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Fix Bug: 'TypeError: enemy.fire is not a function. (In 'enemy.fire()', 'enemy.fire' is undefined)' in this line: 'enemy.fire();' Line Number: 189
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Make all enemies have positive speed values When applying enemy speed always add the value never subtract Never redefine bullet.move Donβt redefine bullet move in spawnEnemyBullet Remove fire method from all enemies
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fix the issue with Enemy2 not spawning, you need to adjust the `spawnEnemy` function within the `Game` class to correctly include a case for `Enemy2`. Specifically, you should: 1. Modify the switch statement to include a case for when `enemyType` is 1, which should create an instance of `Enemy2`. 2. Ensure that the case for `Enemy3` is correctly associated with `enemyType` 2. 3. Remove the incorrect case for `enemyType` 3, as it is currently unreachable with the existing random number generation logic.
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Increase enemy spawn rate by 20%
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Spawn enemy2
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Modify EnemyBullet container so all enemy bullets move toward bottom the screen
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Modify enemybullwt contain so all enemy bullet shoot down to bottom of screen
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Change enemy2 bullet to match other enemy bullet movement
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Increase enemy frequency by 20%. Enemies do not fire enemy bullet until enemy is on screen
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Spawn special item every 10 seconds. Special item floats on screen moving from top to bottom of screen. Special item destroys all enemy bullets on screen at that moment.
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Modify line 52 to match other enemy bullet pattern
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Modify Line 52 to be - bullet.x = self.x + self.height / 2
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Modify Line 52 - bullet.x = self.x + self.height / 2
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Modify Line 28 - bullet.y = self.y + self.height / 2
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Attribute above change to all enemy bullet
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alright, try these two prompts <@1068937927243091998>: `change line 27 to say "bullet.x = self.x + self.width / 2;"` `change line 28 to say "bullet.y = self.y + self.height / 2;"`
var Enemy4 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy4', 'Enemy Plane 4', .5, .5); self.speed = -5; self.move = function () { self.y -= self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var Enemy3 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy3', 'Enemy Plane 3', .5, .5); self.speed = -4; self.move = function () { self.y -= self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var SpecialItem = Container.expand(function () { var self = Container.call(this); var itemGraphics = self.createAsset('specialItem', 'Special Item', .5, .5); self.speed = -2; self.move = function () { self.y += self.speed; }; }); var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy2', 'Enemy Plane 2', .5, .5); self.speed = -2; self.move = function () { self.y += self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + self.height / 2; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var HealthDisplay = Container.expand(function () { var self = Container.call(this); self.healthCircles = []; for (var i = 0; i < 3; i++) { var healthCircle = self.createAsset('healthCircle', 'Health Circle', 0, 0); healthCircle.x = i * 100; self.healthCircles.push(healthCircle); self.addChild(healthCircle); } self.updateHealth = function (health) { for (var i = 0; i < self.healthCircles.length; i++) { self.healthCircles[i].alpha = i < health ? 1 : 0.5; } }; }); var Hero = Container.expand(function () { var self = Container.call(this); self.health = 3; var heroGraphics = self.createAsset('hero', 'Hero Plane', .5, .5); self.speed = 5; self.bulletSpeed = 10; self.lastBulletTime = 0; self.move = function () {}; self.fire = function () { var bullet = new HeroBullet(); bullet.x = self.x; bullet.y = self.y; bullet.speed = self.bulletSpeed; heroBullets.push(bullet); self.parent.addChild(bullet); }; }); var Enemy1 = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.createAsset('enemy1', 'Enemy Plane 1', .5, .5); self.speed = -3; self.move = function () { self.y -= self.speed; }; self.fire = function () { var bullet = new EnemyBullet(); bullet.x = self.x + self.width / 2; bullet.y = self.y + self.height / 2; bullet.move = function () { bullet.y += bullet.speed; }; self.parent.addChild(bullet); }; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('heroBullet', 'Hero Bullet', .5, .5); self.speed = 10; self.move = function () { self.y += self.speed; self.x += self.parent.rotation * 10; }; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.createAsset('enemyBullet', 'Enemy Bullet', .5, .5); self.speed = 10; self.move = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); var Game = Container.expand(function () { var self = Container.call(this); var bg = self.createAsset('background', 'Background Image', 0, 0); bg.width = 2048; bg.height = 2732; bg.alpha = 0.5; var bg2 = self.createAsset('background', 'Background Image', 0, 0); bg2.width = 2048; bg2.height = 2732; bg2.y = -2732; bg2.alpha = 0.5; var hero = self.addChild(new Hero()); var healthDisplay = new HealthDisplay(); healthDisplay.y += 50; LK.gui.topLeft.addChild(healthDisplay); var enemies = []; var heroBullets = []; var enemyBullets = []; var specialItems = []; hero.x = 2048 / 2; hero.y = 2732 - 200; var spawnEnemy = function () { var enemyType = Math.floor(Math.random() * 3); var enemy; switch (enemyType) { case 0: enemy = new Enemy1(); break; case 1: enemy = new Enemy2(); break; case 2: enemy = new Enemy3(); break; } enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); self.addChild(enemy); }; var spawnHeroBullet = function () { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y; bullet.move = function () { bullet.y -= bullet.speed; }; heroBullets.push(bullet); self.addChild(bullet); }; var spawnSpecialItem = function () { var item = new SpecialItem(); item.x = Math.random() * 2048; item.y = 0; specialItems.push(item); self.addChild(item); }; var spawnEnemyBullet = function (enemy) { var bullet = new EnemyBullet(); bullet.x = enemy.x; bullet.y = enemy.y; bullet.move = function () { bullet.y += bullet.speed; }; enemyBullets.push(bullet); self.addChild(bullet); }; var checkCollision = function () { specialItems.forEach(function (item, index) { if (hero.intersects(item)) { item.destroy(); specialItems.splice(index, 1); hero.bulletSpeed = 15; LK.setTimeout(function () { hero.bulletSpeed = 10; }, 4000); } }); }; var gameOver = function () {}; LK.on('tick', function () { bg.y += 2; bg2.y += 2; if (bg.y >= 2732) bg.y = -2732; if (bg2.y >= 2732) bg2.y = -2732; hero.move(); healthDisplay.updateHealth(hero.health); enemies.forEach(function (enemy, index) { enemy.move(); if (LK.ticks % 120 === 0) { enemy.fire(); spawnEnemyBullet(enemy); } if (enemy.y > 2732) { enemy.destroy(); enemies.splice(index, 1); } }); heroBullets.forEach(function (bullet, index) { bullet.move(); if (bullet.y < 0) { bullet.destroy(); heroBullets.splice(index, 1); } }); enemyBullets.forEach(function (bullet, index) { bullet.move(); if (bullet.y > 2732) { bullet.destroy(); enemyBullets.splice(index, 1); } }); specialItems.forEach(function (item, index) { item.move(); if (item.y > 2732) { item.destroy(); specialItems.splice(index, 1); } }); checkCollision(); heroBullets.forEach(function (bullet, bIndex) { enemies.forEach(function (enemy, eIndex) { if (bullet.intersects(enemy)) { bullet.destroy(); heroBullets.splice(bIndex, 1); var explosion = self.createAsset('explosion', 'Explosion Graphic', .5, .5); explosion.x = enemy.x; explosion.y = enemy.y; self.addChild(explosion); LK.setTimeout(function () { explosion.destroy(); }, 500); enemy.destroy(); enemies.splice(eIndex, 1); } }); }); enemyBullets.forEach(function (bullet, index) { if (hero.intersects(bullet)) { bullet.destroy(); enemyBullets.splice(index, 1); hero.health--; healthDisplay.updateHealth(hero.health); if (hero.health <= 0) { LK.showGameOver(); } } }); }); LK.on('tick', function () { if (LK.ticks % 600 === 0) { spawnSpecialItem(); } if (LK.ticks % 200 === 0) { spawnEnemy(); } }); var dragHero = null; stage.on('down', function (obj) { dragHero = hero; if (LK.ticks - hero.lastBulletTime >= 60) { hero.lastBulletTime = LK.ticks; spawnHeroBullet(); spawnHeroBullet(); spawnHeroBullet(); } }); stage.on('move', function (obj) { if (dragHero) { var pos = obj.event.getLocalPosition(self); var oldX = dragHero.x; dragHero.x = pos.x; dragHero.y = pos.y; var tilt = (dragHero.x - oldX) * 0.05; tilt = Math.max(-0.5, Math.min(0.5, tilt)); hero.rotation = tilt; if (LK.ticks - hero.lastBulletTime >= 60) { hero.lastBulletTime = LK.ticks; spawnHeroBullet(); spawnHeroBullet(); spawnHeroBullet(); } } }); stage.on('up', function (obj) { dragHero = null; }); });
===================================================================
--- original.js
+++ change.js
@@ -24,9 +24,9 @@
};
self.fire = function () {
var bullet = new EnemyBullet();
bullet.x = self.x + self.width / 2;
- bullet.y = self.y;
+ bullet.y = self.y + self.height / 2;
bullet.move = function () {
bullet.y += bullet.speed;
};
self.parent.addChild(bullet);
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