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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'enemies[i].intersects')' in or related to this line: 'if (enemies[i].intersects(hero)) {' Line Number: 491
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Make the opacity of the laser charge a consistent 50%
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Make the transition between axis stretches faster
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Compress the laser charge more along the Y axis during the stretch. It should get very thin.
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Flatten the asset more on the Y axis stretch and when the x axis stretch happens, flatten the Y axis quickly at the same time.
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Let’s try this for the laser charge. Remove the spin all together. Instead on spawn, flatten and stretch the laser charge asset along the Y axis for one second before flattening and stretching the asset along the X axis.
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Slow the spin of the laser charge by half
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Laser charge should start at 50% opacity and spin should start much slower.
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Create a laser attack sequence for the Blaster enemy: Have Blaster stop moving while charging. Phase 1: Charge-up Phase (2 seconds): - Spawn asset LaserCharge at the center of Blaster at 75% opacity. On spawn it should start growing and getting brighter. Also on spawn the laser charge should start spinning and increase speed as it grows. After charge up is over, destroy laser charge.
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Have central particle start at a scale of 1
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Make sure that central particle grows bigger and brighter with every particle that reaches center.
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1. The `self.chargeParticles` array is never initialized. Let's move it to the start of the class: ```javascript var Blaster = Container.expand(function () { var self = Container.call(this); var blasterGraphics = self.attachAsset('Blaster', { anchorX: 0.5, anchorY: 0.5 }); self.HitPoints = 5; self.speed = 3; self.shootInterval = 60; self.chargeParticles = []; // Initialize here self.isCharging = false; // Add this too self.update = function () { // Rest of the code... ``` 2. Then modify the charging section: ```javascript if (self.isCharging) { var chargeDuration = LK.ticks - self.chargeStartTime; if (chargeDuration < 120) { // 2 seconds charge-up if (!self.centralParticle) { self.centralParticle = LK.getAsset('LaserChargeParticle', { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 2, scaleY: 2, alpha: 1, visible: true }); game.addChild(self.centralParticle); game.setChildIndex(self.centralParticle, game.children.length - 1); } // Update central particle position if (self.centralParticle) { self.centralParticle.x = self.x; // Add this to keep central particle with enemy self.centralParticle.y = self.y; self.centralParticle.scaleX += 0.02; self.centralParticle.scaleY += 0.02; self.centralParticle.alpha = Math.min(1, self.centralParticle.alpha + 0.02); } if (chargeDuration % 30 === 0) { // Rest of particle spawn code... } ``` 3. And in the cleanup section: ```javascript } else { // Destroy all laser particles if (self.chargeParticles.length > 0) { // Add check self.chargeParticles.forEach(function (particle) { particle.destroy(); }); self.chargeParticles = []; // Reset array } if (self.centralParticle) { self.centralParticle.destroy(); self.centralParticle = null; // Make sure to null it } self.isCharging = false; }
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Set central charge particle starting scale to 2
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Change the conditions of the central charge particle and make sure it is not dependent on other charge particles and is created first
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Add this change: Try modifying the code like this: ``` if (chargeDuration % 30 === 0) { // Spawn a new particle every 0.5 seconds var angle = chargeDuration / 120 * Math.PI * 2; var particle = LK.getAsset('LaserChargeParticle', { anchorX: 0.5, anchorY: 0.5, x: self.x + Math.cos(angle) * 50, y: self.y + Math.sin(angle) * 50, scaleX: 1, scaleY: 1 }); game.addChild(particle); self.chargeParticles.push(particle); } // Update central particle independently if (self.centralParticle) { self.centralParticle.scaleX += 0.02; self.centralParticle.scaleY += 0.02; self.centralParticle.alpha = Math.min(1, self.centralParticle.alpha + 0.02); } self.chargeParticles.forEach(function (particle, index) { // Move particles towards the center particle.x += (self.x - particle.x) * 0.1; particle.y += (self.y - particle.y) * 0.1; if (Math.abs(particle.x - self.x) < 5 && Math.abs(particle.y - self.y) < 5 && particle !== self.centralParticle) { particle.destroy(); self.chargeParticles.splice(index, 1); } });
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Make sure central particle visible is true.
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I think that the code that destroys particles when they reach the center of the charge point is destroying the central particle as soon as it is created. Make sure it does not.
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Stop spawning drones and bruisers for now
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Change the charge particle code to recognize a central particle and only increase that particles size and brightness. Central particle does not get destroyed until charge timer is complete.
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Central particle alpha should be 1
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Need to make sure central particle is above Blaster layer. It’s not visible currently.
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I don’t see a central particle appearing on blaster charge up
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When the first laser charge particle reaches center of Blaster, create a particle at gathering point. This particle should grow in size and brightness with each other particle that reaches it
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The charge up for blaster is not working right. Let me describe it again sequentially. Blaster stops moving. Particles are spawned one at a time and swirl towards center of Blaster. When the first particle reaches center leave that particle there and increase brightness. Each additional particle that reaches center should be destroyed and the first particle should increase in size and brightness. Continue to do this for 2 seconds and then destroy all particles.
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After the charge duration is done, destroy all laser particles.
===================================================================
--- original.js
+++ change.js
@@ -458,11 +458,16 @@
hero.x = dragNode.x;
hero.y = dragNode.y;
}
// Update enemies
+ if (!enemies) {
+ return;
+ } // Ensure enemies array is initialized
for (var i = enemies.length - 1; i >= 0; i--) {
- enemies[i].update();
- if (enemies[i].intersects(hero)) {
+ if (enemies[i]) {
+ enemies[i].update();
+ }
+ if (enemies[i] && enemies[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
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