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improve game initialization and startup
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Ensure that important variables, instances, arrays, and game objects are declared in the global scope of `gamecode.js`. Distinguish different game elements by creating separate classes for each unique behavior or type. Avoid using PIXI directly or assuming the presence of standard libraries. Set up event listeners correctly by using the event object provided. Retrieve and manage graphical assets using `LK.getAsset` and ensure proper handling of asset sizes using `.width` and `.height`. Implement game logic within update functions, which are called 60 times per second. Ensure that gameplay elements are centered and initialized with their starting positions. Use LK engine for features like sound, music, pause functions, or dynamic resizing. Create separate event listeners for unrelated code to maintain clarity and organization.
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Implement game logic within update functions, which are called 60 times per second. Ensure that gameplay elements are centered and initialized with their starting positions. Do not implement features like sound, music, pause functions, or dynamic resizing, as these are handled by the LK engine.
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if there are more, Set up event listeners correctly by using the event object provided.
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continue
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1. **Create and Manage Global Variables**: Ensure that important variables, instances, arrays, and game objects are declared in the global scope of `gamecode.js`. This allows them to be accessible throughout the game. 2. **Classify Game Elements**: Distinguish different game elements by creating separate classes for each unique behavior or type, such as 'HeroBullets' and 'EnemyBullets'. This helps in organizing the code and managing different behaviors effectively. 3. **Use LK Engine Features**: Utilize the LK game engine's features for creating and managing assets. Avoid using PIXI directly or assuming the presence of standard libraries. 4. **Event Handling**: Set up event listeners correctly by using the event object provided. Ensure that the game is compatible with touchscreens and avoid using keyboard inputs. 5. **Asset Management**: Retrieve and manage graphical assets using `LK.getAsset` and ensure proper handling of asset sizes using `.width` and `.height`. 6. **Game Logic and Updates**: Implement game logic within update functions, which are called 60 times per second. Ensure that gameplay elements are centered and initialized with their starting positions. 7. **Avoid Unnecessary Features**: Do not implement features like sound, music, pause functions, or dynamic resizing, as these are handled by the LK engine. 8. **Event Listeners**: Create separate event listeners for unrelated code to maintain clarity and organization.
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1. **Create and Manage Global Variables**: Ensure that important variables, instances, arrays, and game objects are declared in the global scope of `gamecode.js`. This allows them to be accessible throughout the game. 2. **Classify Game Elements**: Distinguish different game elements by creating separate classes for each unique behavior or type, such as 'HeroBullets' and 'EnemyBullets'. This helps in organizing the code and managing different behaviors effectively. 3. **Use LK Engine Features**: Utilize the LK game engine's features for creating and managing assets. Avoid using PIXI directly or assuming the presence of standard libraries. 4. **Event Handling**: Set up event listeners correctly by using the event object provided. Ensure that the game is compatible with touchscreens and avoid using keyboard inputs. 5. **Asset Management**: Retrieve and manage graphical assets using `LK.getAsset` and ensure proper handling of asset sizes using `.width` and `.height`. 6. **Game Logic and Updates**: Implement game logic within update functions, which are called 60 times per second. Ensure that gameplay elements are centered and initialized with their starting positions. 7. **Avoid Unnecessary Features**: Do not implement features like sound, music, pause functions, or dynamic resizing, as these are handled by the LK engine. 8. **Event Listeners**: Create separate event listeners for unrelated code to maintain clarity and organization.
