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on tick check herobullets size. if size is larger than 200% its original size, then change the herobullet color to orange.
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while increaseing size if size is bigger than 200% original size change bullet color to orange
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As you calculate the `sizeMultiplier` based on the `holdDuration`, also implement a flickering effect by adjusting the `alpha` property of the bullet
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Within the `LK.on('tick', function () {...})` event handler, check if there is a bullet currently being held and increasing in size (i.e., if `currentBullet` is not null and `holdTime` has been initiated
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if enemy killes is enemy boss, then it should give more points
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enemy boss should award more points on kill
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increase herobullet opacity when it increases its size
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dim herobullet when not shot
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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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--- original.js
+++ change.js
@@ -295,9 +295,10 @@
for (var j = 0; j < enemies.length; j++) {
if (heroBullets[i] && heroBullets[i].intersects(enemies[j])) {
enemies[j].life -= heroBullets[i].damage * 10;
if (enemies[j].life <= 0) {
- var scoreIncrement = 50 + Math.floor(LK.ticks / 3600);
+ var scoreIncrement = enemies[j] instanceof EnemyBoss ? 50 : 10;
+ scoreIncrement += Math.floor(LK.ticks / 3600);
LK.setScore(LK.getScore() + scoreIncrement);
scoreTxt.setText(LK.getScore().toString());
enemies[j].destroy();
enemies.splice(j, 1);
Goku arms doing kamehameha. seen from above. 8-bit. Cartoon. In game asset. No shadow Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit. Cartoon. Orange energy ball. . In game asset. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rotate image 45 degrees
8-bit. cartoon. white energy ball. gradieint. transparent. in game asset. flicker. shoot. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit. cartoon. front view. flying final boss. white. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.