User prompt
remove the news coming soon text
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remove the tv
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remove the bottom cover
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fix it
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fix it
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the coins should appear similar to the blocker, once every amount of obtained score, but this number instead of 5 is 3, so when the score is 3,6,9,12 etc, generate these coins
User prompt
add another set of different coins. these ones however instead of being generated from the sides, the yare generated from the top, liek the blocker. these coins are generated 10 in a straight line, one after the other, and are equally spread between each other, as to fill the entire witdh of the screen, where the left side of the first coin touches the left side of the screen and the right side of the last coin touches the right side othe screen
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Please fix the bug: 'ReferenceError: particleEffect is not defined' in or related to this line: 'particleEffect.move();' Line Number: 55
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create this particle system and add it to the blocker, to simulate a flame. this asset is already created and named flame. multiple flames should effect out of the top side othe blocker asset, to simulate a burning flame burning upward, as the blocker descents. ensure the flame particle follows the blocker by being attached to it
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Please fix the bug: 'ReferenceError: flamingEngine is not defined' in or related to this line: 'flamingEngine.move();' Line Number: 34
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'width')' in or related to this line: 'particleEffect.x = blockerGraphics.width / 2;' Line Number: 23
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the flame should be a particle effect, not an asset
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add a particle effect at the top side of the blockers to simulate a flaming engine. the blockers are actually rockets falling down, so I want them to have a flaming burning at the top end of the asset
User prompt
add a particle effect at the top side of the blockers to simulate a flaming engine. the blockers are actually rockets falling down, so I want them to have a flaming burning at the top end of the asset
User prompt
add a particle effect at the top side of the blockers to simulate a flaming engine. the blockers are actually rockets falling down, so I want them to have a flaming burning at the top end of the asset
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inreaase the acceleration of the blocker
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only generate a single blocker instead of 3
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ensure all 3 blockers are generated inside the screen area. and ensure this calculation is done from the blockers edges, so they dont intersect with the sides of the screen
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the blockers are not generated exactly 300 pixels close to each other. that's supposed to be the minimal gap between the blockers, but they should still be generated at various distances from each other, larger than the minimum imposed 300
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fix it
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ensure the gap between the blockers is counted from theirs sides, not their center
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make sure the generated blockers have at least a 300 pixels gap between each other
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increase the gap between blockers to 300
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make sure the blockers generated have at least a 100 pixels width between each other, so they dont interstec when generated
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fix it please so only 3 get generated
===================================================================
--- original.js
+++ change.js
@@ -10,11 +10,32 @@
var blockerGraphics = self.attachAsset('blocker', {
anchorX: 0.5,
anchorY: 0.5
});
- var particleEffect = self.addChild(new ParticleEffect());
- particleEffect.x = blockerGraphics.width / 2;
- particleEffect.y = 0;
+ // Initialize a simple particle system for flames
+ self.particles = [];
+ for (var i = 0; i < 10; i++) {
+ var particle = self.attachAsset('flame', {
+ anchorX: 0.5,
+ anchorY: 1,
+ x: Math.random() * blockerGraphics.width - blockerGraphics.width / 2,
+ y: -Math.random() * 20
+ });
+ self.particles.push(particle);
+ }
+ self.updateParticles = function () {
+ self.particles.forEach(function (particle) {
+ particle.y -= 5; // Move the particle upwards
+ particle.alpha -= 0.05; // Fade out the particle
+ if (particle.alpha <= 0) {
+ var index = self.particles.indexOf(particle);
+ if (index > -1) {
+ self.removeChild(particle);
+ self.particles.splice(index, 1);
+ }
+ }
+ });
+ };
self.speed = 2;
self.spawnOffset = 0;
self.move = function () {
self.speed *= 1.01; // Increase speed by 1% each frame
@@ -69,18 +90,8 @@
var self = Container.call(this);
return Container.call(this);
});
// Particle effect class for the flaming engine
-var ParticleEffect = Container.expand(function () {
- var self = Container.call(this);
- var effectGraphics = self.attachAsset('flame', {
- anchorX: 0.5,
- anchorY: 1
- });
- self.move = function () {
- self.y -= 5; // Move the effect upwards to simulate flames
- };
-});
// Player fish class
var PlayerFish = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('playerFish', {
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.