User prompt
change the spawn frequency from 1 second to 2
User prompt
now change the direction of all coins. all 4 corners should direct the generated coins towards the center of the screen where the hero is, so the hero may collect the coins from all 4 corners
User prompt
now let's change the generation mechanism of the coins. instead of generating them moving from the right side of the screen to the left, we'll create 4 spawn points, in each of the 4 corners of the screen. you will generate 1 coin per second in one of the 4 corners randomly. once a corner has been used as the spawn point, it is eliminated from the draw, and the next coin will be generated in a random spwaning point from the remaining 3. once all 4 spawn points have been used, they are replenished and the cycle repeats, generating coins randomly from one of the 4 corners. the generated coin is randomly generated as either yellow or blue.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'visible')' in this line: 'if (obstacles[i] instanceof Coin_Blue && hero.heroBlue.visible || obstacles[i] instanceof Coin_Yellow && hero.heroYellow.visible) {' Line Number: 106
User prompt
implement the above steps to allow the hero to collect the right coins while in the correct state
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'visible')' in this line: 'if (obstacles[i] instanceof Coin_Blue && hero.heroBlue.visible || obstacles[i] instanceof Coin_Yellow && hero.heroYellow.visible) {' Line Number: 106
User prompt
while in the blue state, the hero should be able to collect blue coins and increase the score by 1. the same is true foe the yellow state and the yellow coin
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'visible')' in this line: 'if (obstacles[i] instanceof Coin_Blue && hero.heroBlue.visible || obstacles[i] instanceof Coin_Yellow && hero.heroYellow.visible) {' Line Number: 106
User prompt
while in the yellow state, the hero should be able to collect the yellow coins instead of going to the game over screen. the hero should also eb able to collect blue coins while in the blue state.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'visible')' in this line: 'if (obstacles[i] instanceof Coin_Blue && hero.heroBlue.visible || obstacles[i] instanceof Coin_Yellow && hero.heroYellow.visible) {' Line Number: 106
User prompt
now, we don't need obstacles, we do however need 2 types of coins. create 2 new assets called Coin_Blue and Coin_Yellow and these can be collected by the hero. the yellow coins can only be collected while the hero is in the yellow state while blue coins can only be collected in the hero clue state. if the hero collects a blue coin while in the yellow state, it's game over. the score increases by 1 every time a correct coin has been collected.
User prompt
now, we don't need obstacles, we do however need 2 types of coins. create 2 new assets called Coin_Blue and Coin_Yellow and these can be collected by the hero. the yellow coins can only be collected while the hero is in the yellow state while blue coins can only be collected in the hero clue state. if the hero collects a blue coin while in the yellow state, it's game over. the score increases by 1 every time a correct coin has been collected.
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'visible')' in this line: 'hero.heroBlue.visible = !hero.heroBlue.visible;' Line Number: 69
User prompt
Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'heroBlue')' in this line: 'self.heroBlue.visible = !self.heroBlue.visible;' Line Number: 69
User prompt
Fix Bug: 'ReferenceError: heroBlue is not defined' in this line: 'heroBlue.visible = !heroBlue.visible;' Line Number: 69
User prompt
Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'createAsset')' in this line: 'var heroBlue = self.createAsset('heroBlue', 'Hero character blue', 0.5, 0.5);' Line Number: 51
User prompt
the hero needs to have 2 states. one is yellow and the other blue. these states will be represented by 2 distinct assets. the current hero state is blue and the new one is yellow. when the player taps anywhere on the screen, the hero instantly changes to the other state
User prompt
the gameplay shuold be different. the main hero can't jump, it needs to be static, permanently glued in the center of the screen. the hero has 2 color states, blue and yellow. when the player taps, the hero changes color, toggling between blue and yellow on every tap. coins of differents colors will later be added to go towards the hero, and the hero can only collect the resources of the respective color. so players will have to switch between the hero states, to collect either yellow or blue resources.
Initial prompt
Color Switch
===================================================================
--- original.js
+++ change.js
@@ -102,9 +102,9 @@
for (var i = obstacles.length - 1; i >= 0; i--) {
obstacles[i].move();
// Check for collision
if (hero.intersects(obstacles[i])) {
- if (obstacles[i] instanceof Coin_Blue && hero.heroBlue && hero.heroBlue.visible || obstacles[i] instanceof Coin_Yellow && hero.heroYellow && hero.heroYellow.visible) {
+ if (obstacles[i] instanceof Coin_Blue && hero.heroBlue.visible || obstacles[i] instanceof Coin_Yellow && hero.heroYellow.visible) {
// Increment score when correct coin is collected
score++;
scoreTxt.setText(score.toString());
obstacles[i].destroy();
minimalist meditation background. no elements. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. High contrast. No shadows.
black 8-ball biliard ball. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white round ball with black edges. has a black infinity logo inprinted on it. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
round black circle. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
white circle with a thin black paintbrushed outline. minimalist. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.