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Fix Bug: 'ReferenceError: pixel is not defined' in this line: 'if (pixel.alpha > 0) {' Line Number: 127
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Fix Bug: 'TypeError: this.getPixel is not a function' in this line: 'var pixel = this.getPixel(x, y);' Line Number: 127
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Fix Bug: 'ReferenceError: pixel is not defined' in this line: 'if (pixel.alpha > 0) {' Line Number: 127
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Fix Bug: 'TypeError: this.getPixel is not a function' in this line: 'var pixel = this.getPixel(x, y);' Line Number: 127
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Fix Bug: 'ReferenceError: pixel is not defined' in this line: 'if (pixel.alpha > 0) {' Line Number: 127
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Fix Bug: 'TypeError: this.getPixel is not a function' in this line: 'var pixel = this.getPixel(x, y);' Line Number: 127
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Add pixelcollision for hero and obstacle
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Fix Bug: 'TypeError: LK.checkPixelCollision is not a function' in this line: 'return LK.checkPixelCollision(obj1, obj2);' Line Number: 112
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Add pixel perfect collision detection betweem hero and obstacles
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Add a 10% collision threshold between hero and obstacles
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Make sure hero asset actually colides with obstacle asset
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Increase enemy initial speed on 50%
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Enemyes can award a maximum of 1 point in thegame
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Add gravity to hero
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Clouds should have differenr sizes
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Add clouds
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Move secondbackground at slow speed to theright
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Add shade rlto score text and change to gamer font
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Change score font ro black
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Create a secondBackground class to handle the continuous spawning of the background. Update the tick function to move the background continuously.
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SecondBackground should be continuosly re spawning on the right of it so that it is not empty
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Create a second bacground asset to be behind the background
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Background should be continuosly re spawning on the right of it so that it is not empty
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On tick slowly move the background to generate a sense of movement to the left
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On tick slowly move the background to generate a sense of movement to the right
===================================================================
--- original.js
+++ change.js
@@ -123,8 +123,9 @@
Container.prototype.getPixels = function () {
var pixels = [];
for (var y = 0; y < this.height; y++) {
for (var x = 0; x < this.width; x++) {
+ var pixel = this.getPixel(x, y);
if (pixel.alpha > 0) {
pixels.push({
x: x + this.x,
y: y + this.y