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make the empty ammo UI units transparent, so that the ones that have been used have 25% transparency instead of being fully invisible
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move the ammo UI to the left
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remake the ammo UI elements, so that instead of arranging them one bellow the other, arrange them one above the other. so the first starting ammo UI element is the bottom most item, and the subsequent ammo assets are created above instead of below it
Code edit (1 edits merged)
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increase the explosion speed for both the enemies and the civlians. double the speed it takes for it to grow to it's full size
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enemy explosions should destroy the civilians, triggering the civilians explosion as well
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enemy explosions should trigger the civilians explosion as well
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'hitboxIntersects')' in or related to this line: 'if (midgroundContainer.children[e].hitboxIntersects(civilians[c])) {' Line Number: 310
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let's create a more complex system for bullets targeting. right now you target the closest enemy near the player, however, we need to add a flag that checks if the bullet has been fired. once fired, exclude that enemy from the targeting mechanism, and consider it killed. don't actually kill the enemy, just exclude that enemy from the targeting. the next fired bullet should be the next closest enemy near the player and so on. the intention is to only fire a single bullet towards an enemy
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Once you fire a bullet towards the nearest enemy, consider that enemy already killed, so the next bullet you're going to shoot is going to be the next nearest enemy.
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increase the civilians radius
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civilians shouldcollide with enemies, so they don't intersect.
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civilians should only follow enemies when they are inside in their range
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civilians should actually follow the enemies around instead of moving away from them
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civilians also need to avoid the edges of the screen.
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civilians are also spawned on the map similar to the enemies, but they have no effect on the player. they move around randomly on the map. they try to run away from both the player and the enemy. they have an invisible radius of 300 pixels, and if any enemy or player comes in thi range they change direction drying to avoid them. they spawn once every 2 second and there can only be 5 civilians on the map. they can only be destroyed by explosions not bullets. when destroyed, similar to the enemies they also explode. their explosion can kill other enemies and civilians.
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after each pont added enemies spawn a bit faster, but I need that value reduced so they don't spawn as fast per point
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'hitboxIntersects')' in or related to this line: 'self.hitboxIntersects = function (target) {' Line Number: 318
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the explosion should kill the enemy when it hits any part of it's hitbox,, not just it's center
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if an enemy touches the player go to game over
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for every point increase of the score, make enemies spawn faster
Code edit (1 edits merged)
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decrease enmy acceleration
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enemies should have acceleration
===================================================================
--- original.js
+++ change.js
@@ -61,8 +61,13 @@
scaleY: 0.01
});
self.expandTime = 300; // 300 milliseconds
self.startTime = Date.now();
+ self.hitboxIntersects = function (target) {
+ var selfBounds = self.getBounds();
+ var targetBounds = target.getBounds();
+ return selfBounds.x < targetBounds.x + targetBounds.width && selfBounds.x + selfBounds.width > targetBounds.x && selfBounds.y < targetBounds.y + targetBounds.height && selfBounds.y + selfBounds.height > targetBounds.y;
+ };
self.update = function () {
var elapsedTime = Date.now() - self.startTime;
var scale = Math.min(1, elapsedTime / self.expandTime);
explosionGraphics.scale.set(scale, scale);
@@ -304,10 +309,5 @@
foregroundContainer.addChild(newAmmoDisplay);
}
}
}
-};
-self.hitboxIntersects = function (target) {
- var selfBounds = self.getBounds();
- var targetBounds = target.getBounds();
- return selfBounds.x < targetBounds.x + targetBounds.width && selfBounds.x + selfBounds.width > targetBounds.x && selfBounds.y < targetBounds.y + targetBounds.height && selfBounds.y + selfBounds.height > targetBounds.y;
};
\ No newline at end of file
8-bit pixelated isometric cute watermelon with a rotor above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated radial watermelon red juice explosion splash. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated isometric blueberry-shaped UFO with a cute fruit inside. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated isometric blueberry projectile. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8-bit pixelated isometric blueberry projectile icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a minimal and stylized 8-bit pixelated background of an alien village made of pineapple-shaped huts, viewed from a distance so the buildings appear small and occupy a small lower part of the background. The sky should be light blue and occupy the majority of the image, with the huts constructed from various fruits and having primitive shapes. Use a softer color palette to ensure the background does not distract from the main game elements, capturing the essence of classic 8-bit era video games. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.