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)
Please save this source code
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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)
Please save this source code
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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
@@ -575,9 +575,21 @@
self.y += self.speed;
// Add slight wobble to bullets
self.x += Math.sin(LK.ticks / 10) * 0.5;
if (self.y < -bulletGraphics.height) {
- returnBullet(self); // Return bullet to the pool if it goes off-screen
+ // Fade out bullets that miss
+ 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;
});
@@ -604,24 +616,11 @@
}, {
duration: 1000,
easing: tween.easeOutQuad
});
- // Bullet Pooling Implementation
- var bulletPool = []; // Array to hold bullet objects
- function getBullet() {
- if (bulletPool.length > 0) {
- return bulletPool.pop(); // Reuse a bullet from the pool
- }
- return new PlayerBullet(); // Create a new bullet if pool is empty
- }
- function returnBullet(bullet) {
- bullet.destroy(); // Clean up the bullet
- bulletPool.push(bullet); // Return it to the pool
- }
- // Modify the PlayerShip shoot method to use the bullet pool
self.shoot = function () {
if (self.canShoot) {
- var bullet = getBullet(); // Get a bullet from the pool
+ var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - shipGraphics.height / 2;
game.addChild(bullet);
playerBullets.push(bullet);
@@ -821,13 +820,8 @@
/****
* Game Code
****/
-// Function to return a bullet to the pool
-function returnBullet(bullet) {
- bullet.destroy(); // Clean up the bullet
- bulletPool.push(bullet); // Return it to the pool
-}
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
@@ -836,9 +830,8 @@
game.addChild(background);
/****
* Game Variables
****/
-var bulletPool = []; // Array to hold bullet objects
var playerBullets = [];
var powerUps = [];
var bossBullets = [];
var enemyShips = [];
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