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Fix Bug: 'ReferenceError: enemyBossBullets is not defined' in this line: 'for (var i = enemyBossBullets.length - 1; i >= 0; i--) {' Line Number: 209
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add code to LK.on('tick', function () to call enemybossbullet move
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update enemybossship to shoot enemybossbullet after it reaches targetyY
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update enemybossbullet to move towards the player when spawned
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create a new asset callled enemybossbullet
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update enemybossship so it moves to game.height*(2/3) and then stops
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update the enemybossship to require 10 bullets to be destroyed
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update the code so only one enemybossship is spawned
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when the currentscore reaches 1000, spawn the enemyboss.
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add 100 to current score for every enemy destroyed by the player bullet
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display currentscore on the top left of the screen
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add two variables to the game. one that tracks the current score, and one that tracks high score
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call spawnEnemyShip at random intervals between 1 and 3 seconds
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add code to randomly spawn enemyship that moves downwards. the speed of the enemy ship should be passed as a parameter during spawning
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in diagonalLine, clamp the value for startingX to within 120 pixels of the screen
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add a pattern to spawn enemies in a diagonal line
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Fix Bug: 'Uncaught ReferenceError: spacingX is not defined' in this line: 'return self.patterns[patternName](count, spacingX, spacingY);' Line Number: 101
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===================================================================
--- original.js
+++ change.js
@@ -64,11 +64,16 @@
var EnemyBossShip = Container.expand(function () {
var self = Container.call(this);
var shipGraphics = self.createAsset('enemyBossShip', 'Evil Boss smiley', 0.5, 0.5);
self.speed = 2;
+ self.hitCount = 0;
+ self.maxHits = 10;
self.move = function () {
self.y += self.speed;
};
+ self.isDestroyed = function () {
+ return self.hitCount >= self.maxHits;
+ };
});
var ScoreDisplay = Container.expand(function () {
var self = Container.call(this);
var scoreText = new Text2('0', {
@@ -140,13 +145,23 @@
// Check collision with enemies
for (var j = enemyShips.length - 1; j >= 0; j--) {
if (bullet.intersects(enemyShips[j])) {
bullet.destroy();
- enemyShips[j].destroy();
- currentScore += 100;
- scoreDisplay.updateScore(currentScore);
heroBullets.splice(i, 1);
- enemyShips.splice(j, 1);
+ if (enemyShips[j] instanceof EnemyBossShip) {
+ enemyShips[j].hitCount++;
+ if (enemyShips[j].isDestroyed()) {
+ enemyShips[j].destroy();
+ enemyShips.splice(j, 1);
+ currentScore += 1000;
+ scoreDisplay.updateScore(currentScore);
+ }
+ } else {
+ enemyShips[j].destroy();
+ enemyShips.splice(j, 1);
+ currentScore += 100;
+ scoreDisplay.updateScore(currentScore);
+ }
break;
}
}
}
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