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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
Code edit (1 edits merged)
Please save this source code
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When the boss is removed (e.g., after being defeated), the bossSpawned flag should be reset to false. However, the reset logic in the game update loop has a condition that checks boss.alienHealthBar.currentHealth === 0 before removing the boss, but doesn't reset the bossSpawned flag properly for subsequent level spawns. Specific Variable The problematic variable is bossSpawned, which is not consistently set back to false. Fix Ensure bossSpawned is reset to false whenever the boss is removed, not just when its health reaches zero. Update the relevant part of your game update loop or the boss removal logic: Updated Code In the game update loop or boss removal logic
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instead of every 4 levels we will spawn boss every 2 levels
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After the boss is defeated (boss.alienHealthBar.currentHealth === 0), it is removed from the game, and bossSpawned is reset to false, allowing for a new boss to spawn in subsequent levels.
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Modify the checkForBossSpawn function to ensure that bossSpawned is properly managed: Reset bossSpawned to false when the boss is removed. Ensure bossSpawned is checked correctly before spawning a new boss.
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at level 8, 12, and so forth, our boss does not spawn. This incorrect. ensure our boss ALWAYS spawns on a level that is a multiple of 4. Make a global function for this or something
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for some reason, our boss did not spawn at level 8. we need to make sure the boss spawns ever increments of 4 levels.
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low the damn Next level at number. its doo damn high. its too much. it make the game progression too slow. Lower the number a bit
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something is wrong with the cargo boosters. it seems to upgrade my cargo, but then at some point it resets...
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reduce the chance of an agony yell playing
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progression is too slow. we need to lower the mishnu snax requirements in next level at: its taking forever to progress
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the next level at is too high. too fast. it increases slowly at first then accelerates at hgiher levels.
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The level progression is a bit too exponential. Next level at: value increases in a j curve. Make the requirement for next level more linear than exponantial. even if the number of snax required does increase slightly over time
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ok this seems to work. now we're changing the level the boss spawns on. Boss will spawn on level 4, and level 8, and 12 and so forth increments of 4 so make sure the function to not spawn humans until boss dies works on those levels too
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ok why are we spawning with humans on level 1 if boss spawns at level 1... this is incorrect fix it
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no this incorrect it should be in the human var. that way before we spawn the humans we check is this a boss level. Oh its a boss level, waiting for boss death...
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Before you we spawn humans for a level, we want to check if boss will be spawning at that level. If boss is spawning, we wait to spawn humans for boss to die.
===================================================================
--- original.js
+++ change.js
@@ -165,9 +165,9 @@
if (target) {
var dx = self.x - target.x;
var dy = self.y - target.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- return distance < 50; // Adjust this radius based on object sizes
+ return distance < 70; // Increased radius for larger hitbox
}
return false;
};
return self;
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
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laser
Sound effect
searing
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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