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add a small red circle in the center of the screen. this shouldn't be too small or too large, maybe make it 300 pixels wide
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add a circle in the center of the screen
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instead of removing a live from the UI, make it all black
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all lives in the UI update correctly except the last one
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all lives in the UI update correctly except the last one
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all lives in the UI update correctly except the last one
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Ensure Proper Indexing: Check that the indexing of self.bubbles aligns correctly with the lives count. Remember that array indexing is zero-based, so the last life corresponds to the index lives - 1.
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Verify Bubble Visibility Handling: In the updateBubbles method, the condition i < lives is used to set the visibility of each bubble. Confirm that this logic correctly handles the case when lives is 0 (i.e., all bubbles should be invisible).
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Review Life Update Call: After decrementing a life, ensure that bubbleUI.updateBubbles(self.lives); is called to update the UI. This call should happen immediately after the self.lives--; statement.
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Check Lives Decrement Logic: In the Game class, make sure the lives variable is decremented correctly every time a bubble is shot. This logic seems to be in place, but verify that it's decrementing properly.
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Inspect the updateBubbles Method: The updateBubbles method in the BubbleUI class is responsible for updating the UI to reflect the current number of lives. Ensure this method correctly updates the visibility of each bubble based on the lives parameter.
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can you fix the issue by updated your fix for that last live not updating correctly?
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the last live in the UI doesn't update. it never gets removed. all other lives in the UI disappear immediately after a bubble is shot, except the last one
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double the rotation speed of the cannon
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the game stopped advancing to the next level after your last change
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wait until the current shot bubble has hit the edge of the screen before advancing to the next level
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double the rotation speed of the cannon
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✅ Deduct a life from the UI immediately when a bubble is shot
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the lives system updates perfectly, up until the last live, which is never deducted from the UI. make sure the UI updates as soon as a bubble has been shot
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the lives system updates perfectly, up until the last live, which is never deducted from the UI. make sure the UI updates as soon as a bubble has been shot
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increase the size of the lives by 50%
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Fix Bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'width')' in this line: 'var totalWidth = 5 * (bubble.width + 10) - 10;' Line Number: 5
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great, now let's arrange this lives UI to look more nicely. make sure it is aligned to the middle of the screen
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now let's create an UI at the bottom of the screen, where we display all 5 available bubbles per level. after a bubble is short, remove one of the bubbles from the ui. remove them from left to right
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now let's add a lives system to the game. players only have 5 lives per level. when a bubble is shot, one live is deducted. thus players have 5 shots per level to clear the entire level of all the skaters. if they manage to destroy all the skaters using the 5 bubbles or less, they advance to the next level. upon advancement to the next level, all the lives are reset back to 5. so if the player had any remaining lives remaining, those are removed and 5 new ones are refilled. the game checks for the state of the game when the bubble's hit the edge of the screen. if the last 5th bubble has hit the edge of the screen and theres' still skaters present, end the game
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--- original.js
+++ change.js
@@ -74,9 +74,9 @@
var cannonSize = Math.min(shooterGraphics.width, shooterGraphics.height) * 0.75;
shooterGraphics.width = cannonSize;
shooterGraphics.height = cannonSize;
self.rotate = function () {
- self.rotationAngle += 0.02;
+ self.rotationAngle += 0.04;
if (self.rotationAngle >= 2 * Math.PI) {
self.rotationAngle = 0;
}
self.rotation = self.rotationAngle;
floor of an ice skating ring. top-view. seen from above. Single Game Texture. In-Game asset. 2d. High contrast. No shadows. pixelated.8 bit. game background
snowboarder. top-view. gta 2. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
snowball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
frosty pipe tube. top-view. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8-bit
dusty snow puff. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
green plus sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
frost circle arena. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit
angry penguin snowboarder wearing a red santa hat. top-view. gta 2. seen from above. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. pixelated. 8 bit