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Remove the tilt effect from the raider class during slide in.
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Make enemy point font bigger.
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Make the enemy point alpha start as 1 and be fully visible a little longer before fading.
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Make enemy point font bigger and have it appear more above the enemy.
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Add EnemyPoint class that generates a small number with the enemy point value above the enemy when destroyed. The number should float up and fade away before being destroyed.
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In game update, add point value to player score when enemy destroyed.
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On any enemy destruction, use enemy classes point value to update player score.
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On enemy destruction update player score with appropriate point value.
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On enemy destruction update player score with point value.
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Add point value to all enemy classes. 50 for Drone. 75 for Red Drone. 150 for Raider. 250 for Bruiser. 250 for Blaster.
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Add explosions to enemies destroyed by bomb power up
Code edit (1 edits merged)
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Do the same for raider bullet.
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In laser segment add a check on collision for hero shield state being true, if it is update hero shield. If not then flash screen and game over.
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Keep all Bruiser movement the same, but add a variety to the timing of the movement per Bruiser instance so that they are not all walking in unison.
Code edit (1 edits merged)
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Analyze and optimize Drone class without losing any functionality.
Code edit (2 edits merged)
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Use the same four explosions for Bruisers on collision as well.
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Add the same explosions to enemies on collision with hero as on destruction with hero bullets
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In the enemies array in game update add a check for collision with hero. If the hero shielded state is true, update the hero shield using the global method, if not, flash the screen and game over.
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Change the second level of shield to be blue.
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In the update hero shielded state have each lower level just be a lighter version of the max level, in succession.
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Remove the tint from the asset for the second level of shield.
===================================================================
--- original.js
+++ change.js
@@ -8,8 +8,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 10;
+ self.pointValue = 250;
self.speed = 3;
// Laser attack properties
self.laserMechanic = new LaserMechanic(self, 60, 30); // charge and fire durations
self.nextAttackTime = LK.ticks + randomRange(120, 240); // 2-4 seconds initial delay
@@ -122,9 +123,10 @@
var bruiserGraphics = self.attachAsset('Bruiser', {
anchorX: 0.5,
anchorY: 0.5
});
- self.HitPoints = 20; // Double the hit points for Bruiser
+ self.HitPoints = 20;
+ self.pointValue = 250;
self.speed = 5;
self.randomOffset = Math.random() * 80; // Random offset for movement timing
self.update = function () {
// Implement mechanical stomping movement
@@ -409,8 +411,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 1;
+ self.pointValue = 50;
self.randomOffset = Math.random() * 100; // Random timing for each drone
self.speed = 2.75;
self.update = function () {
// Simplified movement logic
@@ -854,8 +857,9 @@
anchorY: 0.5
});
// Raider specific properties
self.HitPoints = 5;
+ self.pointValue = 150;
self.speed = 3;
self.shootInterval = 66; // Reduced firing frequency by 10%
self.lastShotTime = 0;
self.trackingDelay = 30; // Delay before adjusting aim
@@ -1061,8 +1065,9 @@
// Apply red tint to graphics
droneGraphics.tint = 0xFF0000;
// Set aggressive properties
self.HitPoints = 4;
+ self.pointValue = 75;
self.randomOffset = Math.random() * 100;
self.speed = 4; // Faster than regular drone
self.update = function () {
if (hero) {
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 āeyeā 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