Code edit (10 edits merged)
Please save this source code
User prompt
Reduce the time before blaster initial laser fire.
Code edit (1 edits merged)
Please save this source code
Code edit (14 edits merged)
Please save this source code
User prompt
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)
Please save this source code
User prompt
Decrease the initial time before Blaster fires their laser
Code edit (1 edits merged)
Please save this source code
Code edit (12 edits merged)
Please save this source code
User prompt
In the laser mechanic change the collision box to visible.
Code edit (1 edits merged)
Please save this source code
User prompt
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)
Please save this source code
User prompt
Remove hit point scaling for enemies with difficulty increase.
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
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; } } }
User prompt
Add the spawning of bombs to power ups after difficulty level 4
User prompt
If the player already has level 3 weapon power, do not spawn weapon power ups
User prompt
Can you add this to the Blaster class update section: // In Blaster update if (this.laserMechanic && this.laserMechanic.isFiring && this.laserMechanic.laserBeam) { // Check hero collision if (CollisionManager.checkCollision(this.laserMechanic.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(); } } // Check clone collisions for (var i = soldierClones.length - 1; i >= 0; i--) { var clone = soldierClones[i]; if (CollisionManager.checkCollision(this.laserMechanic.laserBeam, clone)) { clone.destroy(); break; } } }
Code edit (2 edits merged)
Please save this source code
User prompt
Reduce drone spawn rate to 45 ticks
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: needsToDodge' in or related to this line: 'if (!needsToDodge) {' Line Number: 1235
Code edit (1 edits merged)
Please save this source code
===================================================================
--- original.js
+++ change.js
@@ -1941,32 +1941,43 @@
}
var fireProgress = (LK.ticks - this.fireStartTime) / this.fireDuration;
if (fireProgress <= 1) {
this.laserBeam.scaleY += (20 - this.laserBeam.scaleY) * 0.1;
- // Add debug marker
- var debugMarker = LK.getAsset('LaserCharge', {
- // Using LaserCharge asset as a visible marker
+ // Base position marker (red)
+ var baseMarker = LK.getAsset('LaserCharge', {
anchorX: 0.5,
anchorY: 0.5,
scale: {
- x: 0.2,
- y: 0.2
+ x: 1,
+ y: 1
},
- alpha: 0.8
+ alpha: 0.8,
+ tint: 0xFF0000
});
- debugMarker.x = this.laserBeam.x;
- debugMarker.y = this.laserBeam.y;
- game.addChild(debugMarker);
- // Check collision before position update
+ baseMarker.x = this.laserBeam.x;
+ baseMarker.y = this.laserBeam.y;
+ game.addChild(baseMarker);
+ // Calculate what should be midpoint based on CollisionManager logic
+ var midX = this.laserBeam.x + Math.sin(this.laserBeam.rotation) * (this.laserBeam.height * this.laserBeam.scaleY / 2);
+ var midY = this.laserBeam.y + Math.cos(this.laserBeam.rotation) * (this.laserBeam.height * this.laserBeam.scaleY / 2);
+ // Midpoint marker (blue)
+ var midMarker = LK.getAsset('LaserCharge', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scale: {
+ x: 1,
+ y: 1
+ },
+ alpha: 0.8,
+ tint: 0x0000FF
+ });
+ midMarker.x = midX;
+ midMarker.y = midY;
+ game.addChild(midMarker);
+ // Rest of the update code...
if (CollisionManager.checkCollision(this.laserBeam, hero)) {
- if (hero.shielded) {
- // ... shield logic
- } else {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
+ // ... collision handling
}
- // Update position
this.laserBeam.x = this.origin.x;
this.laserBeam.y = this.origin.y;
} else {
this.isFiring = false;
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