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every 10 seconds reduce 5% the interval of the obstacle spawned
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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: 1525
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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: 1525
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add a type to mode 2. it should be stairedobsacles. this means there will be one small obstacle in each lane, but with different in y position making them like a star
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add a type for mode 2 called stairedsmallobstacles. this means that there will be one smallobstacle in each lane, but making a stair shape, cos they have different y positions.
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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: 1579
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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: 1561
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staried obstacles can yoffset can be positive or negative randmoly
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yoffset for staired obsacles should always be the same number, but positive or negative
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stairedsmallobstacles group should have the same positive or negative value
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increase y offset of staried obstacle
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every 3 spawnstariedsmallosbtacles, allow ofset to randmoly change to positive or negative
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create a new spwanstariredobtacle but with positive y offset
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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: 1564
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make color of shield remainng time darker
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make shieldcount black
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shield powerup on player should blink when it is about to dissapear
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add tint to particle on obstales explosions
===================================================================
--- original.js
+++ change.js
@@ -228,8 +228,36 @@
// Update countdown text
if (self.shieldCountdown) {
self.shieldCountdown.setText(Math.ceil(self.invulnerableTimer / 120));
}
+ // Add blinking effect when shield is about to disappear
+ if (self.invulnerableTimer <= 120) {
+ // Last 2 seconds
+ if (LK.ticks % 30 < 15) {
+ // Blink every 0.5 seconds
+ self.shield.alpha = 0.2;
+ } else {
+ self.shield.alpha = 0.5;
+ // Add blinking effect when shield is about to disappear
+ if (self.invulnerableTimer <= 120) {
+ // Last 2 seconds
+ if (LK.ticks % 30 < 15) {
+ // Blink every 0.5 seconds
+ self.shield.alpha = 0.2;
+ } else {}
+ }
+ self.shield.alpha = 0.5;
+ // Add blinking effect when shield is about to disappear
+ if (self.invulnerableTimer <= 120) {
+ // Last 2 seconds
+ if (LK.ticks % 30 < 15) {
+ // Blink every 0.5 seconds
+ self.shield.alpha = 0.2;
+ } else {}
+ }
+ self.shield.alpha = 0.5;
+ }
+ }
}
}
if (self.isMoving) {
if (Math.abs(self.x - self.targetX) < self.speed) {
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