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The animation did not work. All I saw was a blinking dot and no line stretching out from it. Also the soldier clone did not spawn.
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I didn’t see the tv affect when the soldier clone spawned. Also remember the clone should not move until the animation is complete.
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Let’s redo the tv affect a little bit. The effect should start basically as a dot that stretches into a horizontal line that’s twice as wide as the soldier clone asset. Then the line should compress to half its width and the soldier clone should stretch vertically from behind the line until it’s at all size. During this it should not move until animation is complete.
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The scanlines for the soldier clone spawn should be smaller, only twice the size of the soldier clone horizontally and the soldier clone should asset should start in a squished state behind the line until gradually stretching out to full size.
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Can you create a TVTurnOnEffect class that uses white scanlines and scaling to create a retro TV power-on animation? It should start as a thin horizontal line and expand vertically while showing scanline effects. This will be used when spawning Soldier Clones.
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Increase the time before Blaster begins laser sequence.
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Replace laser mechanic start sliding with this: LaserMechanic.prototype.startSliding = function () { this.isSliding = true; this.slideStartTime = LK.ticks; };
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Replace laser mechanic update firing with this: LaserMechanic.prototype.updateFiring = function () { if (!this.isFiring) return; var fireProgress = (LK.ticks - this.fireStartTime) / this.fireDuration; if (fireProgress <= 1) { // Add new segments quickly until desired length if (this.segments.length < 20 && LK.ticks % 2 === 0) { // Adjust segment count and speed var lastSegment = this.segments[this.segments.length - 1]; var segment = new LaserBeamSegment(); // Position new segment based on last one segment.x = lastSegment.x - Math.sin(this.rotation) * segment.height; segment.y = lastSegment.y + Math.cos(this.rotation) * segment.height; segment.rotation = this.rotation; game.addChild(segment); this.segments.push(segment); } } else { this.isFiring = false; this.startSliding(); } };
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Replace laser mechanic start firing with this: LaserMechanic.prototype.startFiring = function () { if (!this.origin || !this.targetX || !this.targetY || this.isFiring) { return; } this.isFiring = true; this.fireStartTime = LK.ticks; // Calculate direction var dirX = this.targetX - this.origin.x; var dirY = this.targetY - this.origin.y; this.rotation = Math.atan2(dirY, dirX) - Math.PI / 2; // Create array to hold segments this.segments = []; // Create initial segment var segment = new LaserBeamSegment(); segment.x = this.origin.x; segment.y = this.origin.y; segment.rotation = this.rotation; game.addChild(segment); this.segments.push(segment); };
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Add this class to the game:var LaserBeamSegment = Container.expand(function() { var self = Container.call(this); // Attach laser segment graphic var laserGraphics = self.attachAsset('LaserBeam', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 // Each segment stays at normal scale }); // Handle own collision self.update = function() { if (CollisionManager.checkCollision(self, hero)) { if (hero.shielded) { hero.shieldLevel -= 1; if (hero.shieldLevel <= 0) { hero.shielded = false; if (hero.shieldGraphics) { hero.shieldGraphics.destroy(); hero.shieldGraphics = null; } } } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Check clone collisions for (var i = soldierClones.length - 1; i >= 0; i--) { var clone = soldierClones[i]; if (CollisionManager.checkCollision(self, clone)) { clone.destroy(); break; } } }; return self; });
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Add 30% to the slide duration for Blaster
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Reduce the time before blaster initial laser fire.
Code edit (7 edits merged)
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Please fix the bug: 'ReferenceError: Can't find variable: laserBeam' in or related to this line: 'if (CollisionManager.checkCollision(laserBeam, hero)) {' Line Number: 1978
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Decrease the initial time before Blaster fires their laser
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In the laser mechanic change the collision box to visible.
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===================================================================
--- original.js
+++ change.js
View of a futuristic soldier from directly overhead. White armor with blue glowing cyberpunk details. Holding weapon forward.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
The lights of a futuristic city in the dark at night. Very high above it looking straight down like from an airplane or a map. Background for an endlessly scrolling game.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A big button that say Play to start playing a game. Use neon cyberpunk style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A hovering robot with a tapered midsection with two bulky arms with claw like hands and a giant red “eye” on top of its body. Looking straight down. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Overhead view. A heavily armored attack robot. Two arms with large gauntlet type fists. Four large red glowing eyes. Three distinct parts, body and two arms. Symmetrical design. Birds Eye view above them looking down on their head. Simple shapes. Low detail. Cyberpunk, black with red glowing highlights.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A red glowing line. Bright red core with subtle outer glow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A blue transparent dome type shield. Simple graphics. Low details. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A ring of nuclear fire seen from overhead. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A thin robot with goggles riding a hover-bike. Twin blaster guns mounted on front. Top down view. Birds Eye view. Cyberpunk with red glowing highlights... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Battle drone, circular. White with blue glowing highlights. Birds Eye view from overhead. Cyberpunk. Simple shapes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
GameTheme
Music
TitleTheme
Music
HeroBlaster
Sound effect
Explosion
Sound effect
PowerUp
Sound effect
CloneSoldier
Sound effect
WeaponPowerUp
Sound effect
Drone
Sound effect
BinaryStorm
Sound effect
LaserCharge
Sound effect
LaserFire
Sound effect
BruiserStomp
Sound effect
RaiderSwoop
Sound effect
ShieldLevelUp
Sound effect
HeroHit
Sound effect
HeroScream
Sound effect