Code edit (1 edits merged)
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move the magnetism asset down 100 pixels
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Add an "magnetism" asset with an aspect ration of 2:1 that is displayed at the top of the screen when the player collected a magnet item, similar to "immunity". Display it for 5 seconds
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increase the magnet's effcetive radius so its 500 pixels
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make it so all items spawn indivually at different random intervalls and not in groups.
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the medikit and slow down item always spawn together at the same time, make it randomly
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the magnet item is not spawning, fix that and make it visible
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Please fix the bug: 'Timeout.tick error: game.contains is not a function' in or related to this line: 'if (game.contains(revive)) {' Line Number: 386
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Check if any of this is the case and if so, fix it so only the speed increase interval of 10 seconds increases enemy speed: "1. **Accumulative Speed Increase Without Cap**: The speed increase logic might be applying the 15% speed boost at regular intervals without checking if the new speed exceeds the 175% maximum. This could happen if the condition to cap the speed increase is not correctly implemented or if it's bypassed due to some logic flaw. 2. **Multiple Triggers**: If there are multiple triggers or events that cause the speed increase to apply, enemies might receive speed boosts from different sources, leading to an unintended cumulative effect that surpasses the 175% limit. 3. **Interaction with Other Effects**: There might be other game effects or mechanics that inadvertently affect enemy speed. For example, if there's a mechanic designed to slow down or temporarily boost the speed of enemies under certain conditions (like hitting a boost pad or being affected by a player ability), it's possible that these effects are not correctly reset or are stacking in unintended ways. 4. **Timing Issues**: The game's timing or tick system might be causing irregularities in how speed increases are applied. For instance, if the game's logic for increasing speed is tied to the frame rate or tick count in a way that doesn't account for potential variability in execution timing, enemies might receive speed boosts more frequently or irregularly than intended. 5. **Code Bugs or Oversights**: There could be bugs or oversights in the code that inadvertently allow for speed increases beyond the intended cap. This could include logical errors, incorrect variable usage, or issues with how conditions are checked. "
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increase spawn rate of magnet item by 10 times
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create a new function and a class as well as an asset for "magnet" which is an item that spawns randomly and activates 5 seconds of magnetism if collected, which means touched by the basket. Magnetism is an effect that lets you collect balls that are in an 300 pixel radius around the center of the basket, so you don't have to collide with them, it's enough if the edge of said circle collides with the balls
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make it so that starting from the third reset the immunity effect of the medikit item is increased to 7 seconds and the immunity after losing a heart to three seconds
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the enemys don't increase in speed at all rifht now, fix that
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reduce the speed increase of the enemies so they increase in speed by 15% every 10 seconds, adjust the Enemy speed display at the top left accordingly
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for some reason the enemys sometims get a speed increase outside the ten second interval, fix this issue
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make it so when you took damage shortly (<3 seconds) before picking up a medikit, the immunity of the medikit overrides other immunity effects and nflicts five seconds of immunity no matter what
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make it so when immunity is active and a "medikit" is picked up, the immunity effect is always five seconds, so the immunity effect effcete before is replaced with the new items effect
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move the bonus asset up by 100 pixels
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make it so when the basket collides with the edge of a boostpad there is a new asset called "lightning" displayed where the ball is at the point of collision. The asset should be displayed for half a second
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make it so the enemy's speed only increases five times
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make it so when the basket collides with a ball there is a nes asset called "poof" displayed where the ball is at the point of collision. The asset should be displayed for half a second
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make it so the basket can't be shot for three seconds after the game starts
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make the start screen fade out twice as fast
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--- original.js
+++ change.js
@@ -635,9 +635,9 @@
balls[i]["throw"]();
basket.move();
// Check for collision with basket
var distanceToBall = Math.sqrt(Math.pow(balls[i].x - basket.x, 2) + Math.pow(balls[i].y - basket.y, 2));
- if (balls[i].intersects(basket) && basket.isBallHitByOpening(balls[i]) || basket.magnetismActive && distanceToBall <= 300) {
+ if (balls[i].intersects(basket) && basket.isBallHitByOpening(balls[i]) || basket.magnetismActive && distanceToBall <= 500) {
// Display 'poof' asset at the ball's position upon collision
var poof = LK.getAsset('poof', {
x: balls[i].x,
y: balls[i].y,
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