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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
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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
@@ -801,10 +801,10 @@
enemies: 3,
hitpoints: [1],
tints: [0xffe066]
}, {
- enemies: 24,
- hitpoints: [9, 8, 7, 6, 5, 4, 2, 1],
+ enemies: 6,
+ hitpoints: [2, 1],
tints: [0xcc66ff, 0xffe066]
}, {
enemies: 9,
hitpoints: [3, 2, 1],
@@ -824,37 +824,37 @@
enemies: 9,
hitpoints: [5, 4, 3],
tints: [0x66ccff, 0x66ff66]
}, {
- enemies: 12,
- hitpoints: [5, 4, 3, 2],
+ enemies: 9,
+ hitpoints: [5, 4, 3],
tints: [0x66ccff, 0x66ff66]
}, {
- enemies: 12,
- hitpoints: [6, 5, 4, 3],
+ enemies: 9,
+ hitpoints: [6, 5, 4],
tints: [0x66ccff, 0x66ff66]
}],
boss: true
}, 2), new Level({
waves: [{
enemies: 9,
- hitpoints: [5, 4, 3],
+ hitpoints: [7, 6, 5],
tints: [0xff9933]
}, {
- enemies: 12,
- hitpoints: [6, 5, 4, 3],
+ enemies: 9,
+ hitpoints: [8, 7, 6],
tints: [0xffcc00, 0xff9933]
}, {
- enemies: 12,
- hitpoints: [10, 9, 8, 7],
+ enemies: 9,
+ hitpoints: [10, 9, 8],
tints: [0xff6600, 0xffcc00, 0xff9933]
}, {
- enemies: 12,
- hitpoints: [12, 10, 8, 6],
+ enemies: 9,
+ hitpoints: [12, 10, 8],
tints: [0xff6600, 0xffcc00, 0xff9933]
}, {
- enemies: 12,
- hitpoints: [12, 10, 8, 6],
+ enemies: 9,
+ hitpoints: [12, 10, 8],
tints: [0xff6600, 0xffcc00, 0xff9933]
}],
boss: true
}, 3)];
@@ -1052,8 +1052,10 @@
shield.destroy();
LK.getSound('boom').play(); // Play boom sound when shield is destroyed
shield = null;
enemies[j].destroy();
+ score += enemies[j].hitpoints * 10; // Add points based on enemy hitpoints
+ scoreTxt.setText(score); // Update score text
enemies.splice(j, 1);
} else if (fairy.intersects(enemies[j])) {
var fairyX = fairy.x;
var fairyY = fairy.y;
@@ -1245,12 +1247,10 @@
var enemyY = enemies[l].y;
enemies[l].destroy();
LK.getSound('boom').play();
enemies.splice(l, 1);
- if (enemies[l]) {
- score += enemies[l].hitpoints * 10;
- }
- scoreTxt.setText(score);
+ score += enemies[l].hitpoints * 10; // Add points based on enemy hitpoints
+ scoreTxt.setText(score); // Update score text
// Randomly drop coins or powerups
var dropChance = Math.random();
if (dropChance < 0.2) {
var newDiamond = new Diamond();
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.