Update: Game Fixes and Enhancements
In this chat, we made several key fixes and improvements to the game, primarily targeting rendering issues and standardizing the timer and goal text display across all rooms. Here’s a detailed breakdown of what we changed and tweaked:
1. Fixed Syntax Error in Rendering Logic
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Problem: A syntax error in render.js was disrupting the game’s rendering process. Specifically, a missing quote in the bossProjectiles.forEach block (!images[‘fireball’].failed) triggered a SyntaxError.
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Solution: Corrected the condition to !images[‘fireball’].failed, resolving the error and restoring proper rendering functionality.
2. Unified Timer and Goal Text Rendering Across All Rooms
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Problem: The timer and goal text had inconsistent appearances across rooms:
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Room 1: Showed a white, decimal-based timer (e.g., “5.3”) at the top of the screen, with goal text below it.
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Room 2 and Beyond: Displayed a green integer timer (e.g., “5”) in the center, with no goal text.
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Solution: Standardized the rendering for all rooms to match an enhanced version of Room 2’s style:
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Timer Updates:
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Font & Size: Increased to 80px Arial (up from 40px in Room 2+ and 45px in Room 1) for better visibility.
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Color & Style: Set to green fill (#00ff00) with a black stroke (#000000), consistent with Room 2’s design.
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Position: Centered vertically on the canvas at canvas.height / 2 – 50 (slightly above center).
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Display: Now shows integer seconds only (Math.ceil(roomTimer / 1000)), eliminating Room 1’s decimal format.
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Sound: Plays sounds.clock once per second transition, with logic to reset on room changes for a seamless audio cue.
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Goal Text Updates:
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Visibility: Added to all rooms (previously only in Room 1).
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Font & Size: Set to 40px Impact (slightly reduced from the original 55px to balance with the larger timer).
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Color: Retains its cycling effect (red, green, blue, yellow every 500ms) for a dynamic look.
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Position: Centered below the timer at canvas.height / 2 + 50 for clear association with the room’s objective.
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3. Enhanced Rendering Logic
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Changes:
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Removed the if (currentRoom === 1) condition in render.js to apply the same rendering logic universally across all rooms.
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Added a getGoalText(room) function to define goal text for each room, improving code organization and reusability.
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Introduced variables:
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let lastCountdown = null: Tracks the last displayed second to ensure the clock sound plays only once per second.
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let previousRoom = 1: Resets lastCountdown when switching rooms, maintaining sound consistency.
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4. Script Load Order Confirmation
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Note: You mentioned that adjusting the script order in index.html resolved some issues earlier. No changes were made to this in this chat, but the current order is assumed to be working correctly and supports the fixes applied.
5. Focused Updates in render.js
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Confirmation: All changes were made within render.js. The timer logic in game.js (e.g., initializing roomTimer = 5000 on room start/transition) was already correct, so no modifications were needed in other files like game.js or assets.js.
Summary of Improvements
These updates fixed a critical rendering bug and standardized the timer and goal text display across all rooms. The timer is now larger, centered, and easier to read, while the goal text appears consistently in every room with its engaging color-cycling effect preserved. The result is a more polished and cohesive gameplay experience.