User prompt
the text showing the round is aligned to the left, it needs to be aligned to its center
User prompt
the text showing the round is aligned to the left, it needs to be aligned to its center
User prompt
center the text showing the round, at the center of the screen
User prompt
right now, the round increases as soon as the round ends, and before the player selects an upgrade, which is a bug. the round should only update AFTER the player selects an upgrade button
User prompt
the avlue that represents the round, should only be updated after an upgrade button has been pressed
User prompt
move the text showing the round to the foreground_container
Code edit (1 edits merged)
Please save this source code
User prompt
move the text showing the Round 100 pixels to the left
User prompt
when any of the 4 upgrade buttons is pressed, playe the Upgrade_Btn sound
User prompt
the Upgrade_Screen sound is not played, the trigger must be placed in the wrong location. play it when the enemy tank reaches 0 HP
User prompt
the Upgrade_Screen sound is not played, the trigger must be placed in the wrong location
User prompt
the Upgrade_Screen sound is not played, the trigger must be placed in the wrong location
User prompt
the Upgrade_Screen sound is not played, the trigger must be placed in the wrong location
User prompt
at the end of each round when the upgrade buttons are displayed , play the Upgrade_Screen sound
User prompt
at the end of each round when you display the upgrade buttons, play the Upgrade_Screen sound
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when the round ends and the upgrades become available, play the Upgrade_Screen sound
User prompt
when the round ends and the upgrades become available, play the Upgrade_Screen sound.
User prompt
when the round ends and the upgrades become available, play the Upgrade_Screen sound
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if the enemy's minimum damage is equal to it's maximum damage, create an exception and exclude that stat from being upgraded when it's time to select a random state to upgrade. make this check every round.
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when the enemy tank fires a projectile, play the Shoot_Enemy sound
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the player's tank must always be the first one to start the shooting, not the enemy tank
User prompt
the Shoot_Player sound is not playing when the player's tank is shooting, you must not have used the right trigger for it
User prompt
when the player's tank fires a projectile, play the Shoot_Player sound
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when the player's tank shoots, play the Shoot_Player sound
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move the text displaying the round to the GUI layer
===================================================================
--- original.js
+++ change.js
@@ -294,8 +294,9 @@
if (child.id && child.id.startsWith('Upgrade_')) {
child.destroy();
}
});
+ LK.getSound('Upgrade_Screen').play();
// Updated to check and update upgrade button visibility based on tank stats
// Emit statChange event whenever a stat is upgraded
game.emit('statChange', tank);
gameState.upgradesAvailable = allUpgrades.filter(function (upgrade) {
blue upgrade button with a "+" sign on it. pixelated. 8 bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dragon shaped firing turret. top-down bird-eye perspective seen directly from above. 8-bit pixelated. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dragon shaped firing turret. top-down bird-eye perspective seen directly from above. 8-bit pixelated. blue soft-palette colored. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
chunky frost magical projectile. 8-bit pixelated. blue soft-palette colored. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
top-down bird-eye view perspective off a magical land, divided into two distinct elements of magma and ice. 8-bit pixelated. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
isometric stone wall platform. top-down bird-eye view perspective. 8-bit pixelated. grey soft-color palette.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.