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Fix Bug: 'TypeError: parent.addChild is not a function' in this line: 'parent.addChild(self);' Line Number: 342
Code edit (4 edits merged)
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create a rampList variable, and iterate through each ramp, calling it's update function
Code edit (7 edits merged)
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Fix Bug: 'ReferenceError: graphics is not defined' in this line: 'rampPillar.y = graphics.height;' Line Number: 320
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Fix Bug: 'TypeError: playerGraphics is undefined' in this line: 'playerShadow.y = playerGraphics.height * 0.5;' Line Number: 366
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the player has a `shadow` asset underneath it
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ramps have a `rampShadow` asset underneath them
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ramps have a `rampPillar` asset underneath them
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if a landscape tile fails to create a pickup (in it's activate method), try create a ramp with a 5% chance
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add a ramp class with an update method that checks for a collision with the player
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Create a particle effect class called DropEffect using the same graphics assets as the pickups (excluding shadows). When colliding with an obstruction, create a DropEffect particle which shoots away in a random direction from the player, spinning and shrinking.
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monsters start with a random x flip
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Code edit (8 edits merged)
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Fix Bug: 'ReferenceError: jumpSpeed is not defined' in this line: 'jumpVelocityX = Math.cos(angle) * jumpSpeed;' Line Number: 65
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Add an effects array to the game class, and add a BloodsplatterEffect class, which lasts for 1s, growing larger and more transparent, and is also affected by the player velocity. When a monster is destroyed after taking a player life, create a BloodsplatterEffect
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Code edit (10 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -1,30 +1,27 @@
-var BloodsplatterEffect = Container.expand(function (parent, x, y, velocityX, velocityY) {
+var BloodsplatterEffect = Container.expand(function (parent, x, y) {
var self = Container.call(this);
parent.addChild(self);
self.x = x;
self.y = y;
- var startTime = LK.ticks;
var duration = 60;
- var maxSize = 200;
+ var remaining = duration;
+ var maxScale = 2.0;
var startAlpha = 0.75;
- self.update = function () {
- var elapsedTime = LK.ticks - startTime;
- var progress = elapsedTime / duration;
- if (progress >= 1) {
+ self.update = function (velocityX, velocityY) {
+ var progress = --remaining / duration;
+ if (progress < 0) {
self.destroy();
- return;
+ return true;
}
- var size = maxSize * progress;
+ var scale = 1 + (1 - maxScale) * progress;
var alpha = startAlpha * (1 - progress);
var graphics = self.createAsset('bloodsplatter', 'Bloodsplatter graphics', 0.5, 0.5);
- graphics.width = size;
- graphics.height = size;
+ graphics.scale.set(scale);
graphics.alpha = alpha;
self.x += velocityX;
self.y += velocityY;
};
- return self;
});
var Monster = Container.expand(function (parent, x, y) {
var self = Container.call(this);
parent.addChild(self);
@@ -51,9 +48,9 @@
shadow.width = graphics.width * 0.9;
shadow.height = graphics.width * 0.45;
shadow.tint = 0x000000;
shadow.alpha = 0.5;
- function update(player, velocityX, velocityY) {
+ function update(velocityX, velocityY, player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distSqr = dx * dx + dy * dy;
var updateCurve = (-Math.sin(++updateTick / updatePeriod) + 0.5) / 1.5;
@@ -103,9 +100,9 @@
backShadow.width = graphics.width;
backShadow.height = graphics.width * 0.25;
backShadow.tint = 0x000000;
backShadow.y = -3;
- function update(player, velocityX, velocityY) {
+ function update(velocityX, velocityY, player) {
var dx = player.x - self.x;
var dy = player.y + collectOffset - self.y;
var distSqr = dx * dx + dy * dy;
if (self.active) {
@@ -477,9 +474,9 @@
}
}
for (var i = pickups.length - 1; i >= 0; i--) {
var pickup = pickups[i];
- if (pickup.update(player, velocityX, velocityY)) {
+ if (pickup.update(velocityX, velocityY, player)) {
interface.changeScore(1);
pickup.destroy();
pickups.splice(i, 1);
} else if (pickup.y < -(tileSize / 2 + tileMargin) || pickup.active && player.hitbox.intersects(pickup.hitbox)) {
@@ -487,17 +484,16 @@
pickups.splice(i, 1);
}
}
for (var i = effects.length - 1; i >= 0; i--) {
- effects[i].update();
- if (!effects[i].parent) {
+ if (effects[i].update(velocityX, velocityY)) {
effects.splice(i, 1);
}
}
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
- if (monster.update(player, velocityX, velocityY)) {
- effects.push(new BloodsplatterEffect(self.parent, self.x, self.y, velocityX, velocityY));
+ if (monster.update(velocityX, velocityY, player)) {
+ effects.push(new BloodsplatterEffect(self, monster.x, monster.y));
monster.destroy();
monsters.splice(i, 1);
} else if (!monster.jumping && monster.hitbox.intersects(player.hitbox)) {
interface.changeLives(-1);
Pixel art of a Santa. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a tree stump covered in snow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a dead tree covered in snow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a christmas tree covered in snow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a spruce tree covered in snow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a rock covered in snow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a christmas present counter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a christmas present. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a blue christmas present. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixel art heart icon . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
two vertical lines with a blank background.
pixel art of a large, snow covered rock . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of skiis . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a floating grinch monster . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
single green firework explosion . Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a wooden board covered in snow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art of a wooden pole with snow at it's base. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
tileable white water texture pixel art.