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in the CrossWeapon's launch function, create additional projectiles based on the hero's "Extra" major boon. These additional projectiles should have their angle uniformally distributed in a radius around the hero
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make the screen flash red when a basicenemy deals damage to the hero
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Fix Bug: 'ReferenceError: updateButton is not defined' in this line: 'updateButton.visible = bool;' Line Number: 595
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Fix Bug: 'TypeError: availableBoonsTxt.anchor is undefined' in this line: 'availableBoonsTxt.anchor.set(.5, .5);' Line Number: 389
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Fix Bug: 'ReferenceError: setting is not defined' in this line: 'if (setting.anchor) {' Line Number: 55
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Fix Bug: 'ReferenceError: setting is not defined' in this line: 'text.anchor.set(settings.anchor.x, setting.anchor.y);' Line Number: 51
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Fix Bug: 'TypeError: countdownTxt.anchor is undefined' in this line: 'countdownTxt.anchor.set(.5, 0);' Line Number: 18
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Fix Bug: 'ReferenceError: countdown is not defined' in this line: 'LK.gui.topCenter.addChild(countdown);' Line Number: 377
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Fix Bug: 'TypeError: this.children is undefined' in this line: 'LK.gui.topCenter.addChild(countdown);' Line Number: 377
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Fix Bug: 'TypeError: this.children is undefined' in this line: 'LK.gui.topCenter.addChild(countdown);' Line Number: 377
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===================================================================
--- original.js
+++ change.js
@@ -11,11 +11,9 @@
var countdown = initialCountdown;
var ticker = 60;
var countdownTxt = new BorderedText('', {
size: 60,
- fill: '#ffffff',
font: 'bold monospace',
- border: 2,
anchor: {
x: .5,
y: 0
}
@@ -43,12 +41,12 @@
});
var BorderedText = Container.expand(function (string, settings) {
var self = Container.call(this);
var textList = [];
- var border = settings.border || 2;
+ var border = 2;
var offsets = [[-border, -border], [-border, border], [border, border], [border, -border], [0, 0]];
var borderSettings = {
- fill: '#000000',
+ fill: settings.border || '#000000',
font: settings.font,
size: settings.size
};
var textSettings = {
@@ -320,20 +318,18 @@
var boonIndex = Math.floor(Math.random() * availableBoons.length);
selectedBoons.push(availableBoons.splice(boonIndex, 1)[0]);
}
var background = self.createAsset('boonBackground', 'Boon Selection Popup', 0.5, 0.5);
- var boonMessageTitle = new Text2('Choose ' + count, {
+ var boonMessageTitle = new BorderedText('Choose ' + count, {
size: 60,
- fill: '#ffffff',
font: 'bold monospace'
});
background.y = 50;
boonMessageTitle.anchor.set(.5, 0);
boonMessageTitle.y = -220;
self.addChild(boonMessageTitle);
- var boonMessageSubtitle = new Text2(type + ' Boon', {
+ var boonMessageSubtitle = new BorderedText(type + ' Boon', {
size: 50,
- fill: '#ffffff',
font: 'bold monospace'
});
boonMessageSubtitle.anchor.set(.5, 0);
boonMessageSubtitle.y = -160;
@@ -347,20 +343,18 @@
boonButton.on('down', function () {
self.destroy();
callback(this.boon);
});
- var boonLevel = new Text2(boons[boon], {
+ var boonLevel = new BorderedText(boons[boon], {
size: 50,
- fill: '#ffffff',
font: 'bold monospace'
});
boonLevel.anchor.set(.5, .5);
boonLevel.y = boonButton.y;
boonLevel.x = boonButton.x;
self.addChild(boonLevel);
- var boonName = new Text2(boon, {
+ var boonName = new BorderedText(boon, {
size: 50,
- fill: '#ffffff',
font: 'bold monospace'
});
boonName.anchor.set(0, .5);
boonName.y = boonButton.y;
@@ -379,9 +373,9 @@
var level = 1;
var levelRequirement = 20;
var minorBoonCount = 0;
var majorBoonCount = 0;
- var availableBoonsTxt = new Text2('0', {
+ var availableBoonsTxt = new BorderedText('0', {
size: 50,
fill: '#ff0000',
font: 'bold monospace'
});
@@ -391,17 +385,16 @@
grass.height = 2732;
self.addChild(grass);
updateButton.x = -70;
updateButton.y = 70;
- availableBoonsTxt.anchor.set(.5, .5);
availableBoonsTxt.x = -70;
availableBoonsTxt.y = 70;
updateButton.on('down', function () {
if (minorBoonCount + majorBoonCount > 0) {
showBoonSelection();
}
});
- var levelTxt = new Text2('Level ' + level + ' • XP', {
+ var levelTxt = new BorderedText('Level ' + level + ' • XP', {
size: 80,
fill: '#ffffff',
font: 'bold monospace'
});
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