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make sure boss adds score when destroyed, add 200 points
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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; // Add points based on enemy hitpoints' Line Number: 1250
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for hitpoints from 4 to 12 use tints similar to: 0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500
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make higher colors of higher hitpoints colorfull but soft
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maake sure enemy2 stays within the limits of the sides of the screen, a little off is ok
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make sure all enemy waves enemies have the same size and keep aligned like originally intendend
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improve enemy array to improve performance
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make sure every enemy adds points
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do not allow enemy2 to teleport from one place to another. movement should be smoot
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remove all console logs from the code
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allow boss to be partially off the screen on both side, but not fully
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allow boss to have a part of its body outside of the screen
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make sure all bosses stay withing the screen and do not go out of bound fully, can partially do so
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reuse enemies on enemies in enemy waves to increase performance
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boss sould ass scroe of hit hitpoints by 10
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add 50 points when an enemy2 is destroyed
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mirror image of enemy2 when moving left
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enemy2 tint of explosion should be black
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change fairy explosion style. make it with lest particles but bigger and slower
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once fairy is destroyed do not allow player to drag and move the fafiry ghost
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destroy fairy ghost when fairy is destoyed
===================================================================
--- original.js
+++ change.js
@@ -1334,14 +1334,20 @@
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 row = Math.floor(i / maxEnemiesPerLine);
- newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1];
+ var newBlock;
+ if (enemies.length > 0) {
+ newBlock = enemies.pop();
+ newBlock.hitpoints = currentWave.hitpoints[Math.floor(i / maxEnemiesPerLine)] || currentWave.hitpoints[currentWave.hitpoints.length - 1];
+ newBlock.children[0].tint = currentWave.tints[Math.floor(i / maxEnemiesPerLine)] || currentWave.tints[currentWave.tints.length - 1];
+ } else {
+ newBlock = new Enemy();
+ newBlock.hitpoints = currentWave.hitpoints[Math.floor(i / maxEnemiesPerLine)] || currentWave.hitpoints[currentWave.hitpoints.length - 1];
+ newBlock.children[0].tint = currentWave.tints[Math.floor(i / maxEnemiesPerLine)] || currentWave.tints[currentWave.tints.length - 1];
+ }
newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2 - newBlock.width / 2;
- newBlock.y = row * 220 - 50; // Increase row spacing by 20 pixels
- newBlock.children[0].tint = currentWave.tints[row] || currentWave.tints[currentWave.tints.length - 1];
+ newBlock.y = Math.floor(i / maxEnemiesPerLine) * 220 - 50; // Increase row spacing by 20 pixels
enemies.push(newBlock);
game.addChild(newBlock);
}
// Spawn Enemy2 based on the level number after the wave with a delay of 5 seconds
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