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In the lilypad collision, check if it contains a pickup and call its collect function
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add a "collect" function to the pickup class, moving the post-collision logic into the function, to be replaced with the collect function call
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add a slight hue to the dark grass tint
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In the grass asset class, randomly flip the scaleX value
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grass assets' scaleX should be of a random sign
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Grass assets should have an opacity of 0.75 and be only 90% black
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add grassShort and grassAngled to the GRASS_ASSETS list
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grass assets should be tinted black and have 0.5 opacity
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The grass class should have an update method that destroys it if it goes behind the firewall
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create a new grass class, inheriting from the ConfigContainer. As shown in the spawnGrass function, the class should attach an asset (anchor of 0.5,1.0) using the assetId of config.asset with the scaleX and scaleY of config.scale
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when the game ends, call frog release function
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when pickups check for collisions with the frog, they should use the frog's collision property instead
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Rename `PLAYER_TONGUE_RANGE` to `PLAYER_TONGUE_RANGE_MAX` and `minDistanceSq` to `maxDistanceSq`
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Rename `minDistanceSq` to `maxDistanceSq` and add a new `minDistanceSq` to be calculated from the `PLAYER_TONGUE_RANGE_MIN`. Checking both the min and max distances when checking
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Rename the global `PLAYER_TONGUE_RANGE` to `PLAYER_TONGUE_RANGE_MAX` and update all its usages. Add a new global under `PLAYER_TONGUE_RANGE_MAX` called `PLAYER_TONGUE_RANGE_MIN`
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the hook should flip it's hook asset's scale.x every 5 to 10 frames
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Please fix the bug: 'ReferenceError: highlightContainer is not defined' in or related to this line: 'self.highlightContainer = highlightContainer;' Line Number: 183
===================================================================
--- original.js
+++ change.js
@@ -627,9 +627,8 @@
var PLAYER_GRAVITY = 0.5;
var PLAYER_SPIN_MAGNITUDE = -2.0;
var PLAYER_ANGULAR_DAMPENING = 0.9995;
var PLAYER_TONGUE_RANGE_MAX = 1000;
-var PLAYER_TONGUE_RANGE_MIN = 500; // Example value, adjust as needed
var PLAYER_ATTACH_MULTIPLIER = 1.12;
var PLAYER_RELEASE_MULTIPLIER = 1.12;
var PLAYER_RELEASE_VY_BONUS = 5;
var PLAYER_BOUNCE_FACTOR = -1.12;
@@ -805,17 +804,16 @@
}
// Find the targetHook
var closestHook = undefined;
var maxDistanceSq = PLAYER_TONGUE_RANGE_MAX * PLAYER_TONGUE_RANGE_MAX;
- var minDistanceSq = PLAYER_TONGUE_RANGE_MIN * PLAYER_TONGUE_RANGE_MIN;
for (var i = 0; i < hookContainer.children.length; i++) {
var hook = hookContainer.children[i];
if (hook !== frog.hookedObj && hook.enabled) {
var dx = hook.x - frog.x;
if (dx > PLAYER_START_X - hook.width) {
var dy = hook.y - frog.y;
var distanceSq = dx * dx + dy * dy;
- if (distanceSq < maxDistanceSq && distanceSq > minDistanceSq) {
+ if (distanceSq < maxDistanceSq) {
maxDistanceSq = distanceSq;
closestHook = hook;
}
}
fireCrackle
Sound effect
frogTongue
Sound effect
frogDeath
Sound effect
lilypadBounce
Sound effect
noTarget
Sound effect
backgroundAmbient
Sound effect
fireCrackling1
Sound effect
fireCrackling2
Sound effect
fireCrackling3
Sound effect
fireCrackling4
Sound effect
frogBounce
Sound effect
pickupCaught
Sound effect