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Please fix the bug: 'ReferenceError: heightDifference is not defined' in or related to this line: 'var dy = hero.y + heightDifference - self.y;' Line Number: 97
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var updateBase = self.update;' Line Number: 117
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Please fix the bug: 'ReferenceError: WeaponFireball is not defined' in or related to this line: 'startingWeapons.push(backgroundContainer.addChild(new PickupWeapon({' Line Number: 525
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add a hero asset with anchor (0.5, 1.0) to the Hero class
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Please fix the bug: 'ReferenceError: tint is not defined' in or related to this line: 'var bar = self.attachAsset('shapeBox', {' Line Number: 73
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add an outlineSmall asset to the joystickKnob and an outlineLarge asset to the joystick
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add a new sorting container (inheriting from Container) that has an update function that sorts it's children array by their ascending y value
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Replace all usages of the 'blank' asset with the 'shapeBox' asset
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Migrate to the latest version of LK
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flash the CrossWeapon's aimArrow and the FireballWeapon's projectileLaunchers white during the launch function
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Fix Bug: 'ReferenceError: tryUpdateLaunchers is not defined' in this line: 'tryUpdateLaunchers(args);' Line Number: 1024
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Fix Bug: 'TypeError: existingEffect.refresh is not a function' in this line: 'existingEffect.refresh({' Line Number: 803
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/**** * Classes ****/ var ConfigContainer = Container.expand(function (config) { var self = Container.call(this); config = config || {}; // Private variables var destroyCalled = false; // Public variables self.x = config.x || 0; self.y = config.y || 0; self.rotation = config.rotation || 0; self.alpha = config.alpha !== undefined ? config.alpha : 1.0; if (config.scale !== undefined || config.scaleX !== undefined || config.scaleY !== undefined) { var scaleX = config.scaleX !== undefined ? config.scaleX : config.scale !== undefined ? config.scale : 1; var scaleY = config.scaleY !== undefined ? config.scaleY : config.scale !== undefined ? config.scale : 1; self.scale.set(scaleX, scaleY); } // Public functions self.callDestroy = function () { if (!destroyCalled) { destroyCalled = true; self.onDestroy(); destroy(); } }; self.onDestroy = function () {}; // Enable inheritance return self; }); var ProgressBar = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); var width = config.width || 120; var height = config.height || 15; var weight = config.weight || 6; self.attachAsset('shapeBox', { width: width + 2 * weight, height: height + 2 * weight, anchorX: 0.5, anchorY: 0.5, tint: 0x000000 }); var bar = self.attachAsset('shapeBox', { x: -width / 2, width: width, height: height, anchorY: 0.5, tint: config.tint || 0xFFFFFF }); self.updatePercentage = function (percentage) { bar.scale.x = Math.min(1.0, Math.max(0, percentage)); }; if (config.percentage !