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when special object receives a bullet, it shouldn't be able to receive anymore bullets momentarily
Code edit (1 edits merged)
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increase the delay before the bullet affects special object
Code edit (1 edits merged)
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Make the pushback of the SpecialObject temporary, after which it continues to go back down.
Code edit (1 edits merged)
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make the pushback less effective
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make the pushback less effective
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the pushback is just temporary, once it's finished, it continues to go back down again
Code edit (1 edits merged)
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the special object should revert to moving down again after it went backwards
Code edit (4 edits merged)
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make sure special object can go down again once it went backwards
Code edit (1 edits merged)
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reduce the speed at which special object moves backwards if (specialObject) { specialObject.move(); bullets.forEach(function (bullet, bulletIndex) { if (bullet.intersects(specialObject)) { specialObject.hit(); bullet.destroy(); bullets.splice(bulletIndex, 1); remainingBulletsTxt.setText('Bullets: ' + (5 - bullets.length).toString()); } });
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modify the bullet collision logic with the special object to trigger the push back effect
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add a method to the specialobject class to push it in the opposite direction when hit by a bullet
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if special object is spawned, start respawning ennemy
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if (score >= 50) { do nothing
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enemySpawnRate *= 1.01;
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if (score >= 50) { enemySpawnRate *= 1.05; enemySpawnTimer = LK.setInterval(spawnEnemy, enemySpawnRate);
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if (score >= 50) { enemySpawnRate *= 0.05 enemySpawnTimer = LK.setInterval(spawnEnemy, enemySpawnRate);
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delete LK.clearInterval(enemySpawnTimer);
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when enemy leave playspace destroy enemy
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delete: enemySpawnRate /= 3; enemySpawnTimer = LK.setInterval(spawnEnemy, enemySpawnRate);
===================================================================
--- original.js
+++ change.js
@@ -216,9 +216,9 @@
e.speed *= 1.1;
});
score += 1;
if (score >= 50) {
- enemySpawnRate *= 0.95;
+ enemySpawnRate *= 0.05;
enemySpawnTimer = LK.setInterval(spawnEnemy, enemySpawnRate);
}
if (score >= 99 && !specialObjectSpawned) {
specialObject = new SpecialObject();
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