Code edit (1 edits merged)
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The city should move half as slow as the ocean.
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the city should move just as slow as the ocean.
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The city image should only ever be on-screen at once. They should be back-to-back so that there are no gaps between the tiles.
Code edit (1 edits merged)
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The city image should be at 30% opacity.
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The city layer should take up the entire horizontal screen space.
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The city layer should be directly above the ocean with no gap.
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The new city set should be a solid layer similar to the ocean. There are no gaps between it and it loops like the ocean.
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Sorry, the last thing I mentioned for the city, those are not clouds. That is a whole new tile set that is the same size as the clouds.
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Let's create a new layer right above the ocean layer that will serve as a city in the background. This will also have no collision. The tiles should all be the same size as the cloud tiles.
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Actually, let's make the clouds at 30% opacity.
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The cloud should be at 60% opacity.
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The clouds should appear at varying heights randomly.
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The clouds should be five times the size they are currently.
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Similar to the ocean layer that's moving from left to right slowly, we want to create a cloud layer that is also moving slowly but about twice the speed of the ocean layer from right to left.
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The yum and plus 10 text should be bright orange.
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We should play a splash sound when the splash effect is triggered.
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Anytime the player collides with the top part of the ocean layer, we should create a splash effect.
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Whenever the player's pelican goes into the ocean layer, they should go to 80% opaque opacity.
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The fish should have an alpha of about 80% opaque.
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The ocean layer currently is not looping. There should be another ocean layer on the end of it so you never see a gap between tiles.
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The ocean layer should move a little bit faster from right to left, but it should loop so there's never a gap. The ocean layer is a permanent background.
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The ocean layer should also move very slowly from right to left.
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Let's slow the motion of the ocean layer down a bit.
===================================================================
--- original.js
+++ change.js
@@ -9,9 +9,9 @@
anchorY: 0.5,
scaleX: 5,
scaleY: 5
});
- cityGraphics.alpha = 0.6; // Set opacity to 30%
+ cityGraphics.alpha = 0.4; // Set opacity to 30%
self.speed = -0.1; // Move from right to left, half the ocean speed
self.update = function () {
self.x += self.speed;
if (self.x < -cityGraphics.width) {
@@ -27,9 +27,9 @@
anchorY: 0.5,
scaleX: 5,
scaleY: 5
});
- cloudGraphics.alpha = 0.3; // Set opacity to 30%
+ cloudGraphics.alpha = 0.4; // Set opacity to 30%
self.speed = -1; // Move from right to left
self.update = function () {
self.x += self.speed;
if (self.x < -cloudGraphics.width) {
8-bit profile of pelican flying straight. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit profile of fish for arcade game. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit profile of pelican flapping it's wings downward. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit silhouette of tugboat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit "YUM" dialog bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.