== undefined) { self.updatePercentage(config.percentage); } // Enable inheritance return self; }); var Pickup = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); self.activated = false; self.pickupRange = 0; self.update = function () { if (!isPaused && !self.activated) { var dx = hero.x - self.x; var dy = hero.y + heightDifference - self.y; var distanceSqr = dx * dx + dy * dy; if (distanceSqr <= self.pickupRange * self.pickupRange) { self.activated = true; self.onActivate(); } } }; self.onActivate = function () {}; // Enable inheritance return self; }); var PickupWeapon = Pickup.expand(function (config) { var self = Pickup.call(this, config); var updateBase = self.update; var scaleBase = self.scale; self.pickupRange = PICKUP_WEAPON_RANGE; var graphics = self.attachAsset(config.graphics, { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { updateBase(); var scaleFactor = 1 + Math.sin(LK.ticks / 10) * 0.1; graphics.scale.x = scaleBase.x * scaleFactor; graphics.scale.y = scaleBase.y * scaleFactor; }; self.onActivate = function () { // hero.addChild(new config.weaponClass()); for (var i = startingWeapons.length - 1; i >= 0; i--) { startingWeapons[i].callDestroy(); } callDestroy(); }; // Enable inheritance return self; }); var PickupHealing = Pickup.expand(function (config) { var self = Pickup.call(this, config); var updateBase = self.update; self.attachAsset('pickupHealing', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (hero.health < hero.healthMax) { updateBase(); } }; self.onActivate = function () { hero.healPercentage(PICKUP_HEAL_MINOR); }; // Enable inheritance return self; }); var PickupCrucifix = Pickup.expand(function (config) { var self = Pickup.call(this, config); self.pickupRange = PICKUP_CRUCIFIX_RANGE; self.attachAsset('pickupCrucifix', { anchorX: 0.5, anchorY: 0.5 }); self.onActivate = function () { for (var i = midBackContainer.children.length; i >= 0; --i) { var child = midBackContainer.children[i]; if (child && child.clearable) { child.destroy(); } } for (var i = midFrontContainer.children.length; i >= 0; --i) { var child = midFrontContainer.children[i]; if (child && child.clearable) { child.destroy(); } } for (var i = backgroundContainer.children.length; i >= 0; --i) { var child = backgroundContainer.children[i]; if (child && child.onActivate) { child.onActivate(); } } }; }); var JoystickKnob = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); self.attachAsset('shapeEllipse', { width: config.size, height: config.size, anchorX: 0.5, anchorY: 0.5, tint: 0x808080, alpha: 0.5 }); self.attachAsset('joystickKnob', { width: config.size * 0.65, height: config.size * 0.65, anchorX: 0.5, anchorY: 0.5, tint: 0x000000 }); self.attachAsset('outlineSmall', { width: config.size + 5, height: config.size + 5, anchorX: 0.5, anchorY: 0.5, tint: 0x000000 }); return self; }); var Joystick = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); var size = config.size || 100; var maxDistance = size / 2; var base = self.attachAsset('shapeEllipse', { width: size, height: size, anchorX: 0.5, anchorY: 0.5, tint: 0xA0A0A0, alpha: 0.5 }); self.attachAsset('outlineLarge', { width: size + 5, height: size + 5, anchorX: 0.5, anchorY: 0.5, tint: 0x000000 }); var knob = self.addChild(new JoystickKnob({ size: size / 2 })); var pressed = false; self.magnitude = 0; self.direction = undefined; self.down = function (x, y, obj) { if (x === 0 && y === 0) { self.magnitude = 0; self.direction = undefined; } else { var distance = Math.sqrt(x * x + y * y); if (distance <= size / 2) { pressed = true; knob.x = x; knob.y = y; self.magnitude = distance / maxDistance; self.direction = Math.atan2(y, x); } } }; self.movement = function (x, y, obj) { if (pressed) { if (x === 0 && y === 0) { self.magnitude = 0; self.direction = undefined; } else { var distance = Math.sqrt(x * x + y * y); var direction = Math.atan2(y, x); if (distance > maxDistance) { x = Math.cos(direction) * maxDistance; y = Math.sin(direction) * maxDistance; distance = maxDistance; } knob.x = x; knob.y = y; self.magnitude = distance / maxDistance; self.direction = direction; } } }; self.release = function (x, y, obj) { pressed = false; self.magnitude = 0; self.direction = undefined; knob.x = 0; knob.y = 0; }; return self; }); var Hero = ConfigContainer.expand(function (config) { var self = ConfigContainer.call(this, config); self.speed = HERO_SPEED_BASE; self.healthMax = HERO_HEALTH_BASE; self.health = self.healthMax; self.attachAsset('shapeEllipse', { width: 150, height: 15, anchorX: 0.5, anchorY: 0.5, tint: 0x000000, alpha: 0.75 }); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 1.0 }); var healthBar = self.addChild(new ProgressBar({ y: -heroGraphics.height - 30, tint: HERO_COLOUR })); self.update = function () { if (!isPaused && joystick.direction !