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add that bg sound always play in loop and increase volume
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add a bg sound
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add sound after any ship distroy
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this is very near even power up not seen
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the power is sqawn from top add that it sqwan very near to player ship
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power up added in right wave but pls sqwan power up after all enemy of odd wave killed or go off screen in the last sqwan power up
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'powerUp.x = enemyShips[l].x;' Line Number: 1045
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no add that if player kill last enemy ship of each wave then power up sqawn
Code edit (1 edits merged)
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increase time of power up
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no pls add in odd wave
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add that in every even wave power up will sqawn
Code edit (4 edits merged)
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deacrese health of enemy ship
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in crease boss health so it difficult to defeat
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boss is appear but it not shoot and disappear automatically pls solve
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add that in every 5th wave boss is appaer after in that wave all enemy ship off the screen and then a warning message is seen and then boss appears
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I want to enhance the boss fight with the following improvements: 🔥 Boss Behavior Enhancements: More Dynamic Movement: Add unpredictable, erratic movement patterns (zig-zag, sudden dashes). Introduce teleportation or temporary invisibility. New Attack Patterns: A laser beam attack that charges up before firing in a straight line. Bullet hell-style attacks where the boss shoots in circular or spiral patterns. A summoning ability where the boss calls in minions. Phase-Based Strategy: At 50% HP, the boss changes attack patterns (e.g., becomes faster or shoots more frequently). At 25% HP, the boss enters a rage mode, increasing attack speed and firing unpredictably. Interactive Weak Points: Instead of just depleting health, the player must destroy specific weak points (e.g., boss core, energy shields). Weak points appear for a limited time and require precise timing to hit.
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the enemy ship go out of screen if new wave start then all previous enemy ship were killed or reemoved automatically
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now add that no matter plaayer kill all the enemy then new wave sqawn add instead of this add that when all the enemy ship run and go outside the screen the new wave sqawn
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Please fix the bug: 'ReferenceError: enemyBullets is not defined' in or related to this line: 'enemyBullets.push(bullet);' Line Number: 99
===================================================================
--- original.js
+++ change.js
@@ -66,11 +66,9 @@
self.speed = 4; // Increased downward speed
self.health = 5; // Increased health
self._move_migrated = function () {
self.y += self.speed; // Move downwards faster
- if (self.y > 2732) {
- self.destroy(); // Destroy if off-screen
- }
+ // Remove automatic destruction when off-screen
self.x += Math.sin(self.y / 50) * 5; // Horizontal oscillation
};
// Randomly decide if this enemy will shoot
if (Math.random() < 0.7) {
@@ -159,9 +157,9 @@
self.attackCooldown = 0;
self.attackType = 0; // Different attack types
// Boss attack patterns
self.shoot = function () {
- // Different attack patterns based on boss phase
+ self.attackCooldown = 60; // Set initial cooldown for shooting
switch (self.attackType) {
case 0:
// Single shot
var bullet = new BossBullet();
@@ -198,9 +196,14 @@
bullet.angle = angle;
bullet.update = function () {
this.x += Math.cos(this.angle) * 5;
this.y += Math.sin(this.angle) * 5;
- // Call original update for off-screen checks
+ // Boss shooting logic
+ self.attackCooldown--;
+ if (self.attackCooldown <= 0) {
+ self.shoot();
+ self.attackCooldown = 60; // Reset cooldown after shooting
+ }
originalUpdate.call(this);
};
game.addChild(bullet);
bossBullets.push(bullet);
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