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We are experiencing scoping issues. You need to ensure the scope of self is correct in the code. Fix scoping issues
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self.die = function () { this goes into VAR BOSSS!!!! come on..
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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the self.die function is added to boss class.... duh
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1685
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1658
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Please fix the bug: 'self is undefined' in or related to this line: 'self.die = function () {' Line Number: 1658
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Finally we want to implement the death of boss. When boss health reaches 0, it stops moving. It turns grey and 3 random boosters are propelled out of him. Then fades out of existance. To do this follow these steps: Modify the setHealth Method for AlienHealthBar: Ensure the health bar invokes a death sequence when the health is depleted. Assign a custom onDeath function to the boss’s health bar when initializing it: Step 2: Implement the Death Sequence Add a die method to the Boss class to handle its death animation and logic. Step 3: Stop Related Components Ensure all auxiliary components of the boss stop functioning when it dies: Stop Radius Rotation: Disable Lasers: If lasers are tied to the boss's update function, ensure they stop spawning. Step 4: Update the Game Logic In the main game loop, check if the boss is dead and manage related cleanup: Disable Interactions: Prevent further collisions or damage checks once the boss is marked as dead.
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Check the flashGreyMask Function: Ensure it is being called correctly with the relevant boss components (boss graphics, radius graphics, and the health bar). Update Damage Logic for the Boss: Modify the logic where the boss takes damage from a bone to include the correct flashing effect.
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still not working. Do this, look at how we build the flashing damage effect for mishnu, do something similar for the boss
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i dont see the effect, its not working
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i dont see the flashing effect. the flashing effect should be similar to the effect when mishnu takes damage. Implement this for our boss.
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when boss takes damage, a flashing mask is used to flash 3 times of his inner health bar, his radius and his image indicating he's taking damage
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Bones need to fade out slowly after six seconds. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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In your Boss class, make sure the AlienHealthBar instance is properly assigned to the boss and referenced consistently:
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To ensure the health bar updates correctly: Verify that the alienHealthBar in the Bone collision logic is the same as the alienHealthBar added to the boss. Ensure updateHealth is explicitly called after reducing the health. Ensure the AlienHealthBar instance is properly added to the game hierarchy for rendering.
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No his health bar still doesnt reflect damage taken. Can you ensure this mechanic works
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no the inner health bar is not reflecting the boss taking damage when a bone hits him. I see the bone disappear correctly, and the alien emits a Boss_hit sound correctly, but I don't know if he's taking damage because his inner health bar isn't changing
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--- original.js
+++ change.js
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