Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: particles.destroy is not a function' in or related to this line: 'particles.destroy();' Line Number: 1101
Code edit (3 edits merged)
Please save this source code
User prompt
explosiontrails should explode in a circular pattern
Code edit (2 edits merged)
Please save this source code
User prompt
Instead of just flashing the screen on player death, make the fireball it is explode in a bunch of fading trails like fireworks
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Point is not a constructor' in or related to this line: 'var globalPlayerPosition = player.toGlobal(new Point(0, 0));' Line Number: 307
User prompt
please factor into the lookatplayer and shootatplayer functions, that they should work in the global scope, because player and the turretobstacle can be children of different containers.
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: speed is not defined' in or related to this line: 'turret.initialPosition(speed, angle, radius);' Line Number: 444
Code edit (1 edits merged)
Please save this source code
Code edit (20 edits merged)
Please save this source code
User prompt
please implement obstacleturrets shootatplayer method, so it sends turretshot in players direction
User prompt
please implement obstacleTurret's lookAtPlayer function, so it does what it says
Code edit (1 edits merged)
Please save this source code
Code edit (15 edits merged)
Please save this source code
User prompt
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
Code edit (7 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
Code edit (22 edits merged)
Please save this source code
User prompt
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.
/****
* Classes
****/
/****
TODO:
* Make some orbits with many evenly spread collectibles.
* 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 Dragon = Container.expand(function (head, index) {
var self = Container.call(this);
self.head = head;
self.index = index;
if (head == true) {
var powerup1Graphics = self.attachAsset('powerup3', {
anchorX: 0.5,
anchorY: 0.5
});
} else {
var powerup1Graphics = self.attachAsset('dragonTail', {
anchorX: 0.5,
anchorY: 0.5
});
}
self.radius = 880;
//self.angleSpeed = 0.01;
//self.orbitSpeed = 0.075;
self.orbitSpeed = 0.01; //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);
var sway = Math.cos((LK.ticks + self.index) % 100) * 2;
self.radius += sway;
self.radius += Math.sin((LK.ticks + self.index * 10) * 0.1) * 5; // Adjust radius for wavelike movement
//self.rotation += 0.1;
};
});
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 () {
// Is clockwise or counterclokwise shortest path to player?
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 {
if (Math.random() < 0.5) {
for (var j = 0; j < 2; j++) {
self.addSeekerObstacle(self.barrierSpeed, j);
}
} else {
self.addDragon();
}
}
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.addDragon = function () {
for (var i = 0; i < 10; i++) {
var dragon = new Dragon(i == 0, i);
//dragon.angle = Math.PI * 1.5 - i * 0.08;
dragon.angle = Math.PI * 1.5 - i * 0.04;
dragon.scale.x = 1 - (i + 1) * 0.075; //0.15
dragon.scale.y = 1 - (i + 1) * 0.075;
self.addChild(dragon);
obstacles.push(dragon);
}
};
//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;
var angle = Math.PI * 1.5 - i * 0.08;
var radius = 880;
powerup.scale.x = 1 - (i + 1) * 0.15;
powerup.scale.y = 1 - (i + 1) * 0.15;
powerup.initialPosition(angle, radius);
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.radius = 880;
//self.angleSpeed = 0.01;
//self.orbitSpeed = 0.075;
self.orbitSpeed = 0.055;
self.initialPosition = function (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._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
****/
/****
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?
****/
// Initialize player
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();
}
}
}
});
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.