Code edit (2 edits merged)
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Please fix the bug: 'ReferenceError: bulletPool is not defined' in or related to this line: 'bulletPool.push(bullet); // Return it to the pool' Line Number: 845
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Please fix the bug: 'ReferenceError: returnBullet is not defined' in or related to this line: 'returnBullet(self); // Return bullet to the pool if it goes off-screen' Line Number: 596
Code edit (1 edits merged)
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Please fix the bug: 'ReferenceError: powerUps is not defined' in or related to this line: 'for (var i = 0; i < powerUps.length; i++) {' Line Number: 788
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now add power up that increse fire rate appearn in boss fight and also increase boss health
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add sound for fire
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after each wave background change
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add background
Code edit (1 edits merged)
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pls remove that if user clcik the rate increse
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increse boss health more
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now rate is increse so increse health of enimy ship
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more increse rate
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the bullets are comming very lately increse rate
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if user click the screen the game start and increse speed of fire
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add that player ship continuously fire
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why is boss automatically disappera and bullet of boss not seen when they shoot pls solve
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Please fix the bug: 'ReferenceError: bossGraphics is not defined' in or related to this line: 'if (bossGraphics.height && self.y > 2732 + bossGraphics.height / 2) {' Line Number: 192
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so solve
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Please fix the bug: 'TypeError: playerBullets[i].update is not a function' in or related to this line: 'playerBullets[i].update();' Line Number: 616
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the boss shooting bullet not seen and make different image for boss ship
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the boss is not shoot
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add boss boss and improve game
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improve game
===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,41 @@
/****
* Classes
****/
+// Class for boss bullets with proper destruction
+var BossBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bossBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bulletGraphics.alpha = 0;
+ tween(bulletGraphics, {
+ alpha: 1
+ }, {
+ duration: 100
+ });
+ self.speed = 10;
+ self.update = function () {
+ self.y += self.speed;
+ if (self.y > 2732 + bulletGraphics.height) {
+ tween(bulletGraphics, {
+ alpha: 0
+ }, {
+ duration: 200,
+ onFinish: function onFinish() {
+ self.destroy();
+ var index = playerBullets.indexOf(self);
+ if (index !== -1) {
+ playerBullets.splice(index, 1);
+ }
+ }
+ });
+ }
+ };
+ return self;
+});
// Class for enemy ships with enhanced animation and movement patterns
var EnemyShip = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyShip', {
@@ -190,9 +223,9 @@
// Override boss movement pattern
self.movementPattern = 3; // Special boss pattern
self.attackCooldown = 0;
self.shoot = function () {
- var bullet = new Container();
+ var bullet = new BossBullet();
var bulletGraphics = bullet.attachAsset('bossBullet', {
anchorX: 0.5,
anchorY: 0.5
});
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