User prompt
play death sound when fairy is destroyed
User prompt
make fairy explosion bigger and with a lot of colors
User prompt
destroy fairy and make it explode with it collides with enemy or bullet. do not flash screen
User prompt
when fairy collides with an enemy or bullet, destroy fairy with a big explosion and wait for 2 seconds before showing game over
User prompt
allow fairy to move a little more up
User prompt
play letsgo sound one second after the game starts
User prompt
on game start play letsgo sound
User prompt
red from 4 should be a little stronger than 3
User prompt
replace 4 tint from green to a sofr red
User prompt
for hitpoints not 1 do not use yellow collor
User prompt
add a few more stars on the starfield
User prompt
make enemies colors for hitpoints between 4 and 12 different, not all variations of red. use sofr colors of the rainbow
User prompt
add colors for hitpoints on enemy class from 4 to 12 in the same pallet of colors as 1 to 3
Code edit (6 edits merged)
Please save this source code
User prompt
play nono sound when player can't purchase an upgrade for not enough diamonds
User prompt
play hooray sound when an upgrade is purchased
User prompt
update diamons cost for powerups to 5 for powerup1 5 for powerup2 and 10 for powerup3. make sure it is updated everyower in the game
User prompt
set initial dimaond count t 0
User prompt
powerups costst should be 5 5 and 10
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
when boss speed increases, also increase its bullets speed
User prompt
bossbullets shoudl also increase speed when boss speed increases
Code edit (1 edits merged)
Please save this source code
User prompt
bosses should move faster every 5 seconds, but reset when they are killed
===================================================================
--- original.js
+++ change.js
@@ -143,9 +143,9 @@
var bulletGraphics = self.attachAsset('bossbullet2', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 5;
+ self.speed = 6;
self.update = function () {
self.y += self.speed;
self.rotation += 0.1; // Add rotation to the boss bullet
// Logic to increase and decrease boss bullet size
@@ -800,62 +800,60 @@
waves: [{
enemies: 3,
hitpoints: [1],
tints: [0xffe066]
- }, {
+ /****
+ }, {
enemies: 6,
hitpoints: [2, 1],
tints: [0xcc66ff, 0xffe066]
- }, {
+ }, {
enemies: 9,
hitpoints: [3, 2, 1],
tints: [0xcc66ff, 0xffe066]
- }, {
+ }, {
enemies: 9,
hitpoints: [4, 3, 2],
tints: [0xcc66ff, 0xffe066]
+ ****/
}],
boss: true
}, 1), new Level({
waves: [{
enemies: 6,
hitpoints: [4, 3],
tints: [0x66ff66]
- }, {
+ /****
+ }, {
enemies: 9,
hitpoints: [5, 4, 3],
tints: [0x66ccff, 0x66ff66]
- }, {
+ }, {
enemies: 12,
hitpoints: [5, 4, 3, 2],
tints: [0x66ccff, 0x66ff66]
- }, {
+ }, {
enemies: 12,
hitpoints: [6, 5, 4, 3],
tints: [0x66ccff, 0x66ff66]
+ ****/
}],
boss: true
}, 2), new Level({
waves: [{
enemies: 3,
hitpoints: [1],
tints: [0xff9933]
- }, {
+ /****
+ }, {
enemies: 10,
hitpoints: [4, 3],
tints: [0xffcc00, 0xff9933]
- }, {
+ }, {
enemies: 12,
- hitpoints: [6, 5, 4, 3],
+ hitpoints: [5, 4, 3],
tints: [0xff6600, 0xffcc00, 0xff9933]
- }, {
- enemies: 12,
- hitpoints: [7, 6, 5, 4],
- tints: [0xff6600, 0xffcc00, 0xff9933]
- }, {
- enemies: 12,
- hitpoints: [8, 7, 6, 5],
- tints: [0xff6600, 0xffcc00, 0xff9933]
+ ****/
}],
boss: true
}, 3)];
var currentLevelIndex = 0;
@@ -870,9 +868,9 @@
var score = 0;
var dragNode = null;
var heroFireRate = 30; // Default fire rate for hero bullets
var defaultHeroFireRate = 30; // Store the default fire rate
-var diamondCount = 0; // Initialize diamond counter with 999 diamonds
+var diamondCount = 100; // Initialize diamond counter with 999 diamonds
var diamondCounterTxt; // Declare diamondCounterTxt variable
var isFairyHeld = false; // Track if the fairy is being held
var shield = null; // Initialize shield variable
var isPowerupScreenActive = false; // Track if the powerup screen is active
@@ -1011,14 +1009,8 @@
}
if (LK.ticks % 300 === 0) {
// Every 5 seconds (300 ticks at 60FPS)
bossSpeedIncrement += 1; // Increase boss speed increment
- // Increase speed of all boss bullets
- bullets.forEach(function (bullet) {
- if (bullet instanceof BossBullet || bullet instanceof BossBullet2 || bullet instanceof BossBullet3) {
- bullet.speed += 1; // Increase bullet speed by 1
- }
- });
}
if (currentLevel) {
console.log("Current Level:", currentLevel.levelNumber);
} else {
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