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each time all waves are complete, add 1 hit point to each enemy
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add logic to respawn waves once all waves are complete
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create a configurable level structure. each level will have 5 waves. each level waves will start with + hit point than the level before
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add a level structure to the game. every level will have 5 waves.
Code edit (1 edits merged)
Please save this source code
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Improve game performance
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Particles of exploded blovk ahould have block tint
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Make particles of exploded block bigger
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Please fix the bug: 'ReferenceError: Boss is not defined' in or related to this line: 'if (enemies[j].hitpoints <= 0 && !(enemies[j] instanceof Boss)) {' Line Number: 384
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Remove boss
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remove level logic but keep waves
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remove level structure
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remove boss lifbar
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remove boss bullets
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delete goblin class and asset
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add border to score
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destroy enemy boss when hitpoints are zero
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mirror goblin image when moving to the left
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mirror enemy image when moving to the left
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when enemyboss life is zero it should be destroyed
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fairy shoot should start on the top of the fairy not the center
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'hitpoints')' in or related to this line: 'score += enemies[l].hitpoints * 10;' Line Number: 652
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boss shoudl shoot boss bullets
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boss should not be destroyed unless shot by faily
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boss shoudl shoot bullest more often
===================================================================
--- original.js
+++ change.js
@@ -181,18 +181,20 @@
var diamondCount = 0; // Initialize diamond counter
var diamondCounterTxt; // Declare diamondCounterTxt variable
var isFairyHeld = false; // Track if the fairy is being held
var waveCount = 0; // Track the wave count
+var levelCount = 1; // Track the level count
+var wavesPerLevel = 5; // Number of waves per level
var waveConfig = [{
- enemies: 4,
+ enemies: 3,
hitpoints: [1],
tints: [0xffe066]
}, {
- enemies: 8,
+ enemies: 6,
hitpoints: [2, 1],
tints: [0xcc66ff, 0xffe066]
}, {
- enemies: 12,
+ enemies: 9,
hitpoints: [3, 2, 1],
tints: [0xff6666, 0xcc66ff, 0xffe066]
}
// Add more wave configurations as needed
@@ -472,11 +474,16 @@
}
// Spawn new enemies in a line
if (LK.ticks % 600 == 0) {
waveCount++;
+ if (waveCount > wavesPerLevel) {
+ waveCount = 1;
+ levelCount++;
+ // Optionally, increase difficulty or change waveConfig based on levelCount
+ }
if (waveCount <= waveConfig.length) {
var currentWave = waveConfig[waveCount - 1];
- var maxEnemiesPerLine = 4;
+ var maxEnemiesPerLine = 3;
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 newBlock = new Enemy();
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.