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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: bossBullets[i].update is not a function' in or related to this line: 'bossBullets[i].update();' Line Number: 848
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Please fix the bug: 'TypeError: self.explode is not a function' in or related to this line: 'self.explode();' Line Number: 104
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Please fix the bug: 'TypeError: enemyShips[l].hit is not a function' in or related to this line: 'var destroyed = enemyShips[l].hit();' Line Number: 938
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Please fix the bug: 'TypeError: enemyShips[j].update is not a function' in or related to this line: 'enemyShips[j].update();' Line Number: 921
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Please fix the bug: 'TypeError: enemyShips[l].hit is not a function' in or related to this line: 'var destroyed = enemyShips[l].hit();' Line Number: 918
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Please fix the bug: 'TypeError: enemyShips[j].update is not a function' in or related to this line: 'enemyShips[j].update();' Line Number: 901
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Vadd that in any every 2 multiple of wave like wave 2,4,... add that enemy ship not run only they present in rows and coloums (like a war present in 4x6 and in which some of them fire enemy bullets)
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add that in any every 2 multiple of wave like wave 2,4,... add that enemy ship not run only they present in rows and coloums
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suggest improvement
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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
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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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===================================================================
--- original.js
+++ change.js
@@ -890,8 +890,28 @@
if (!waveInProgress || waveCooldown) {
return;
}
if (enemiesSpawned < enemiesPerWave) {
+ if (waveNumber % 2 === 0) {
+ // Create a grid of stationary enemy ships
+ var rows = 4;
+ var cols = 6;
+ var spacingX = 2048 / (cols + 1);
+ var spacingY = 500 / (rows + 1);
+ for (var row = 0; row < rows; row++) {
+ for (var col = 0; col < cols; col++) {
+ var enemy = new EnemyShip();
+ enemy.x = spacingX * (col + 1);
+ enemy.y = spacingY * (row + 1);
+ enemy.speed = 0; // Stationary
+ game.addChild(enemy);
+ enemyShips.push(enemy);
+ }
+ }
+ enemiesSpawned = enemiesPerWave; // Skip further spawning
+ waveInProgress = false;
+ return;
+ }
var enemy;
// Every 3 waves, add a boss
if (waveNumber > 0 && waveNumber % 3 === 0 && enemiesSpawned === enemiesPerWave - 1) {
enemy = new BossEnemy();
@@ -903,21 +923,9 @@
game.addChild(powerUp);
powerUps.push(powerUp);
} else {
enemy = new EnemyShip();
- if (waveNumber % 2 === 0) {
- // Stationary positioning in rows and columns for every 2nd wave
- var columns = 5;
- var spacingX = 2048 / (columns + 1);
- var spacingY = 300;
- var row = Math.floor(enemiesSpawned / columns);
- var col = enemiesSpawned % columns;
- enemy.x = spacingX * (col + 1);
- enemy.y = -100 + spacingY * row;
- enemy.speed = 0; // Make the enemy stationary
- } else {
- enemy.x = 200 + Math.random() * (2048 - 400); // Random position, avoiding edges
- }
+ enemy.x = 200 + Math.random() * (2048 - 400); // Random position, avoiding edges
}
enemy.startX = enemy.x; // Store starting X for movement patterns
enemy.y = -100;
game.addChild(enemy);
A 2D top-down view of a futuristic player spaceship with a streamlined silver and blue body, glowing thrusters, and dual laser cannons. The design is sleek and modern for a space shooter game. Single Game Texture. 2d. Blank background. High contrast. No shadows
A 2D top-down view of an alien spaceship with a dark metallic body, glowing red energy cores, and sharp angular wings. The design is sleek and futuristic, suitable for a space shooter game.. Single Game Texture. 2d. Blank background. High contrast. No shadows
A 2D top-down view of a futuristic energy bullet for a space shooter game. The bullet is a glowing blue plasma projectile with a sleek, elongated shape and a slight energy trail behind it. The design is simple, bright, and high-speed-looking, suitable for fast-paced shooting gameplay. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
A 2D top-down view of a futuristic energy bullet for a space shooter game. The bullet is a glowing red plasma projectile elongated shape and a slight energy trail behind it. The design is simple, bright, and high-speed-looking, suitable for fast-paced shooting gameplay. Single Game Texture. In-Game asset. Blank background. High contrast. No shadows
A vibrant and dynamic 2D space background for a top-down space shooter game. The scene features a deep, dark space filled with glowing nebulae in shades of blue and purple, scattered distant stars, and swirling cosmic dust. A subtle parallax effect is suggested with faintly glowing planets and asteroids in the background. The atmosphere is slightly mysterious and futuristic, with soft light gradients to create depth. The overall tone is immersive but does not distract from gameplay, ensuring clear visibility of player and enemy ships.. Single Game Texture. Blank background. High contrast. No shadows
A vibrant and dynamic 2D space background for a top-down space shooter game. The scene features a deep, dark space filled with glowing nebulae in shades of blue and purple, scattered distant stars, and swirling cosmic dust. A subtle parallax effect is suggested with faintly glowing planets and asteroids in the background. The atmosphere is slightly mysterious and futuristic, with soft light gradients to create depth. The overall tone is immersive but does not distract from gameplay, ensuring clear visibility of player and enemy ships.. Single Game Texture. Blank background. High contrast. No shadows
powerup boll. Single Game Texture. Blank background. High contrast. No shadows