Code edit (1 edits merged)
Please save this source code
User prompt
Change enemy tint color to white when enemy speed is between 6 and 8
User prompt
Change enemy tint color to light red when enemy speed is between 6 and 8
User prompt
Change enemy tint color to light blue when enemy speed is between 6 and 8
User prompt
Change enemy tint color to orange when enemy speed is between 6 and 8
User prompt
Change enemy tint color to pink when enemy speed is between 6 and 8
User prompt
Change enemy tint color to purple when enemy speed is between 6 and 8
Code edit (1 edits merged)
Please save this source code
User prompt
instead of tinting to red before dying make it black
User prompt
Change enemy tint color to red when enemy speed is between 6 and 8
User prompt
Change enemy tint color to red when enemy speed is between 7 and 8 make tint blue if between 2 and 3
User prompt
Change enemy color to red when enemy speed is between 7 and 8 leave them as is if between 4 and 6 make them blue if between 2 and 3
User prompt
is there a way to change the color of an enemy? for example with rgb? my enemy character is green
User prompt
can you change between 2 to 8
Code edit (1 edits merged)
Please save this source code
User prompt
initialize the bar’s alpha to 0 right away and only show it in updateHelmetDisplay() after the first kill:
User prompt
set the fill bar’s alpha to 0 if helmetMeter is 0, and then restore it once there’s any progress
User prompt
i can still see a little green line, i said 0, it shouldn't even be visible
User prompt
add an extra guard flag (enemy.hit) in enemy hit logic, to prevent the same enemy from being processed more than once
User prompt
melee and range should be 5 units, jumping should be 10
User prompt
change it to 5 seconds
User prompt
change it to 5.5 seconds
Code edit (1 edits merged)
Please save this source code
User prompt
spawnFeatherMove() should execute once every 1.5 seconds
User prompt
spawnFeatherMove() should be three times each every 1.5 seconds
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Shape = Container.expand(function (options) { var self = Container.call(this); self.attachAsset('shape', { width: options.width, height: options.height, anchorX: options.anchorX || 0, anchorY: options.anchorY || 0, color: options.color || 0x66ff00, alpha: typeof options.alpha === 'number' ? options.alpha : 0 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /* Note: helmet asset will be used as a HUD element */ function findChildByName(container, name) { for (var i = 0; i < container.children.length; i++) { if (container.children[i].name === name) { return container.children[i]; } } return null; } /**** * Global Variables ****/ var jumpColGlobal = null; var isPressHeld = false; var pressHoldStartTime = 0; var pressDownX = 0; var pressDownY = 0; var mouseX = 0; var mouseY = 0; game.move = function (x, y) { mouseX = x; mouseY = y; }; var score = 0; var scoreTxt; function updateScoreDisplay() { if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('High Score: ' + highScore); } game.removeChild(scoreTxt); scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; game.addChild(scoreTxt); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } function createScoreText(value) { var shadow = new Text2(String(value), { size: 600, fill: 0x000000, fontFamily: "Arial" }); shadow.name = "shadow"; shadow.anchor.set(0.5, 0); shadow.x = 4; shadow.y = 4; var main = new Text2(String(value), { size: 600, fill: 0xFF69B4, fontFamily: "Arial" }); main.name = "main"; main.anchor.set(0.5, 0); var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(main); return container; } scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); game.addChild(scoreTxt); var highScore = storage.highScore || 0; var highScoreTxt = new Text2('High Score: ' + highScore, { size: 50, fill: 0xFFFFFF }); highScoreTxt.name = 'highScoreTxt'; highScoreTxt.anchor.set(1, 1); highScoreTxt.x = 1900; highScoreTxt.y = 2720; game.addChild(highScoreTxt); /**** * Persistent Power Helmet HUD (for filling up) ****/ // Global variables for helmet meter. var helmetMeter = 0; var helmetMeterMax = 100; // Adjust max value as desired // Create a persistent helmet at the opposite side (left side) of the high score. var powerHelmet = new