User prompt
take emit stars, out of game update, and make emit stars a function inside of laser. We don't need it in game update....
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var sparkle = self.attachAsset('Stars', {' Line Number: 1381
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Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var sparkle = self.attachAsset('Stars', {' Line Number: 1380
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Please fix the bug: 'TypeError: this.attachAsset is not a function' in or related to this line: 'var sparkle = this.attachAsset('Stars', {' Line Number: 1380
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Please fix the bug: 'TypeError: self.attachAsset is not a function' in or related to this line: 'var sparkle = self.attachAsset('Stars', {' Line Number: 1381
User prompt
Please fix the bug: 'TypeError: self is undefined' in or related to this line: 'var sparkle = self.attachAsset('Stars', {' Line Number: 1380
User prompt
add star emission effect to leser, similar to the star emit effect we have on zombie
User prompt
it seems the laser damage is happening multiple times when making contact with mishnu, ensure a laser can only do damage one time
User prompt
Multiple Updates to globalHealthBar: If another part of the game (outside of the Laser class) is modifying globalHealthBar.currentHealth, it might cause additional health deductions. Check if other game logic or external calls modify globalHealthBar. Make sure Mihsnu looses only 2 hp on laser hit investigating if this may just be a visual error where the inner health bar appears at 0 after hit. Make sure 2hp of health pnly is removed visually from inner health bar on hit
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Please fix the bug: 'TypeError: game.contains is not a function' in or related to this line: 'if (game.contains(self)) {' Line Number: 764
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If the Laser object is not properly removed from the game after a hit (i.e., game.removeChild(self) fails), the update method of the Laser could execute multiple times in a single frame, causing repeated health deductions.
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Make sure bosse's radius Uses Boss_Radius
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When mishnu takes a hit from a laser she only looses 2 health.
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we now have an assortment of laser sounds to create variability when the laser shoots. When the laser shoots, it chooses randomly one of our 4 laser sounds. Also our boss shoots lasers at random intervals. it has to be more unpredictable
User prompt
remove this laser variability completely we will use some other way to vary the sounds.
User prompt
i dont hear the variability in playback of the laser, maybe make it less subtle
User prompt
implement random playback rate of the laser, but make sure the variability is very subtle
User prompt
instead of playing hit sound when mishnu gets hit by laser, we play searing sound. Also when laser is shot we use laser sound.
User prompt
i can hear overlapping dog barks when mishnu gets hit by laser. It sounds like they are all playing at the same time
User prompt
a dog bark is randomly play out of our available dog barks
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When mishnu gets hit by the laser, it will do the same thing then when hit by a zombie. (flashing grey), sound dog bark
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when alien kills a human, we need one of our squish sounds to play.randomly plays one of our 4 squish sounds as human gets killed
User prompt
alien radius rotates to the right slowly
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laser image needs to be scaled up a bit. the green mask on alien radius needs to be brighter
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lets have our boss spawn at level 1 instead. We need the radius of the boss to be brighter green color, as large as mishnu's radius, and spinning at the same speed as mishnu's radius but in the opposite direction. Finally we need alien asset to be scaled a bit bigger
===================================================================
--- original.js
+++ change.js
@@ -669,14 +669,43 @@
var dy = targetY - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
var velocityX = dx / distance * speed;
var velocityY = dy / distance * speed;
+ // Function to emit stars around the laser
+ self.emitStars = function () {
+ var sparkle = self.attachAsset('Stars', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: Math.random() * 0.3 + 0.1,
+ scaleY: Math.random() * 0.3 + 0.1,
+ alpha: 1,
+ tint: 0xFFFFFF // Bright white sparkles
+ });
+ // Position sparkle randomly around the laser
+ var angle = Math.random() * Math.PI * 2;
+ var radius = laserGraphics.width / 2 + Math.random() * 20 + 10; // Moderate radius
+ sparkle.x = Math.cos(angle) * radius;
+ sparkle.y = Math.sin(angle) * radius;
+ // Set sparkle lifetime
+ var lifetime = Math.random() * 200 + 100; // Short lifespan
+ var elapsed = 0;
+ // Animate the sparkle
+ var interval = LK.setInterval(function () {
+ elapsed += 16; // Assume 16ms per frame
+ sparkle.y -= 0.2; // Subtle upward motion
+ sparkle.alpha = Math.max(0, 1 - elapsed / lifetime); // Gradual fade-out
+ if (elapsed >= lifetime) {
+ LK.clearInterval(interval);
+ self.removeChild(sparkle); // Remove sparkle after its lifetime
+ }
+ }, 16);
+ };
// Update laser behavior
self.update = function () {
self.x += velocityX;
self.y += velocityY;
// Emit stars around the laser
- emitStars();
+ self.emitStars();
// Check collision with Mishnu
var mishnuDx = mishnu.x - self.x;
var mishnuDy = mishnu.y - self.y;
var mishnuDistance = Math.sqrt(mishnuDx * mishnuDx + mishnuDy * mishnuDy);
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