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boss should not be destroyed unless shot by faily
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boss shoudl shoot bullest more often
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make particles move less to tehr left
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particle emitter should move downwards straight
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particle emmiter should not move to the left
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particle emitter should leave a longer trail
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make particle emitter a little wider
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particle emitter should push a trace dowards
Code edit (1 edits merged)
Please save this source code
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make particle emitter 50% bigger
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use a fairyemitter asset for fairy particle emmiter and not stars
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make fairy particles for particle emitter 10 times bigger
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move fairy particle emitter to the bottom of the fairy
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add particle emmiter to the fairy
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add a particle effect as an emitter on the bottom of the fairy
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add an emitter on the bottom of the fairy that will move dowards
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make sure tints are not random and are defined in the wave
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blocks tint will depend on its hitpoints. that should be configutable
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enemies with same hit points will hve the same tint color
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block tint should be one of the following colors: 0xffe066, 0xcc66ff, 0xff6666, 0x99ccff
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each row of blocks should have the same color
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blocks should have a random tint color
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blocks should have a random tint color
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each block line should have a tint. should be random between 0xffe066, 0xcc66ff, 0xff6666, 0x99ccff and should not repeat themselves
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add a little more space between each row of blocks a little only.
===================================================================
--- original.js
+++ change.js
@@ -528,13 +528,13 @@
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
for (var k = bullets.length - 1; k >= 0; k--) {
- if (bullets[k].intersects(enemies[j])) {
+ if (bullets[k].intersects(enemies[j]) && !(enemies[j] instanceof Boss)) {
bullets[k].destroy();
bullets.splice(k, 1);
enemies[j].hitpoints--;
- if (enemies[j].hitpoints <= 0) {
+ if (enemies[j].hitpoints <= 0 && !(enemies[j] instanceof Boss)) {
var enemyX = enemies[j].x;
var enemyY = enemies[j].y;
// Create particle effect
for (var p = 0; p < 20; p++) {
@@ -615,13 +615,13 @@
}
}
for (var k = bullets.length - 1; k >= 0; k--) {
for (var l = enemies.length - 1; l >= 0; l--) {
- if (bullets[k].intersects(enemies[l])) {
+ if (bullets[k].intersects(enemies[l]) && !(enemies[l] instanceof Boss)) {
bullets[k].destroy();
bullets.splice(k, 1);
enemies[l].hitpoints--;
- if (enemies[l].hitpoints <= 0) {
+ if (enemies[l].hitpoints <= 0 && !(enemies[l] instanceof Boss)) {
var enemyX = enemies[l].x;
var enemyY = enemies[l].y;
enemies[l].destroy();
enemies.splice(l, 1);
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