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LK.init.shape('redCircle', {width:100, height:100, color:0xffd700, shape:'ellipse'}) rename to be yellowcircle. add a redcircle
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Please fix the bug: 'ReferenceError: playerGraphics is not defined' in or related to this line: 'if (Math.abs(playerCenter.x - bulletCenter.x) < playerGraphics.width / 2 && Math.abs(playerCenter.y - bulletCenter.y) < playerGraphics.height / 2) {' Line Number: 265
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gameover does not play
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bullet collision should work as follows check if the center of the player overlaps with the bullet
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fix
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player hitarea should be circle
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can you reduce size of player hitbox while keeping sprite same size
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adjust collision check of redcircle
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adjust collision check of redcircle
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the hitbox appears much larger than the sprite
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convert pellet eating redcirle intersection check to use circle overlap instead of square
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this broke eating pellets
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make the hitbox round
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make sure player speed does not drop below min of 3
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fix speedtext pos
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fix
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display current speed in gui for debug
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set player max speed, instead of multiplication to speed up, use fixed value
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store player speed. increase player speed slowly when not turning. turning slows the player
===================================================================
--- original.js
+++ change.js
@@ -10,9 +10,9 @@
anchorY: 0.5,
shape: 'ellipse',
hitArea: new Rectangle(49.5, 49.5, 1, 1)
});
- var bulletCircle = self.attachAsset('redCircle', {
+ var bulletCircle = self.attachAsset('yellowCircle', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1,
scaleX: 2,
@@ -29,10 +29,10 @@
} else {
self.alpha = 0.6; // Make the bullet fully opaque
}
self.speed *= 0.99995; // Slow down the bullet over time
- self.scale.x += 0.001; // Increase the bullet size over time
- self.scale.y += 0.001; // Increase the bullet size over time
+ self.scale.x += 0.0005; // Increase the bullet size over time
+ self.scale.y += 0.0005; // Increase the bullet size over time
bulletCircle.scale.x = self.scale.x * 2; // Update the circle size
bulletCircle.scale.y = self.scale.y * 2; // Update the circle size
// Change the bullet's color over time
var progress = self.lifespan / 100; // Assuming lifespan is 100 frames