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add exlosion and delete player when is desgoyed
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when payer is desteoyed it cant be destroyed again
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when player is destroye it should stop collideing with things
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remove trail when player is destroyed
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stop addin miles when player is destoyeed
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stop miles counter on tick when player is destoyed
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stop miles counter on tick when player is destoyeed
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stop spawning new obstacles when player is destoyed
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make player explosion bigger
Code edit (2 edits merged)
Please save this source code
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force stop counter of miles when player is destroyed
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stop miles counter excess speed when player is destoyed
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if player is destroyed, increase miles by 0 on tick
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in the update function, check if player if destroyed before updating miles counter
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show score on game over menu
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lk.game over should sow score
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make sure shield blinking on te last seconds is very fast blinking
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1361
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Shield is not blinking before it disappears, please rework how it is done
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remove shield blinkinng
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instead of spliting going back by itself after some time, change it to have the player swipe down again to merge again
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'trail.y = leftPlayer.y + leftPlayer.height / 2;' Line Number: 1445
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when shield is up, show a countdown over the shield of the time remaining of it
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'update')' in or related to this line: 'leftPlayer.update = function () {' Line Number: 1352
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double the size of the number in the shield
===================================================================
--- original.js
+++ change.js
@@ -201,10 +201,10 @@
self.blinking = true;
self.blinkCount = 0;
}
if (self.blinking) {
- if (LK.ticks % 15 == 0) {
- // Blink every 0.25 seconds
+ if (LK.ticks % 5 == 0) {
+ // Blink every 0.083 seconds
self.shield.alpha = self.shield.alpha === 1 ? 0 : 1;
if (leftPlayer && leftPlayer.shield) {
leftPlayer.shield.alpha = leftPlayer.shield.alpha === 1 ? 0 : 1;
}
@@ -1265,9 +1265,9 @@
obstacles[i].destroy();
obstacles.splice(i, 1);
} else {
LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver(scoreTxt.getText());
+ LK.showGameOver();
}
}
}
// Handle obstacle spawning based on configuration
cartoon white circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon light blue circle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon white square. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
black rectangle