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i dont see the rotors blinking, they needs to be visible for 300 miliseconds then invisible for the next 300
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now make the rotors blink
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move the rotors 50 pixels higher
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let's attach a new asset to the enemies incoming from the sides. attach this new ellement called Rotor and give it a x and y position. actually once you create this asset, duplicate it, so that it appears twice over the enemy. they should be equally distanced between themselves by 50 pixels
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We need to modify the rocket's flame animation in our game. Currently, the flame blinks to simulate flickering. We want to add a feature where, in addition to blinking, the flame asset flips horizontally every other blink. This means after each visibility toggle, the flame image should alternate between its original orientation and a mirrored (flipped) version. This flip should occur indefinitely with each blink cycle to enhance the flame's dynamic appearance. Implement this by toggling a flip state alongside the existing blink functionality, using a boolean to track the flip state.
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when blinking the flame, also flip it's sides, so that it intermitently flips horizontally everytime it it revealedes after a blink
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the flame blinks too quickly
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make the flame blink intermitently
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move the flame 50 pixels higher
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add an asset overlapping the blocker, called flame
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move the score text to the midbackground
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ensure the incoming sign is displayed on the layer above the score text
Code edit (1 edits merged)
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add a white outline to the character
Code edit (4 edits merged)
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decerase the incoming animation to 1.5 seconds
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fix the blinking problem
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make the incoming asset blink once every 200 milsieconds, befire it disappears in its 2 secodns lifespan
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fix it
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change the incoming y height fro ma formula to a straight number relative to the top side of the screen
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===================================================================
--- original.js
+++ change.js
@@ -138,9 +138,9 @@
}, 200);
LK.setTimeout(function () {
LK.clearInterval(blinkInterval);
incomingWarning.destroy();
- }, 1500);
+ }, 1000);
var newBlocker = new Blocker();
var safeZone = newBlocker.width / 2 + 300; // Half width of the blocker plus minimum gap
var randomX = Math.random() * (game.width - 2 * safeZone) + safeZone; // Calculate random X within safe zone
newBlocker.x = randomX;
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.