Code edit (9 edits merged)
Please save this source code
User prompt
flash the CrossWeapon's aimArrow and the FireballWeapon's projectileLaunchers white during the launch function
Code edit (1 edits merged)
Please save this source code
User prompt
Fix Bug: 'ReferenceError: tryUpdateLaunchers is not defined' in this line: 'tryUpdateLaunchers(args);' Line Number: 1024
Code edit (14 edits merged)
Please save this source code
User prompt
Fix Bug: 'TypeError: existingEffect.refresh is not a function' in this line: 'existingEffect.refresh({' Line Number: 803
Code edit (5 edits merged)
Please save this source code
User prompt
when a fireballProjectile explodes, it should attach a BurningEffect class to the nearbyEnemies which deals damage to the enemy every second for 2 seconds. The application should be done in the nearbyEnemy foreach loop.
User prompt
when a fireballProjectile explodes, it should attach a BurningEffect class to the nearbyEnemies which deals damage to the enemy every second for 2 seconds
Code edit (1 edits merged)
Please save this source code
Code edit (13 edits merged)
Please save this source code
User prompt
Fix Bug: 'TypeError: args.effects is undefined' in this line: 'args.effects.push(new FireballExplosion(args.foregroundContainer, self.x, self.y, 100));' Line Number: 771
User prompt
when a FireballProjectile impacts an enemy, add all enemies in 100 range to the hitlist and create a FireballExplosion effect
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
The fireballprojectiles enemy for-loop should use the LinkedList foreach instead
User prompt
fireballprojectiles should check in their update function if they collide with an enemy, and deal damage to it and destroy itself
Code edit (5 edits merged)
Please save this source code
User prompt
Fix Bug: 'TypeError: hero is undefined' in this line: 'hero.rotation += rotationSpeed;' Line Number: 82
User prompt
add a new weapon type called FireballWeapon that slowly rotates, firing FireballProjectiles in the direction it's facing.
Code edit (13 edits merged)
Please save this source code
User prompt
RangedEnemies scale back and forth slightly during their update
User prompt
ranged enemies flash black when they attack
Code edit (1 edits merged)
Please save this source code
Code edit (7 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -879,19 +879,17 @@
function launch(args) {
var projectiles = args.projectiles;
var hero = args.hero;
var game = args.game;
- projectileLaunchers.forEach(function (launcher) {
- LK.effects.flashObject(launcher, 0xffffff, 500);
- });
var scale = 1 + 0.35 * hero.minorBoonLevels['Scale'];
var pierce = 2 + 1 * hero.minorBoonLevels['Range'];
var damage = 20 + 15 * hero.minorBoonLevels['Damage'];
var duration = 60 + 45 * hero.minorBoonLevels['Duration'];
var growthRate = 0.15 * hero.majorBoonLevels['Growth'] / 60;
var angle = 2 * Math.PI / projectileLaunchers.length;
var angleOffset = rotationTicks % (2 * cooldown) === 0 ? 0 : angle / 2;
for (let i = 0; i < projectileLaunchers.length; i++) {
+ LK.effects.flashObject(projectileLaunchers[i], 0xffffff, 1000);
var direction = angleOffset + angle * i - Math.PI / 2;
var projectileX = hero.x + Math.cos(direction) * projectileOffset;
var projectileY = hero.y + Math.sin(direction) * projectileOffset;
projectiles.push(new FireballProjectile(game, projectileX, projectileY, {
@@ -1042,9 +1040,8 @@
function launch(args) {
var hero = args.hero;
var game = args.game;
var projectiles = args.projectiles;
- LK.effects.flashObject(aimArrow, 0xffffff, 500);
var scale = 1 + 0.35 * hero.minorBoonLevels['Scale'];
var range = 200 + 100 * hero.minorBoonLevels['Range'];
var damage = 15 + 10 * hero.minorBoonLevels['Damage'];
var linger = 0 + 15 * hero.minorBoonLevels['Duration'];
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