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increase enemy animation speed
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decrease the animation for the enemy
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enemies should not be able to overlap eachother. if they do, slowly repel them so they don't intersect
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enemies should not be able to intersect eachother
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add a collision detection mechanism to the enemies so they can't intersect each other
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decrease the enemy acceleration
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enemies should be immune to explosions until they fully enter inside the screen area
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increase the player speed to 10
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instead of moving the player to the nearest available bullet, move it to the oldest created one that was already on the screen
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decrease the player speed to 8
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increase the ammo from 5 to 10
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increase the player speed
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there's a issue with the ammo spawning padding system, as it seems ammo is opnly spawned in the left side of the screen, not the right. ammo should be spawned all acrros the screen, but have a padding from all 4 edges of the screen so it doesn't spawn too close to the edges
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reduce the total available ammo from 10 to 5
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the enemies should have an animation consisting of 2 frames. the second frame is obstacle_2. alternate continously between these 2 frames once every 500 miliseconds
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create a new asset named obstacle_2
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increase the bullet speed
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exclude enemies outside the screen area from being targeted by bullets
===================================================================
--- original.js
+++ change.js
@@ -85,20 +85,8 @@
});
var currentFrame = 1;
var lastFrameChange = Date.now();
self.update = function () {
- // Check for intersections with other enemies
- for (var i = 0; i < enemySpawners.length; i++) {
- if (enemySpawners[i] !== self && self.intersects(enemySpawners[i])) {
- // Adjust position to avoid intersection
- var dx = self.x - enemySpawners[i].x;
- var dy = self.y - enemySpawners[i].y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- var overlap = self.width / 2 + enemySpawners[i].width / 2 - distance;
- self.x += dx / distance * overlap;
- self.y += dy / distance * overlap;
- }
- }
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > self.speed) {
@@ -106,8 +94,25 @@
self.x += dx * self.speed / distance;
self.y += dy * self.speed / distance;
self.fullyInsideScreen = self.x >= 0 && self.x <= 2048 && self.y >= 0 && self.y <= 2732;
}
+ // Repel overlapping enemies
+ for (var i = 0; i < enemySpawners.length; i++) {
+ if (enemySpawners[i] !== self) {
+ var otherEnemy = enemySpawners[i];
+ var dxEnemy = otherEnemy.x - self.x;
+ var dyEnemy = otherEnemy.y - self.y;
+ var distanceEnemy = Math.sqrt(dxEnemy * dxEnemy + dyEnemy * dyEnemy);
+ if (distanceEnemy < 100) {
+ // Assuming 100 is the minimum distance to avoid overlap
+ var repelForce = 1; // Adjust this value to control the repelling speed
+ self.x -= dxEnemy / distanceEnemy * repelForce;
+ self.y -= dyEnemy / distanceEnemy * repelForce;
+ otherEnemy.x += dxEnemy / distanceEnemy * repelForce;
+ otherEnemy.y += dyEnemy / distanceEnemy * repelForce;
+ }
+ }
+ }
// Handle frame animation
if (Date.now() - lastFrameChange >= 100) {
if (currentFrame === 1) {
self.removeChild(frame1);
8-bit pixelated isometric cute watermelon with a rotor above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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