Code edit (1 edits merged)
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make sure coin counter is displayed on the top right of the screen. adjust anchor so that it set correctly
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add a coint counter on the top right and make player collect coins when they collide
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when blocks are destroyed they can randomly drop coins or powerups
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Please fix the bug: 'ReferenceError: Block is not defined' in or related to this line: 'var newBlock = new Block();' Line Number: 213
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change enemy reference to block
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reduce a lot the ammout of stars in starfield
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center enemies on screen
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reduce enemy spacing on x
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reduce the side distance of enemies
Code edit (2 edits merged)
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allow player to define a hitpoint per row per wave
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add more distance between row when more than one in a wave
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max enemies per line are 6, if wave has more enemies, the remaining enemies should be on top
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make sure to update the hitpoints of enemies with the number defined in the wave
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add a config setting to define how many enemies and how many hitpoints will those have in each wave
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first wave enemies will only have 1 hitpoint.
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enemies will be spawned by 6 one next to each other
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wait for 10 seconds between enemy waves
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each bullet will decrease one hit point and enemy will be destroyed when hitpoints is zero
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show hitpoints bellow each enemy
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add hitpoints to enemies
Code edit (1 edits merged)
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eemies should be spawned in waves
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add starfield in the backgorund, moveing from down up
===================================================================
--- original.js
+++ change.js
@@ -198,18 +198,25 @@
waveCount++;
if (waveCount <= waveConfig.length) {
var currentWave = waveConfig[waveCount - 1];
var maxEnemiesPerLine = 6;
- var enemySpacing = 2048 / (maxEnemiesPerLine + 2); // Reduce spacing by increasing the divisor
+ var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies
+ var totalRows = Math.ceil(currentWave.enemies / maxEnemiesPerLine);
for (var i = 0; i < currentWave.enemies; i++) {
var newEnemy = new Enemy();
var row = Math.floor(i / maxEnemiesPerLine);
newEnemy.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1];
newEnemy.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2;
- newEnemy.y = Math.floor(i / maxEnemiesPerLine) * 200 - 50;
+ newEnemy.y = row * 200 - 50;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
+ // Center the rows of enemies
+ var totalWidth = (Math.min(currentWave.enemies, maxEnemiesPerLine) - 1) * enemySpacing;
+ var offsetX = (2048 - totalWidth) / 2;
+ for (var j = 0; j < enemies.length; j++) {
+ enemies[j].x += offsetX;
+ }
}
}
}
// Initialize the game
8-bit. cartoon. white star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon 8 bit fairy dust. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon, 8bit, fireball. Black border. Cicular.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon, 8 bit, shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, axe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark electric ball, 8bit, cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, treasure chest frame. very big empty center. only a fine border of chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
shoot
Sound effect
boom
Sound effect
Hit
Sound effect
backgroundmusic
Sound effect
bossbullet
Sound effect
bossappear
Sound effect
hit
Sound effect
diamondcollect
Sound effect
hooray
Sound effect
nono
Sound effect
letsgo
Sound effect
death
Sound effect
yes
Sound effect