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Fix Bug: 'TypeError: ballGraphics.setTexture is not a function' in or related to this line: '_iterator.f();' Line Number: 429
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in the deathanim function, ball sprite should change to another one.
Code edit (10 edits merged)
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: '_iterator.f();' Line Number: 466
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: '_iterator.f();' Line Number: 466
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Every time the player gets points, they should be multiplied by the variable (multiplier-1).
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Every time the player gets points, they should be multiplied by the variable (multiplier-1).
Code edit (1 edits merged)
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Code edit (7 edits merged)
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'mulText.setText('x' + newVal.toString());' Line Number: 176
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Fix Bug: 'ReferenceError: valText is not defined' in or related to this line: 'valText.anchor.set(0.5, 0.5);' Line Number: 173
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scorelabels should fly off in a random upwards direction instead of just up.
Code edit (1 edits merged)
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add all created scorelabels to the scoreLabels array on creation.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'self.scoreLabel.update();' Line Number: 323
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'self.scoreLabel.update();' Line Number: 323
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call the scorelabel's update method in the on tick loop, or in ball update
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remember to update the scorelabel, if it's present.
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when the player hits a platform or powerup and gets a score increase, show the number on screen as a little textlabel that drifts away and self-destroys after a brief moment.
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Copy Super Bounce
===================================================================
--- original.js
+++ change.js
@@ -33,8 +33,11 @@
/*
TODO:
--------------------
Bugs:
+When you hit a times something multiplier powerup, all other multiplier powerups should increment their labels accordingly,
+for consistence.
+Multiplier powerups should be effective immediately, in order to make sanse to the player, not only when next score is given.
The red platforms have to be really shining up in red, dangerous looking.
Now that player graphic is bigger, it sometimes collides with platforms from below. Either adjust size, spacing
or jump height/logic.
The platforms array grows in length over time. Try to remove deleted elements from it, but make backup first,
@@ -396,31 +399,39 @@
self.velocity.y = -40;
}
//self.velocity.x *= -1;
//platform.alpha = 0.2;
+ if (platform.powerupType == "Multiply") {
+ multiplier++;
+ for (var i = 0; i < platforms.length; i++) {
+ var pt = platforms[i];
+ if (pt.powerup && pt.powerupType == "Multiply") {
+ pt.mulText.setText(multiplier);
+ console.log('updated score, score is now: ' + multiplier);
+ }
+ }
+ }
platform.alpha = 0;
- LK.setScore(LK.getScore() + 1 * multiplier);
+ var scoreIncrement = multiplier - 1;
+ LK.setScore(LK.getScore() + scoreIncrement);
// Create and display score label
- var scoreLabel = new ScoreLabel(1, self.x, self.y);
- scoreLabel.updateScore(1);
+ var scoreLabel = new ScoreLabel(scoreIncrement, self.x, self.y);
+ scoreLabel.updateScore(scoreIncrement);
scoreLabels.push(scoreLabel);
game.addChild(scoreLabel);
if (platform.powerup == true) {
//self.velocity.y = 50;
self.velocity.y = platform.velocityBoost;
//self.immunity = 10;
self.immunity = platform.immunityBoost;
//LK.setScore(LK.getScore() + 10);
- var scoreIncrement = multiplier - 1 * platform.scoreBoost;
+ var scoreIncrement = (multiplier - 1) * platform.scoreBoost;
LK.setScore(LK.getScore() + scoreIncrement);
// Create and display score label
var scoreLabel = new ScoreLabel(scoreIncrement, self.x, self.y);
scoreLabel.updateScore(scoreIncrement);
scoreLabels.push(scoreLabel);
game.addChild(scoreLabel);
- if (platform.powerupType == "Multiply") {
- multiplier++;
- }
if (platform.powerupType != "Follow") {
platform.destroy();
} else {
self.followers += 1;
@@ -450,9 +461,9 @@
}
} catch (err) {
_iterator.e(err);
} finally {
- if (_iterator) {
+ if (_iterator && typeof _iterator.f === 'function') {
_iterator.f();
}
}
};
A happy blue elephant.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
erase.
Make the bird sit inside a birdcage.
Three green arrows pointing down.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A sad little bluebird sitting down.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A happy little bluebird flying.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A happy little green bird flying.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A lush jungle scenery with huge old trees covered in vines and overwrowth, blue sky and forested mountains in the background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A dark wooden message board with vines and jungle moss growing on top.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A happy little blue elephant, looking scared, facing the viewer, legs flailing as it falls through the air.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A delicious peanut.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
delete