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when powerup menu is closed, respawn waves
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powerup3 should buy a shield
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add a shiedl to the game. shield will protect the fairy for 1 life
Code edit (1 edits merged)
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when powerup3 is selected, add a shield around the fairy. shield will last until it hits an enemy
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when powerup2 is selected, increase hitpoins of player bullets by 1
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on game start player should have 1 hit point per bullet
Code edit (1 edits merged)
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make sure down even is being watched for powerups
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console log when powerups are touched
Code edit (2 edits merged)
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when player clicks on powerup1 incrase fire rate speed
Code edit (1 edits merged)
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move powerup shop 500 pixels to the left
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still not right. powerup menu should be centered in the screenn
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powerupshop is still on the right side of the screen. it should be in the center
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adjust anchor point of powerup menu so that it is centered in the screen
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fix screengraphics annchor points
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when powerup is selected close powerup shop
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Fix powerups not being selected
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when powerupmenu is up, players should not move
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Please fix the bug: 'Uncaught TypeError: powerup1.containsPoint is not a function' in or related to this line: 'if (powerup1.containsPoint(localPos) || powerup2.containsPoint(localPos) || powerup3.containsPoint(localPos)) {' Line Number: 323
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please fix powerup menu
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Please fix the bug: 'Uncaught TypeError: powerup1.containsPoint is not a function' in or related to this line: 'if (powerup1.containsPoint(localPos) || powerup2.containsPoint(localPos) || powerup3.containsPoint(localPos)) {' Line Number: 323
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make sure poweups are clickable
===================================================================
--- original.js
+++ change.js
@@ -237,11 +237,14 @@
if (diamondCount >= 10) {
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
- fairy.shield = true; // Activate shield for the fairy
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
+ waveCount++;
+ waveCount++;
+ waveCount++;
+ waveCount++;
} else {
var message = new Text2('I need 10 diamonds for this powerup!', {
size: 100,
fill: "#ff0000",
@@ -339,9 +342,8 @@
if (diamondCount >= 30) {
diamondCount -= 30;
diamondCounterTxt.setText(diamondCount);
// Add action for powerup3
- fairy.shield = true; // Activate shield for the fairy
self.destroy(); // Close powerup menu
isPowerupScreenActive = false;
} else {
var message = new Text2('I need 30 diamonds for this powerup!', {
@@ -428,22 +430,8 @@
}
}
};
});
-var Shield = Container.expand(function () {
- var self = Container.call(this);
- var shieldGraphics = self.attachAsset('shield', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 3;
- self.update = function () {
- self.y += self.speed;
- if (self.y > 2732) {
- self.destroy();
- }
- };
-});
// Star class
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
@@ -505,9 +493,8 @@
// Initialize game elements
function initGame() {
// Create and position the fairy
fairy = game.addChild(new Fairy());
- fairy.shield = false; // Add shield property to the fairy
fairy.particles = [];
fairy.x = 2048 / 2;
fairy.y = 2732 - 400;
// Create score text
@@ -669,15 +656,10 @@
}
};
game.addChild(particle);
}
- if (fairy.shield) {
- fairy.shield = false; // Remove shield if it exists
- LK.effects.flashObject(fairy, 0x00ff00, 1000); // Flash green to indicate shield was used
- } else {
- LK.effects.flashScreen(0xff0000, 1000);
- LK.showGameOver();
- }
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
}
for (var k = bullets.length - 1; k >= 0; k--) {
if (bullets[k] instanceof HeroBullet && bullets[k].intersects(enemies[j])) {
bullets[k].destroy();
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.