User prompt
fix performace on bosses bullet shooting
Code edit (1 edits merged)
Please save this source code
User prompt
boss2 should not shoot two bullets together
User prompt
boss should not wait for its bullet to be destroyed or offscreen to shoot next bullet
User prompt
boss should shoot bullets more often
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'if (bullets[i].y < -50) {' Line Number: 1117
Code edit (10 edits merged)
Please save this source code
User prompt
boss can shoot when a bossbullet is on screen, but not two together
User prompt
enemy2 should keep on movinng dowrwads an elimate the instance when off screen
User prompt
increase bosses shooting rate
User prompt
increase boss speed rate
User prompt
make sure enemy2 does not do sudden position changes
User prompt
make sure enemy waves spawn offscreen and start apeparing down from the top
User prompt
make sure only shoots one bossbullet at a time
User prompt
when boss is destroyed, make sure its bullets are also destroyed and memory is released
Code edit (1 edits merged)
Please save this source code
User prompt
make sure boss adds score when destroyed, add 200 points
User prompt
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)
Please save this source code
User prompt
for hitpoints from 4 to 12 use tints similar to: 0xffe066, 0xcc66ff, 0xff6666, 0x99ccff, 0xffa500
User prompt
make higher colors of higher hitpoints colorfull but soft
User prompt
maake sure enemy2 stays within the limits of the sides of the screen, a little off is ok
User prompt
make sure all enemy waves enemies have the same size and keep aligned like originally intendend
User prompt
improve enemy array to improve performance
User prompt
make sure every enemy adds points
===================================================================
--- original.js
+++ change.js
@@ -221,31 +221,31 @@
self.hitpoints = 3; // Add hitpoints to enemies
self.update = function () {
// Update tint based on hitpoints
if (self.hitpoints === 12) {
- self.children[0].tint = 0x9400D3; // Dark Violet tint for 12 hitpoints
+ self.children[0].tint = 0x8A2BE2; // BlueViolet tint for 12 hitpoints
} else if (self.hitpoints === 11) {
- self.children[0].tint = 0x4B0082; // Indigo tint for 11 hitpoints
+ self.children[0].tint = 0x7B68EE; // MediumSlateBlue tint for 11 hitpoints
} else if (self.hitpoints === 10) {
- self.children[0].tint = 0x0000FF; // Blue tint for 10 hitpoints
+ self.children[0].tint = 0x6A5ACD; // SlateBlue tint for 10 hitpoints
} else if (self.hitpoints === 9) {
- self.children[0].tint = 0x00FF00; // Green tint for 9 hitpoints
+ self.children[0].tint = 0x5F9EA0; // CadetBlue tint for 9 hitpoints
} else if (self.hitpoints === 8) {
- self.children[0].tint = 0x00FFFF; // Cyan tint for 8 hitpoints
+ self.children[0].tint = 0x4682B4; // SteelBlue tint for 8 hitpoints
} else if (self.hitpoints === 7) {
- self.children[0].tint = 0xFF7F00; // Orange tint for 7 hitpoints
+ self.children[0].tint = 0x3CB371; // MediumSeaGreen tint for 7 hitpoints
} else if (self.hitpoints === 6) {
- self.children[0].tint = 0xFF0000; // Red tint for 6 hitpoints
+ self.children[0].tint = 0x32CD32; // LimeGreen tint for 6 hitpoints
} else if (self.hitpoints === 5) {
- self.children[0].tint = 0xFFCC00; // Light Orange tint for 5 hitpoints
+ self.children[0].tint = 0xFFD700; // Gold tint for 5 hitpoints
} else if (self.hitpoints === 4) {
- self.children[0].tint = 0xFF3333; // Stronger Red tint for 4 hitpoints
+ self.children[0].tint = 0xFFA500; // Orange tint for 4 hitpoints
} else if (self.hitpoints === 3) {
- self.children[0].tint = 0xFF6666; // Light Red tint for 3 hitpoints
+ self.children[0].tint = 0xFF8C00; // DarkOrange tint for 3 hitpoints
} else if (self.hitpoints === 2) {
- self.children[0].tint = 0xCC66FF; // Light Purple tint for 2 hitpoints
+ self.children[0].tint = 0xFF6347; // Tomato tint for 2 hitpoints
} else if (self.hitpoints === 1) {
- self.children[0].tint = 0xFFE066; // Light Yellow tint for 1 hitpoint
+ self.children[0].tint = 0xFF4500; // OrangeRed tint for 1 hitpoint
}
self.y += self.speed;
// Logic to increase and decrease block sizes
if (LK.ticks % 120 < 60) {
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