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change the slightly brown tint to #FFEADB instead
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change the slightly brown tint to #FFD9BD instead
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change the slightly brown tint to #f5cfb3 instead
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change the slightly brown tint to C7AD99
Code edit (1 edits merged)
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tint the uiBoonBackground and uiBoonUpgrade assets of the UiBoonSelection class slightly brown
Code edit (2 edits merged)
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Rename the uiBoonButton asset to uiBoonSelection and update all usages in the code
Code edit (5 edits merged)
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Please fix the bug: 'ReferenceError: ENEMY_RANGED_ATTACK_COOLDOWN is not defined' in or related to this line: 'self.attackCooldown = ENEMY_RANGED_ATTACK_COOLDOWN;' Line Number: 855
Code edit (2 edits merged)
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Please fix the bug: 'TypeError: self.updatePercentage is not a function' in or related to this line: 'self.updatePercentage(config.percentage);' Line Number: 282
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rename the progressBar class's updatePercentage function to setPercentage and update all usages in other classes
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Please fix the bug: 'TypeError: self.intersectRadius is not a function' in or related to this line: 'if (self.activated) {' Line Number: 609
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Code edit (9 edits merged)
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Please fix the bug: 'ReferenceError: midFrontContainer is not defined' in or related to this line: 'midFrontContainer.addChild(new ProjectileCross({' Line Number: 111
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Code edit (3 edits merged)
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if a closest enemy was found, increase the baseAngle by the angle from the hero to the closestEnemy
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In the weaponCross class replace the TODO comment by finding the closest (square distance) child in the midgroundContainer, making sure that the child has tag TAG_ENEMY and not TAG_PROJECTILE
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Rename the midBackContainer to midgroundContainer
===================================================================
--- original.js
+++ change.js
@@ -34,9 +34,9 @@
var self = ConfigContainer.call(this, config);
self.cooldown = 0;
self.update = function () {
if (!isPaused) {
- if (--cooldown <= 0) {
+ if (--self.cooldown <= 0) {
self.launchProjectiles();
}
self.onUpdate();
}
@@ -74,9 +74,8 @@
if (closestEnemy) {
var angleToEnemy = Math.atan2(closestEnemy.y - hero.y, closestEnemy.x - hero.x);
baseAngle += angleToEnemy;
}
- LK.effects.flashObject(aimArrow, HERO_COLOUR, 1000);
for (var i = 0; i < splitCount; i++) {
var splitAngle = WEAPON_CROSS_SPLIT_INCREMENT / 2 * (splitCount <= 1 ? 1 : Math.random() - 0.5);
var direction = baseAngle + i * WEAPON_CROSS_SPLIT_INCREMENT + splitAngle;
midFrontContainer.addChild(new ProjectileCross({