== undefined) { var speedX = Math.cos(joystick.direction) * joystick.magnitude * self.speed; var speedY = Math.sin(joystick.direction) * joystick.magnitude * self.speed; self.x += speedX; self.y += speedY; if (self.x < HERO_BORDER) { self.x = HERO_BORDER; } else if (self.x > GAME_WIDTH - HERO_BORDER) { self.x = GAME_WIDTH - HERO_BORDER; } if (self.y < HERO_BORDER) { self.y = HERO_BORDER; } else if (self.y > GAME_HEIGHT - HERO_BORDER) { self.y = GAME_HEIGHT - HERO_BORDER; } heroGraphics.scale.x = speedX < 0 ? -1 : 1; } }; self.takeDamage = function (amount) { self.health = Math.max(0, self.health - amount); healthBar.updatePercentage(self.health / self.healthMax); LK.effects.flashObject(self.collision, 0xAA0000, 1000); if (self.health <= 0) { LK.effects.flashScreen(0xAA0000, 1000); LK.showGameOver(); } }; self.healPercentage = function (percentage) { if (percentage > 0) { self.health = Math.min(self.healthMax, self.health + self.healthMax * percentage); LK.effects.flashObject(self.collision, HERO_COLOUR, 1000); } healthBar.updatePercentage(self.health / self.healthMax); }; }); var SortingContainer = Container.expand(function () { var self = Container.call(this); self.update = function () { self.children.sort(function (a, b) { return a.y - b.y; }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ ; //============================================================================== // Global constants & settings //============================================================================== ; var GAME_TICKS = 60; var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; ; // Hero settings var HERO_COLOUR = 0x0FA0FF; var HERO_BORDER = 250; var HERO_HEALTH_BASE = 100; var HERO_HEALTH_BONUS = 30; var HERO_SPEED_BASE = 8; var HERO_SPEED_BONUS = 2; var HERO_XP_REQUIRED = 20; var HERO_XP_SCALING = 1.2; // Enemy settings var ENEMY_COLOUR = 0xAA0000; var ENEMY_BORDER = 50; // Forced minimum move distance from the edge of the screen var ENEMY_BORDER_SPAWN = -100; var ENEMY_SPAWN_DELAY = 2 * GAME_TICKS; var ENEMY_SPAWN_RATE_BASE = 1 * GAME_TICKS; var ENEMY_SPAWN_RATE_SCALE = 0.75 * GAME_TICKS; var ENEMY_SPAWN_RATE_MIN = 0.25 * GAME_TICKS; var ENEMY_LIMIT = 40; var ENEMY_XP_RANGE = 50; var ENEMY_STATE_MOVE = 'move'; var ENEMY_STATE_FLEE = 'flee'; var ENEMY_STATE_ATTACK = 'attack'; var ENEMY_BASIC_SPEED = 2.5; var ENEMY_BASIC_HEALTH_BASE = 10; var ENEMY_BASIC_HEALTH_SCALE = 50; var ENEMY_BASIC_HEALTH_OFFSET = 30; var ENEMY_BASIC_ATTACK_RANGE = 100; var ENEMY_BASIC_ATTACK_DAMAGE = 10; var ENEMY_BASIC_ATTACK_COOLDOWN = GAME_TICKS / 6; var ENEMY_BASIC_GRAPHICS_OFFSET = -100; var ENEMY_BASIC_BOB_MAGNITUDE = 2; var ENEMY_BASIC_BOB_PERIOD = 10; var ENEMY_BASIC_XP_DROP_CHANCE = 0.3; // Per level of Luck var ENEMY_RANGED_SPEED = 1.5; var ENEMY_RANGED_HEALTH_BASE = 20; var ENEMY_RANGED_HEALTH_SCALE = 60; var ENEMY_RANGED_HEALTH_OFFSET = 20; var ENEMY_RANGED_RANGE_MIN = 500; var ENEMY_RANGED_RANGE_VAR = 250; var ENEMY_RANGED_ATTACK_DAMAGE = 5; var ENEMY_RANGED_MOVE_COOLDOWN_ADJUSTMENT = -0.5; var ENEMY_RANGED_GRAPHICS_OFFSET = -100; var ENEMY_RANGED_FLEE_DISTANCE_FACTOR = 0.35; var ENEMY_RANGED_FLEE_SPEED_FACTOR = 1.5; var ENEMY_RANGED_SCALE_PERIOD = 20; var ENEMY_RANGED_SCALE_MAGNITUDE = 0.05; var ENEMY_RANGED_XP_DROP_BASE = 2; var ENEMY_RANGED_XP_DROP_CHANCE = 0.5; // Per level of Luck var ENEMY_RANGED_DIFFICULTY = 0.2; var ENEMY_RANGED_SPAWN_CHANCE_MIN = 0.4; var ENEMY_RANGED_SPAWN_CHANCE_FACTOR = 0.5; // Pickup settings var PICKUP_HEAL_MINOR = 0.1; var PICKUP_HEAL_MAJOR = 1.0; var PICKUP_HEALTH_COUNT = 3; var PICKUP_HEALTH_CHANCE = 0.02; // Per level of luck var PICKUP_CRUCIFIX_COUNT = 1; var PICKUP_CRUCIFIX_RANGE = 100; var PICKUP_WEAPON_RANGE = 