } else { self.rotatingRight = true; } } } } else { self.obstacleGraphics2.alpha = 0; self.obstacleGraphics.alpha = 1; } }; }); // Orbit class var Orbit = Container.expand(function () { var self = Container.call(this); var orbitGraphics = self.attachAsset('orbit1', { anchorX: 0.5, anchorY: 0.5, //tint: Math.floor(Math.random() * 16777215) tint: rainbowColors[orbitsCreated % rainbowColors.length] }); orbitsCreated++; orbitGraphics.alpha = 0.5; //0.5; self.direction = Math.random() < 0.5 ? 1 : -1; self.positionOrbit = function (i) { self.x = 2048 / 2; self.y = 2732 / 2; //this.width = 1900 - i * 500; self.width = self.height = 1900 - i * 500; if (i !== 0) { // Spawn normal enemies self.numBarriers = Math.ceil(Math.random() * maxEnemiesPerOrbit); if (self.numBarriers > maxEnemiesPerOrbit) { self.numBarriers = maxEnemiesPerOrbit; } // Add powerup to some orbits if (orbitsCreated % 17 == 0) { self.numBarriers = 0; self.addPowerup(); } // We might want some static orbits. And max speed should be limited by total progression. if (Math.random() <= 0.2) { self.barrierSpeed = 0; } else { // The global var maxEnemySpeed is incremented every 10 obits or so. self.barrierSpeed = maxEnemySpeed * Math.random() * self.direction; } //self.barrierSpeed = 0.01 + Math.random() * 0.015 * self.direction; if (Math.random() < 0.9) { for (var j = 0; j < this.numBarriers; j++) { self.addBarrier(self.barrierSpeed, j); //console.log('adding barrier: ', j); } } else { for (var j = 0; j < 2; j++) { self.addSeekerObstacle(self.barrierSpeed, j); } } self.addCollectible(); } }; /* var orbitGraphicsMask = self.attachAsset('blackSphere', { anchorX: 0.5, anchorY: 0.5, tint: 0x000000 //tint: rainbowColors[(orbitsCreated + 1) % rainbowColors.length] }); orbitGraphicsMask.alpha = 0; orbitGraphicsMask.width = self.width - 200; orbitGraphicsMask.height = self.height - 200; */ self.addBarrier = function (speed, index) { var barrier = new Obstacle(); //barrier.orbitSpeed = speed; //barrier.angle = index * (Math.PI * 2 / 20); //barrier.angle = Math.random() * (Math.PI * 2); //barrier.radius = 880; var angle = Math.random() * (Math.PI * 2); var radius = 880; barrier.initialPosition(speed, angle, radius); /* barrier.move = function () { barrier.angle += barrier.orbitSpeed * (self.direction === 1 ? 1 : -1); barrier.x = self.x + (self.width - barrier.width) / 2 * Math.cos(barrier.angle); barrier.y = self.y + (self.height - barrier.height) / 2 * Math.sin(barrier.angle); };*/ self.addChild(barrier); obstacles.push(barrier); }; self.addSeekerObstacle = function (speed, index) { var seeker = new ObstacleSeeker(); var angle = Math.random() * (Math.PI * 2); var radius = 880; seeker.initialPosition(speed, angle, radius); self.addChild(seeker); obstacles.push(seeker); }; //self.addPowerup = function (index) { self.addPowerup = function () { for (var i = 0; i < 5; i++) { var powerup = new Powerup1(); powerup.angle = Math.PI * 1.5 - i * 0.08; powerup.scale.x = 1 - (i + 1) * 0.15; powerup.scale.y = 1 - (i + 1) * 0.15; self.addChild(powerup); obstacles.push(powerup); } }; self.addCollectible = function () { var collectible = new Collectible(); // TODO: Maybe orbitspeed should always be 0 (or close to 0) for these collectibles, But they should pulse in place instead. //collectible.orbitSpeed = 0.01 + Math.random() * 0.015 * self.direction; collectible.orbitSpeed = 0.0005 * self.direction; collectible.angle = Math.random() * (Math.PI * 2); collectible.radius = 880; self.addChild(collectible); obstacles.push(collectible); }; }); var Particle = Container.expand(function (i) { var self = Container.call(this); var particleGraphics = self.attachAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); self.id = i; //self.speed = 8; self.dead = false; particleGraphics.blendMode = 3; self.alpha = 0.75; self.rotation = Math.random() * Math.PI * 2; self.update = function () { // TODO: Figure out how to update when we actually ARE scaling/jumping. if (!scaling) { //self.y += self.speed; self.alpha -= 0.001; self.scale.x -= 0.02; self.scale.y -= 0.02; //if (self.alpha <= 0 || LK.ticks % (self.id + 1 * 1) == 0) { //if (LK.ticks % (self.id + 1 * 1) == 0) { if (LK.ticks % (self.id + 1) == 0 || self.scale.x < 0) { self.alpha = 0.75; self.scale.x = 1; self.scale.y = 1; self.y = player.y; // + Math.random() * player.height / 4; // + player.height / 2 + (Math.random() * 50 - 25); self.x = player.x; // + Math.random() * player.width / 4; // + (Math.random() * 50 - 25); } } else { self.x += 20 * Math.cos(player.angle); self.y += 20 * Math.sin(player.angle); } }; }); // Initialize player // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.radius = 890; self.angle = 0; self.jump = function () { currentOrbitIndex++; var targetOrbit = orbits[currentOrbitIndex]; self.angle = Math.atan2(self.y - centerY, self.x - centerX); if (targetOrbit) { //self.radius = (targetOrbit.width - 100) / 2; self.radius = targetOrbit.width / 2; //console.log('self.radius after setting it to targetOrbits: ' + self.radius); } else { self.radius = 0; // Fallback radius if targetOrbit is not defined } self.x = centerX + self.radius * Math.cos(self.angle); self.y = centerY + self.radius * Math.sin(self.angle); game.setBackgroundColor(rainbowColors[(orbitsCreated + 4) % rainbowColors.length]); //self.scale.x = 0.70; //self.scale.y = 0.70; self.width = 70; self.height = self.width; scaling = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); /* var orbit = game.addChild(new Orbit()); orbit.positionOrbit(4); orbits.push(orbit); // Move player to the topmost z-index game.setChildIndex(player, game.children.length - 1); */ }; self._update_migrated = function () { //self.angleSpeed = 0.01; //self.angle = (self.angle || 0) + self.angleSpeed; self.angle = (self.angle || 0) + playerSpeed; self.x = centerX + self.radius * Math.cos(self.angle); self.y = centerY + self.radius * Math.sin(self.angle); }; }); // Powerup class var Powerup1 = Container.expand(function () { var self = Container.call(this); var powerup1Graphics = self.attachAsset('powerup2', { anchorX: 0.5, anchorY: 0.5 }); //self.angleSpeed = 0.01; //self.orbitSpeed = 0.075; self.orbitSpeed = 0.055; 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); self.y = self.radius * Math.sin(self.angle); self.rotation += 0.1; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x444488 // Init game with black background }); /**** * Game Code ****/ // Initialize player /**** TODO: * What if holding mouse down didn't just stall movement, but move player the other way? * Update the instructions to explain the new hold to stall mechanic. * Perhaps give player 3 lives? * Implement the seeker type enemy. * Figure out why stuff shows up in the center on start? * Sound & Music. * Maybe skip player and obstacle updating while scaling? * Rotate orbits with obstacles statically distributed on them instead of calculating obstacle positions (for performance). * Would also be cool to be able to jump in AND out of orbits, but hard to implement. Or maybe just tap on the orbit to go to? ****/ var centerX = 2048 / 2; var centerY = 2732 / 2; var ENEMY_WOBBLE = false; var PARTICLES_ON = true; var INCREASE_DIFFICULTY_EVERY_X_LEVELS = 15; var maxEnemiesPerOrbit = 2; var fullscreenBackground = LK.getAsset('fullscreenBackground', { anchorX: 0.507, anchorY: 0.46, x: 2048 / 2, y: 2732 / 2, alpha: 0.5 }); game.addChild(fullscreenBackground); function hsvToHex(h, s, v) { var r, g, b, i, f, p, q, t; i = Math.floor(h * 6); f = h * 6 - i; p = v * (1 - s); q = v * (1 - f * s); t = v * (1 - (1 - f) * s); switch (i % 6) { case 0: r = v, g = t, b = p; break; case 1: r = q, g = v, b = p; break; case 2: r = p, g = v, b = t; break; case 3: r = p, g = q, b = v; break; case 4: r = t, g = p, b = v; break; case 5: r = v, g = p, b = q; break; } var toHex = function toHex(x) { var hex = Math.round(x * 255).toString(16); return hex.length === 1 ? '0' + hex : hex; }; return '0x' + toHex(r) + toHex(g) + toHex(b); } //console.log(rainbowColors); // A for our purposes optimized hitdetection, based on orbit layer and angle. var radIntersects = function radIntersects(p, t) { if (t.parent == orbits[currentOrbitIndex]) { var pa = (p.angle * (180 / Math.PI) + 180) % 360; var ta = (t.angle * (180 / Math.PI) + 180) % 360; if (Math.abs(pa - ta) < 6) { return true; } else { return false; } } else { return false; } }; var powerupText; var showPowerupText = function showPowerupText() { powerupText = new Text2('Powerup Activated!\nAll visible obstacles cleared!\nTap to continue', { size: 100, fill: "#bbbbbb", align: 'center', stroke: "#000000", strokeThickness: 10 }); powerupText.y = 2700 / 2; powerupText.x = 2048 / 2; powerupText.anchor.set(0.5, 0.5); //instructionText.x = 2048 / 2; // Center horizontally //instructionText.y = 2732 - instructionText.height / 2; // Position at the bottom game.addChild(powerupText); LK.setTimeout(function () { var fadeDuration = 4000; var fadeStep = 30; var fadeInterval = fadeDuration / fadeStep; var currentStep = 0; var fadeOutInterval = LK.setInterval(function () { if (powerupText) { powerupText.alpha -= 1 / fadeStep; } currentStep++; if (currentStep >= fadeStep) { LK.clearInterval(fadeOutInterval); game.removeChild(powerupText); powerupText = null; } }, fadeInterval); }, 0); }; // Initialize assets used in this game. // Game variables var player; var playerSpeed = 0.005; //0.01; var maxEnemySpeed = 0.01; var collectiblesCollected = 0; var orbits = []; var obstacles = []; var currentOrbitIndex = 0; var scaling = false; var scalingCounter = 0; var scalingSpeed = 50; var scalingTarget = 500; var numColors = 18; var orbitsCreated = Math.floor(Math.random() * numColors); var rainbowColors = function () { var colors = []; for (var i = 0; i < numColors; i++) { var hue = i * (360 / numColors) % 360; colors.push(hsvToHex(hue / 360, 1, 1)); } return colors; }(); var powerup1Activated = false; // Initialize player var scoreText = new Text2('0', { size: 150, align: 'center', fill: "#ffffff", stroke: "#000000", strokeThickness: 20, anchorX: 0.5 }); LK.gui.top.addChild(scoreText); scoreText.x -= 40; // Initialize orbits function createOrbits() { for (var i = 0; i < 5; i++) { var orbit = game.addChild(new Orbit()); orbit.positionOrbit(i); orbits.push(orbit); } } createOrbits(); // Add instruction text at the bottom of the screen var instructionText = new Text2('Tap to jump to the next orbit.\nDon\'t hit the red obstacles.', { size: 50, fill: "#bbbbbb", align: 'center' }); instructionText.y = 163; instructionText.x = 50; instructionText.anchor.set(0.5, 0); //instructionText.x = 2048 / 2; // Center horizontally //instructionText.y = 2732 - instructionText.height / 2; // Position at the bottom LK.gui.top.addChild(instructionText); //game.setBackgroundColor(rainbowColors[7] + 0xdddddd); var playerLayer = new Container(); //player = game.addChild(new Player()); player = playerLayer.addChild(new Player()); game.addChild(playerLayer); var particles = []; if (PARTICLES_ON) { var particleContainer = new Container(); //game.addChild(particleContainer); playerLayer.addChild(particleContainer); // Initialize particles array //var particles = []; // Create particles for (var i = 0; i < 40; i++) { var particle = new Particle(i); particle.x = player.x; particle.y = player.y; // + player.height * 3; particleContainer.addChild(particle); particles.push(particle); } } //player.x = 2048 / 2; //player.y = 2732 / 2 - 200; // Start the player 200px above the center /* console.log('Player radius is now: ' + player.radius); console.log('Orbits.length is now: ' + orbits.length); console.log('CurrentOrbitIndex is now: ' + currentOrbitIndex); console.log('width of currentorbit is now: ' + orbits[currentOrbitIndex].width); */ function increaseDifficulty() { maxEnemiesPerOrbit++; maxEnemySpeed += 0.002; playerSpeed += 0.002; } var stalling = false; var GAME_ENDED = false; // Game logic game.on('down', function (x, y, obj) { if (!GAME_ENDED) { if (!stalling) { stalling = true; } } }); game.on('up', function (x, y, obj) { if (!GAME_ENDED) { if (powerupText) { game.removeChild(powerupText); powerupText = null; } if (!scaling) { player.jump(currentOrbitIndex); LK.gui.top.removeChild(instructionText); if (orbitsCreated % INCREASE_DIFFICULTY_EVERY_X_LEVELS == 0) { //maxEnemiesPerOrbit++; //maxEnemySpeed += 0.002; increaseDifficulty(); } } if (stalling) { stalling = false; } } }); LK.on('tick', function () { if (!GAME_ENDED) { if (!stalling) { player._update_migrated(); } var t; if (powerup1Activated) { powerup1Activated = false; for (var i = obstacles.length - 1; i > 0; i--) { t = obstacles[i]; if (t instanceof Collectible == false) { t.destroy(); t._destroyed = true; } } } if (scaling) { scalingCounter++; for (var i = 0; i < orbits.length; i++) { t = orbits[i]; t.width += scalingSpeed; t.height += scalingSpeed; //player.radius += scalingSpeed * 0.1; } //player.radius = orbits[currentOrbitIndex].width / 2 - 50; player.radius = orbits[currentOrbitIndex].width / 2 - 65; if (player.width < 100) { player.width += 0.3; player.height = player.width; } //player.scale.x = player.scale.y = if (scalingCounter == scalingTarget / scalingSpeed) { scaling = false; scalingCounter = 0; var orbit = game.addChild(new Orbit()); orbit.positionOrbit(4); orbits.push(orbit); //game.setChildIndex(player, game.children.length - 1); game.setChildIndex(playerLayer, game.children.length - 1); player.width = 100; player.height = 100; //game.setBackgroundColor(rainbowColors[(10 + currentOrbitIndex) % 15] + 0xdddddd); /* console.log('Player radius is now: ' + player.radius); console.log('Orbits.length is now: ' + orbits.length); console.log('CurrentOrbitIndex is now: ' + currentOrbitIndex); console.log('width of currentorbit is now: ' + orbits[currentOrbitIndex].width); */ } } // Update orbits for (var i = orbits.length - 1; i > 0; i--) { //orbits[i].positionOrbit(i); var orb = orbits[i]; //if (orb && orb.width > 2700) { if (orb && orb.width > 3500) { for (var j = 0; j < orb.children.length; j++) { t = orb.children[j]; if (t instanceof Obstacle || t instanceof Powerup1) { // child is an instance of YourClass, do something with it t._destroyed = true; } } //orbits[i].destroy(); orb.destroy(); // Splice alters jump logic, so alter currentTargetOrbit too. orbits.splice(i, 1); currentOrbitIndex--; } } // Update obstacles for (var i = obstacles.length - 1; i > 0; i--) { t = obstacles[i]; //if (obstacles[i] && !obstacles[i]._destroyed) { if (t && !t._destroyed) { //obstacles[i]._move_migrated(); t._move_migrated(); //if (player.intersects(obstacles[i])) { //if (radIntersects(player, obstacles[i])) { if (radIntersects(player, t)) { //var t = obstacles[i]; //console.log('collision occurred: (obstacle:', t.radius, t.angle % (Math.PI * 2), ') , (player: ', player.radius, player.angle % (Math.PI * 2)); //var ta = (t.angle * (180 / Math.PI) + 180) % 360; //var pa = (player.angle * (180 / Math.PI) + 180) % 360; //console.log(ta, pa); //if (radIntersects(player, obstacles[i], 100)) { //if (obstacles[i] instanceof Powerup1) { if (t