User prompt
Fix Bug: 'Error: [object Object]addChildAt: The index undefined supplied is out of bounds 10' in this line: 'self.addChildAt(happyHouse, buttonIndex);' Line Number: 407
User prompt
Even newly spawned dark or happy houses should still layer below the powerup selection buttons
User prompt
Create a powerup called "Joyous!" description "Add 20% to score" that adds 20% of the current score (rounding up) to the score
User prompt
Adjust UI layers so that all houses are always under the powerup selection buttons
User prompt
Why isn't the Naughty Deflector powerup showing up?
User prompt
Fix Bug: 'ReferenceError: House is not defined' in this line: 'House.prototype.speed += 2;' Line Number: 282
User prompt
Create a powerup called "Rocket Sleigh!" description "Go faster" that adds 2 to the movement speed of all houses and increases their spawn rate by 50%
User prompt
Double the speed at which houses move
User prompt
The Rocket Sleigh powerup isn't working - houses are no longer spawning at all and they are not moving faster. Fix these bugs.
User prompt
Create a powerup called "Rocket Sleigh!" description "Go faster" that increases the movement speed of houses by 40% and the spawn rate of houses by 40%
User prompt
Create a powerup called "Joyous!" description "Add 20% to score" that adds 20% of the current score (rounding up) to the score
User prompt
Create a powerup called "Joyous!" description "Add 10% to score" that adds 10% of the current score total to the score
User prompt
Make human kindness slightly less effective at turning naughty houses nice
User prompt
Make human kindness half as effective at turning naughty houses nice
User prompt
Make human kindness 70 percent as effective at turning naughty houses nice
User prompt
Each stack of naughty deflector gives naughty houses one more hitpoint
User prompt
Why aren't naughty houses accepting presents? Naught deflector shouldn't be on until it's selected as a powerup
User prompt
Each additional stack of Naughty Deflector makes naughty houses require one more present before they turn dark.
User prompt
Make human kindness half as effective at turning naughty houses nice
User prompt
The counter present cannot damage the naughty house
User prompt
If a naughty house still has hit points left after a present hits it, the naughty house spawns a new present which flies for 1 second at either 240 or 300 degrees before despawning.
User prompt
Why isn't the deflection behavior working?
User prompt
If a present hits a naughty house but doesn't trigger that house turning dark, the present does not despawn immediately. Instead it deflects at 300 or 240 degrees and moves in that direction for 1 second before despawning.
User prompt
all powerups have an equal probability of being selected as an option when I rank up
User prompt
Every time the player gets Naughty Deflector the number of presents that a naughty house needs increases by one
var allowPresentAngle = false; var Button = Container.expand(function (label, onClick) { var self = Container.call(this); var buttonGraphics = self.createAsset('button', label, 0.5, 0.5); buttonGraphics.scale.set(4); buttonGraphics.interactive = true; buttonGraphics.buttonMode = true; var nameLabel = new Text2(label.split(' ').reduce(function (acc, word) { if (acc.length && acc[acc.length - 1].length + word.length <= 12) { acc[acc.length - 1] += ' ' + word; } else { acc.push(word); } return acc; }, []).join('\n'), { size: 50, fill: '#ffffff', align: 'center' }); nameLabel.anchor.set(0.5); nameLabel.y = -buttonGraphics.height / 2 - (label.length > 12 ? 