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when hero bullet size is bigger than 200% its original size, change color to orange
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set herobuulelt color to olight blue
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hero bullet should also flicker before it is shot
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herobullet should flicker when it is increasing its size
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change bulletGraphics.tint to orange
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when herobullet size is bigger than 150% its original size, change color to red
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herobullets can use 2 different assets depending on the situation
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herobullet should not keep still while holding touch. it should move in front of the hero the same way the hero moves.
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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'id')' in this line: 'if (size > 150 && this.asset.id !== 'superHeroBullet') {' Line Number: 50
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Fix Bug: 'ReferenceError: SuperHeroBullet is not defined' in this line: 'if (size > 150 && !(this.asset instanceof SuperHeroBullet)) {' Line Number: 46
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when herobullet size is bigger than 150 pixels use asset superherobullet instead
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herobullet should flicker also while increasing its size
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herobullet should flicker very fast
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herobullet should not reduce its size after it reaches its maximum size
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when hero bullet is on top of hero it should move the same way the hero moves
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every time the heroboss spawns should be bigger and after than the previous time
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after hero bullet is shot. if hero bullet still on screen after half a second, destroy it.
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===================================================================
--- original.js
+++ change.js
@@ -139,10 +139,10 @@
if (enemiesSpawnedCount % 10 === 0 && enemiesSpawnedCount !== 0) {
enemy = new EnemyBoss(hero);
enemy.scale.x *= 1.2 * (1 + enemiesSpawnedCount / 100);
enemy.scale.y *= 1.2 * (1 + enemiesSpawnedCount / 100);
- enemy.speedY *= 1.2;
- enemy.life *= 1.2;
+ enemy.speedY *= 1.2 * (1 + enemiesSpawnedCount / 100);
+ enemy.life *= 1.2 * (1 + enemiesSpawnedCount / 100);
} else {
enemy = new Enemy(hero);
}
enemy.x = Math.random() * 2048;
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