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projectiles should record in a map which enemies it hit (by the enemy id) and the last tick they were hit. Enemies cannot get hit more than once every 10 ticks
Code edit (11 edits merged)
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instead of generating a unique id, use an integer which is incremented
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Fix Bug: 'TypeError: LK.generateUniqueId is not a function' in this line: 'enemies.push(new BasicEnemy(self, x, y, {' Line Number: 704
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Fix Bug: 'TypeError: LK.generateUniqueId is not a function' in this line: 'enemies.push(new BasicEnemy(self, x, y, {' Line Number: 704
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add a unique id to enemies, passed through in the constructor args object
Code edit (6 edits merged)
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Fix Bug: 'TypeError: t.setStageReference is not a function' in this line: 'parent.addChild(self);' Line Number: 138
Code edit (1 edits merged)
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Code edit (3 edits merged)
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User prompt
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
Code edit (3 edits merged)
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make the screen flash red when a basicenemy deals damage to the hero
Code edit (4 edits merged)
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Fix Bug: 'ReferenceError: updateButton is not defined' in this line: 'updateButton.visible = bool;' Line Number: 595
Code edit (1 edits merged)
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Code edit (6 edits merged)
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Fix Bug: 'TypeError: availableBoonsTxt.anchor is undefined' in this line: 'availableBoonsTxt.anchor.set(.5, .5);' Line Number: 389
Code edit (1 edits merged)
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Code edit (5 edits merged)
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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
===================================================================
--- original.js
+++ change.js
@@ -11,9 +11,8 @@
var countdown = initialCountdown;
var ticker = 60;
var countdownTxt = new BorderedText('', {
size: 60,
- font: 'bold monospace',
anchor: {
x: .5,
y: 0
}
@@ -41,25 +40,31 @@
});
var BorderedText = Container.expand(function (string, settings) {
var self = Container.call(this);
var textList = [];
- var border = 2;
- var offsets = [[-border, -border], [-border, border], [border, border], [border, -border], [0, 0]];
+ var defaultFill = '#ffffff';
+ var defaultBorder = '#000000';
+ var defaultFont = 'bold monospace';
+ var defaultSize = 50;
+ var defaultWeight = 2;
+ var offsets = [[-1, -1], [-1, 1], [1, 1], [1, -1], [0, 0]];
var borderSettings = {
- fill: settings.border || '#000000',
- font: settings.font,
- size: settings.size
+ fill: settings.border || defaultBorder,
+ font: settings.font || defaultFont,
+ size: settings.size || defaultSize
};
var textSettings = {
- fill: settings.fill || '#ffffff',
- font: settings.font,
- size: settings.size
+ fill: settings.fill || defaultFill,
+ font: settings.font || defaultFont,
+ size: settings.size || defaultSize
};
+ self.x = settings.x;
+ self.y = settings.y;
for (var i = 0; i < offsets.length; i++) {
var localSettings = i === offsets.length - 1 ? textSettings : borderSettings;
var text = new Text2(string, localSettings);
- text.x += offsets[i][0];
- text.y += offsets[i][1];
+ text.x += offsets[i][0] * defaultWeight;
+ text.y += offsets[i][1] * defaultWeight;
if (settings.anchor) {
text.anchor.set(settings.anchor.x, settings.anchor.y);
