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Fix Bug: 'ReferenceError: touchPosition is not defined' in or related to this line: 'playerGraphics.flipX = touchPosition.x < player.x ? 1 : 0;' Line Number: 66
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Fix Bug: 'ReferenceError: touchPosition is not defined' in or related to this line: 'playerGraphics.flipX = touchPosition.x < player.x ? 1 : 0;' Line Number: 66
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why is the character not facing the direction the player pointed towards? it should flip sides depending on the direction the character is facing
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instead of randomly generating enemies, only generate an enemy when the score increases by 1. so for every point increment, spawn a new random enemy
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instead of generating a new enemy once every 5 points, do it once every 1 point
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why isnt the spawn logic work as itnended? the spawn logic is flawed. a new enemy should be spawned once every 5 points, but once generated, it always keeps generating. so it generates, wait for the enemy to reach the end of the screen then generates a new one. the score basically unlock tthe spawner permanently. once unlocked, the spawner keeps generating enemies, so the higher the score, the more enemies will be on the screen. just keep in mind, that once a spawner has been unlocked, it has to wait for the active generated enemy to be destroyed once it reaches the other side of the screen, before generating a new enemy
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the spawn logic is flawed. a new enemy should be spawned once every 5 points, but once generated, it always keeps generating. so it generates, wait for the enemy to reach the end of the screen then generates a new one. the score basically unlock tthe spawner permanently. once unlocked, the spawner keeps generating enemies, so the higher the score, the more enemies will be on the screen. just keep in mind, that once a spawner has been unlocked, it has to wait for the active generated enemy to be destroyed once it reaches the other side of the screen, before generating a new enemy
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the spawn logic is flawed. a new enemy should be spawned once every 5 points, but once generated, it always keeps generating. so it generates, wait for the enemy to reach the end of the screen then generates a new one. the score basically unlock tthe spawner permanently. once unlocked, the spawner keeps generating enemies, so the higher the score, the more enemies will be on the screen. just keep in mind, that once a spawner has been unlocked, it has to wait for the active generated enemy to be destroyed once it reaches the other side of the screen, before generating a new enemy
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apply the above fix
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apply the above fix to solve the enemy spawn logic
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the spawners got broken, and spawn enemies in the wrong direction. the right spawner sends the enmies toward the right side, outside the screen area, the right spawner should generate enemies that move towards the right. similarly, the same goes for the left spawner, which should send enemies towards the right
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apply the above fixes to solve the enemy spwn problem
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let's create a progression system for the enemies. this is based on the player score. when the game starts with a score of 0, only a single enemy should be spawned in the game from the right side of the screen. once every 5 points added, so at score 5,10,15 etc, you add a new enemy on the screen. first one is generated, from the right spawner, second one generated from the left, third one from the right spawner, forth one from the left and so on.
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decrease the size the fish grows after eating a fish
Code edit (2 edits merged)
Please save this source code
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the news comign should should have a black color and no outline
Code edit (1 edits merged)
Please save this source code
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move the new comign soon text lower
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add a text to the foregroundbackground that says "News coming soon!"
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decrease the enemy acceleration
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to organize assets is with different Container "layers", eg creating a BackgroundContainer, MidgroundContainer and ForegroundContainer in that order and attaching new instances to one of them, instead of attaching directly to the game Container and sorting them. add the current background in the backgroudn container, the player fish and all the other fish and the bottomcontainer in the midcontainer and add the tv in the foreground
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the bottomcover should be just of white color
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now at the bottom of the screen, add an asset that stretches across the entire width of the screen, and it's 500 pixels high so that it covers the 500 bottom pixels of the screen
Code edit (1 edits merged)
Please save this source code
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move the tv 200 pixels lower
===================================================================
--- original.js
+++ change.js
@@ -65,9 +65,9 @@
});
self.speed = 3;
self.direction = Math.random() > 0.5 ? 1 : -1;
self.move = function () {
- self.speed *= 1.01; // Increase speed by 1% each frame
+ self.speed *= 1.005; // Increase speed by 0.5% each frame
self.x += self.speed * self.direction;
};
});
// TV class
Design a minimalistic, pixelated background for a cyberpunk AI city, focusing on a futuristic yet understated aesthetic to ensure it doesn't overshadow game elements.. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cute red enemy flying drone. angry eyes. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Design a pixel art scene for a game item: a TV broadcasting a news alert about an imminent AI uprising. Include flashing warning signs and depict the newscaster in a state of high alert to convey urgency and tension, ensuring all elements are styled to fit within a pixelated game environment.. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
notepad word document file icon. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
yellow warning sign. flat pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red flame. flat pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue text saying "+1". pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red danger warning sign. pixelated. 8 bit.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.