Code edit (2 edits merged)
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when an enemy is destroyed, add 1 point to the score. add this event inside the enemy class, not the bullet collision, since the enemy can be killed from multiple parts
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when an enemy is destroyed, add 1 point to the score
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consolidate the enemy behavior in a single class
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when an enemy is destroyed, add 1 point to the score.
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the check that adds points to the score should be removed from the bullet collision.
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enemies dont add points to the score when killed. when they are destroyed, add 1 point
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when an enemy dies, add 1 point to the score
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the check that adds points to the score should be removed from the bullet. instead, add it to the enemy death. when an enemy is destroyed, add 1 point to the score. thsi should be the only way to add points to the score, remove any other parts of the code that related to adding points, that are not related to the enemy death
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1 enemy death should equal 1 point added. right now an enemy death awards no points
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the score increases by 2 per killed enemy, which tells me there's either a duplicate code or it's implemented wrong. 1 enemy death should equal 1 point added
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enemy death is not increasing the score by 1 which is a bug. when an enemy is destroyed, a point should be added to the score
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change the scoring mechanism system. instead of increaseing the score when the enemy is killed by a bullet, increase the score when an enemy is killed by any means. so when an enemy is destroyed, by the bullet, or by an explosion or by any other means, add 1 point to the score. so move the enemy death should be the event that adds 1 point to the score, the bullet kill should not affect the score, it's the enemy death that counts the point
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (bullets[k].intersects(enemySpawners[l])) {' Line Number: 369
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change the scoring mechanism system. instead of increaseing the score when the enemy is killed by a bullet, increase the score when an enemy is killed by any means. so when an enemy is destroyed, by the bullet, or by an explosion or by any other means, add 1 point to the score
Code edit (1 edits merged)
Please save this source code
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decrase the enemy speed
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add the civilians, enemies, player and bullets in the midground container
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add the ammo UI in it's own class. maintain the same logic but call this system from the class system
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the latest transparency update broke the UI ammo. the transparency is either more or less than 25% and the order of depleting or refilling is broken, skipping some bullets
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used ammo in the UI should be 25% transparent instead of being fully invisible. basically the ammo UI units should have 2 states. if they are empty thier transparency is 25% and if full their alpha is 100%. change between these states when a bullet is depleted ore refilled
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used ammo in the UI should be 25% transparent instead of being fully invisible
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centralize the ammo UI in a single place and delete duplicate code
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centralize the ammo UI in a single place and delete duplicate code
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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
===================================================================
--- original.js
+++ change.js
@@ -7,15 +7,41 @@
var ammoGraphics = self.attachAsset('ammo', {
anchorX: 0.5,
anchorY: 0.5
});
- self.setEmpty = function () {
- ammoGraphics.alpha = 0.75;
+});
+// AmmoUI class
+var AmmoUI = Container.expand(function () {
+ var self = Container.call(this);
+ self.ammoCount = 10;
+ self.ammoDisplay = [];
+ self.init = function () {
+ for (var i = 0; i < self.ammoCount; i++) {
+ var ammo = new Ammo();
+ ammo.x = 60; // Position to the left
+ ammo.y = 2732 - 50 - i * 60; // Stack vertically from bottom to top
+ self.ammoDisplay.push(ammo);
+ self.addChild(ammo);
+ }
};
- self.setFull = function () {
- ammoGraphics.alpha = 1.0;
+ self.decreaseAmmo = function () {
+ if (self.ammoCount > 0) {
+ self.ammoCount--;
+ var ammoToRemove = self.ammoDisplay.pop();
+ ammoToRemove.destroy();
+ }
};
- self.setFull(); // Initialize as full
+ self.increaseAmmo = function () {
+ if (self.ammoCount < 10) {
+ self.ammoCount++;
+ var newAmmoDisplay = new Ammo();
+ newAmmoDisplay.x = 60; // Position to the left
+ newAmmoDisplay.y = 2732 - 50 - (self.ammoCount - 1) * 60; // Stack vertically from bottom to top
+ self.ammoDisplay.push(newAmmoDisplay);
+ self.addChild(newAmmoDisplay);
+ }
+ };
+ self.init();
});
// BackgroundContainer class
var BackgroundContainer = Container.expand(function () {
var self = Container.call(this);
@@ -217,15 +243,13 @@
}
if (closestEnemy === null) {
return; // No enemies to target
}
- if (ammoCount <= 0) {
+ if (ammoUI.ammoCount <= 0) {
console.log("Out of ammo!");
return; // Out of ammo
}
- ammoCount--;
- var ammoToRemove = ammoDisplay[ammoCount];
- ammoToRemove.setEmpty();
+ ammoUI.decreaseAmmo();
// Set the bullet's direction towards the closest enemy
var dx = closestEnemy.x - self.x;
var dy = closestEnemy.y - self.y;
var magnitude = Math.sqrt(dx * dx + dy * dy);
@@ -256,17 +280,9 @@
var ammos = [];
var backgroundContainer = game.addChild(new BackgroundContainer());
var civilians = [];
var foregroundContainer = game.addChild(new ForegroundContainer());
-var ammoCount = 10;
-var ammoDisplay = [];
-for (var i = 0; i < ammoCount; i++) {
- var ammo = new Ammo();
- ammo.x = 60; // Position to the left
- ammo.y = 2732 - 50 - i * 60; // Stack vertically from bottom to top
- ammoDisplay.push(ammo);
- foregroundContainer.addChild(ammo);
-}
+var ammoUI = foregroundContainer.addChild(new AmmoUI());
var midgroundContainer = game.addChild(new MidgroundContainer());
var player = midgroundContainer.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 - 200;
@@ -410,16 +426,8 @@
for (var n = ammos.length - 1; n >= 0; n--) {
if (ammos[n].intersects(player)) {
ammos[n].destroy();
ammos.splice(n, 1);
- if (ammoCount < 10) {
- ammoCount++;
- var newAmmoDisplay = new Ammo();
- newAmmoDisplay.x = 60; // Position to the left
- newAmmoDisplay.y = 2732 - 50 - (ammoCount - 1) * 60; // Stack vertically from bottom to top
- ammoDisplay[ammoCount - 1] = newAmmoDisplay;
- newAmmoDisplay.setFull();
- foregroundContainer.addChild(newAmmoDisplay);
- }
+ ammoUI.increaseAmmo();
}
}
};
\ No newline at end of file
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