Container(); powerHelmet.name = "powerHelmet"; // Position it at the same Y as the high score (or adjust as needed) and at a fixed X (e.g., 100) var helmetSprite = powerHelmet.attachAsset('helmet', { anchorX: 0.5, anchorY: 0.5 }); powerHelmet.x = 2048 - helmetSprite.width / 2 - 20; // Position helmet in the top right powerHelmet.y = 130; // Raise the helmet slightly // Create a fill bar to display the meter var helmetFillContainer = new Container(); helmetFillContainer.name = "helmetFillContainer"; // Create a fill rectangle using our Shape helper. // We set the fill bar’s anchor so that its left edge aligns with the left side of the helmet. var fillBar = new Shape({ width: helmetSprite.width * 0.05, height: 40, color: 0xFFFFFF, alpha: 1 }); fillBar.anchorX = 0; fillBar.anchorY = 0.5; // Position the fill bar at the bottom of the helmet sprite; we offset it so it sits visually near the helmet. fillBar.x = -helmetSprite.width / 2; fillBar.y = helmetSprite.height / 2 - 15; // Adjusted to match the helmet's new position helmetFillContainer.addChild(fillBar); game.addChild(powerHelmet); powerHelmet.addChild(helmetFillContainer); function updateHelmetDisplay() { var fraction = helmetMeter / helmetMeterMax; if (fraction > 1) { fraction = 1; } // Set fillBar width based on the fraction of the helmet sprite's width. fillBar.width = fraction * helmetSprite.width; fillBar.alpha = 0; } /**** * Petals ****/ var petals = []; for (var i = 0; i < 50; i++) { var petal = new Container(); petal.attachAsset('petals', { anchorX: 0.5, anchorY: 0.5, rotation: Math.random() * Math.PI * 2 }); petal.x = Math.random() * 2048; petal.y = Math.random() * 2732; petal.speedY = Math.random() * 2 + 1; petal.speedX = Math.random() * 2 - 1; petal.update = function () { this.y += this.speedY; this.x += this.speedX; if (this.y > 2732) { this.y = -50; this.x = Math.random() * 2048; } }; petals.push(petal); game.addChild(petal); } /**** * Player Setup ****/ var player = new Container(); var visualContainer = new Container(); visualContainer.name = 'visual'; var playerSprite = visualContainer.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); player.addChild(visualContainer); player.x = 1024; player.y = 2732 - 250; game.addChild(player); /**** * Idle Animations ****/ function startBreathingAnimation() { tween(player, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: startBreathingAnimation }); } }); } function startTiltAnimation() { tween(player, { rotation: Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: -Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: startTiltAnimation }); } }); } }); } startBreathingAnimation(); startTiltAnimation(); /**** * Attack Collider ****/ var attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); game.addChild(attackCol); attackCol.visible = false; attackCol.alpha = 0; /**** * Power-Up: Helmet HUD & Special ****/ // Our helmet HUD is persistent (powerHelmet) with the fill bar above. // We now fill helmetMeter via enemy kill logic (see handleEnemyHit) and updateHelmetDisplay() accordingly. // When helmetMeter reaches helmetMeterMax the special ability triggers. var featherEffects = []; // For feather effects spawned during special attack // New function to spawn feather finishing moves. function spawnFeatherMove() { if (!specialIdleActive) { return; } // Use let inside the loop so each feather instance is correctly scoped. for (var i = -2; i <= 2; i++) { var feather = new Container(); feather.attachAsset('feather', { anchorX: 0.5, anchorY: 0.5 }); feather.x = player.x + i * 50; feather.y = player.y; game.addChild(feather); featherEffects.push(feather); tween(feather, { x: feather.x + i * 500, y: feather.y + (Math.random() * 200 - 100), alpha: 0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { feather.destroy(); } }); } } // We use the existing activateHelmetPowerUp() which is now triggered when helmetMeter reaches the maximum. var helmetActive = false; var specialIdleActive = false; function activateHelmetPowerUp() { if (helmetActive) { return; } helmetActive = true; swapPlayerVisual('special_idle', player.x, player.y, visualContainer.scaleX); specialIdleActive = true; LK.getSound('warcry').play(); LK.effects.flashScreen(0xFFFFFF, 100); // Custom screen shake effect var