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ancor the background to the bottom part of the screen and maintain it's size ration, don't stretch it
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create a new asset named background and add it in the background container
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while keeping the ammo units to a 10 max capacity, start the game with only 5 bullets available. ensure the transparency of 25% is applied to the empty ammo units
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while keeping the ammo units to a 10 max capacity, start the game with only 5 bullets available
Code edit (1 edits merged)
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move the ammo UI 50 pixels to the left
Code edit (3 edits merged)
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increase the gap between the ammo UI units
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ensure the bakground, midground and foreground containers are added in the code in the order I just provided
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the bullet that's being fired from the player needs to be i nthe midground container
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move the player in the foreground container
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the plkayer's asset is currently facing left. when traveling left, it needs to maintain this x coordinate, but when traveling right it needs to flip the asset on its x axis. so after collecting an ammo from the screen, figure out the direction it's going to move towards the next ammo. if it's to the right, flip its x axis. when traveling left, flip it again so it returns to it's original x axis
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enemies should be magnetic one to each other. they should have a radius of 200 pixels and when any other enemy enters this range, they should be slightly attracted to one another. they should still maintai ntheir repulsion so they don't intersect eachother. they need to attrach themselves while not coliding to intersect
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enemies should be magnetic one to each other. they should have a radius of 200 pixels and when any other enemy enters this range, they should be slightly attracted to one another
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making an ammo UI unit fully transparent again is mentioned twice in the code which bugs the system. centralize all alpha mechanics in a single place and remove duplicate or redundant parts where it's mentioned twice.
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used or empty ammo UI units should be 25% transparent instead of fully invisible
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add a black outline to the score of 15 thikness
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make the explosion animation faster
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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
===================================================================
--- original.js
+++ change.js
@@ -102,11 +102,11 @@
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 < 200) {
+ if (distanceEnemy < 300) {
// Magnetic attraction
- var attractionForce = 0.5; // Adjust this value to control the attraction speed
+ var attractionForce = 0.2; // Adjust this value to control the attraction speed
self.x += dxEnemy / distanceEnemy * attractionForce;
self.y += dyEnemy / distanceEnemy * attractionForce;
otherEnemy.x -= dxEnemy / distanceEnemy * attractionForce;
otherEnemy.y -= dyEnemy / distanceEnemy * attractionForce;
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.