@@ -168,11 +167,10 @@
countTxt.setText(newCount);
self.checkHidden();
};
self.checkHidden = function () {
- //self.visible = !hidden && count > 0;
+ // self.visible = !hidden && count > 0;
};
- // Enable inheritance
return self;
});
var UiBoonSelection = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
@@ -234,9 +232,8 @@
anchorX: 0,
anchorY: .5
}));
}
- // Enable inheritance
return self;
});
var ProjectileEnemy = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
@@ -293,9 +290,8 @@
};
if (config.percentage !== undefined) {
self.updatePercentage(config.percentage);
}
- // Enable inheritance
return self;
});
var Pickup = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
@@ -313,9 +309,8 @@
}
}
};
self.onActivate = function () {};
- // Enable inheritance
return self;
});
var PickupWeapon = Pickup.expand(function (config) {
var self = Pickup.call(this, config);
@@ -333,18 +328,17 @@
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 = backgroundContainer.children.length - 1; i >= 0; i--) {
var child = backgroundContainer.children[i];
if (child.tags[TAG_PICKUP] && child.tags[TAG_WEAPON]) {
child.callDestroy();
}
}
self.callDestroy();
};
- // Enable inheritance
return self;
});
var PickupHealing = Pickup.expand(function (config) {
var self = Pickup.call(this, config);
@@ -493,10 +487,44 @@
};
// Enable inheritance
return self;
});
-var Hero = ConfigContainer.expand(function (config) {
+var GameInstance = ConfigContainer.expand(function (config) {
var self = ConfigContainer.call(this, config);
+ self.graphics = undefined;
+ self.radius = config.radius || 0;
+ self.elevation = config.elevation || 0;
+ var shadowGraphics = self.attachAsset('shapeEllipse', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: self.radius,
+ height: self.radius * GAME_PERSPECTIVE,
+ tint: 0x000000,
+ alpha: 0.5
+ });
+ self.moveInDirection = function (direction, speed) {
+ self.x += Math.cos(direction) * speed;
+ self.y += Math.sin(direction) * speed * GAME_PERSPECTIVE;
+ };
+ self.setRadius = function (newRadius) {
+ self.radius = newRadius;
+ shadowGraphics.width = newRadius;
+ shadowGraphics.height = newRadius * GAME_PERSPECTIVE;
+ self.onRadiusChanged(newRadius);
+ };
+ self.setElevation = function (newElevation) {
+ self.elevation = newElevation;
+ if (self.graphics) {
+ self.graphics.y = -newElevation;
+ }
+ self.onElevationChanged(newElevation);
+ };
+ self.onRadiusChanged = function (newRadius) {};
+ self.onElevationChanged = function (newElevation) {};
+ return self;
+});
+var Hero = GameInstance.expand(function (config) {
+ var self = GameInstance.call(this, config);
// Private variables
var level = 1;
var experience = 0;
var levelRequirement = HERO_XP_REQUIRED;
@@ -504,41 +532,31 @@
self.speed = HERO_SPEED_BASE;
self.healthMax = HERO_HEALTH_BASE;
self.health = self.healthMax;
// Graphics
- self.attachAsset('shapeEllipse', {
- width: 150,
- height: 15,
+ self.graphics = self.attachAsset('hero', {
anchorX: 0.5,
- anchorY: 0.5,
- tint: 0x000000,
- alpha: 0.75
- });
- var heroGraphics = self.attachAsset('hero', {
- anchorX: 0.5,
anchorY: 1.0
});
var experienceBar = self.addChild(new ProgressBar({
- y: -heroGraphics.height - 25,
+ y: -self.graphics.height - 25,
percentage: 0.01
}));