instanceof Powerup1) { //obstacles[i].destroy(); t.destroy(); //obstacles[i]._destroyed = true; t._destroyed = true; if (!powerup1Activated) { LK.effects.flashScreen(0xffffff, 1000); //LK.effects.flashScreen(rainbowColors[Math.floor(Math.random() * numColors)], 1000); powerup1Activated = true; showPowerupText(); } } else if (t instanceof Collectible) { t.destroy(); t._destroyed = true; collectiblesCollected++; var floatingText = new FloatingText("+1", player.x, player.y); game.addChild(floatingText); } else { LK.effects.flashScreen(0xff0000, 1000); var orbitsJumped = LK.getScore(); var energyCollected = collectiblesCollected; var finalScore = orbitsJumped + energyCollected; LK.setScore(finalScore); var gameOverScreen = new GameOverScreen(orbitsJumped, energyCollected, finalScore); game.addChild(gameOverScreen); GAME_ENDED = true; LK.setTimeout(function () { LK.showGameOver(); }, 6000); } } } else { obstacles.splice(i, 1); //console.log('obstacles.length is now: ' + obstacles.length); } } if (PARTICLES_ON && particles && particles.length > 0) { for (var i = particles.length - 1; i >= 0; i--) { particles[i].update(); } } } });
===================================================================
--- original.js
+++ change.js
@@ -108,8 +108,15 @@
/*if (self.parent) {
self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2;
}*/
self.radius = 0;
+ self.initialPosition = function (speed, angle, radius) {
+ self.angle = angle;
+ self.orbitSpeed = speed;
+ self.radius = radius;
+ self.x = self.radius * Math.cos(self.angle);
+ self.y = self.radius * Math.sin(self.angle);
+ };
self._move_migrated = function () {
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width);
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; // * (100 / self.width);
self.angle = (self.angle || 0) + self.orbitSpeed;
@@ -134,39 +141,70 @@
};
});
var ObstacleSeeker = Container.expand(function () {
var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacleSeeker', {
+ self.obstacleGraphics = self.attachAsset('obstacleSeeker', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.obstacleGraphics2 = self.attachAsset('obstacleSeeker2', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.obstacleGraphics2.alpha = 0;
self.orbitSpeed = 0; // This is set by the Orbit that instantiates this obstacle, so obstacles in same orbit have same speed.
self.rotatingRight = Math.random() < 0.5 ? true : false;
/*if (self.parent) {
self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2;
}*/
self.radius = 0;
+ self.initialPosition = function (speed, angle, radius) {
+ self.angle = angle;
+ self.orbitSpeed = Math.max(0.01, speed);
+ self.radius = radius;
+ self.x = self.radius * Math.cos(self.angle);
+ self.y = self.radius * Math.sin(self.angle);
+ };
+ self.determineDirection = function () {
+ var playerAngle = Math.atan2(player.y - centerY, player.x - centerX);
+ var angleDifference = playerAngle - self.angle;
+ angleDifference = (angleDifference + Math.PI) % (2 * Math.PI) - Math.PI; // Normalize angle difference to [-π, π]
+ if (angleDifference > 0) {
+ self.orbitSpeed = Math.abs(self.orbitSpeed);
+ } else {
+ self.orbitSpeed = -Math.abs(self.orbitSpeed);
+ }
+ };
self._move_migrated = function () {
+ self.determineDirection();
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2 * (100 / self.width);
//self.radius = self.parent.width / 2 * (1900 / self.parent.width) - self.width / 2; // * (100 / self.width);
- self.angle = (self.angle || 0) + self.orbitSpeed;
- self.angle %= Math.PI * 2;
- self.x = self.radius * Math.cos(self.angle);
- self.y = self.radius * Math.sin(self.angle);
- if (ENEMY_WOBBLE) {
- if (self.rotatingRight) {
- if (self.rotation < 0.15) {
- self.rotation += 0.05;
+ //only move if player is one the same orbit.
