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hide the upgradebutton and availableboonstxt when there are no minorbooncount or majorbooncount
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Remove the play button and logic associated with it
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When leveling up, after incrementing the boon counts, set the availableBoonsTxt text to the sum of minorBoonCount and majorBoonCount
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instead of creating a boonSelection when leveling up, create a function called showBoonSelection which is called when clicking the upgradeButton
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Fix Bug: 'TypeError: LK.setInverval is not a function' in this line: 'LK.setInverval(function () {' Line Number: 43
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bloodsplatters should fade out over their lifetime
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Remove score increment
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Remove the score
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when leveling up, increase a new minorBoonCount variable by 1, or a new majorBoonCount by 1 if the level is a factor of 5
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Fix Bug: 'ReferenceError: minorBoonsLevels is not defined' in this line: 'return minorBoonsLevels[boon] < 5;' Line Number: 117
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Assets created in MinorBoonSelection should be attached to self not boonPopup
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Fix Bug: 'ReferenceError: boonLevels is not defined' in this line: 'var boonLevel = new Text2(boonLevels[selectedBoons[i]] + ' ' + selectedBoons[i], {' Line Number: 146
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showMinorBoonSelection should be converted into a Container called MinorBoonSelection
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add an image asset to the start button
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===================================================================
--- original.js
+++ change.js
@@ -140,9 +140,9 @@
boonMessage2.anchor.set(.5, 0);
boonMessage2.y = -130;
boonPopup.addChild(boonMessage2);
for (var i = 0; i < selectedBoons.length; i++) {
- var boonButton = boonPopup.createAsset('boonButton', selectedBoons[i] + ' Boon Button', 0.5, 0.5);
+ var boonButton = boonPopup.createAsset('boonButton', selectedBoons[i] + ' Boon Button', 0, 0.5);
boonButton.y = i * 120;
boonButton.x = -120;
boonButton.index = i;
var boonLevel = new Text2(boonLevels[selectedBoons[i]] + ' ' + selectedBoons[i], {
@@ -151,9 +151,9 @@
font: 'bold monospace'
});
boonLevel.anchor.set(0, .5);
boonLevel.y = boonButton.y;
- boonLevel.x = boonButton.x - 130;
+ boonLevel.x = boonButton.x + 40;
boonPopup.addChild(boonLevel);
boonButton.on('down', function () {
boonLevels[boons[this.index]]++;
boonPopup.destroy();
@@ -164,8 +164,9 @@
;
var isPaused = true;
var grass = self.createAsset('grass', 'Grass Background', 0, 0);
var playButton = LK.gui.center.createAsset('playButton', 'Play Button', 0.5, 0.5);
+ var playButtonImage = playButton.createAsset('startButtonImage', 'Start Button Image', 0.5, 0.5);
playButton.on('down', function () {
isPaused = false;
playButton.destroy();
});
pixel art cross with blue accents Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a white orb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a white orb with a halo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a pulsating white heart with a halo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a dark goo projectile with red highlights. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art tall blue fireball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of an evil fantasy sword facing downward. Minor red details. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
backgroundAmbient
Sound effect
heroHealed
Sound effect
pickupExperience
Sound effect
heroLeveled
Sound effect
weaponCrossImpact
Sound effect
heroImpact
Sound effect
enemyDeath
Sound effect
pickupWeapon
Sound effect
pickupCrucifix
Sound effect
weaponCrossLaunch
Sound effect
heroDeath
Sound effect
enemyRoar
Sound effect
clockChime
Sound effect