shakeIntensity = 10, shakeDuration = 500; var shakeStartTime = Date.now(); var originalPosition = { x: game.x, y: game.y }; function shakeScreen() { var elapsed = Date.now() - shakeStartTime; if (elapsed < shakeDuration) { var offsetX = (Math.random() - 0.5) * shakeIntensity; var offsetY = (Math.random() - 0.5) * shakeIntensity; game.x = originalPosition.x + offsetX; game.y = originalPosition.y + offsetY; LK.setTimeout(shakeScreen, 16); } else { game.x = originalPosition.x; game.y = originalPosition.y; } } shakeScreen(); // Trigger three waves of feather moves at different intervals. spawnFeatherMove(); LK.setTimeout(spawnFeatherMove, 1500); LK.setTimeout(spawnFeatherMove, 3000); // After 5 seconds, revert the player (if not mid-air) and reset the helmet meter. LK.setTimeout(function () { while (featherEffects.length) { featherEffects.pop().destroy(); } if (!isJumping) { swapPlayerVisual('player_idle', player.x, player.y, visualContainer.scaleX, function () { startBreathingAnimation(); startTiltAnimation(); }); } specialIdleActive = false; LK.effects.flashScreen(0xFFFFFF, 100); helmetActive = false; helmetMeter = 0; updateHelmetDisplay(); }, 5000); } /**** * Swap Player Sprite Function ****/ function swapPlayerVisual(newVisualId, x, y) { var flip = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; var onDone = arguments.length > 4 ? arguments[4] : undefined; var visualContainer = player.findChildByName('visual'); if (!visualContainer) { visualContainer = new Container(); visualContainer.name = 'visual'; player.addChild(visualContainer); } else { visualContainer.removeChildAt(0); } playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5, y: newVisualId === 'special_idle' ? -100 : 0, scaleX: newVisualId === 'special_idle' ? 1.25 : 1, scaleY: newVisualId === 'special_idle' ? 1.25 : 1 }); visualContainer.scaleX = flip; player.x = x; player.y = y; if (newVisualId === 'player_jump') { flip = Math.random() < 0.5 ? -1 : 1; visualContainer.scaleX = flip; jumpColGlobal = LK.getAsset('jumpcol', { anchorX: 0.5, anchorY: 0.5, x: x, y: y + player.height / 2, alpha: 0 }); game.addChild(jumpColGlobal); tween(jumpColGlobal, { y: jumpColGlobal.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(jumpColGlobal, { y: 2732 - 250 + player.height / 2 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { jumpColGlobal.destroy(); jumpColGlobal = null; } }); } }); } if (typeof onDone === 'function') { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } } /**** * Input Logic ****/ var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; game.down = function (x, y) { if (isSequenceRunning || specialIdleActive) { return; } isPressHeld = true; pressHoldStartTime = Date.now(); pressDownX = x; pressDownY = y; if (y < 2732 * 2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + (Math.random() * 100 - 50), y: player.y + (Math.random() * 100 - 50) }); game.addChild(p); tween(p, { alpha: 0, x: p.x + (Math.random() * 200 - 100), y: p.y - Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { p.destroy(); } }); } tween(player, { y: player.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { y: 2732 - 250 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { for (var j = 0; j < 10; j++) { var pp = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + (Math.random() * 100 - 50), y: player.y + (Math.random() * 100 - 50) }); game.addChild(pp); tween(pp, { alpha: 0, x: pp.x + (Math.random() * 200 - 100), y: pp.y + Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { pp.destroy(); } }); } isJumping = false; var landingFlip = Math.random() < 0.5 ? -1 : 1; if (specialIdleActive) { swapPlayerVisual('special_idle', 1024, 2732 - 250, landingFlip); } else { swapPlayerVisual('player_idle', 1024, 2732 - 250, landingFlip, function () { startBreathingAnimation(); startTiltAnimation(); }); } var v = player.findChildByName('visual'); if (v) { var dir = v.scaleX < 0 ? -1 : 1; tween(v, { scaleX: dir * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(v, { scaleX: dir * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } } }); } }); return; } isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); LK.getSound('retroslash').play(); var vis = player.findChildByName('visual'); if (vis) { tween(vis, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(vis, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } LK.setTimeout(function () { swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); attackCol.width = 180; attackCol.height = 180; attackCol.x = flip === -1 ? 