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only increase the size of the first enemy to hit player
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when enemy touches player, before game over, increase size of enemy to cover all the screen and play gameover sound, then game over.
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make circle move sideways in sync with player
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winghs should also dim like enemy when otside of circle
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make wings a just a little further from enemy
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separate left and right wing assets
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flip sideways wing asset for left wing
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move wing a little further from enemy
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move wing closer to enemy
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Please fix the bug: 'Uncaught ReferenceError: filters is not defined' in or related to this line: 'var gradient = new filters.AlphaFilter();' Line Number: 259
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Please fix the bug: 'Uncaught ReferenceError: filters is not defined' in or related to this line: 'var gradient = circleGraphics.filters = [new filters.AlphaFilter()];' Line Number: 258
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add gradient effect to the circle from the center out
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add smke sound when smoke appears
Code edit (1 edits merged)
Please save this source code
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do not show smoke when powerup intersects with player
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play smoke soudn when smoke appears
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remove smoke animation when powerup when destroyed by player
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have smoke effect for power up when destroyed also by tapping
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when powerup is destroyed by touching while in the circle, add an effect of smoke
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make sure smoke appears on top of the last place the powerup was
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var smoke = game.addChild(LK.getAsset('smoke', {' Line Number: 162
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smoke effect has to appear when power up is destroyed by clicking when in the circle not when intersecting with player
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add smoke effect when powerup is destroyed by the circle
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make sure smoke appear on the spot of the powerup when destroyed
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when powerup is destroyed replace with smoke asset
===================================================================
--- original.js
+++ change.js
@@ -74,29 +74,31 @@
var dx = self.x - player.x;
var dy = self.y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < self.width / 2 + player.width / 2) {
- self.destroy();
- circle.scale.x *= 1.25;
- circle.scale.y *= 1.25;
- LK.getSound('powerup').play();
- // Add smoke effect
- var smoke = game.addChild(LK.getAsset('smoke', {
+ // Create a smoke effect when powerup is destroyed
+ var smoke = LK.getAsset('smoke', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y
- }));
- // Make the smoke fade out and grow over 1 second
- var smokeEffectInterval = LK.setInterval(function () {
- smoke.alpha -= 0.01;
- smoke.scale.x += 0.01;
- smoke.scale.y += 0.01;
+ });
+ game.addChild(smoke);
+ // Animate the smoke to fade out and increase in size
+ var smokeAnimation = LK.setInterval(function () {
+ smoke.alpha -= 0.1;
+ smoke.scale.x += 0.1;
+ smoke.scale.y += 0.1;
+ // Once the smoke is fully transparent, remove it
if (smoke.alpha <= 0) {
- LK.clearInterval(smokeEffectInterval);
smoke.destroy();
+ LK.clearInterval(smokeAnimation);
}
- }, 10);
+ }, 100);
+ self.destroy();
+ circle.scale.x *= 1.25;
+ circle.scale.y *= 1.25;
+ LK.getSound('powerup').play();
}
// Check if power up is outside of the circle
if (!isInsideCircle(self, circle)) {
// Make power up darker
@@ -143,28 +145,8 @@
}
};
} else if (game.children[i] instanceof PowerUp && isInsideCircle(game.children[i], circle)) {
game.children[i].destroy();
- // Add smoke effect
- if (LK.getAsset('smoke', {})) {
- var smoke = game.addChild(LK.getAsset('smoke', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: game.children[i].x,
- y: game.children[i].y
- }));
- smoke.zIndex = 1000;
- }
- // Make the smoke fade out and grow over 1 second
- var smokeEffectInterval = LK.setInterval(function () {
- smoke.alpha -= 0.01;
- smoke.scale.x += 0.01;
- smoke.scale.y += 0.01;
- if (smoke.alpha <= 0) {
- LK.clearInterval(smokeEffectInterval);
- smoke.destroy();
- }
- }, 10);
}
}
circle.scale.x *= 0.9;
circle.scale.y *= 0.9;