Code edit (13 edits merged)
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Fix Bug: 'SecurityError: Permission denied to access property "removeChild" on cross-origin object' in or related to this line: 'baseDestroy();' Line Number: 529
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Fix Bug: 'TypeError: t is undefined' in or related to this line: 'symbolAsset = self.attachAsset(newSymbol, {' Line Number: 183
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in the transitionPlanets function, destroy all traders and reset the array
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in the transitionPlanets function, destroy all asteroids and reset the array
Code edit (6 edits merged)
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Remove any remaining console logs
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Code edit (4 edits merged)
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Add an asset with id "point" to BorderedSymbol and SymbolText
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Add an asset with id "point" to BorderedText, BorderedSymbol and SymbolText
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Created traders should be added to the foreground
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Created asteroids should be added to the midground and created traders should be added to the foreground
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add two containers to the game object called foreground and midground. Created asteroids should be added to the midground and created traders should be added to the foreground
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Fix Bug: 'ReferenceError: trySpawnTrader is not defined' in or related to this line: 'trySpawnTrader();' Line Number: 1518
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In the Trader's constructor, if its setTrade object is defined, then create a TraderDialogue (sellName, sellAmount, buyName, buyAmount are all in the setTrade object), and add a new function to handle the callback with a bool param
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Add a new Trader class inheriting from ConfigContainer and has params of config and setTrade, with a trader asset attached
===================================================================
--- original.js
+++ change.js
@@ -32,25 +32,10 @@
var size = config.size !== undefined ? config.size : TEXT_DEFAULT_SIZE;
var font = config.font !== undefined ? config.font : TEXT_DEFAULT_FONT;
var textFill = config.fill !== undefined ? config.fill : TEXT_DEFAULT_FILL;
var borderFill = config.border !== undefined ? config.border : TEXT_DEFAULT_BORDER;
- var textConfig = {
- fill: textFill,
- font: font,
- size: size,
- anchorX: anchorX,
- anchorY: anchorY
- };
- var borderConfig = {
- fill: borderFill,
- font: font,
- size: size,
- anchorX: anchorX,
- anchorY: anchorY
- };
var mainAsset;
var textAssets = [];
- console.log(text, anchorX, anchorY);
;
self.setText = setText;
self.setFill = setFill;
;
@@ -59,29 +44,31 @@
textAssets[i].setText(newText);
}
}
function setFill(newFill) {
- mainAsset.fill = newFill;
+ mainAsset.fill = textFill = newFill;
}
function buildTextAssets(newText) {
for (var i = 0; i < TEXT_OFFSETS.length; i++) {
+ var main = i === TEXT_OFFSETS.length - 1;
var textAsset = textAssets[i];
if (textAsset) {
textAsset.destroy();
}
- textAsset = self.addChild(new Text2(newText, i === TEXT_OFFSETS.length - 1 ? textConfig : borderConfig));
- textAsset.anchorX = anchorX;
- textAsset.anchorY = anchorY;
- textAsset.x = TEXT_OFFSETS[i][0] * TEXT_BORDER_WEIGHT;
- textAsset.y = TEXT_OFFSETS[i][1] * TEXT_BORDER_WEIGHT;
+ textAsset = self.addChild(new Text2(newText, {
+ fill: main ? textFill : borderFill,
+ font: font,
+ size: size
+ }));
+ textAsset.anchor = {
+ x: anchorX,
+ y: anchorY
+ }; // NOTE: Cannot be set in config
+ textAsset.x = TEXT_OFFSETS[i][0] * TEXT_BORDER_WEIGHT; // NOTE: Cannot be set in config
+ textAsset.y = TEXT_OFFSETS[i][1] * TEXT_BORDER_WEIGHT; // NOTE: Cannot be set in config
textAssets[i] = textAsset;
}
mainAsset = textAssets[TEXT_OFFSETS.length - 1];
- self.attachAsset('point', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: 0xFF0000
- }); // TEMP
}
;
buildTextAssets(text);
return self;
@@ -113,39 +100,35 @@
var anchorX = config.anchorX !== undefined ? config.anchorX : .5;
var anchorY = config.anchorY !== undefined ? config.anchorY : .5;
var symbolTint = config.tint !== undefined ? config.tint : 0xFFFFFF;
var borderTint = config.border !== undefined ? config.border : TEXT_DEFAULT_BORDER;
- var symbolConfig = {
- // tint: symbolTint,
- tint: 0xFFFFFF,
- anchorX: anchorX,
- anchorY: anchorY
- };
- var borderConfig = {
- // tint: borderTint,
- tint: 0x000000,
- anchorX: anchorX,
- anchorY: anchorY
- };