var healthBar = self.addChild(new ProgressBar({
- y: -heroGraphics.height - 35,
+ y: -self.graphics.height - 35,
tint: HERO_COLOUR
}));
var levelTxt = self.addChild(new BorderedText('1', {
- y: -heroGraphics.height - 30,
+ y: -self.graphics.height - 30,
anchorX: 0.5,
anchorY: 0.5,
size: 65
}));
// Public functions
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;
+ self.moveInDirection(joystick.direction, joystick.magnitude * self.speed);
+ self.graphics.scale.x = Math.cos(joystick.direction) < 0 ? -1 : 1;
if (self.x < HERO_BORDER) {
self.x = HERO_BORDER;
} else if (self.x > GAME_WIDTH - HERO_BORDER) {
self.x = GAME_WIDTH - HERO_BORDER;
@@ -547,9 +565,8 @@
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.addExperience = function (amount) {
experience += amount;
@@ -563,9 +580,9 @@
};
self.takeDamage = function (amount) {
self.health = Math.max(0, self.health - amount);
healthBar.updatePercentage(self.health / self.healthMax);
- LK.effects.flashObject(heroGraphics, 0xAA0000, 1000);
+ LK.effects.flashObject(self.graphics, 0xAA0000, 1000);
if (self.health <= 0) {
LK.effects.flashScreen(0xAA0000, 1000);
LK.showGameOver();
}
@@ -579,10 +596,10 @@
};
// Enable inheritance
return self;
});
-var Enemy = ConfigContainer.expand(function (config) {
- var self = ConfigContainer.call(this, config);
+var Enemy = GameInstance.expand(function (config) {
+ var self = GameInstance.call(this, config);
// Private variables
var damageTaken = 0;
var cooldown = 0;
// Public variables
@@ -617,11 +634,9 @@
canAttack: false
});
// Perform the movement
if (stateValues.speedFactor !== 0) {
- var distance = Math.sqrt(distanceSqr);
- self.x += dx / distance * self.speed * stateValues.speedFactor;
- self.y += dy / distance * self.speed * stateValues.speedFactor;
+ self.moveInDirection(Math.atan2(dy, dx), self.speed * stateValues.speedFactor);
}
// Perform the attack if it is ready
cooldown += stateValues.cooldownAdjustment;
if (stateValues.canAttack && cooldown <= 0) {
@@ -743,31 +758,20 @@
});
var EnemyBasic = Enemy.expand(function (config) {
var self = Enemy.call(this, config);
var onDestroyBase = self.onDestroy;
- // Public variables
self.speed = ENEMY_BASIC_SPEED;
self.health = ENEMY_BASIC_HEALTH_BASE + ENEMY_BASIC_HEALTH_SCALE * difficultyScale;
self.attackRange = ENEMY_BASIC_ATTACK_RANGE;
self.attackCooldown = ENEMY_BASIC_ATTACK_COOLDOWN;
self.xpDropChance = ENEMY_BASIC_XP_DROP_CHANCE;
- self.attachAsset('shapeEllipse', {
- width: 100,
- height: 10,
- anchorX: 0.5,
- anchorY: 0.5,
- tint: 0x000000,
- alpha: 0.75
- });
self.graphics = self.attachAsset('enemyBasic', {
y: ENEMY_BASIC_GRAPHICS_OFFSET,
anchorX: 0.5,
anchorY: 0.5
});
- // Public functions
self.onUpdate = function () {
- // Bob the enemy up and down
- self.graphics.y = ENEMY_BASIC_GRAPHICS_OFFSET + ENEMY_BASIC_BOB_MAGNITUDE * Math.sin(self.animationAlpha / ENEMY_BASIC_BOB_PERIOD);
+ self.setElevation(ENEMY_BASIC_GRAPHICS_OFFSET + ENEMY_BASIC_BOB_MAGNITUDE * Math.sin(self.animationAlpha / ENEMY_BASIC_BOB_PERIOD));
if (self.healthBar) {
self.healthOffset = self.graphics.y + ENEMY_BASIC_HEALTH_OFFSET;
self.healthBar.y = self.healthOffset;
}
@@ -793,9 +797,10 @@
}
}
}
};
- // Enable inheritance
+ self.setElevation(ENEMY_BASIC_GRAPHICS_OFFSET);
+ self.setRadius(80);
return self;
});
/**
