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build a level structure in the game. each level will have a defined number of waves, enemy2 and a boss.
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improve game performance
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Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'enemies.push(newBlock);' Line Number: 504
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rename enemies to blocks
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create levels to make the game more interesting
Code edit (1 edits merged)
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spawn fairy 200 pixels higher
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when fairy image is mirrored move fairy particles 30 pixels to the right
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move fairy particles 30 pixels to the left
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make sure ghost image is also mirrored when going right
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Please fix the bug: 'ReferenceError: Boss is not defined' in or related to this line: 'if (bullets[k].intersects(enemies[l]) && !(enemies[l] instanceof Boss)) {' Line Number: 571
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make sure boss enemy tupe uses the asset selected int he wave configuration
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When a wave has boss type, also allow to select the asset this boss will use
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if enemy type is boss, it should move in the top 1/3 of the screen and shoot bullets downards
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add an attribute to define what type of enemy it is in the waveconfig
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do not respawn enemies after powerup menu
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Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'if (enemies.length === 0) {' Line Number: 612
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rename enemies to blocks
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use shield asset for shield up
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shield should be destroy and destroy an enemy on touch
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shield should move in the same places like the fairy
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when shield up is selected...ad a shield around the fairy that lasts until fairy hits with an enemy
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===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,32 @@
/****
* Classes
****/
+var Boss = Container.expand(function () {
+ var self = Container.call(this);
+ var bossGraphics = self.attachAsset('block', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xff0000 // Boss tint
+ });
+ self.speed = 2;
+ self.hitpoints = 20;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732 / 3) {
+ self.speed = 0; // Stop moving after reaching top 1/3 of the screen
+ }
+ // Boss shooting logic
+ if (LK.ticks % 60 === 0) {
+ var bossBullet = new Bullet();
+ bossBullet.x = self.x;
+ bossBullet.y = self.y + self.height / 2;
+ bossBullet.speed = 5; // Boss bullets move downwards
+ bullets.push(bossBullet);
+ game.addChild(bossBullet);
+ }
+ };
+});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
@@ -241,9 +266,14 @@
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();
+ var newBlock;
+ if (currentWave.enemyType === 'boss') {
+ newBlock = new Boss();
+ } else {
+ newBlock = new Enemy();
+ }
var row = Math.floor(i / maxEnemiesPerLine);
newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1];
newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2 - newBlock.width / 2;
newBlock.y = row * 220 - 50; // Increase row spacing by 20 pixels
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.