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Liam Pierce

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    193 comments  ·  General » Other  ·  Admin →
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    Liam Pierce supported this idea  · 
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    Liam Pierce commented  · 

    //other half is
    exitUp = stamp('door6',380,100,300)
    exitUp.hitsHero = checkForButton

    pool = stamp('waterpool',250)
    pool.hitsHero = touchPool
    if (defeatedBoss == true) {
    pool.size(0,2000)
    }

    prize = stamp('crown7',150)
    prize.hitsHero = getPrize

    things.push(exitUp,exitDown,pool,prize)
    }

    function touchPool() {
    hero.hide()
    stamp('splash',382,600,100)
    text('YOU DROWNED',306,620,50,('red'))
    }

    function getPrize() {
    touching = null
    tap = null
    touch = null
    sound('coin')
    text('YOU WIN!',100,CENTER)
    prize.move(660,500,500)
    score = score + 1
    exitRight.change('door3')
    }

    function checkForButton() {
    if (buttonPushed == true) {
    loadEvilFairyRoom()
    } else {
    hero.move(DOWN,20)
    }
    }

    function loadEvilFairyRoom() {
    resetRoom()
    fill('freezer')

    exit = stamp('door3',380,920,100,180)
    exit.hitsHero = loadCrownRoom

    boss = stamp('evil fairy',400,150,145)
    boss.hitsHero = eatHero
    boss.getsZapped = hurtBoss
    boss.moveAround = randomFlight

    things.push(exit,boss)
    }

    function randomFlight() {
    this.move(UP,15)
    this.wrap()
    this.rotate(RIGHT,random(-15,15))
    }

    function eatHero() {
    tap = null
    stamp('gameover',375,350)
    text('Eaten by a fairy.',CENTER,'red')
    stamp('pop',hero.x,hero.y)
    sound('bite')
    hero.hide()
    }

    function hurtBoss() {
    boss.hide()
    defeatedBoss = true
    stamp('pop',this.x,this.y,300)
    sound('dino11')
    }

    function cavern() {
    text('Burnt To A Crisp!',306,510,50,('red'))
    hero.hide()
    }

    function hider() {
    prize.hide()
    hero.hide()
    }

    An error occurred while saving the comment
    Liam Pierce commented  · 

    hero = stamp('dragon11down',120)
    boss = stamp('fairy',90,90,100)
    cave = stamp('',0)
    score = 0
    keys = 0
    speed = 0
    walkSpeed = 10
    facing = DOWN
    zapStamp = 'fireball'

    buttonPushed = false
    defeatedBoss = false
    hasGoldKey = false

    heroes = {}
    heroes[UP] = 'dragon11up'
    heroes[DOWN] = 'dragon11down'
    heroes[RIGHT] = 'dragon11right'
    heroes[LEFT] = 'dragon11left'

    things = []

    function resetRoom() {
    things.length = 0

    newX = hero.x
    newY = hero.y
    if (newX > 550 || newX < 220) {
    newX = 384 + (384 - newX)
    } else if (newY > 770 || newY < 220) {
    newY = 512 + (512 - newY)
    }


    reset()
    hero = stamp('dragon11down',newX,newY,120)
    controller = stamp('controller2',390,960)
    stamp('flare',5000).size(0,500)
    }

    function touching() {
    if (x < 190 && y > 830) {
    if (x < 80) { facing = LEFT }
    if (x > 130) { facing = RIGHT }
    if (y < 910) { facing = UP }
    if (y > 950) { facing = DOWN }
    speed = walkSpeed
    }
    if (hero.hits(boss)) {
    boss.pop()
    defeatedBoss = false
    }
    }

    function untouch() {
    speed = 0
    }

    function tap() {
    if (x > 620 && y > 880) {
    z = stamp(zapStamp,hero.x,hero.y,50)
    z.rotate(facing)
    z.move(UP,1000,2000)
    }
    }

    function activate(thing) {

    zaps = thing.hits(zapStamp)
    if (zaps.length) {
    zap = zaps[0]
    zap.hide()
    stamp('pow',zap.x,zap.y)
    if (thing.getsZapped != undefined) {
    thing.getsZapped()
    }
    }

    if (thing.moveAround != undefined) {
    thing.moveAround()
    }

    if (thing.hits(hero)) {
    if (thing.waitingForFirstHit != true) {
    } else if (thing.currentlyHitsHero != true) {
    thing.currentlyHitsHero = true
    if (thing.hitsHero != undefined) {
    thing.hitsHero()
    }
    }
    } else {
    thing.waitingForFirstHit = true
    thing.currentlyHitsHero = false
    }
    }

    function stayInRoom() {
    newX = Math.max(160,hero.x)
    newX = Math.min(610,newX)
    newY = Math.max(160,hero.y)
    newY = Math.min(820,newY)
    hero.move(newX,newY)
    }

    function loop() {
    hero.change(heroes[facing])
    hero.move(facing,speed)
    stayInRoom()
    hero.front()
    controller.front()
    things.forEach(activate)
    if (cave.hits('dragon11right')) {
    cavern()
    }
    if (cave.hits('dragon11left')) {
    cavern()
    }
    if (cave.hits('dragon11up')) {
    cavern()
    }
    if (cave.hits('dragon11down')) {
    cavern()
    }
    if (score == 1) {
    hero.move(660,500,500)
    delay(hider,500)
    }
    }

    function loadLobby() {
    resetRoom()
    fill('dungeon')

    doorNorth = stamp('door3',380,100,100)
    doorWest = stamp('door3',100,500,100,270)
    doorEast = stamp('door2',670,500,100,90)

    doorNorth.hitsHero = loadCrownRoom
    doorEast.hitsHero = checkForGoldKey
    doorWest.hitsHero = loadKeyRoom

    things.push(doorNorth,doorEast,doorWest)
    }
    loadLobby()

    function checkForGoldKey() {
    if (hasGoldKey == true) {
    loadButtonRoom()
    } else {
    hero.move(WEST,20)
    }
    }

    function loadKeyRoom() {
    resetRoom()
    fill('brick room')

    exit = stamp('door3',670,500,100,90)
    exit.hitsHero = loadLobby

    friend = stamp('pixie',390,250,175)
    friend.hitsHero = giveAdvice

    key = stamp('key2',384,800,100)
    key.hitsHero = getGoldKey
    key.hide()

    things.push(exit,friend,key)
    }

    function giveAdvice() {
    text('Defeating the boss drains pools!',380,100,CENTER,'white')
    friend.pop()
    key.unhide()
    sound('heart')
    }

    function getGoldKey() {
    sound('coin')
    hasGoldKey = true
    key.pop()
    }

    function loadButtonRoom() {
    resetRoom()
    fill('log cabin')
    exit = stamp('door3',100,500,100,270)
    exit.hitsHero = loadLobby

    cave = stamp('block36',500,500,100)
    cave.hitsHero = cavern
    cave.rotate(999999,999999)

    button = stamp('button3',550,220,100)
    button.hitsHero = pushButton

    things.push(exit,button)
    }

    function pushButton() {
    button.change('button4')
    sound('terminal')
    text('BOSS DOOR OPENED!',100,100,50,('white'))
    buttonPushed = true
    boss.move(100,500,100)
    }

    function loadCrownRoom() {
    resetRoom()
    fill('pool3')

    exitDown = stamp('door3',380,920,100,180)
    exitDown.hitsHero = loadLobby

    exitRight = stamp('door2',670,500,100,90)

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