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Fix Bug: 'TypeError: Cannot read properties of undefined (reading 'visible')' in this line: 'if (obstacles[i] instanceof Coin_Blue && hero.children[1].visible || obstacles[i] instanceof Coin_Yellow && hero.children[2].visible) {' Line Number: 163
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remove the original hero from the screen since we're not using it anymore
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make the score ui size smaller
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add a black glow to the score UI text and make it 10 px thick
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move the score UI 100 pixels higehr
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move the score UI lower, so it's exactly in the center of the screen
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add a background centered to the screen that stretches across theentire screen
Code edit (2 edits merged)
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the coins shuold have acceleration. they start at the current speed but should accelerate over time
Code edit (4 edits merged)
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you're decreasing the spawn frequency of the coins by 1 milisecond for every generated coin. now I need you to add a limit to that number, so once the obstacleTimer reaches 50 miliseconds, it stops and it can't go any lower than that
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increase the spawn frequency after a new coin is generated. reduce it by 1 milisecond per coin. thus if right now the game spawns a new coins every 1200 miliseconds, after the first generated coins, the next one appears after 1199 miliseconds, and so on
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now, after everyspawned coin, regardless of it's color, decrease the obstaclesTimer by 1 milisecond
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change the spawn frequency from 1 second to 2
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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
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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.
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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
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implement the above steps to allow the hero to collect the right coins while in the correct state
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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
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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
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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
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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.
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--- 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.visible || obstacles[i] instanceof Coin_Yellow && hero.heroYellow.visible) {
+ if (obstacles[i] instanceof Coin_Blue && hero.children[1].visible || obstacles[i] instanceof Coin_Yellow && hero.children[2].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.