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assign background image to background object
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add a background image
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contoinue
Code edit (2 edits merged)
Please save this source code
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create these assets ; Core Game Board - **Default view**: Isometric perspective (30° angle) showing entire tree with all cat platforms - Zoom level: 75% of screen height - Movement: Gentle orbital rotation (90° every 15s) - **Interaction close-ups**: - Tree taps: Brief zoom to 150% on tapped branch - Cat selection: Smooth transition to platform-level view (45° angle) - **Central cosmic tree**: Towering structure with 3 main branches spiraling upwards - Sprite: 1024x1024px cosmic tree with animated branches (3 frames) - Colors: Deep purple trunk with glowing blue energy veins - Animation: Gentle pulsing glow (0.5s cycle) - **Tree shape**: Hexagonal base with shimmering leaves forming a spherical canopy - Sprite: 512x512px hexagonal platform with cosmic patterns - Colors: Dark teal with gold accents - **Cat placement**: 6 radial platforms around the tree base for cats to perch - Sprite: 128x128px circular platforms with pawprint motifs - Colors: Silver with soft blue glow edges - **UI Elements**: - Sparkle counter (top-left): 256x64px with star-shaped digits - Purchase buttons (top-right): 128x64px with cosmic gradient backgrounds - Basic progress trackers: Circular meters with constellation patterns
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1495
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create these assets ; ## Phase 1: Core Game Board - **Default view**: Isometric perspective (30° angle) showing entire tree with all cat platforms - Zoom level: 75% of screen height - Movement: Gentle orbital rotation (90° every 15s) - **Interaction close-ups**: - Tree taps: Brief zoom to 150% on tapped branch - Cat selection: Smooth transition to platform-level view (45° angle) - **Central cosmic tree**: Towering structure with 3 main branches spiraling upwards - Sprite: 1024x1024px cosmic tree with animated branches (3 frames) - Colors: Deep purple trunk with glowing blue energy veins - Animation: Gentle pulsing glow (0.5s cycle) - **Tree shape**: Hexagonal base with shimmering leaves forming a spherical canopy - Sprite: 512x512px hexagonal platform with cosmic patterns - Colors: Dark teal with gold accents - **Cat placement**: 6 radial platforms around the tree base for cats to perch - Sprite: 128x128px circular platforms with pawprint motifs - Colors: Silver with soft blue glow edges - **UI Elements**: - Sparkle counter (top-left): 256x64px with star-shaped digits - Purchase buttons (top-right): 128x64px with cosmic gradient backgrounds - Basic progress trackers: Circular meters with constellation patterns
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1495
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Please fix the bug: 'TreePulse is not defined' in or related to this line: 'self.pulse = new TreePulse(treeGraphics);' Line Number: 219
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- **Central cosmic tree**: Towering structure with 3 main branches spiraling upwards - Sprite: 1024x1024px cosmic tree with animated branches (3 frames) - Colors: Deep purple trunk with glowing blue energy veins - Animation: Gentle pulsing glow (0.5s cycle) - **Tree shape**: Hexagonal base with shimmering leaves forming a spherical canopy - Sprite: 512x512px hexagonal platform with cosmic patterns - Colors: Dark teal with gold accents - **Cat placement**: 6 radial platforms around the tree base for cats to perch - Sprite: 128x128px circular platforms with pawprint motifs - Colors: Silver with soft blue glow edges - **UI Elements**: - Sparkle counter (top-left): 256x64px with star-shaped digits - Purchase buttons (top-right): 128x64px with cosmic gradient backgrounds - Basic progress trackers: Circular meters with constellation patterns
Code edit (3 edits merged)
Please save this source code
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remove all sounds, keep bgm1 and ufo1
