User prompt
can you fix this for me?
User prompt
Set EnemyBoss health to 30
User prompt
Scale Enemy boss's sprite by 8x
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Make EnemyBoss 8x bigger
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Increase EnemyBoss size to 10x
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increase EnemyBoss health to 30
User prompt
make a copy of EnemyBig and call it EnemyBoss. make it spawn after 5 seconds have passed
User prompt
Increase the size of EnemyBoss by 8x
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spawn the EnemyBoss at 5 seconds
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EnemyBoss takes 30 hits to be destroyed
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make EnemyBoss 20x bigger
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Create an EnemyBoss that spawns at 25 seconds
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add a background
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make EnemyBoss 10x bigger
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add a background
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Once 20 EnemyBig are destroyed, spawn a new enemy called EnemyBoss
User prompt
make EnemyBig spawn at the edge of the screen
User prompt
increase bullet opacity to 100% once its in movement
User prompt
once the bullets are shot, increase their opacity to 100%
User prompt
make unspawned bullets be 0% opacity
User prompt
make power-ups 50% slower
User prompt
double the size of the power-up
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Flip the sprite of the enemies if they're on the right side of the screen
User prompt
invert the enemy sprite if they're coming from the right side of the screen
User prompt
Once EnemyBig cap is reached, create an enemy called EnemyBoss. EnemyBoss is 2x bigger than Enemybig and takes 30 shots to be killed
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function (startX, startY, direction) { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = 10; self.direction = direction; self.update = function () { self.x += self.direction.x * self.speed; self.y += self.direction.y * self.speed; if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.x = startX; self.y = startY; self.speed = 2; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; enemyGraphics.scaleX = self.x > 1024 ? -1 : 1; if (self.intersects(player)) { // Handle player damage playerHealth -= 10; self.destroy(); } }; }); // EnemyBig class var EnemyBig = Container.expand(function (startX, startY) { var self = Container.call(this); var enemyBigGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.x = startX; self.y = startY; self.speed = 0.5; self.health = 5; // Takes 5 shots to be killed self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; enemyBigGraphics.scaleX = self.x > 1024 ? -2 : 2; if (self.intersects(player)) { // Handle player damage playerHealth -= 20; self.destroy(); } }; self.takeDamage = function () { self.health -= 1; if (self.health <= 0) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.shootDirection = { x: 0, y: 0 }; self.projectiles = 1; self.update = function () { // Player shooting logic if (LK.ticks % 75 === 0) { for (var i = 0; i < self.projectiles; i++) { LK.setTimeout(function () { var bullet = new Bullet(self.x, self.y, self.shootDirection); game.addChild(bullet); bullets.push(bullet); }, i * 100); } } }; }); // PowerUp class var PowerUp = Container.expand(function (startX, startY) { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.x = startX; self.y = startY; self.update = function () { // Move power-up towards the player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.x += dx / distance * 0.5; // Adjust speed as needed self.y += dy / distance * 0.5; // Adjust speed as needed // Check for collision with bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i].intersects(self)) { // Destroy both bullet and powerUp bullets[i].destroy(); bullets.splice(i, 1); self.destroy(); // Increase player's fire rate by 100% player.shootInterval *= 0.5; // Increase the number of projectiles fired by the player player.projectiles += 1; // Destroy power-up object when picked powerUps.splice(powerUps.indexOf(self), 1); break; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize player var player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Initialize bullets, enemies and powerUps arrays var bullets = []; var enemies = []; var powerUps = []; // Player health var playerHealth = 100; // Initialize score var score = 0; // Create score text var scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Game update function game.update = function () { // Update player direction based on pointer game.move = function (x, y, obj) { var dx = x - player.x; var dy = y - player.y; var distance = Math.sqrt(dx * dx + dy * dy); player.shootDirection = { x: dx / distance, y: dy / distance }; }; // Spawn enemies at random edges if (LK.ticks % 120 === 0) { var edge = Math.floor(Math.random() * 4); var startX, startY; if (edge === 0) { // Top startX = Math.random() * 2048; startY = 0; } else if (edge === 1) { // Right startX = 2048; startY = Math.random() * 2732; } else if (edge === 2) { // Bottom startX = Math.random() * 2048; startY = 2732; } else { // Left startX = 0; startY = Math.random() * 2732; } var enemy = new Enemy(startX, startY); game.addChild(enemy); enemies.push(enemy); } // Spawn powerUps at random positions every 5 seconds if (LK.ticks % 300 === 0) { var startX = Math.random() * 2048; var startY = Math.random() * 2732; var powerUp = new PowerUp(startX, startY); game.addChild(powerUp); powerUps.push(powerUp); } // Spawn EnemyBig after 7 seconds if there are less than 20 if (LK.ticks === 420 && enemies.filter(function (e) { return e instanceof EnemyBig; }).length < 20) { // 7 seconds * 60 FPS = 420 ticks var startX = Math.random() * 2048; var startY = Math.random() * 2732; var enemyBig = new EnemyBig(startX, startY); game.addChild(enemyBig); enemies.push(enemyBig); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); // Check for collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { if (bullets[i].intersects(enemies[j])) { // Destroy bullet bullets[i].destroy(); bullets.splice(i, 1); // Check if enemy is EnemyBig if (enemies[j] instanceof EnemyBig) { enemies[j].takeDamage(); if (enemies[j].destroyed) { enemies.splice(j, 1); // Add 1 to score every time a bullet destroys an enemy score += 1; scoreText.setText('Score: ' + score); } else if (enemies[j] instanceof EnemyBig && enemies[j].health <= 0) { enemies[j].destroy(); enemies.splice(j, 1); score += 1; scoreText.setText('Score: ' + score); // Spawn two new EnemyBig at random edges if total is less than 20 for (var k = 0; k < 2 && enemies.filter(function (e) { return e instanceof EnemyBig; }).length < 20; k++) { var edge = Math.floor(Math.random() * 4); var startX, startY; if (edge === 0) { startX = Math.random() * 2048; startY = 0; } else if (edge === 1) { startX = 2048; startY = Math.random() * 2732; } else if (edge === 2) { startX = Math.random() * 2048; startY = 2732; } else { startX = 0; startY = Math.random() * 2732; } var newEnemyBig = new EnemyBig(startX, startY); game.addChild(newEnemyBig); enemies.push(newEnemyBig); } } } else { // Destroy enemy enemies[j].destroy(); enemies.splice(j, 1); // Add 1 to score every time a bullet destroys an enemy score += 1; scoreText.setText('Score: ' + score); } break; } } if (bullets[i] && bullets[i].destroyed) { bullets.splice(i, 1); } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (enemies[j].destroyed) { enemies.splice(j, 1); } } // Update powerUps for (var i = powerUps.length - 1; i >= 0; i--) { powerUps[i].update(); if (powerUps[i] && powerUps[i].destroyed) { powerUps.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -108,9 +108,11 @@
var PowerUp = Container.expand(function (startX, startY) {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('powerUp', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2
});
self.x = startX;
self.y = startY;
self.update = function () {
fire with eyes and mouth. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
A cartoon firefighter. Single Game Texture. In-Game asset. 2d. High contrast. No shadows
a blue hydrant round icon Single Game Texture. In-Game asset. 2d. High contrast. No shadows
Heart. Single Game Texture. In-Game asset. 2d. High contrast. No shadows