Code edit (19 edits merged)
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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
Code edit (1 edits merged)
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Code edit (10 edits merged)
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Reduce the time before blaster initial laser fire.
Code edit (1 edits merged)
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Code edit (14 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
Code edit (3 edits merged)
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Decrease the initial time before Blaster fires their laser
Code edit (1 edits merged)
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Code edit (12 edits merged)
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In the laser mechanic change the collision box to visible.
Code edit (1 edits merged)
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In the updateFiring section of the laser mechanic, remove the variable adjusted beam and related code and replace with: // During firing phase collision check var segments = 5; // Number of check points along laser var length = this.laserBeam.height * this.laserBeam.scaleY; var segmentLength = length / segments; for (var i = 0; i < segments; i++) { var segmentPoint = { x: this.laserBeam.x, y: this.laserBeam.y + (segmentLength * i), width: this.laserBeam.width, height: segmentLength }; if (CollisionManager.checkCollision(segmentPoint, hero)) {
Code edit (4 edits merged)
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Remove hit point scaling for enemies with difficulty increase.
Code edit (1 edits merged)
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Code edit (3 edits merged)
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Make this change to Blaster class update: // In Blaster update for (var i = 0; i < this.children.length; i++) { var child = this.children[i]; // Check hero collision with any child if (CollisionManager.checkCollision(child, hero)) { if (hero.shielded) { hero.shieldLevel -= 1; if (hero.shieldLevel <= 0) { hero.shielded = false; if (hero.shieldGraphics) { hero.shieldGraphics.destroy(); hero.shieldGraphics = null; } } else { hero.shieldGraphics.tint = 0xFFFFFF; if (hero.shieldLevel === 2) { hero.shieldGraphics.tint = 0xFFFF00; } else if (hero.shieldLevel === 1) { hero.shieldGraphics.tint = 0xFFFFFF; } } } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Check clone collisions for (var j = soldierClones.length - 1; j >= 0; j--) { var clone = soldierClones[j]; if (CollisionManager.checkCollision(child, clone)) { clone.destroy(); break; } } }
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Add the spawning of bombs to power ups after difficulty level 4
===================================================================
--- original.js
+++ change.js
@@ -2012,59 +2012,27 @@
this.isSliding = true;
this.slideStartTime = LK.ticks;
};
LaserMechanic.prototype.updateSliding = function () {
- if (!this.isSliding || !this.laserBeam) {
+ if (!this.isSliding) {
return;
}
var slideProgress = (LK.ticks - this.slideStartTime) / this.slideOffDuration;
if (slideProgress <= 1) {
- // Move the beam off screen
- this.laserBeam.x += this.slideDirection.x * 20;
- this.laserBeam.y += this.slideDirection.y * 20;
- // Check collision with hero during slide
- if (CollisionManager.checkCollision(this.laserBeam, hero)) {
- if (hero.shielded) {
- hero.shieldLevel -= 1;
- if (hero.shieldLevel <= 0) {
- hero.shielded = false;
- if (hero.shieldGraphics) {
- hero.shieldGraphics.destroy();
- hero.shieldGraphics = null;
- }
- } else {
- hero.shieldGraphics.tint = 0xFFFFFF;
- if (hero.shieldLevel === 2) {
- hero.shieldGraphics.tint = 0xFFFF00;
- } else if (hero.shieldLevel === 1) {
- hero.shieldGraphics.tint = 0xFFFFFF;
- }
- }
- } else {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
+ // Move all segments
+ for (var i = 0; i < this.segments.length; i++) {
+ var segment = this.segments[i];
+ segment.x += -Math.sin(this.rotation) * 20; // Adjust speed as needed
+ segment.y += Math.cos(this.rotation) * 20;
}
- // Check clone collisions during slide
- for (var i = soldierClones.length - 1; i >= 0; i--) {
- var clone = soldierClones[i];
- if (CollisionManager.checkCollision(this.laserBeam, clone)) {
- clone.destroy();
- break;
- }
- }
} else {
- // Clean up
- if (this.laserBeam) {
- game.removeChild(this.laserBeam);
- this.laserBeam = null;
+ // Clean up all segments
+ for (var i = this.segments.length - 1; i >= 0; i--) {
+ game.removeChild(this.segments[i]);
}
+ this.segments = [];
this.isSliding = false;
- this.slideDirection = null;
this.attackComplete = true;
- if (this.origin) {
- this.origin.laserMechanic.attackComplete = true;
- }
}
};
// Method to reset attack states
LaserMechanic.prototype.resetAttack = function () {
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