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Reduce drone speed by 25%
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Add a pulse effect to drone on hit with bullet.
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Increase knock back on Drone by bullet
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Add a slight push back to drones when they are hit with a bullet
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Please fix the bug: 'Timeout.tick error: undefined is not an object (evaluating 'enemies[k].scale')' in or related to this line: 'enemies[k].scale.x = 1.0;' Line Number: 318
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Add a slight knock back and a small scale pulse when bullet hits the drone.
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When a Drone is destroyed by HeroBullets, have it split into three pieces. Send those pieces flying outwards with a small amount of momentum before fading away and getting destroyed.
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Increase firing rate of hero bullets by 25%
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When hero bullets hit the drones, subtract the bullet power from the drone hit points, when the drones hit points are less than or equal to 0, destroy them.
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I want to add a Type and a Power variable to HeroBullet for later power up implementation.
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Add a variable to the drone class called HitPoints. Set to 3.
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I’m seeing some drones being destroyed without any interaction with, bullets, the player or leaving the bottom of the screen. Possible causes?
Code edit (1 edits merged)
Please save this source code
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Bring enemy outer X spawn parameters in 5% on either side.
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Enemies can not be destroyed until they are on screen
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Change enemy spawn area X axis range to be within Road area. Spawn enemies in groups of 2-3
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Make sure high definition asset used for game logo
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Do the same for game.move
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In game.down add a check for game started before using dragNode or hero.rotation.
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Please fix the bug: 'Script error.' in or related to this line: 'hero.rotation = x > hero.x ? Math.PI / 180 * -1 : Math.PI / 180 * 1;' Line Number: 329
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Please fix the bug: 'Script error.' in or related to this line: 'dragNode = {' Line Number: 327
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Move play underneath game logo on title screen.
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Make sure Game logo and play button are initialized after all scrolling backgrounds.
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Add two states for game. isTitle and isStarted. Create a title screen during which isTitle is true and isStarted is false, with the game logo in the center of the screen. Create a play button class using the appropriate asset and place below game logo on title screen. During title screen, only initialize RoadScroll, both railings and city background. When play button is pressed, start game and have player run out from bottom of screen.
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Please fix the bug: 'Script error.' in or related to this line: 'hero.rotation = x > hero.x ? Math.PI / 180 * -1 : Math.PI / 180 * 1;' Line Number: 361
===================================================================
--- original.js
+++ change.js
@@ -8,9 +8,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.HitPoints = 3;
- self.speed = 3;
+ self.speed = 2.25;
self.update = function () {
self.y += self.speed;
// Pulse effect on hit
if (self.pulseEffect) {
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