// Generate randomly placed treasures and destroy them later.
// This spawns an item with lifetime at a random point.
function spawnValuable(itemType, lifetime) {
var x = game.randomInteger(12, 68);
var y = game.randomInteger(12, 56);
var item = game.spawnXY(itemType, x, y);
item.destroyTime = game.time + lifetime;
}
// This spawns the treasure set.
function spawnTreasures() {
spawnValuable("bronze-coin", 6);
spawnValuable("silver-coin", 5);
spawnValuable("gold-coin", 4);
spawnValuable("gem", 2);
}
// The event handler for items.
function onSpawn(event) {
var item = event.target;
while(true) {
// If game time is greater than item destroyTime: ;
if (item.destroyTime < game.time) {
// Call item's destroy() method:
item.destroy();
}
}
}
game.setActionFor("bronze-coin", "spawn", onSpawn);
game.setActionFor("silver-coin", "spawn", onSpawn);
game.setActionFor("gold-coin", "spawn", onSpawn);
game.setActionFor("gem", "spawn", onSpawn);
// Game settings, goals and UI.
game.spawnTime = 0;
game.spawnInterval = 3;
game.score = 0;
if (!db.get("topScore")) {
db.set("topScore", 0);
}
ui.track(game, "time");
ui.track(game, "score");
ui.track(db, "topScore");
var goal = game.addManualGoal("Collect at least 50 gold in 30 seconds.");
// The player setup.
var player = game.spawnPlayerXY("captain", 40, 34);
player.maxSpeed = 25;
function onCollect(event) {
var item = event.other;
// If the item has a "value" property:
if (item.value) {
// Increase the game score by item's value:
game.score + item.value;
}
}
player.on("collect", onCollect);
// This checks timers for treasure spawning.
function checkSpawns() {
// If game.time is greater than game.spawnTime:
if (game.time > game.spawnTime) {
// Call spawnTreasures to create more items.
spawnTreasures();
// Increase game.spawnTime by game.spawnInterval:
game.spawnTime + game.spawnInterval;
}
}
// This checks the goal state.
function checkGoal() {
if (game.score >= 50) {
game.setGoalState(goal, true);
}
else {
game.setGoalState(goal, false);
}
}
// This checks the game state.
function checkGameOver() {
if (game.time > 30) {
checkGoal();
db.set("topScore", game.score);
}
}
while (true) {
checkSpawns();
checkGameOver();
}
ok i used the magnet thing in code combat but i dont know why its still being red
// Generate randomly placed treasures and destroy them later.
// This spawns an item with lifetime at a random point.
function spawnValuable(itemType, lifetime) {
var x = game.randomInteger(12, 68);
var y = game.randomInteger(12, 56);
var item = game.spawnXY(itemType, x, y);
item.destroyTime = game.time + lifetime;
}
// This spawns the treasure set.
function spawnTreasures() {
spawnValuable("bronze-coin", 6);
spawnValuable("silver-coin", 5);
spawnValuable("gold-coin", 4);
spawnValuable("gem", 2);
}
// The event handler for items.
function onSpawn(event) {
var item = event.target;
while (true) {
// If game time is greater than item destroyTime: ;
if (item.destroyTime < game.time) {
// Call item's destroy() method:
item.destroy();
}
}
}
game.setActionFor("bronze-coin", "spawn", onSpawn);
game.setActionFor("silver-coin", "spawn", onSpawn);
game.setActionFor("gold-coin", "spawn", onSpawn);
game.setActionFor("gem", "spawn", onSpawn);
// Game settings, goals and UI.
game.spawnTime = 0;
game.spawnInterval = 3;
game.score = 0;
if (!db.get("topScore")) {
db.set("topScore", 0);
}
ui.track(game, "time");
ui.track(game, "score");
ui.track(db, "topScore");
var goal = game.addManualGoal("Collect at least 50 gold in 30 seconds.");
// The player setup.
var player = game.spawnPlayerXY("captain", 40, 34);
player.maxSpeed = 25;
function onCollect(event) {
var item = event.other;
// If the item has a "value" property:
if (item.value) {
// Increase the game score by item's value:
game.score + item.value;
}
}
player.on("collect", onCollect);
// This checks timers for treasure spawning.
function checkSpawns() {
// If game.time is greater than game.spawnTime:
if (game.time > game.spawnTime) {
// Call spawnTreasures to create more items.
spawnTreasures();
// Increase game.spawnTime by game.spawnInterval:
game.spawnTime + game.spawnInterval;
}
}
// This checks the goal state.
function checkGoal() {
if (game.score >= 50) {
game.setGoalState(goal, true);
} else {
game.setGoalState(goal, false);
}
}
// This checks the game state.
function checkGameOver() {
if (game.time > 30) {
checkGoal();
db.set("topScore", game.score);
}
}
while (true) {
checkSpawns();
checkGameOver();
}