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Please fix the bug: 'ReferenceError: isoundPlaying is not defined' in or related to this line: 'if (!isoundPlaying['hip_hop_loop']) {' Line Number: 1711
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Please fix the bug: 'ReferenceError: isoundPlaying is not defined' in or related to this line: 'if (!isoundPlaying['hip_hop_loop']) {' Line Number: 1711
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Please fix the bug: 'ReferenceError: isoundPlaying is not defined' in or related to this line: 'if (!isoundPlaying['hip_hop_loop']) {' Line Number: 1711
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Please fix the bug: 'ReferenceError: isoundPlaying is not defined' in or related to this line: 'if (!isoundPlaying['hip_hop_loop']) {' Line Number: 1711
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Please fix the bug: 'ReferenceError: isoundPlaying is not defined' in or related to this line: 'if (!isoundPlaying['hip_hop_loop']) {' Line Number: 1711
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Please fix the bug: 'ReferenceError: isoundPlaying is not defined' in or related to this line: 'if (!isoundPlaying['hip_hop_loop']) {' Line Number: 1707
Code edit (1 edits merged)
Please save this source code
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scale up the booster container by 1.15
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ad a grey tint to the stars on the booster
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scale down the stars on the booster by 2
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add 80% transparency to our stars on the booster
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reduce the number of sparkles on our boosters by half
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make sure human harvesting time increases by 60% meaning its multiplied by 1.6 right? Lets make sure harvesting time at every level by a multiple of 5 is multiplied by 1.6. Every level that is a multiple 5 the zombies and humans get a 15% speed increase. Let's also scale down the entire booster (the can and the sparkles) by half. (maybe just scale down the container)
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humans at level 5 instead of being 100% slower to harvest are onle 80% slower to harvest. Also we will increase the speed of both humans and zombies by 15% at level 5. Finally lets tone down the factor by which zombie spawns increase. Through the levels they increase a bit too quickly after level 5, so lets not increase it as much after level 5
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fix factory sound loop issue: Ensure the sound is started in a loop when processing begins: Use a flag to track whether the sound is already playing to avoid multiple restarts. Stop the sound explicitly when processing stops: Ensure that when the factory stops processing, the sound is stopped cleanly. Restart the sound if it stops prematurely during processing: Use a setInterval or sound library hooks to detect when the sound ends and restart it manually.
Code edit (1 edits merged)
Please save this source code
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every 5 levels humans take twice as long to harvest. also not sure why but our zombie isnt randomly selecting out of all the giggle man sounds. we have 5 that can randomly be picked and he only uses 3. also decrease probability of zombie emitting a sound.
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we need to increase the hit box of the boss slightly
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now instead of spawning boss every level, we wall spawn him every 4 levels
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similarly to how humans don't respawn when boss is alive, neither should zombies
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In the checkForBossSpawn function, the bossSpawned flag is checked to determine if a boss should spawn. However, when a boss dies, the flag is reset to false immediately: This happens in the following block in game.update When bossSpawned is reset to false, the next frame calls checkForBossSpawn, and since the boss reference is cleared (boss = null) and the level condition matches, a new boss spawns immediately. To prevent the boss from respawning immediately, you can introduce an additional variable, such as bossDefeated, to track whether the boss has already been defeated in the current level. The boss should only spawn when: bossSpawned is false The level condition is met bossDefeated is false Add a New Variable Declare a bossDefeated variable globally: Update checkForBossSpawn Modify the checkForBossSpawn function to check for bossDefeated Set bossDefeated to true when the boss dies to prevent another boss from spawning in the same level: Reset bossDefeated at Level Progression Reset bossDefeated when advancing to a new level:
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right now the boss seems to be respawning as soon as it dies, we dont want it to respawn until the following level
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Please fix the bug: 'TypeError: target is null' in or related to this line: 'var dx = self.x - target.x;' Line Number: 254
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ok lets spawn boss every level for now
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Please fix the bug: 'TypeError: boss is null' in or related to this line: 'boss.alienHealthBar.updateHealth(); // Explicitly update the health bar visual' Line Number: 232
===================================================================
--- original.js
+++ change.js
@@ -1395,8 +1395,12 @@
var isSoundPlaying = {
// Initialize sound playing state tracker
'hip_hop_loop': false // Add other sounds as needed
};
+var isSoundPlaying = {
+ // Initialize sound playing state tracker
+ 'hip_hop_loop': false // Add other sounds as needed
+};
// Update factory text
function updateFactoryText() {
factoryText.setText("Level: " + factory.level + "\nMeat: " + factory.meat + "\nMishnu Snax: " + factory.dogFood + "\nNext level at: " + factory.nextLevelRequirement);
}
blurry texture background 4k black and white
can of Dog Food. Game asset. 3d clipart. Blank background. High contrast. No shadows..
black capsule. Game asset. 3d clipart. Blank background. High contrast. No shadows..
woman in short shorts. mobile game art. pixel art. full body. front facing. Blank background. High contrast. No shadows.
laser beam cartoon game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bone. clipart. cartoon. Blank background. High contrast. No shadows..
Game Over. Red game letters, dripping. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Dog_panting
Sound effect
Agony_Yell_1
Sound effect
Music_Level_1_5
Music
Music_Level_1_4
Music
Agony_Yell_2
Sound effect
Agony_Yell_3
Sound effect
Agony_Yell_4
Sound effect
Agony_Yell_5
Sound effect
Agony_Yell_6
Sound effect
Agony_Yell_7
Sound effect
Dog_Crunch
Sound effect
Dog_Crunch_2
Sound effect
Dog_Crunch_3
Sound effect
Ding_1
Sound effect
Squish_1
Sound effect
Squish_2
Sound effect
Squish_4
Sound effect
Squish_3
Sound effect
Factory_Deposit
Sound effect
Factory_Operation
Sound effect
Level_Up
Sound effect
Bark
Sound effect
Hit
Sound effect
Agony_Yell_8
Sound effect
Agony_Yell_9
Sound effect
GiggleMan_1
Sound effect
GiggleMan_2
Sound effect
GiggleMan_3
Sound effect
GiggleMan_4
Sound effect
Booster_Sound
Sound effect
Can
Sound effect
woosh
Sound effect
Agony_Yell_10
Sound effect
Bark_2
Sound effect
Bark_3
Sound effect
laser
Sound effect
searing
Sound effect
laser_2
Sound effect
Laser_3
Sound effect
Laser_4
Sound effect
Boss_Hit
Sound effect
Boss_Hit_2
Sound effect
Boss_Hit_3
Sound effect
GiggleMan_5
Sound effect
GiggleMan_6
Sound effect
hip_hop_loop
Sound effect