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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
Code edit (1 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -43,9 +43,9 @@
anchorX: 0.5,
anchorY: 0.5,
tint: 0xffffff // Default tint, will be overridden by wave configuration
});
- self.speed = 3;
+ self.speed = 3 + waveCount * 0.5;
self.hitpoints = 3; // Add hitpoints to enemies
self.update = function () {
self.y += self.speed;
// Logic to increase and decrease block sizes
@@ -177,17 +177,21 @@
}, {
enemies: 6,
hitpoints: [2, 1],
tints: [0xcc66ff, 0xffe066]
-}
-/**** , {
-enemies: 9,
-hitpoints: [3, 2, 1],
-tints: [0xff6666, 0xcc66ff, 0xffe066]
-}
-****/
-// Add more wave configurations as needed
-];
+}, {
+ enemies: 9,
+ hitpoints: [3, 2, 1],
+ tints: [0xff6666, 0xcc66ff, 0xffe066]
+}, {
+ enemies: 12,
+ hitpoints: [4, 3, 2, 1],
+ tints: [0xff3333, 0xff6666, 0xcc66ff, 0xffe066]
+}, {
+ enemies: 15,
+ hitpoints: [5, 4, 3, 2, 1],
+ tints: [0xff0000, 0xff3333, 0xff6666, 0xcc66ff, 0xffe066]
+}];
// Initialize game elements
function initGame() {
// Create and position the fairy
fairy = game.addChild(new Fairy());
@@ -468,16 +472,29 @@
if (enemies.length === 0) {
waveCount++;
}
if (waveCount <= waveConfig.length || enemies.length === 0) {
+ // Add level transition effect
+ if (enemies.length === 0) {
+ LK.effects.flashScreen(0x00ff00, 1000);
+ }
if (waveCount > waveConfig.length) {
waveCount = 1; // Reset wave count to 1 if all waves are complete
// Add 1 hit point to each enemy
for (var i = 0; i < waveConfig.length; i++) {
for (var j = 0; j < waveConfig[i].hitpoints.length; j++) {
waveConfig[i].hitpoints[j]++;
}
}
+ // Add a boss enemy at the end of each level
+ var boss = new Enemy();
+ boss.hitpoints = 10 + waveCount * 5;
+ boss.x = 2048 / 2;
+ boss.y = -100;
+ boss.children[0].tint = 0xff0000;
+ boss.speed = 2;
+ enemies.push(boss);
+ game.addChild(boss);
}
var currentWave = waveConfig[waveCount - 1];
var maxEnemiesPerLine = 3;
var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies
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