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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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Add a hitbox to the monster. After updating a monster, check if its hitbox intersects the player's hitbox, causing the player to lose a life
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The changeScore function should additionally call the LK.setScore function after adjusting the score
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ensure the score cannot go below zero
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instead of losing a life when colliding with an obstacle, reduce the score by 1, but keep the invulnerability system
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instead of losing a life when colliding with an obstacle, reduce the score by 1
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pickups should also have a shadow
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the monsters have shadow assets underneath them
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after traveling 10000 distance, spawn a new Monster class at the bottom of the screen that heads towards the player, but is also affected by the VelocityX and VelocityY in it's update function
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add a monsters array variable to the game class
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Fix Bug: 'TypeError: removedElement is null' in this line: 'removedElement.destroy();' Line Number: 249
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the new trailelement should be scaled and rotated to match the velocity
===================================================================
--- original.js
+++ change.js
@@ -60,12 +60,17 @@
} else {
if (updateCurve > 0) {
var targetPosX = player.x + velocityX * targetingTicks;
var targetPosY = player.y + velocityY * targetingTicks;
- var angle = Math.atan2(targetPosY - self.y, targetPosX - self.x);
- self.jumping = true;
+ var ddx = targetPosX - self.x;
+ var ddy = targetPosY - self.y;
+ var angle = Math.atan2(ddy, ddx);
+ var jumpDistMax = jumpSpeedMax * targetingTicks;
+ var targetDist = Math.sqrt(ddx * ddx + ddy * ddy);
+ jumpSpeed = jumpSpeedMax * targetDist / jumpDistMax;
jumpVelocityX = Math.cos(angle) * jumpSpeed;
jumpVelocityY = Math.sin(angle) * jumpSpeed;
+ self.jumping = true;
}
}
self.x += jumpVelocityX - velocityX;
self.y += jumpVelocityY - velocityY;
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.