* config {
@@ -950,16 +955,18 @@
// Game constants
var GAME_TICKS = 60;
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
+var GAME_PERSPECTIVE = 0.5;
;
// Tags
var TAG_ENEMY = 'Enemy';
var TAG_PROJECTILE = 'Projectile';
var TAG_PICKUP = 'Pickup';
var TAG_EXPERIENCE = 'Experience';
var TAG_CRUCIFIX = 'Crucifix';
var TAG_WEAPON = 'Weapon';
+;
// Hero settings
var HERO_COLOUR = 0x0FA0FF;
var HERO_BORDER = 250;
var HERO_HEALTH_BASE = 100;
@@ -967,8 +974,44 @@
var HERO_SPEED_BASE = 8;
var HERO_SPEED_BONUS = 2;
var HERO_XP_REQUIRED = 20;
var HERO_XP_SCALING = 1.2;
+;
+// Boon settings
+var BOON_LUCK = 'Luck';
+var BOON_SCALE = 'Scale';
+var BOON_RANGE = 'Range';
+var BOON_DAMAGE = 'Damage';
+var BOON_REARM = 'Rearm';
+var BOON_DURATION = 'Duration';
+var BOON_HEALTH = 'Health';
+var BOON_SPEED = 'Speed';
+var BOON_GROWTH = 'Growth';
+var BOON_SPLIT = 'Split';
+;
+// Weapon settings
+var WEAPON_CROSS_SPLIT_INCREMENT = 20 / 180 * Math.PI;
+var WEAPON_CROSS_RANGE_BASE = 200;
+var WEAPON_CROSS_RANGE_SCALING = 100;
+var WEAPON_CROSS_RANGE_VARIATION = 0.1;
+var WEAPON_CROSS_RADIUS_BASE = 80;
+var WEAPON_CROSS_SCALE_SCALING = 0.35;
+var WEAPON_CROSS_SCALE_DAMAGE_FACTOR = 0.1;
+var WEAPON_CROSS_COOLDOWN_HIT = GAME_TICKS / 6;
+var WEAPON_CROSS_COOLDOWN_BASE = 120;
+var WEAPON_CROSS_COOLDOWN_SCALING = 0.25;
+var WEAPON_CROSS_DAMAGE_BASE = 15;
+var WEAPON_CROSS_DAMAGE_SCALING = 10;
+var WEAPON_CROSS_LINGER_BASE = 0;
+var WEAPON_CROSS_LINGER_VARIANCE = GAME_TICKS / 6;
+var WEAPON_CROSS_LINGER_SCALING = 0.25 * GAME_TICKS;
+var WEAPON_CROSS_GROWTH_SCALING = 0.15 / GAME_TICKS;
+var WEAPON_CROSS_SPEED_BASE = 30;
+var WEAPON_CROSS_SPEED_DECREMENT = 1;
+var WEAPON_CROSS_HEIGHT = 50;
+var WEAPON_CROSS_ROTATION = 0.2;
+var WEAPON_CROSS_BORDER = -1000;
+;
// 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;
@@ -987,9 +1030,9 @@
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_GRAPHICS_OFFSET = 100;
var ENEMY_BASIC_BOB_MAGNITUDE = 20;
var ENEMY_BASIC_BOB_PERIOD = 10;
var ENEMY_BASIC_XP_DROP_CHANCE = 0.3; // Per level of Luck
var ENEMY_RANGED_SPEED = 1.5;
@@ -999,9 +1042,9 @@
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_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;
@@ -1011,8 +1054,9 @@
var ENEMY_RANGED_SPAWN_CHANCE_MIN = 0.4;
var ENEMY_RANGED_SPAWN_CHANCE_FACTOR = 0.5;
var ENEMY_RANGED_PROJECTILE_SPEED = 10;
var ENEMY_RANGED_PROJECTILE_RADIUS = 100;
+;
// Pickup settings
var PICKUP_HEAL_MINOR = 0.1;
var PICKUP_HEAL_MAJOR = 1.0;
var PICKUP_HEALTH_COUNT = 3;
@@ -1068,9 +1112,10 @@
var foregroundContainer = game.addChild(new Container());
var interfaceContainer = game.addChild(new Container());
var hero = midgroundContainer.addChild(new Hero({
x: GAME_WIDTH / 2,
- y: GAME_HEIGHT / 2
+ y: GAME_HEIGHT / 2,
+ radius: 150
}));
/*
backgroundContainer.addChild(new PickupWeapon({
x: GAME_WIDTH / 4 * 2,
@@ -1095,11 +1140,11 @@
x: GAME_WIDTH - 400,
y: GAME_HEIGHT - 400
}));
var upgradeButton = interfaceContainer.addChild(new UiBoonUpgradeButton({
- x: GAME_WIDTH - 150,
- y: GAME_HEIGHT - 500,
- size: 125,
+ x: GAME_WIDTH - 200,
+ y: GAME_HEIGHT - 750,
+ size: 200,
callback: function callback() {
if (minorBoonCount + majorBoonCount > 0) {
showBoonSelection();
}
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