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in the on tick event, iterate through all the particles in the particleList calling their update function, if it returns true, then destroy and remove the particle from the array
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When clicking in the game, create a new HammerParticle at the click position, and add it to a new particleList array
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Instead of using delta time, use ticks
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Convert the delta time to ticks
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The HammerParticle scaling and fading should be performed in a new update function, and should be performed over time
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Rename ImpactParticle to HammerParticle
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Create a new ImpactParticle class that inherits from the ConfigContainer. The class has an asset randomized from hammerParticle1-5, has a slightly random rotation, and grows to 1.5x scale over 100ms, then fades (to 0 opacity) and shrinks (to 0x scale) over 500ms.
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Rename all trollLeader
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Add a new LeaderTroll1 class that inherits from the Leader class
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Add a new Leader class that inherits from ConfigContainer
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Please remove the width and height of the hole Containers, they should only act as points
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After creating a tableSlice asset, also create a number of empty Containers based on the value of the current TABLE_HOLES index, these should be positioned at the current y values, and evenly centered along the x position with a gap between each of TABLE_HOLE_GAP
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Instead of a forEach iterating through an array of tableSlice assets, use a for-loop with a max bound of TABLE_SLICES, and construct the asset name from the for loop's index
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Update the tableCut asset names in the Table class
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Rename all tableCut
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create a new table instance in the center of the screen with a width of 2400. Place the new instance code between the two semi-colons under the "Global variables" heading
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The config object in Table takes in a width. Each tableCut asset should have their width set to the config width, and have their height scaled relatively
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Add a new Table class that extends ConfigContainer, taking in a config object. The class is comprised of all 6 tableCut assets (each with origin of 0.5,0), starting from 1 at 0,0 origin and placing each new asset below the other.
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===================================================================
--- original.js
+++ change.js
@@ -107,9 +107,9 @@
;
function update() {
elapsedTicks += 1;
if (elapsedTicks <= 6) {
- var scale = 1 + 0.5 * elapsedTicks / 6;
+ var scale = 1 + 1 * elapsedTicks / 6;
particle.scale.set(scale, scale);
} else if (elapsedTicks > 6 && elapsedTicks <= 36) {
var progress = (elapsedTicks - 6) / 30;
particle.alpha = 1 - progress;
logo for a company called "blue lizard entertainment" using a damaged font and frozen elements.
Pixel art of the bam symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of bam comic symbol.
pixel art of pow comic symbol.
pixel art of plastic squeaky hammer.
pixel art of a large, round, red start button.