100; ; //============================================================================== // Instances & variables //============================================================================== var heightDifference = 0; // Variables var isPaused = false; var level = 1; var experience = 0; var levelRequirement = HERO_XP_REQUIRED; var enemyCount = 0; var minorBoonCount = 0; var majorBoonCount = 0; var pickupHealthCount = 0; var pickupCrucifixCount = 0; var difficultyScale = 0; var startingWeapons = []; var minorBoonLevels = { 'Luck': 0, 'Scale': 0, 'Range': 0, 'Damage': 0, 'Rearm': 0, 'Duration': 0, 'Health': 0, 'Speed': 0 }; var majorBoonLevels = { 'Growth': 0, 'Split': 0 }; ; // Game instances game.attachAsset('grassTop', { y: HERO_BORDER - 100, x: GAME_WIDTH / 2, anchorX: 0.5 }); game.attachAsset('grassBot', { y: GAME_HEIGHT - HERO_BORDER + 100, x: GAME_WIDTH / 2, anchorX: 0.5, anchorY: 1.0 }); var backgroundContainer = game.addChild(new Container()); var midBackContainer = game.addChild(new SortingContainer()); var hero = game.addChild(new Hero({ x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2 })); var midFrontContainer = game.addChild(new SortingContainer()); var foregroundContainer = game.addChild(new Container()); var joystick = game.addChild(new Joystick({ size: 400, x: GAME_WIDTH - 400, y: GAME_HEIGHT - 400 })); startingWeapons.push(backgroundContainer.addChild(new PickupWeapon({ x: GAME_WIDTH / 4 * 2, y: GAME_HEIGHT / 8 * 3, graphics: 'weaponFireball' // weaponClass: WeaponFireball }))); startingWeapons.push(backgroundContainer.addChild(new PickupWeapon({ x: GAME_WIDTH / 4 * 2, y: GAME_HEIGHT / 8 * 5, graphics: 'weaponCross' // weaponClass: WeaponCross }))); ; //============================================================================== // Global events //============================================================================== ; // Add event listeners for the joystick game.move = function (x, y, obj) { joystick.movement(x - joystick.x, y - joystick.y, obj); }; game.up = function (x, y, obj) { joystick.release(x, y, obj); }; ; //============================================================================== // Global helper functions //============================================================================== ; function checkBounds(x, y) { var borderOrBorderX = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0; var borderY = arguments.length > 3 ? arguments[3] : undefined; return x < borderOrBorderX || x > 2048 - borderOrBorderX || y < (borderY || borderOrBorderX) || y > 2732 - (borderY || borderOrBorderX); } function addExperience(amount) { experience += amount; if (experience >= levelRequirement) { level++; experience -= levelRequirement; levelRequirement = Math.floor(levelRequirement * 1.2); // onLevelUp(level); } progressBar.setPercentage(experience / levelRequirement); }
===================================================================
--- original.js
+++ change.js
@@ -60,9 +60,9 @@
var self = ConfigContainer.call(this, config);
self.activated = false;
self.pickupRange = 0;
self.update = function () {
- if (!isPaused && !activated) {
+ if (!isPaused && !self.activated) {
var dx = hero.x - self.x;
var dy = hero.y + heightDifference - self.y;
var distanceSqr = dx * dx + dy * dy;
if (distanceSqr <= self.pickupRange * self.pickupRange) {
@@ -90,9 +90,9 @@
graphics.scale.x = scaleBase.x * scaleFactor;
graphics.scale.y = scaleBase.y * scaleFactor;
};
self.onActivate = function () {
- hero.addChild(new config.weaponClass());
+ // hero.addChild(new config.weaponClass());
for (var i = startingWeapons.length - 1; i >= 0; i--) {
startingWeapons[i].callDestroy();
}
callDestroy();
@@ -389,9 +389,9 @@
;
//==============================================================================
// Instances & variables
//==============================================================================
-;
+var heightDifference = 0;
// Variables
var isPaused = false;
var level = 1;
var experience = 0;
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