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fix the performance issue related to this.
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instead of spawning ballons when arrow hits the other ballons, spawn them at some interval
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there is some issue with the ballon spawning logic when wave changes, there should be only 2 ballons at a time when i am in wave 2, but it is spawning a lot.
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and also do not increase the movement speed of the ballons as the wave increases.
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change the wave logic to like, spawn the wave number of ballons at the same time.
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make arrow invincible
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player can shoot mulitple ballons with single arrow.
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fix the wave not changing issue, i want change the wave on every 50 points.
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solve the issue
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to collect the powerup player need to shoot arrow on the powerup
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on arrow can shoot multiple ballons.
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wave logic should be like this, if it is wave 2 then there will max two ballons can be spawn at the same time, if it is wave 3 there will be max 3 ballons can be spawned at the same time and so on.. and make the reduce the peak speed of the ballon movement.
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do not increase the movement speed of the ballons, when wave changes.
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reduce the max speed of ballons to go from bottom to up.
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on each ballon hit, give only 2 score.
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Also randomly spawn a power up, called Ballon bust which will destroy all the ballons spawned on the screen, when stickman collect the powerup.
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increase the rate of ballon spawn after each 50 points and, show the wave text for 2 sec at the middle of the screen.
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After all the ballon skips are finished, game over and show the final score.
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Stickman have 5 ballon skips, show as ballon on the top left of the screen, and whenever the stickman is not able to shoot the ballon and it reached the top then reduce the ballon skip by one.
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Now the targets are three types of ballons ( red , gree, and blue ) , they will randomly spawn from the bottom of the screen and with random speed they move from bottom to top.
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reduce the gravity little more.
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increase the shooting power of bow
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reduce the gravity little bit.
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Gravity is not working on the arrow after shoot. fix the issue.
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after click, stickman should be continue to rotate in the direction of the mouse pointer, untill released.
===================================================================
--- original.js
+++ change.js
@@ -93,9 +93,9 @@
stickman.rotation = arrow.rotation;
// Calculate the distance between the stickman and the point where the drag was released
var distance = Math.sqrt(Math.pow(stickman.x - x, 2) + Math.pow(stickman.y - y, 2));
// Use this distance to set the speed of the arrow
- arrow.speed = distance / 100;
+ arrow.speed = distance / 50;
arrows.push(arrow);
game.addChild(arrow);
isMouseDown = false;
}
Ballon Skiped. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Needle Shooting Stickman. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A clear blue sky with fluffy white clouds drifting lazily across.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.