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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
Code edit (3 edits merged)
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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
Code edit (2 edits merged)
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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
Code edit (1 edits merged)
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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
Code edit (1 edits merged)
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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
@@ -12,9 +12,8 @@
});
self.speed = 2 * bossSpawnCount;
self.hitpoints = 20 * bossSpawnCount; // High hitpoints for the boss
self.update = function () {
- console.log("Boss hitpoints:", self.hitpoints);
self.x += Math.sin(LK.ticks / 30) * (5 + bossSpeedIncrement); // Sideways movement
self.y += Math.cos(LK.ticks / 50) * 3; // Top-down movement
self.x = Math.max(Math.min(self.x, 2048 + self.width * 0.25), -self.width * 0.25); // Allow part of the body outside the screen horizontally
self.y = Math.max(Math.min(self.y, 2732 * 0.4), self.height / 2); // Keep within top 40% of the screen
@@ -52,9 +51,8 @@
});
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
self.y += Math.cos(LK.ticks / 50) * 3; // Top-down movement
self.x = Math.max(Math.min(self.x, 2048 + self.width * 0.25), -self.width * 0.25); // Allow part of the body outside the screen horizontally
self.y = Math.max(Math.min(self.y, 2732 * 0.4), self.height / 2); // Keep within top 40% of the screen
@@ -90,9 +88,8 @@
});
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
self.y += Math.cos(LK.ticks / 50) * 3; // Top-down movement
self.x = Math.max(Math.min(self.x, 2048 + self.width * 0.25), -self.width * 0.25); // Allow part of the body outside the screen horizontally
self.y = Math.max(Math.min(self.y, 2732 * 0.4), self.height / 2); // Keep within top 40% of the screen
@@ -367,10 +364,8 @@
self.speed = -5;
self.hitpoints = 1; // Add hitpoints property to HeroBullet
self.update = function () {
self.y += self.speed;
- console.log("HeroBullet speed:", self.speed);
- console.log("HeroBullet damage:", self.hitpoints);
};
});
var HeroBullet2 = Container.expand(function () {
var self = Container.call(this);
@@ -381,10 +376,8 @@
self.speed = -5; // Different speed for HeroBullet2
self.hitpoints = 2; // Different hitpoints for HeroBullet2
self.update = function () {
self.y += self.speed;
- console.log("HeroBullet2 speed:", self.speed);
- console.log("HeroBullet2 damage:", self.hitpoints);
};
});
var HeroBullet3 = Container.expand(function () {
var self = Container.call(this);
@@ -395,10 +388,8 @@
self.speed = -8; // Different speed for HeroBullet3
self.hitpoints = 1; // Set base damage for HeroBullet3 to 1
self.update = function () {
self.y += self.speed;
- console.log("HeroBullet3 speed:", self.speed);
- console.log("HeroBullet3 damage:", self.hitpoints);
};
});
// Powerup class
var Powerup = Container.expand(function () {
@@ -445,9 +436,8 @@
powerup1.x = screenGraphics.x - 300;
powerup1.y = screenGraphics.y - 400;
self.addChild(powerup1);
powerup1.down = function (x, y, obj) {
- console.log("Powerup1 touched");
if (diamondCount >= powerupCosts.powerup1) {
diamondCount -= powerupCosts.powerup1;
diamondCounterTxt.setText(diamondCount);
heroFireRate = Math.max(5, heroFireRate - 5); // Increase fire rate when the first powerup is selected, but not less than 5
@@ -520,9 +510,8 @@
powerup2.x = screenGraphics.x;
powerup2.y = screenGraphics.y - 400;
self.addChild(powerup2);
powerup2.down = function (x, y, obj) {
- console.log("Powerup2 touched");
if (diamondCount >= powerupCosts.powerup2) {
diamondCount -= powerupCosts.powerup2;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup3
@@ -596,9 +585,8 @@
powerup3.x = screenGraphics.x + 300;
powerup3.y = screenGraphics.y - 400;
self.addChild(powerup3);
powerup3.down = function (x, y, obj) {
- console.log("Powerup3 touched");
if (diamondCount >= powerupCosts.powerup3) {
diamondCount -= powerupCosts.powerup3;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup3
@@ -686,23 +674,20 @@
self.down = function (x, y, obj) {
var localPos = self.toLocal(obj.global);
if (powerup1.intersects(self.toLocal(obj.global)) || powerup2.intersects(self.toLocal(obj.global)) || powerup3.intersects(self.toLocal(obj.global))) {
if (powerup1.intersects(self.toLocal(obj.global)) && diamondCount >= 5) {
- console.log("Powerup1 touched");
diamondCount -= 10;
diamondCounterTxt.setText(diamondCount);
heroFireRate = Math.max(5, heroFireRate - 5); // Increase fire rate when the first powerup is selected, but not less than 5
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
} else if (powerup2.intersects(self.toLocal(obj.global)) && diamondCount >= 5) {
- console.log("Powerup2 touched");
diamondCount -= 20;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup2
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
} else if (powerup3.intersects(self.toLocal(obj.global)) && diamondCount >= 10) {
- console.log("Powerup3 touched");
diamondCount -= 30;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup3
self.destroy(); // Close powerup menu
@@ -1042,13 +1027,9 @@
if (LK.ticks % 300 === 0) {
// Every 5 seconds (300 ticks at 60FPS)
bossSpeedIncrement += 1; // Increase boss speed increment
}
- if (currentLevel) {
- console.log("Current Level:", currentLevel.levelNumber);
- } else {
- console.log("Current Level: undefined");
- }
+ if (currentLevel) {} else {}
// Update starfield
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Star) {
game.children[i].update();
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