var mainSymbol;
var symbolAssets = [];
;
self.setSymbol = buildSymbolAssets;
self.setTint = setTint;
;
function setTint(newTint) {
+ // NOTE: Tinting is currently broken (cannot use string)
// mainSymbol.tint = newTint;
// symbolConfig.tint = newTint;
}
function buildSymbolAssets(newSymbol) {
for (var i = 0; i < TEXT_OFFSETS.length; i++) {
+ var main = i === TEXT_OFFSETS.length - 1;
var symbolAsset = symbolAssets[i];
if (symbolAsset) {
symbolAsset.destroy();
}
- symbolAsset = self.attachAsset(newSymbol, {});
- symbolAsset.x = TEXT_OFFSETS[i][0] * TEXT_BORDER_WEIGHT;
- symbolAsset.y = TEXT_OFFSETS[i][1] * TEXT_BORDER_WEIGHT;
+ symbolAsset = self.attachAsset(newSymbol, {
+ // tint: main ? symbolTint : borderTint,
+ tint: main ? 0xFFFFFF : 0x000000,
+ // NOTE: Tinting is currently broken (cannot use string)
+ x: TEXT_OFFSETS[i][0] * TEXT_BORDER_WEIGHT,
+ y: TEXT_OFFSETS[i][1] * TEXT_BORDER_WEIGHT,
+ anchorX: anchorX,
+ anchorY: anchorY
+ });
if (width !== undefined && height === undefined) {
height = symbolAsset.height * (width / symbolAsset.width);
} else if (height !== undefined && width === undefined) {
width = symbolAsset.width * (height / symbolAsset.height);
@@ -157,13 +140,8 @@
}
symbolAssets[i] = symbolAsset;
}
mainSymbol = symbolAssets[TEXT_OFFSETS.length - 1];
- self.attachAsset('point', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: '#FF0000'
- }); // TEMP
}
;
buildSymbolAssets(symbol);
return self;
@@ -210,13 +188,8 @@
height: size,
tint: tint ? config.fill : undefined,
border: config.border // Passthrough
}));
- self.attachAsset('point', {
- anchorX: 0.5,
- anchorY: 0.5,
- tint: '#0000FF'
- }); // TEMP
;
self.setText = setText;
self.setFill = setFill;
self.setSymbol = setSymbol;
@@ -224,9 +197,9 @@
function alignAssets() {
var first = prefix ? symbolAsset : textAsset;
var second = prefix ? textAsset : symbolAsset;
var totalWidth = symbolAsset.width + margin + textAsset.width;
- var heightOffset = 0; // Math.max(first.height, second.height) * (anchorY - 0.5);
+ var heightOffset = Math.max(first.height, second.height) * (0.5 - anchorY);
first.x = -totalWidth * anchorX;
first.y = heightOffset;
second.x = first.x + first.width + margin;
second.y = heightOffset;
@@ -861,9 +834,9 @@
var button = buttons[planet];
if (button.unlocked) {
setDestination(planet);
} else if (money >= button.cost) {
- moneyDisplay.setAmount(money -= button.cost);
+ moneyDisplay.setText(money -= button.cost);
button.unlock();
}
}
self.setDestination = setDestination;
@@ -1311,9 +1284,9 @@
suffix: true,
tint: true
}));
} else {
- return tradeSymbols.addChild(new SymbolText(amount + 'x', name, {
+ return tradeSymbols.addChild(new SymbolText(amount + '×', name, {
x: config.x,
anchorX: config.anchorX,
anchorY: 0.5,
suffix: true
@@ -1365,9 +1338,9 @@
var TEXT_DEFAULT_BORDER = '#000000'; // Required by: BorderedText, BorderedSymbol, SymbolText
var TEXT_DEFAULT_FILL = '#FFFFFF'; // Required by: BorderedText, SymbolText
var TEXT_DEFAULT_FONT = 'Arial'; // Required by: BorderedText, SymbolText
var TEXT_DEFAULT_SIZE = 50; // Required by: BorderedText, SymbolText
-var TEXT_DEFAULT_MARGIN = 10; // Required by: SymbolText
+var TEXT_DEFAULT_MARGIN = 0; // Required by: SymbolText
;
// Game constants
var GAME_TICKS = 60;
var GAME_WIDTH = 2048;
@@ -1428,9 +1401,9 @@
var TRADER_TIME_VARIANCE = 2 * 60 * GAME_TICKS;
var TRADER_COST_VARIANCE = 0.1;
var TRADER_ASK_MIN = 5; // Minimum quantity of items to buy
var TRADER_ASK_MAX = 1.2; // Maximum of current stock to buy
-var TRADER_FRAME_OFFSET_X = 0.13;
+var TRADER_FRAME_OFFSET_X = 0.1;
var TRADER_FRAME_OFFSET_Y = -0.56;
var TRADER_DETAIL_MARGIN = 20;
var TRADER_SHIP_SPACING = 50;
;
@@ -1652,9 +1625,8 @@
trySpawnTrader();
});
;
game.on('down', function (obj) {
- console.log(obj);
if (player) {
var clickPosition = obj.event.getLocalPosition(game);
var dx = clickPosition.x - planet.x;
var dy = clickPosition.y - planet.y;
pixel art of a tiny planet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a planet. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of an alien currency symbol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a planet made of gold ore. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
plain black background with stars. 2d repeating Texture.
pixel art of a asteroid. Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a cute alien farmer, side view. Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a rocky explosion.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art flame particle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a large white, empty, rectangular, speech bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a red chevron. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixel art of yellow grapes. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.