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improve performance of particle emmiter
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improve starfield performance
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add small up and down movement to enemy2
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mirror enemy2 image when moving left
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Optimize particle emmiter
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Optimize starfield logic
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optimize starfield update logic
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optimize particle emmiter
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Imrpove one thing on performance
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add a soft up and down movement to enemy2
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mirror enemy2 image when its moving to the left
Code edit (1 edits merged)
Please save this source code
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add margin to fariy and boss bullets too
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give more margin on hitbox for fairy, it should be harder for it to be destroyed
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make sure fairy emiter does not collide with enemies or bullets
Code edit (1 edits merged)
Please save this source code
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reduce hitbox of fairy and how it collides with boss bullets
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add black border to maybe next time text and also make it increase and decrease its size
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herobullet3 should also move slightly like herobullet
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improve hitbox. give some margin on the fairy being hit by enemies and bullets
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less sideways movemetn to hero bullet
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add a little sideways movement to the hero bullet to look alive
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add soft green tint to herobullet 1
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when there are more than one enemy2 on screen, they should not overlap each other,
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bosses should also slighly shake when hit by a bullet
===================================================================
--- original.js
+++ change.js
@@ -384,9 +384,9 @@
var fairyGraphics = self.attachAsset('fairy', {
anchorX: 0.5,
anchorY: 0.5
});
- fairyGraphics.hitArea = new Rectangle(-fairyGraphics.width / 4, -fairyGraphics.height / 4, fairyGraphics.width / 2, fairyGraphics.height / 2); // Reduce hitbox area
+ fairyGraphics.hitArea = new Rectangle(-fairyGraphics.width / 3, -fairyGraphics.height / 3, fairyGraphics.width / 1.5, fairyGraphics.height / 1.5); // Increase hitbox margin
self.speed = 5;
self.particles = [];
self.update = function () {
// Particle emitter logic
@@ -1145,9 +1145,11 @@
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])) {
+ } else if (fairy.intersects(enemies[j], {
+ margin: 20
+ })) {
var fairyX = fairy.x;
var fairyY = fairy.y;
// Create particle effect for fairy
for (var p = 0; p < 5; p++) {
@@ -1276,9 +1278,11 @@
game.addChild(newPowerup);
}
}
break;
- } else if ((bullets[k] instanceof BossBullet || bullets[k] instanceof BossBullet2 || bullets[k] instanceof BossBullet3) && bullets[k].intersects(fairy)) {
+ } else if ((bullets[k] instanceof BossBullet || bullets[k] instanceof BossBullet2 || bullets[k] instanceof BossBullet3) && bullets[k].intersects(fairy, {
+ margin: 20
+ })) {
if (shield) {
shield.destroy();
LK.getSound('boom').play(); // Play boom sound when shield is destroyed
shield = null;
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