874 : 1174; attackCol.y = 2732 - 250; attackCol.scaleX = flip; attackCol.visible = true; LK.setTimeout(function () { if (attackCol) { attackCol.visible = false; } swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); isSequenceRunning = false; playerState = 'idle'; }, 250); }, 250); }; /**** * Enemies Array & Spawn ****/ var enemies = []; function spawnEnemy() { var e = new Container(); var hitbox = new Shape({ width: 200, height: 209, anchorX: 0.5, anchorY: 0.5, color: 0x00FF00, alpha: 0 }); hitbox.x = 0; hitbox.y = 0; e.addChild(hitbox); var gfx = e.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); var fromLeft = Math.random() < 0.5; e.x = fromLeft ? -gfx.width / 2 : 2048 + gfx.width / 2; e.y = 2732 - 225; e.speedX = fromLeft ? Math.random() * 4 + 2 : -(Math.random() * 4 + 2); gfx.scaleX = fromLeft ? 1 : -1; var baseY = e.y; function bounce() { tween(e, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function onFinish() { tween(e, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } bounce(); enemies.push(e); game.addChild(e); } LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000); /**** * Projectile Logic ****/ var projectiles = []; function spawnProjectile(targetX, targetY) { var proj = new Container(); proj.attachAsset('player_throw', { anchorX: 0.5, anchorY: 0.5 }); LK.getSound('throwsnd').play(); proj.x = player.x; proj.y = player.y; var cloudSmoke = LK.getAsset('cloudsmoke', { anchorX: 0.5, anchorY: 0.5, x: proj.x, y: proj.y, alpha: 0.75 }); game.addChild(cloudSmoke); tween(cloudSmoke, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { cloudSmoke.destroy(); } }); proj.x = player.x; proj.y = player.y; var dx = targetX - player.x, dy = targetY - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist !== 0) { dx /= dist; dy /= dist; } var speed = 25; proj.vx = dx * speed; proj.vy = dy * speed; proj.scaleX = targetX < player.x ? -1 : 1; proj.distanceTraveled = 0; proj.maxDistance = 1000; projectiles.push(proj); game.addChild(proj); } /**** * Coins ****/ var coins = []; function dropCoin(x, y) { var rand = Math.random(); if (rand < 0.5) { var coin = new Container(); coin.type = 'silver'; coin.attachAsset('silver_coin', { anchorX: 0.5, anchorY: 0.5 }); coin.x = x; coin.y = y; game.addChild(coin); coins.push(coin); loopCoinTween(coin, y); } else if (rand < 0.6) { var coin = new Container(); coin.type = 'gold'; coin.attachAsset('gold_coin', { anchorX: 0.5, anchorY: 0.5 }); coin.x = x; coin.y = y; game.addChild(coin); coins.push(coin); } } /**** * Looping Tween Functions ****/ function loopCoinTween(coin, baseY) { tween(coin, { y: baseY - 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(coin, { y: baseY + 20 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { loopCoinTween(coin, baseY); } }); } }); } /**** * Enemy Hit Logic – Also fills the helmet meter ****/ function handleEnemyHit(enemy, index, attackType) { if (!enemies.includes(enemy) || enemy.hit) { return; } enemy.hit = true; LK.getSound('slimedeath').play(); if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { var idx = enemies.indexOf(enemy); if (idx !== -1) { enemies.splice(idx, 1); } enemy.hit = false; enemy.destroy(); if (!enemy.coinsDropped) { dropCoin(enemy.x, enemy.y); enemy.coinsDropped = true; } // Increase helmet meter based on kill type, except for feathers. if (attackType === 'melee') { helmetMeter += 5; } else if (attackType === 'throw') { helmetMeter += 5; } else if (attackType === 'special_idle') { helmetMeter += 15; } if (helmetMeter >= helmetMeterMax) { helmetMeter = helmetMeterMax; activateHelmetPowerUp(); helmetMeter = 0; } updateHelmetDisplay(); if (!enemy.scoreCounted) { if (attackType === 'melee') { score += 2; } else if (attackType === 'throw') { score += 1; } else { score++; } updateScoreDisplay(); enemy.scoreCounted = true; } } }); } }); } }); } function handleEnemyJumpHit(enemy, index) { if (!enemies.includes(enemy)) { return; } LK.getSound('boing').play(); if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { var targetX = enemy.x < 1024 ? -300 : 2048 + 300; var targetY = enemy.y - 600; tween(enemy, { x: targetX, y: targetY, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { var idx = enemies.indexOf(enemy); if (idx !