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1450
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1450
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completely refactor the game as an idle or casual game. Cosmic Cat Tree is an enchanting idle game where you manage a magical tree inhabited by cats with cosmic powers. Your goal is to collect sparkle dust, charm birds, and build an efficient automation system with UFOs while your cosmic feline friends help you along the way. - The cosmic tree naturally generates sparkle dust over time - Tap the tree to create sparkle bursts for additional resources - Sparkles float gently in the air until collected - Cats and kittens are your primary helpers in the game - Each cat has a unique charm ability to attract birds - Cats will automatically attempt to charm birds within their radius - Kittens provide additional charm power and can be upgraded - Birds regularly fly near your cosmic tree - Charmed birds will perch on branches and generate rewards - Different bird types provide various amounts of sparkle dust - Charm power affects your success rate with birds - UFOs automatically collect floating sparkle dust - Each UFO has a collection beam that attracts nearby sparkles - More UFOs mean faster resource collection - UFOs can be upgraded for better efficiency
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Please fix the bug: 'Cannot set properties of undefined (setting 'getCharmRadius')' in or related to this line: 'self.getCharmRadius = function () {' Line Number: 1412
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refactor cat class and ensure getCharmRadius is defined within the Cat class
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Global game variables function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var sparkleCount = 0; var cats = []; var birds = []; var ufos = []; var platforms = []; var sparkles = []; var heroBullets = []; var enemyBullets = []; var game; // Declare game variable globally var UFO = /*#__PURE__*/function () { function UFO() { _classCallCheck(this, UFO); this.sprite = LK.getAsset('ufo', { anchorX: 0.5, anchorY: 0.5 }); this.beam = LK.getAsset('beam', { anchorX: 0.5 }); this.collectionRadius = 100; this.collectionRate = 1; this.level = 1; this.rotationSpeed = 0.02; this.beamAngle = 0; this.collectTimer = 0; this.targetX = 0; this.targetY = 0; this.initialize(); } return _createClass(UFO, [{ key: "initialize", value: function initialize() { this.resetPosition(); this.beam.alpha = 0.6; this.beam.visible = false; } }, { key: "resetPosition", value: function resetPosition() { this.sprite.x = Math.random() * LK.width; this.sprite.y = Math.random() * (LK.height / 2); this.pickNewTarget(); } }, { key: "pickNewTarget", value: function pickNewTarget() { this.targetX = Math.random() * LK.width; this.targetY = Math.random() * (LK.height / 2); } }, { key: "upgrade", value: function upgrade() { this.level++; this.collectionRadius += 20; this.collectionRate *= 1.2; } }, { key: "collectSparkles", value: function collectSparkles() { for (var i = game.sparkles.length - 1; i >= 0; i--) { var sparkle = game.sparkles[i]; var dx = sparkle.x - this.sprite.x; var dy = sparkle.y - this.sprite.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= this.collectionRadius) { var angle = Math.atan2(dy, dx); var beamWidth = Math.PI / 4; if (Math.abs(angle - this.beamAngle) < beamWidth) { sparkleCount += this.collectionRate; game.sparkles.splice(i, 1); this.showCollectionEffect(sparkle.x, sparkle.y); } } } } }, { key: "showCollectionEffect", value: function showCollectionEffect(x, y) { var particle = LK.getAsset('collect_particle', { anchorX: 0.5, anchorY: 0.5 }); particle.x = x; particle.y = y; } }, { key: "update", value: function update() { this.updatePosition(); this.updateBeam(); this.collectSparkles(); } }, { key: "updatePosition", value: function updatePosition() { var dx = this.targetX - this.sprite.x; var dy = this.targetY - this.sprite.