25 : 0) + 40; self.addChild(nameLabel); var descriptionLabel = new Text2(label.split(' ').reduce(function (acc, word) { if (acc.length && acc[acc.length - 1].length + word.length <= 12) { acc[acc.length - 1] += ' ' + word; } else { acc.push(word); } return acc; }, []).join('\n') + ' Description', { size: 30, fill: '#ffffff' }); descriptionLabel.anchor.set(0.5); descriptionLabel.y = buttonGraphics.height / 2 + 240; if (label === 'Pitching Arm!') { descriptionLabel.setText('Throw more presents'); } else if (label === 'More Reindeer!') { descriptionLabel.setText('Fly faster'); } else if (label === 'Time Zones!') { descriptionLabel.setText('Add 10 seconds'); } descriptionLabel.anchor.set(0.5); descriptionLabel.x = 0; self.addChild(descriptionLabel); self.on('down', function (obj) { onClick(); }); }); var Present = Container.expand(function () { var self = Container.call(this); var presentGraphics = self.createAsset('present', 'Present Graphics', .5, .5); self.speed = -10; self.speedX = 0; self.speedY = self.speed; self.lastMoved = LK.ticks; self.isCounter = false; self.move = function () { self.x += self.speedX; self.y += self.speedY; self.lastMoved = LK.ticks; if (self.counterLifetime && LK.ticks > self.counterLifetime) { self.destroy(); } }; }); var NaughtyHouse = Container.expand(function () { var self = Container.call(this); NaughtyHouse.prototype.spawnCounterPresent = function () { var counterPresent = new Present(); counterPresent.x = this.x; counterPresent.y = this.y; var angle = Math.random() < 0.5 ? 240 : 300; angle *= Math.PI / 180; counterPresent.speedX = counterPresent.speed * Math.cos(angle); counterPresent.speedY = counterPresent.speed * Math.sin(angle); counterPresent.counterLifetime = LK.ticks + 60; counterPresent.isCounter = true; return counterPresent; }; var houseGraphics = self.createAsset('naughtyHouse', 'Naughty House Graphics', .5, .5); houseGraphics.tint = 0xFF0000; self.speed = 2; self.lastMoved = LK.ticks; self.move = function () { self.y += self.speed; self.lastMoved = LK.ticks; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var NiceHouse = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.createAsset('niceHouse', 'Nice House Graphics', .5, .5); houseGraphics.tint = 0x00FF00; self.speed = 2; self.hitCount = 0; self.move = function () { self.y += self.speed; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var HappyHouse = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.createAsset('happyHouse', 'Happy House Graphics', .5, .5); houseGraphics.tint = 0xFFFF00; self.speed = 2; self.move = function () { self.y += self.speed; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var DarkHouse = Container.expand(function () { var self = Container.call(this); var houseGraphics = self.createAsset('darkHouse', 'Dark House Graphics', .5, .5); houseGraphics.tint = 0x808080; self.speed = 2; self.move = function () { self.y += self.speed; if (self.y > 2732 + self.height) { self.destroy(); } }; }); var Santa = Container.expand(function () { var self = Container.call(this); var santaGraphics = self.createAsset('santa', 'Santa Graphics', .5, .5); self.targetPosition = null; self.moveSpeed = 5; self.move = function (position) { if (position) { self.targetPosition = position; } if (self.targetPosition) { var dx = self.targetPosition.x - self.x; var dy = self.targetPosition.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { var angle = Math.atan2(dy, dx); var tentativeX = self.x + Math.cos(angle) * self.moveSpeed; var tentativeY = self.y + Math.sin(angle) * self.moveSpeed; self.x = tentativeX; if (tentativeY > 2732 - 2732 / 3) { self.y = tentativeY; } } else { if (self.targetPosition.y > 2732 - 2732 / 3) { self.x = self.targetPosition.x; self.y = self.targetPosition.y; } self.targetPosition = null; } } }; }); var Game = Container.expand(function () { var self = Container.call(this); function startPresentFrenzy() { var originalFireRate = presentFireRate; var originalPresentSpeed = Present.prototype.speed; presentFireRate /= 5; Present.prototype.speed *= 2; var frenzyTimeout = LK.setTimeout(function () { presentFireRate = originalFireRate; Present.prototype.speed = originalPresentSpeed; allowPresentAngle = false; }, 7000); allowPresentAngle = true; } function checkRankUp() { var xpThreshold = Math.floor(6 * Math.pow(1.20, rank - 1)); if (xp >= xpThreshold) { rank++; xp = 0; rankTxt.setText('Rank: ' + rank); updateXPDisplay(); self.spawnButtons(); } } var countdown = 100; var score = 0; var naughtyToNiceConversionRate = 3; var humanKindnessActive = false; var scoreTxt = new Text2('Score: ' + score, { size: 75, fill: "#ffffff" }); scoreTxt.anchor.set(0, 0); scoreTxt.x += 50; scoreTxt.y += 30; LK.gui.topLeft.addChild(scoreTxt); var