== -1) { enemies.splice(idx, 1); } enemy.destroy(); if (!enemy.coinsDropped) { dropCoin(enemy.x, enemy.y); enemy.coinsDropped = true; } helmetMeter += 10; if (helmetMeter >= helmetMeterMax) { helmetMeter = helmetMeterMax; activateHelmetPowerUp(); helmetMeter = 0; } updateHelmetDisplay(); if (!enemy.scoreCounted) { score += 3; updateScoreDisplay(); enemy.scoreCounted = true; } } }); } }); } /**** * findChildByName Helper ****/ Container.prototype.findChildByName = function (name) { for (var i = 0; i < this.children.length; i++) { if (this.children[i].name === name) { return this.children[i]; } } return null; }; /**** * game.up to Reset Press ****/ game.up = function (x, y) { isPressHeld = false; pressHoldStartTime = 0; }; /**** * Main Update ****/ game.update = function () { if (isPressHeld) { var holdDuration = Date.now() - pressHoldStartTime; if (holdDuration > 500) { console.log("Long press detected, spawn projectile!"); isPressHeld = false; spawnProjectile(pressDownX, pressDownY); } } for (var p = projectiles.length - 1; p >= 0; p--) { var proj = projectiles[p]; proj.x += proj.vx; proj.y += proj.vy; var stepDist = Math.sqrt(proj.vx * proj.vx + proj.vy * proj.vy); proj.distanceTraveled += stepDist; if (proj.distanceTraveled > proj.maxDistance) { projectiles.splice(p, 1); proj.destroy(); continue; } if (proj.x < -100 || proj.x > 2148 || proj.y < -100 || proj.y > 2832) { projectiles.splice(p, 1); proj.destroy(); continue; } for (var ei = enemies.length - 1; ei >= 0; ei--) { var enemy = enemies[ei]; if (proj.intersects(enemy)) { handleEnemyHit(enemy, ei, 'throw'); projectiles.splice(p, 1); proj.destroy(); break; } } } for (var f = featherEffects.length - 1; f >= 0; f--) { var feather = featherEffects[f]; for (var ei = enemies.length - 1; ei >= 0; ei--) { var enemy = enemies[ei]; if (feather.intersects(enemy)) { handleEnemyHit(enemy, ei, 'feather'); featherEffects.splice(f, 1); feather.destroy(); break; } } } for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.x += e.speedX; if (e.x < -300 || e.x > 2048 + 300) { var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); continue; } if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) { handleEnemyJumpHit(e, i); continue; } if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i, 'melee'); } if (!isJumping && !attackCol.visible && e.intersects(player)) { if (specialIdleActive) { handleEnemyHit(e, i, 'special_idle'); continue; } else { storage.lastScore = score; LK.showGameOver(); } } } for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (!coin.collecting && Math.abs(coin.x - mouseX) < 32.5 && Math.abs(coin.y - mouseY) < 32.5) { coin.collecting = true; tween(coin, { x: scoreTxt.x, y: scoreTxt.y, alpha: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { var index = coins.indexOf(coin); if (index !== -1) { coins.splice(index, 1); } if (coin.type === 'silver') { LK.getSound('silversnd').play(); score += 5; } else if (coin.type === 'gold') { LK.getSound('goldsnd').play(); score += 10; } updateScoreDisplay(); coin.destroy(); } }); } } // Helmet HUD does not have collision logic since it is permanent. };
===================================================================
--- original.js
+++ change.js
@@ -173,8 +173,9 @@
fraction = 1;
}
// Set fillBar width based on the fraction of the helmet sprite's width.
fillBar.width = fraction * helmetSprite.width;
+ fillBar.alpha = 0;
}
/****
* Petals
****/
high definition super nintendo background of a japanese sakura tree forest Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d snes dust particle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
silver coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
snes white feather. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
add a wooden shield
white 3d questionmark with a shadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
caligraphy paper front facing flat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the letters 'Ready' in 3d with a japanese cartoon cherry blossom flair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
add eyebrows