}
textList.push(text);
@@ -70,24 +75,30 @@
textList[i].setText(string);
}
};
});
-var ExperiencePickup = Container.expand(function (hero) {
+var ExperiencePickup = Container.expand(function (experience) {
var self = Container.call(this);
var pickupGraphics = self.createAsset('experiencePickup', 'Experience Pickup', .5, .5);
- self.active = false;
- self.move = function () {
+ var active = false;
+ self.update = update;
+ function update(vars) {
+ var hero = vars.hero;
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 400) {
self.active = true;
+ if (self.intersects(hero)) {
+ hero.addExperience(experience);
+ return true;
+ }
}
if (self.active) {
self.x += dx / distance * 20;
self.y += dy / distance * 20;
}
- };
+ }
});
var CrucifixPickup = Container.expand(function () {
var self = Container.call(this);
var pickupGraphics = self.createAsset('crucifixPickup', 'Crucifix Pickup', .5, .5);
@@ -103,13 +114,16 @@
return true;
}
}
});
-var BasicBloodSplatter = Container.expand(function () {
+var BasicBloodSplatter = Container.expand(function (parent, x, y) {
var self = Container.call(this);
var splatterGraphics = self.createAsset('bloodSplatter', 'Blood Splatter', .5, .5);
var initialLifetime = Math.floor(0.2 * 60);
var remainingLifetime = initialLifetime;
+ parent.addChild(self);
+ self.x = x;
+ self.y = y;
LK.setInterval(function () {
remainingLifetime -= 1;
var lifetime = remainingLifetime / initialLifetime;
splatterGraphics.alpha = lifetime;
@@ -121,10 +135,13 @@
self.destroy();
}
}, 0);
});
-var BasicEnemy = Container.expand(function (difficultyScale) {
+var SectionalContainer = Container.expand(function (parent, x, y, difficultyScale) {
var self = Container.call(this);
+});
+var BasicEnemy = Container.expand(function (parent, x, y, difficultyScale) {
+ var self = Container.call(this);
var enemyGraphics = self.createAsset('enemy', 'Enemy character', .5, .5);
var damageDistance = 100;
var speed = 1.8;
var damage = 5;
@@ -133,11 +150,19 @@
var bobMagnitude = 2;
var bobPeriod = 10;
var creationTick = LK.ticks;
var health = 5 + 25 * difficultyScale;
- self.update = function (vars) {
+ var parent = parent;
+ self.x = x;
+ self.y = x;
+ self.update = update;
+ parent.addChild(self);
+ function update(vars) {
if (health <= 0) {}
var hero = vars.hero;
+ var game = vars.game;
+ var healthPickups = vars.healthPickups;
+ var crucifixPickups = vars.crucifixPickups;
var projectiles = vars.projectiles;
var dx = hero.x - self.x;
var dy = hero.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
@@ -157,67 +182,61 @@
self.health -= 10 + 5 * hero.minorBoonLevels['Damage'];
if (self.health.health <= 0) {
if (crucifixPickups.length < 1 && Math.random() < Math.sqrt(hero.minorBoonLevels['Luck']) / 100) {
var crucifixPickup = new CrucifixPickup();
- crucifixPickup.x = enemies[i].x;
- crucifixPickup.y = enemies[i].y;
+ crucifixPickup.x = self.x;
+ crucifixPickup.y = self.y;
self.addChild(crucifixPickup);
crucifixPickups.push(crucifixPickup);
} else if (healthPickups.length < 5) {
for (var k = 0; k <= hero.minorBoonLevels['Luck']; k++) {
if (Math.random() < 0.05) {
var pickup = new HealingPickup();
- pickup.x = enemies[i].x;
- pickup.y = enemies[i].y;
+ pickup.x = self.x;
+ pickup.y = self.y;
self.addChild(pickup);
healthPickups.push(pickup);
break;
}
}
}
- for (var k = 0; k <= hero.minorBoonLevels['Luck']; k++) {
- if (Math.random() < 0.5) {
- var experiencePickup = new ExperiencePickup(hero);
- experiencePickup.x = enemies[i].x + Math.random() * 100 - 50;
- experiencePickup.y = enemies[i].y + Math.random() * 100 - 50;
- self.addChild(experiencePickup);
- experiencePickups.push(experiencePickup);
- break;
+ var experience = 0;
+ for (var k = 0; k <= hero.minorBoonLevels['Luck'] + 1; k++) {