timerTxt = new Text2(countdown.toString(), { size: 150, fill: "#ffffff" }); timerTxt.anchor.set(.5, 0); LK.gui.topCenter.addChild(timerTxt); var xp = 0; var rank = 1; var rankTxt = new Text2('Rank: ' + rank, { size: 75, fill: "#ffffff" }); rankTxt.anchor.set(0, 0); rankTxt.x = timerTxt.x + timerTxt.width + 180; rankTxt.y = scoreTxt.y; LK.gui.topCenter.addChild(rankTxt); var xpDisplayTxt = new Text2(xp + ' / ' + Math.floor(6 * Math.pow(1.20, rank - 1)), { size: 75, fill: "#ffffff" }); xpDisplayTxt.anchor.set(0, 0); xpDisplayTxt.x = rankTxt.x + 20; xpDisplayTxt.y = rankTxt.y + rankTxt.height + 20; LK.gui.topCenter.addChild(xpDisplayTxt); function updateXPDisplay() { var xpThreshold = Math.floor(6 * Math.pow(1.20, rank - 1)); xpDisplayTxt.setText(xp + ' / ' + xpThreshold); } function addXP(amount) { if (amount > 0) { xp += amount; checkRankUp(); } updateXPDisplay(); } var timer = LK.setInterval(function () { countdown--; timerTxt.setText(countdown.toString()); if (countdown <= 0) { LK.clearInterval(timer); LK.showGameOver(); } }, 1000); var houses = []; var buttons = []; self.spawnButtons = function () { buttons.forEach(function (button) { button.destroy(); }); buttons = []; var powerups = [{ label: 'Pitching Arm!', action: function () { presentFireRate *= 0.65; } }, { label: 'More Reindeer!', action: function () { santa.moveSpeed *= 1.6; } }, { label: 'Time Zones!', action: function () { countdown += 10; timerTxt.setText(countdown.toString()); } }, { label: 'Present Frenzy!', action: function () { startPresentFrenzy(); } }, { label: 'Human Kindness!', action: function () { humanKindnessActive = true; } }, { label: 'Naughty Deflector!', action: function () { NaughtyHouse.prototype.requiredHitCount = 2; } }]; var chosenPowerups = powerups.sort(function () { return Math.random() - Math.random(); }).slice(0, 2); chosenPowerups.forEach(function (powerup, index) { var button = new Button(powerup.label, function () { powerup.action(); buttons.forEach(function (btn) { btn.destroy(); }); }); button.x = 2048 / 2 + (index === 0 ? -300 : 300); button.y = 2732 / 2 - 100; buttons.push(button); self.addChild(button); }); }; self.spawnHouse = function () { var nextSpawnTime = Math.random() * 1000 + 1000; var newHouseX = Math.random() * 2048; var newHouseY = -Math.random() * 500; var canSpawn = true; for (var i = 0; i < houses.length; i++) { var house = houses[i]; if (Math.abs(newHouseX - house.x) < house.width && Math.abs(newHouseY - house.y) < house.height) { canSpawn = false; break; } } if (canSpawn) { var houseTypes = [NaughtyHouse, NiceHouse]; var naughtyCount = houses.reduce(function (acc, house) { return acc + (house instanceof NaughtyHouse ? 1 : 0); }, 0); var randomIndex; if (humanKindnessActive && naughtyCount % 2 === 0) { randomIndex = 1; } else { randomIndex = Math.random() < 0.5 ? 0 : 1; } var house = new houseTypes[randomIndex](); house.x = newHouseX; house.y = newHouseY; houses.push(house); var buttonIndex = buttons.length > 0 ? self.children.indexOf(buttons[0]) : self.children.length; buttonIndex = buttonIndex === -1 ? self.children.length : buttonIndex; self.addChildAt(house, buttonIndex); } LK.setTimeout(self.spawnHouse, nextSpawnTime); }; self.spawnHouse(); var houses = []; var presents = []; var santa = self.addChild(new Santa()); santa.x = 2048 / 2; santa.y = 2732 - 2732 * 0.1; var presentFireRate = 81; var presentFireCounter = 0; stage.on('down', function (obj) { var pos = obj.event.getLocalPosition(self); santa.move(pos); }); LK.on('tick', function () { santa.move(); if (presentFireCounter++ >= presentFireRate) { var present = new Present(); present.x = santa.x; present.y = santa.y; if (allowPresentAngle) { var angle = (Math.random() * 20 + 80) * (Math.PI / 180); present.speedX = present.speed * Math.cos(angle); present.speedY = present.speed * Math.sin(angle); } else { present.speedX = 0; present.speedY = present.speed; } presents.push(present); var buttonIndex = buttons.length > 0 ? self.children.indexOf(buttons[0]) : self.children.length; buttonIndex = buttonIndex === -1 ? self.children.length : buttonIndex; self.addChildAt(present, buttonIndex); presentFireCounter = 