+ if (self.parent == orbits[currentOrbitIndex]) {
+ self.obstacleGraphics2.alpha = 1;
+ self.obstacleGraphics.alpha = 0;
+ self.angle = (self.angle || 0) + self.orbitSpeed;
+ self.angle %= Math.PI * 2;
+ self.x = self.radius * Math.cos(self.angle);
+ self.y = self.radius * Math.sin(self.angle);
+ if (ENEMY_WOBBLE) {
+ if (self.rotatingRight) {
+ if (self.rotation < 0.15) {
+ self.rotation += 0.05;
+ } else {
+ self.rotatingRight = false;
+ }
} else {
- self.rotatingRight = false;
+ if (self.rotation > -0.15) {
+ self.rotation -= 0.05;
+ } else {
+ self.rotatingRight = true;
+ }
}
- } else {
- if (self.rotation > -0.15) {
- self.rotation -= 0.05;
- } else {
- self.rotatingRight = true;
- }
}
+ } else {
+ self.obstacleGraphics2.alpha = 0;
+ self.obstacleGraphics.alpha = 1;
}
};
});
// Orbit class
@@ -204,11 +242,17 @@
// The global var maxEnemySpeed is incremented every 10 obits or so.
self.barrierSpeed = maxEnemySpeed * Math.random() * self.direction;
}
//self.barrierSpeed = 0.01 + Math.random() * 0.015 * self.direction;
- for (var j = 0; j < this.numBarriers; j++) {
- self.addBarrier(self.barrierSpeed, j);
- //console.log('adding barrier: ', j);
+ if (Math.random() < 0.9) {
+ for (var j = 0; j < this.numBarriers; j++) {
+ self.addBarrier(self.barrierSpeed, j);
+ //console.log('adding barrier: ', j);
+ }
+ } else {
+ for (var j = 0; j < 2; j++) {
+ self.addSeekerObstacle(self.barrierSpeed, j);
+ }
}
self.addCollectible();
}
};
@@ -224,12 +268,15 @@
orbitGraphicsMask.height = self.height - 200;
*/
self.addBarrier = function (speed, index) {
var barrier = new Obstacle();
- barrier.orbitSpeed = speed;
+ //barrier.orbitSpeed = speed;
//barrier.angle = index * (Math.PI * 2 / 20);
- barrier.angle = Math.random() * (Math.PI * 2);
- barrier.radius = 880;
+ //barrier.angle = Math.random() * (Math.PI * 2);
+ //barrier.radius = 880;
+ var angle = Math.random() * (Math.PI * 2);
+ var radius = 880;
+ barrier.initialPosition(speed, angle, radius);
/*
barrier.move = function () {
barrier.angle += barrier.orbitSpeed * (self.direction === 1 ? 1 : -1);
barrier.x = self.x + (self.width - barrier.width) / 2 * Math.cos(barrier.angle);
@@ -237,8 +284,16 @@
};*/
self.addChild(barrier);
obstacles.push(barrier);
};
+ self.addSeekerObstacle = function (speed, index) {
+ var seeker = new ObstacleSeeker();
+ var angle = Math.random() * (Math.PI * 2);
+ var radius = 880;
+ seeker.initialPosition(speed, angle, radius);
+ self.addChild(seeker);
+ obstacles.push(seeker);
+ };
//self.addPowerup = function (index) {
self.addPowerup = function () {
for (var i = 0; i < 5; i++) {
var powerup = new Powerup1();
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.