+ if (Math.random() < 0.3) {
+ experience++;
}
}
- var bloodSplatter = new BloodSplatter();
- bloodSplatter.x = enemies[i].x;
- bloodSplatter.y = enemies[i].y;
- self.addChild(bloodSplatter);
- enemies[i].destroy();
- enemies.splice(i, 1);
- i--;
- break;
+ if (experience > 0) {
+ var experiencePickup = new ExperiencePickup(experience);
+ experiencePickup.x = enemies[i].x + Math.random() * 100 - 50;
+ experiencePickup.y = enemies[i].y + Math.random() * 100 - 50;
+ self.addChild(experiencePickup);
+ experiencePickups.push(experiencePickup);
+ }
+ var bloodSplatter = new BloodSplatter(game, self.x, self.y);
+ return true;
}
}
}
- };
+ }
});
-var CrossProjectile = Container.expand(function (hero) {
+var CrossProjectile = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.createAsset('crossProjectile', 'Bullet Graphics', .5, .5);
self.speed = 30;
self.range = null;
self.destroyRange = -1200;
self.travelDistance = 200;
- self.update = function () {
+ self.update = function (vars) {
+ var hero = vars.hero;
self.x += self.speed * Math.cos(self.angle);
self.y += self.speed * Math.sin(self.angle);
self.rotation += 0.2;
self.travelDistance -= Math.abs(self.speed);
if (self.travelDistance <= 0 && self.speed > -30) {
self.speed -= 1;
}
- if ((self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) && self.travelDistance < -self.destroyRange || self.intersects(hero) && projectile.speed < 0) {
- heroBullet.destroy();
- hero.projectiles.splice(index, 1);
- i--;
- }
+ return (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) && self.travelDistance < -self.destroyRange || self.intersects(hero) && projectile.speed < 0;
};
});
var CrossWeapon = Container.expand(function (hero) {
var self = Container.call(this);
@@ -246,11 +265,16 @@
self.cooldown = self.initialCooldown / attackSpeed;
}
};
});
-var Hero = Container.expand(function () {
+var Hero = Container.expand(function (consts) {
var self = Container.call(this);
var heroGraphics = self.createAsset('hero', 'Hero character', .5, .5);
+ var progressBar = consts.progressBar;
+ var onLevelUp = consts.onLevelUp;
+ var experience = 0;
+ var level = 1;
+ var levelRequirement = 20;
self.minorBoonLevels = {
'Luck': 0,
'Scale': 0,
'Range': 0,
@@ -277,9 +301,10 @@
self.healthBar.y = -120;
self.healthBarBorder.x = self.healthBar.x;
self.healthBarBorder.width = self.healthBar.width + 10;
self.healthBarBorder.height = self.healthBar.height + 10;
- self.update = function (enemies) {
+ self.update = update;
+ function update(enemies) {
self.healthBar.scale.x = Math.max(0, self.health / self.healthMax);
if (self.health <= 0) {
LK.showGameOver();
}
@@ -301,9 +326,18 @@
} else {
self.scale.x = 1;
}
iterateContainer(self.weapons);
- };
+ }
+ function addExperience(amount) {
+ if (experience >= levelRequirement) {
+ level++;
+ experience -= levelRequirement;
+ levelRequirement = Math.floor(levelRequirement * 1.2);
+ onLevelUp(level);
+ }
+ progressBar.scale.x = hero.experience / hero.levelRequirement;
+ }
});
var BoonSelection = Container.expand(function (boons, type, count, callback) {
var self = Container.call(this);
var availableBoons = Object.keys(boons).filter(function (boon) {
@@ -319,27 +353,24 @@
selectedBoons.push(availableBoons.splice(boonIndex, 1)[0]);
}
var background = self.createAsset('boonBackground', 'Boon Selection Popup', 0.5, 0.5);
var boonMessageTitle = new BorderedText('Choose ' + count, {
+ y: -220,
size: 60,
- font: 'bold monospace',
anchor: {
x: .5,
y: 0
}
});
background.y = 50;
- boonMessageTitle.y = -220;
self.addChild(boonMessageTitle);
var boonMessageSubtitle = new BorderedText(type + ' Boon', {
- size: 50,
- font: 'bold monospace',
+ y: -160,
anchor: {
y: .5,
y: 0
}
});
- boonMessageSubtitle.y = -160;
self.addChild(boonMessageSubtitle);
