Code edit (12 edits merged)
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Please fix the bug: 'TypeError: game.add is not a function' in or related to this line: 'game.add(self.parent);' Line Number: 301
Code edit (8 edits merged)
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Please fix the bug: 'ReferenceError: trailgraphics is not defined' in or related to this line: 'trailgraphics.tint = 0xff0000;' Line Number: 138
Code edit (1 edits merged)
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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)
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explosiontrails should explode in a circular pattern
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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)
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Code edit (1 edits merged)
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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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Code edit (20 edits merged)
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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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Code edit (15 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -113,16 +113,21 @@
});
trailGraphics.blendMode = 3;
self.x = x;
self.y = y;
- self.speedX = (Math.random() - 0.5) * 10;
- self.speedY = (Math.random() - 0.5) * 10;
+ var angle = Math.random() * Math.PI * 2;
+ var speed = Math.random() * 10;
+ self.speedX = Math.cos(angle) * speed;
+ self.speedY = Math.sin(angle) * speed;
self.alpha = 1;
self.update = function () {
self.x += self.speedX;
self.y += self.speedY;
- self.alpha -= 0.02;
- if (self.alpha <= 0) {
+ self.scale.x -= 0.01;
+ self.scale.y -= 0.01;
+ //self.alpha -= 0.01;
+ //if (self.alpha <= 0) {
+ if (self.scale.x <= 0) {
self.destroy();
}
};
});
@@ -1069,9 +1074,10 @@
var floatingText = new FloatingText("+1", player.x, player.y);
game.addChild(floatingText);
} else {
for (var i = 0; i < 20; i++) {
- var trail = new ExplosionTrail(player.x, player.y);
+ var angle = i / 20 * Math.PI * 2;
+ var trail = new ExplosionTrail(player.x + Math.cos(angle) * 10, player.y + Math.sin(angle) * 10);
game.addChild(trail);
}
var orbitsJumped = LK.getScore();
var energyCollected = collectiblesCollected;
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.