Code edit (4 edits merged)
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allow to define another x position for a wave spawn where the obstacles of that wave still keep the current shapw
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but make sure all obstacles of a wave keep their same random x positiion
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obstacle waves should spawn from different random x positions from outside the bottom of the screen
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have obstacles waves spawn in the center or either side of the bottom of the screen
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have obstacles waves move from one conrer of the screen to the other
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waves of enemys direction should be towards the dierr
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obstacle initial direction should be towards diver
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obstacles direction should be towards the player
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obstacle.x should be the same for the obstacles shape
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make obstacle.x position random to any position of the bottom of the screen
Code edit (15 edits merged)
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Update spawnwave to starts waves from the bottom right or bottom left and move in obliquos direcio towards the player
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Spawm waves from the bottom roght corner an iniitial directio should be the divers location
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Enemies waves can also spanw from the bottom corners and move towars the player
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Enemies can spawn also from.the bottom corners. It should be random
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add a collisionbox to the diver
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reduce downward speed of power ups 20%
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make sure flippers are attached to player
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add a collisionbox in the player
Code edit (1 edits merged)
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Code edit (12 edits merged)
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move flippers 100 pixels up
===================================================================
--- original.js
+++ change.js
@@ -649,14 +649,12 @@
});
// Randomly choose an obstacle type for the entire wave
var obstacleTypes = [Obstacle1, Obstacle2, Obstacle3];
var obstacleType = obstacleTypes[Math.floor(Math.random() * obstacleTypes.length)];
- // Generate a random x position for the entire wave
- var randomX = Math.random() * 2048;
layoutPositions.forEach(function (position) {
var obstacle = game.addChild(new obstacleType());
// Position the obstacles according to the layout, using the grid for positioning
- obstacle.x = randomX;
+ obstacle.x = 2048 / 4 + (position.x - gridSize / 2) * cellSize;
obstacle.y = 2732 + position.y * cellSize; // Spawn obstacles offscreen at the bottom
obstacles.push(obstacle);
});
currentWave++;
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