0; } for (var i = presents.length - 1; i >= 0; i--) { var present = presents[i]; if (LK.ticks - present.lastMoved > 6) { present.destroy(); presents.splice(i, 1); continue; } present.move(); for (var j = houses.length - 1; j >= 0; j--) { var house = houses[j]; if (house instanceof NaughtyHouse && present.intersects(house) && !present.isCounter) { house.hitCount = (house.hitCount || 0) + 1; if (house.hitCount >= (NaughtyHouse.prototype.requiredHitCount || 1)) { var darkHouse = new DarkHouse(); darkHouse.x = house.x; darkHouse.y = house.y; houses[j] = darkHouse; self.addChild(darkHouse); score = Math.max(0, score - 1); scoreTxt.setText('Score: ' + score); house.destroy(); } else { var counterPresent = house.spawnCounterPresent(); presents.push(counterPresent); self.addChild(counterPresent); } present.destroy(); presents.splice(i, 1); break; } else if (house instanceof NiceHouse && present.intersects(house)) { house.hitCount++; score++; addXP(1); scoreTxt.setText('Score: ' + score); present.destroy(); presents.splice(i, 1); if (house.hitCount >= 3) { var happyHouse = new HappyHouse(); happyHouse.x = house.x; happyHouse.y = house.y; houses[j] = happyHouse; self.addChild(happyHouse); house.destroy(); } break; } } if (present.y < -present.height) { present.destroy(); presents.splice(i, 1); } } for (var i = houses.length - 1; i >= 0; i--) { var house = houses[i]; if (LK.ticks - house.lastMoved > 6) { house.destroy(); houses.splice(i, 1); continue; } house.move(); if (house.y > 2732 + house.height) { houses.splice(i, 1); } } }); });
===================================================================
--- original.js
+++ change.js
@@ -270,16 +270,12 @@
action: function () {
humanKindnessActive = true;
}
}, {
- label: 'Joyous!',
+ label: 'Naughty Deflector!',
action: function () {
- score += Math.ceil(score * 0.2);
- scoreTxt.setText('Score: ' + score);
+ NaughtyHouse.prototype.requiredHitCount = 2;
}
- }, {
- label: 'Naughty Deflector!',
- action: function () {}
}];
var chosenPowerups = powerups.sort(function () {
return Math.random() - Math.random();
}).slice(0, 2);
@@ -313,19 +309,20 @@
var naughtyCount = houses.reduce(function (acc, house) {
return acc + (house instanceof NaughtyHouse ? 1 : 0);
}, 0);
var randomIndex;
- if (humanKindnessActive && naughtyCount % 3 === 0) {
+ if (humanKindnessActive && naughtyCount % 2 === 0) {
randomIndex = 1;
} else {
randomIndex = Math.random() < 0.5 ? 0 : 1;
}
var house = new houseTypes[randomIndex]();
house.x = newHouseX;
house.y = newHouseY;
houses.push(house);
- var buttonIndex = self.children.indexOf(buttons[0]);
- self.addChildAt(house, buttonIndex !== -1 ? buttonIndex : self.children.length);
+ var buttonIndex = buttons.length > 0 ? self.children.indexOf(buttons[0]) : self.children.length;
+ buttonIndex = buttonIndex === -1 ? self.children.length : buttonIndex;
+ self.addChildAt(house, buttonIndex);
}
LK.setTimeout(self.spawnHouse, nextSpawnTime);
};
self.spawnHouse();
overhead view of simple box house christmas decorations giant christmas tree out front video game asset 2d blank background Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
overhead view of drab house with giant prohibition symbol snowy lawn video game asset 2d blank background Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
overhead view of charred remains of a completely burned down box house snowy lawn video game asset 2d blank background Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Santa on sleigh pulled by reindeer blank background no shadows flying forward away straight top down Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple red christmas ornament 2d blank background high contrast no shadows in game asset Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
simple snowflake In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
old white scroll unfurled blank no shadows Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down simple wrapped red present with gold bow. In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top down plate of cookies glass of milk. In-Game asset. Blank background. No shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.