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 2) { this.sprite.x += dx * 0.02; this.sprite.y += dy * 0.02; } else { this.pickNewTarget(); } this.sprite.rotation += this.rotationSpeed; } }, { key: "updateBeam", value: function updateBeam() { this.beam.x = this.sprite.x; this.beam.y = this.sprite.y; this.beamAngle += 0.01; this.beam.rotation = this.beamAngle; this.collectTimer++; if (this.collectTimer >= 30) { this.collectTimer = 0; this.beam.visible = !this.beam.visible; } } }]); }(); var Bird = /*#__PURE__*/function () { function Bird() { _classCallCheck(this, Bird); this.sprite = LK.getAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); this.state = 'flying'; this.flightTimer = 0; this.rewardTimer = 0; this.targetX = 0; this.targetY = 0; this.speed = 2; this.initialize(); } return _createClass(Bird, [{ key: "initialize", value: function initialize() { this.resetPosition(); this.pickNewTarget(); } }, { key: "resetPosition", value: function resetPosition() { var side = Math.floor(Math.random() * 4); switch (side) { case 0: this.sprite.x = Math.random() * LK.width; this.sprite.y = -50; break; case 1: this.sprite.x = LK.width + 50; this.sprite.y = Math.random() * LK.height; break; case 2: this.sprite.x = Math.random() * LK.width; this.sprite.y = LK.height + 50; break; case 3: this.sprite.x = -50; this.sprite.y = Math.random() * LK.height; break; } } }, { key: "pickNewTarget", value: function pickNewTarget() { var platform = game.platforms[Math.floor(Math.random() * game.platforms.length)]; this.targetX = platform.x + (Math.random() - 0.5) * 50; this.targetY = platform.y + (Math.random() - 0.5) * 50; } }, { key: "charm", value: function charm() { if (this.state !== 'charmed') { this.state = 'charmed'; this.generateRewards(); } } }, { key: "generateRewards", value: function generateRewards() { var rewardAmount = Math.floor(Math.random() * 5) + 5; for (var i = 0; i < rewardAmount; i++) { var sparkle = LK.getAsset('sparkle', { anchorX: 0.5, anchorY: 0.5 }); sparkle.x = this.sprite.x; sparkle.y = this.sprite.y; game.sparkles.push(sparkle); } } }, { key: "update", value: function update() { switch (this.state) { case 'flying': this.updateFlight(); break; case 'perched': this.updatePerched(); break; case 'charmed': this.updateCharmed(); break; } this.updateAnimation(); } }, { key: "updateFlight", value: function updateFlight() { var dx = this.targetX - this.sprite.x; var dy = this.targetY - this.sprite.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > this.speed) { this.sprite.x += dx / distance * this.speed; this.sprite.y += dy / distance * this.speed; this.sprite.rotation = Math.atan2(dy, dx); } else { this.state = 'perched'; this.flightTimer = 0; } } }, { key: "updatePerched", value: function updatePerched() { this.flightTimer++; if (this.flightTimer > 300) { this.state = 'flying'; this.pickNewTarget(); } } }, { key: "updateCharmed", value: function updateCharmed() { this.rewardTimer++; if (this.rewardTimer >= 60) { this.rewardTimer = 0; this.generateRewards(); } } }, { key: "updateAnimation", value: function updateAnimation() { if (this.state === 'flying' || this.state === 'charmed') { var wingFrame = Math.floor(this.flightTimer / 10) % 3; } } }]); }(); var Cat = /*#__PURE__*/function () { function Cat(type) { _classCallCheck(this, Cat); this.type = type; this.sprite = LK.getAsset("cat_".concat(type), { anchorX: 0.5, anchorY: 0.5 }); this.charmRadius = 150; this.charmPower = 1; this.level = 1; this.platform = null; this.animationFrame = 0; this.animationTimer = 0; this.charmActive = false; this.charmEffect = null; this.initialize(); } return _createClass(Cat, [{ key: "initialize", value: function initialize() { this.createCharmEffect(); this.setupEventListeners(); } }, { key: "createCharmEffect", value: function createCharmEffect() { this.charmEffect = LK.getAsset('charm_circle', { anchorX: 0.5, anchorY: 0.5 }); this.charmEffect.visible = false; this.charmEffect.x = this.sprite.x; this.charmEffect.y = this.sprite.y; } }, { key: "setupEventListeners", value: function setupEventListeners() { var _this = this; this.sprite.on('pointerdown', function (obj) { _this.activateCharm(); }); this.sprite.on('pointerup', function (obj) { _this.deactivateCharm(); }); } }, { key: "setPosition", value: function setPosition(platform) { this.platform = platform; this.sprite.x = platform.x; this.sprite.y = platform.y; this.charmEffect.x = this.sprite.x; this.charmEffect.y = this.sprite.y; } }, { key: "activateCharm", value: function activateCharm() { if (!this.charmActive) { this.charmActive = true; this.charmEffect.visible = true; this.startCharmAnimation(); } } }, { key: "startCharmAnimation", value: function startCharmAnimation() { this.charmEffect.scale.x = 0; this.charmEffect.scale.y = 0; } }, { key: "checkBirdInteraction", value: function checkBirdInteraction() { if (!this.charmActive) { return; } for (var _i = 0, _birds = birds; _i < _birds.length; _i++) { var bird = _birds[_i]; if (bird.state !== 'charmed') { var dx = bird.sprite.x - this.sprite.x; var dy = bird.sprite.y - this.sprite.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance <= this.charmRadius) { bird.charm(); this.showCharmSuccess(); } } } } }, { key: "showCharmSuccess", value: function showCharmSuccess() { var burst = LK.getAsset('star_burst', { anchorX: 0.5, anchorY: 0.5 }); burst.x = this.sprite.x; burst.y = this.sprite.y; } }, { key: "upgrade", value: function upgrade() { this.level++; this.charmRadius += 25; this.charmPower *= 1.5; } }, { key: "update", value: function update() { this.updateAnimation(); this.updateCharmEffect(); this.checkBirdInteraction(); } }, { key: "updateAnimation", value: function updateAnimation() { this.animationTimer++; if (this.animationTimer >= 15) { this.animationTimer = 0; this.animationFrame = (this.animationFrame + 1) % 4; } } }, { key: "updateCharmEffect", value: function updateCharmEffect() { if (this.charmActive) { var pulseSpeed = 0.05; var maxScale = 1.5; this.charmEffect.scale.x += pulseSpeed; this.charmEffect.scale.y += pulseSpeed; if (this.charmEffect.scale.x >= maxScale) { this.charmEffect.scale.x = 0; this.charmEffect.scale.y = 0; } } } }]); }(); var Game = /*#__PURE__*/function () { function Game() { var _this2 = this; _classCallCheck(this, Game); this.background = LK.getAsset('background_image', { anchorX: 0.5, anchorY: 0.5 }); this.background.x = LK.width / 2; this.background.y = LK.height / 2; this.hero = new Hero(); this.cosmicTree = LK.getAsset('cosmic_tree', { anchorX: 0.5, anchorY: 0.5 }); this.hexagonalBase = LK.getAsset('hexagonal_base', { anchorX: 0.5, anchorY: 0.5 }); this.catPlatforms = []; for (var i = 0; i < 6; i++) { var platform = LK.getAsset('cat_platform', { anchorX: 0.5, anchorY: 0.5 }); platform.x = LK.width / 2 + Math.cos(i * Math.PI / 3) * 200; platform.y = LK.height / 2 + Math.sin(i * Math.PI / 3) * 200; this.catPlatforms.push(platform); } this.enemies = []; this.sparkleCounter = LK.getAsset('sparkle_counter', { anchorX: 0, anchorY: 0 }); this.purchaseButton = LK.getAsset('purchase_button', { anchorX: 1, anchorY: 0 }); // Initialize enemies for (var i = 0; i < 5; i++) { this.enemies.push(new Enemy('basic')); } // Set up input listeners LK.stage.interactive = true; LK.stage.on('pointerdown', function (event) { var pos = event.data.global; _this2.hero.fire(pos.x, pos.y); }); LK.stage.on('pointermove', function (event) { var pos = event.data.global; _this2.hero.handleMove(pos.x, pos.y); }); LK.stage.on('pointerup', function (event) { var pos = event.data.global; _this2.hero.stopFire(pos.x, pos.y); }); } return _createClass(Game, [{ key: "update", value: function update() { this.hero.update(); this.enemies.forEach(function (enemy) { return enemy.update(); }); this.catPlatforms.forEach(function (platform) { platform.update(); }); this.sparkles.forEach(function (sparkle) { sparkle.update(); }); this.heroBullets.forEach(function (bullet) { bullet.update(); }); this.enemyBullets.forEach(function (bullet) { bullet.update(); }); } }]); }(); var Hero = /*#__PURE__*/function () { function Hero() { _classCallCheck(this, Hero); this.sprite = LK.getAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); this.bullets = []; this.fireRate = 500; this.lastFire = 0; this.initialize(); } return _createClass(Hero, [{ key: "initialize", value: function initialize() { var _this3 = this; this.sprite.x = LK.width / 2; this.sprite.y = LK.height - 100; this.sprite.interactive = true; this.sprite.on('pointermove', function (event) { var pos = event.data.global; _this3.handleMove(pos.x, pos.y); }); } }, { key: "handleMove", value: function handleMove(event) { var pos = event.data.global; this.sprite.x = pos.x; this.sprite.y = pos.y; } }, { key: "fire", value: function fire() { var now = Date.now(); if (now - this.lastFire > this.fireRate) { this.bullets.push(new HeroBullet(this.sprite.x, this.sprite.y)); this.lastFire = now; } } }, { key: "update", value: function update() { var _this4 = this; this.bullets.forEach(function (bullet, index) { bullet.update(); if (bullet.isOffScreen()) { _this4.bullets.splice(index, 1); } }); } }]); }(); var Enemy = /*#__PURE__*/function () { function Enemy(type) { _classCallCheck(this, Enemy); this.type = type; this.sprite = LK.getAsset("enemy_".concat(type), { anchorX: 0.5, anchorY: 0.5 }); this.health = 100; this.initialize(); } return _createClass(Enemy, [{ key: "initialize", value: function initialize() { var _this5 = this; this.resetPosition(); this.sprite.interactive = true; this.sprite.on('pointerdown', function () { return _this5.takeDamage(20); }); } }, { key: "resetPosition", value: function resetPosition() { this.sprite.x = Math.random() * LK.width; this.sprite.y = Math.random() * (LK.height / 3); } }, { key: "takeDamage", value: function takeDamage(amount) { this.health -= amount; if (this.health <= 0) { this.destroy(); } } }, { key: "destroy", value: function destroy() { var _this6 = this; this.sprite.visible = false; game.enemies = game.enemies.filter(function (enemy) { return enemy !== _this6; }); } }, { key: "update", value: function update() { this.sprite.x += Math.sin(Date.now() * 0.005) * 0.5; } }]); }(); var HeroBullet = /*#__PURE__*/function () { function HeroBullet(x, y) { _classCallCheck(this, HeroBullet); this.sprite = LK.getAsset('hero_bullet', { anchorX: 0.5, anchorY: 0.5 }); this.speed = 8; this.initialize(x, y); } return _createClass(HeroBullet, [{ key: "initialize", value: function initialize(x, y) { this.sprite.x = x; this.sprite.y = y; } }, { key: "update", value: function update() { this.sprite.y -= this.speed; } }, { key: "isOffScreen", value: function isOffScreen() { return this.sprite.y < -50; } }]); }(); var EnemyBullet = /*#__PURE__*/function () { function EnemyBullet(x, y) { _classCallCheck(this, EnemyBullet); this.sprite = LK.getAsset('enemy_bullet', { anchorX: 0.5, anchorY: 0.5 }); this.speed = 5; this.initialize(x, y); } return _createClass(EnemyBullet, [{ key: "initialize", value: function initialize(x, y) { this.sprite.x = x; this.sprite.y = y; } }, { key: "update", value: function update() { this.sprite.y += this.speed; } }, { key: "isOffScreen", value: function isOffScreen() { return this.sprite.y > LK.height + 50; } }]); }(); game = new Game();
===================================================================
--- original.js
+++ change.js
@@ -539,9 +539,10 @@
this.sprite.x = LK.width / 2;
this.sprite.y = LK.height - 100;
this.sprite.interactive = true;
this.sprite.on('pointermove', function (event) {
- return _this3.handleMove(event);
+ var pos = event.data.global;
+ _this3.handleMove(pos.x, pos.y);
});
}
}, {
key: "handleMove",
an orange and white cat facing away from the camera. the cat is sitting straight up and looking up, ready to pounce. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
remove black box
fluffy translucent cloud. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
bright sun with wincing cartoon face and a black eye. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a goofy ufo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
red gaming reticle. Minimal. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sunny day, hilly landscape. there is an alien invasion taking place in the distance. cities burning.
large AUTUMN SHADES tree with sparse bunches of leaves. branches are exposed, but the tree is tough and old.. true-color, realistic, 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
glowing orange sphere. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sideway view of a fighter jet. . . In-Game 2d asset. transparent background. horizontal. No shadows.
shiny purple and black attack ufo.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows