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rotate the presents when being thrown
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when a chimney that hasnt been touched by an present and reaches the end dont subtract 1 but 2 points
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the powerup should set the delay for throwing present to 0.5 seconds for 5 seconds, so you can spam click. after that set it back to 2 seconds
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after the power up is done, bring it back to 2 seconds
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when the power up is activated, make the delay 0.5 seconds
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the powerup should remove the delay for throwing present for 5 seconds, so you can spam click
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when the present touches the power up, apply the power up. in this case the power up remove the present throwing delay for 5 seconds. when the power up gets applied the screen flashed blue
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Fix Bug: 'ReferenceError: powerUps is not defined' in this line: 'for (var i = 0; i < powerUps.length; i++) {' Line Number: 64
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Fix Bug: 'ReferenceError: powerUps is not defined' in this line: 'for (var i = 0; i < powerUps.length; i++) {' Line Number: 64
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when the present touches the power up, apply the power up. in this case the power up remove the present throwing delay for 5 seconds. when the power up gets applied the screen flashed blue
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move the power up asset to the top layer
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make an powerup asset, spawn it randomly every 40 seconds at the x-axis, y-axis is 1800.
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make an powerup asset, spawn it randomly every 60 seconds at the x-axis, y-axis is 1800.
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To fix the issue of the Grinch not despawning, you should add a condition within the Grinch's move method that checks if the Grinch has moved off-screen. Since the Grinch moves horizontally, you need to check if the Grinch's x position plus half its width is less than 0 (left side of the screen) or if the Grinch's x position minus half its width is greater than 2048 (right side of the screen). If either condition is true, call the destroy method on the Grinch instance to remove it from the game. This check should be performed every tick to ensure that the Grinch is removed when it's no longer visible on the screen. Remember to also remove the Grinch from the array that is tracking all Grinches in the game to prevent memory leaks and potential errors.
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how to fix it, provide the solution in a simple short paragraph. write it so an simple frvr coding ai could get it.
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the grinch should spawn 10 pixels form the left side of the screen instead of the middle, account for the height and width of the asset. when the grinch despawntimer is done, dont immediately despawn it, move it to the nearest side off screen.
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when the grinch despawntimer is done, dont immediately despawn it, move it to the nearest side off screen
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the grinch should spawn 10 pixels form the left side of the screen instead of the middle, account for the height and width of the asset. despawn it like normal
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the grinch should spawn 10 pixels form the left side of the screen instead of the middle, account for the height and width of the asset
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after the spawn keep the nomal movement logic
===================================================================
--- original.js
+++ change.js
@@ -55,8 +55,9 @@
self.speed += self.gravity;
self.y += self.speed;
if (!self.initialFlingDone) {
self.x += 150 / 60;
+ self.rotation += 0.1;
self.flingTicks = (self.flingTicks || 0) + 1;
if (self.flingTicks >= 400) {
self.initialFlingDone = true;
}
chimney. pixelart. residential chimney. only chimney. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
gift. pixelart. christmas. green and red. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
night sky. pixelart. seamless. clouds. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. christmas. santa in sleigh. from the side. flying. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
grinch. green monster. pixelart. only face. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelart. chistmas present. powerup. game art Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.