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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
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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.
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Please fix the bug: 'ReferenceError: speed is not defined' in or related to this line: 'turret.initialPosition(speed, angle, radius);' Line Number: 444
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please implement obstacleturrets shootatplayer method, so it sends turretshot in players direction
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please implement obstacleTurret's lookAtPlayer function, so it does what it says
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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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===================================================================
--- original.js
+++ change.js
@@ -2,10 +2,17 @@
* Classes
****/
/****
TODO:
+* Need fresh eyes on this tomorrow. I feel there's perhaps some uncanny valley effect going on, where adding richness
+ just makes it look more like a cheap version of something really cool, whereas the simple look made it feel like
+ it over-delivered on gameplay, compared to how it looked.
* Make some orbits with many evenly spread collectibles.
-* Make particle tail jump when player jumps.
+* Try to think up a few more enemy types. Might need to slow difficulty progression down a bit to introduce them.
+* Dragon could have some special behaviour, so it's not just a fancy graphic, but a new gameplay element. Maybe it could
+ only spawn in orbits with a lot of energy, that it eats as it passes by them, and if it eats them all before player bypasses
+ it, it explodes in an area-attack? Spanning many orbits?
+* Make particle tail jump when player jumps. (or invisible for a few ticks, to hide the afterglow in the skipped orbit).
* 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.
@@ -138,9 +145,9 @@
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
- var obstacleGraphics = self.attachAsset('obstacle', {
+ self.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.
@@ -154,8 +161,15 @@
self.orbitSpeed = speed;
self.radius = radius;
self.x = self.radius * Math.cos(self.angle);
self.y = self.radius * Math.sin(self.angle);
+ if (speed == 0) {
+ self.obstacleGraphics.destroy();
+ self.obstacleGraphics = self.attachAsset('staticObstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
};
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);
@@ -340,10 +354,10 @@
};
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 * i * 0.04;
+ dragon.angle = Math.PI * 1.5 - i * 0.03;
+ //dragon.angle = Math.PI * 1.5 - i * 0.02;
dragon.scale.x = 1 - (i + 1) * 0.075; //0.15
dragon.scale.y = 1 - (i + 1) * 0.075;
self.addChild(dragon);
obstacles.push(dragon);
@@ -745,9 +759,9 @@
t.height += scalingSpeed;
//player.radius += scalingSpeed * 0.1;
}
//player.radius = orbits[currentOrbitIndex].width / 2 - 50;
- if (currentOrbitIndex < orbits.length) {
+ if (currentOrbitIndex < orbits.length && orbits[currentOrbitIndex]) {
player.radius = orbits[currentOrbitIndex].width / 2 - 65;
}
if (player.width < 100) {
player.width += 0.3;
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.