for (var i = 0; i < selectedBoons.length; i++) {
var boon = selectedBoons[i];
var boonButton = self.createAsset('boonButton', boon + ' Boon Button', 0.5, 0.5);
@@ -352,20 +383,16 @@
});
var boonLevel = new BorderedText(boons[boon], {
x: boonButton.x,
y: boonButton.y,
- size: 50,
- font: 'bold monospace',
anchor: {
x: .5,
y: .5
}
});
var boonName = new BorderedText(boon, {
x: boonButton.x + 60,
y: boonButton.y,
- size: 50,
- font: 'bold monospace',
anchor: {
x: 0,
y: .5
}
@@ -376,41 +403,40 @@
});
var Game = Container.expand(function () {
var self = Container.call(this);
var isPaused = true;
+ var minorBoonCount = 0;
+ var majorBoonCount = 0;
var grass = self.createAsset('grass', 'Grass Background', 0, 0);
- var hero = new Hero();
var canMove = false;
var difficultyScale = 0;
- var experience = 0;
- var level = 1;
- var levelRequirement = 20;
- var minorBoonCount = 0;
- var majorBoonCount = 0;
var availableBoonsTxt = new BorderedText('0', {
- size: 50,
+ x: -70,
+ y: 70,
fill: '#ff0000',
- font: 'bold monospace'
+ anchor: {
+ x: .5,
+ y: .5
+ }
});
var updateButton = LK.gui.topRight.createAsset('updateButton', 'Update Button', 0.5, 0.5);
LK.gui.topRight.addChild(availableBoonsTxt);
grass.width = 2048;
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 BorderedText('Level ' + level + ' • XP', {
- size: 80,
- fill: '#ffffff',
- font: 'bold monospace'
+ var levelTxt = new BorderedText('Level 1 • XP', {
+ anchor: {
+ x: 1.0,
+ y: 0
+ },
+ size: 80
});
var selectingBoon = false;
var progressBarBorder = LK.getAsset('progressBarBorder', 'Progress Bar Border', 0, .5);
var progressBar = LK.getAsset('progressBar', 'Progress Bar', 0, .5);
@@ -419,8 +445,12 @@
var healthPickups = [];
var crucifixPickups = [];
var experiencePickups = [];
var countdownTimer = new CountdownTimer(300);
+ var hero = new Hero({
+ progressBar,
+ onLevelUp
+ });
LK.gui.topCenter.addChild(countdownTimer);
LK.gui.topCenter.addChild(progressBarBorder);
LK.gui.topCenter.addChild(progressBar);
LK.gui.topCenter.addChild(levelTxt);
@@ -429,9 +459,8 @@
progressBarBorder.y = levelTxt.y + levelTxt.height / 2;
progressBar.x = 24;
progressBar.y = levelTxt.y + levelTxt.height / 2;
progressBar.scale.x = 0;
- levelTxt.anchor.set(1.0, 0);
hero.x = 2048 / 2;
hero.y = 2732 / 2;
self.targetPos = null;
self.addChild(hero);
@@ -465,8 +494,11 @@
updateContainer(enemyProjectiles);
updateContainer(enemies, {
projectiles: hero.projectiles
});
+ updateContainer(experiencePickups, {
+ hero: hero
+ });
for (var i = 0; i < crucifixPickups.length; i++) {
if (hero.intersects(crucifixPickups[i])) {
for (var j = 0; j < enemies.length; j++) {
enemies[j].destroy();
@@ -490,31 +522,8 @@
LK.effects.flashScreen(0xffffff, 1000);
break;
}
}
- for (var i = 0; i < experiencePickups.length; i++) {
- var experiencePickup = experiencePickups[i];
- experiencePickup.move();
- if (experiencePickup.intersects(hero)) {
- experiencePickup.destroy();
- experiencePickups.splice(i, 1);
- experience++;
- if (experience >= levelRequirement) {
- level++;
- experience -= levelRequirement;
- levelRequirement = Math.floor(levelRequirement * 1.2);
- levelTxt.setText('Level ' + level + ' • XP');
- if (level % 5) {
- minorBoonCount++;
- } else {
- majorBoonCount++;
- }
- refreshBoonUpgradeButton();
- }
- progressBar.scale.x = experience / levelRequirement;
- i--;
- }
- }
if (LK.ticks % (60 - Math.floor(55 * difficultyScale)) === 0) {
spawnEnemy();
}
}
@@ -582,5 +591,14 @@
}
enemies.push(enemy);
self.addChild(enemy);
}
+ function onLevelUp(level) {
+ levelTxt.setText('Level ' + level + ' • XP');
+ if (level % 5) {
+ minorBoonCount++;
+ } else {
+ majorBoonCount++;
+ }
+ refreshBoonUpgradeButton();
+ }
});
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