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when boss speed increases, also increase its bullets speed
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bossbullets shoudl also increase speed when boss speed increases
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bosses should move faster every 5 seconds, but reset when they are killed
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if bossbullets hits fairy then game over, unless it has shield
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add collision between bossbullets and fairy.
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don not increase bullet speed when upgrade2 is selceted
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when powerup2 is purchased again increase hit points by 20%
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console log herobullet speed
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herobullet 3 base damage should be 1
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do not double hitpoints of bullet when upgrade1 is selected
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powerup1 will increase bullets speed by 1 but not increase the hit points
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make sure powerup2 and powerup1 replace each other when chosen
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make sure powerup2 set ups player to use herobullet2
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console log bullet damage
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console log boss hitpoints
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boss hitpoits and speed should be multiplied by its spawncount. staring always at 1
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add a counter on each boss to keep track of how many times it has spawned.
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===================================================================
--- original.js
+++ change.js
@@ -49,9 +49,9 @@
var bossGraphics = self.attachAsset('boss2', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 1 * boss2SpawnCount;
+ self.speed = 3 * boss2SpawnCount;
self.hitpoints = 40 * boss2SpawnCount; // Higher hitpoints for the second boss
self.update = function () {
console.log("Boss2 hitpoints:", self.hitpoints);
self.x += Math.sin(LK.ticks / 30) * (5 + bossSpeedIncrement); // Sideways movement
@@ -87,9 +87,9 @@
var bossGraphics = self.attachAsset('boss3', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 2 * boss3SpawnCount;
+ self.speed = 4 * boss3SpawnCount;
self.hitpoints = 60 * boss3SpawnCount; // Higher hitpoints for the third boss
self.update = function () {
console.log("Boss3 hitpoints:", self.hitpoints);
self.x += Math.sin(LK.ticks / 30) * (5 + bossSpeedIncrement); // Sideways movement
@@ -125,9 +125,9 @@
anchorY: 0.5
});
self.speed = 5.5; // Increase speed by 10%
self.update = function () {
- self.y += self.speed;
+ self.y += self.speed + bossSpeedIncrement;
self.rotation += 0.1; // Add rotation to the boss bullet
// Logic to increase and decrease boss bullet size
if (LK.ticks % 120 < 60) {
self.scale.x += 0.001;
@@ -145,9 +145,9 @@
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
- self.y += self.speed;
+ self.y += self.speed + bossSpeedIncrement;
self.rotation += 0.1; // Add rotation to the boss bullet
// Logic to increase and decrease boss bullet size
if (LK.ticks % 120 < 60) {
self.scale.x += 0.001;
@@ -165,9 +165,9 @@
anchorY: 0.5
});
self.speed = 7;
self.update = function () {
- self.y += self.speed;
+ self.y += self.speed + bossSpeedIncrement;
self.rotation += 0.1; // Add rotation to the boss bullet
if (LK.ticks % 120 < 60) {
self.scale.x += 0.001;
self.scale.y += 0.001;
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.