User prompt
Increase starting speed of all decending assets by 100 percent
User prompt
review the specific implementation of the storm powerup, how and where the speed variables are updated, and ensuring that all instances of descending items are affected by these updates would be essential steps
User prompt
Make the storm powerup increase all the decending powerups increase their falling speed by 400 percent for 10 seconds while the powerup is in action, when done make the button disapear and appear again only when the score conditions are met
User prompt
Make the starting speed of the decending items 100 percent faster from the getgo
User prompt
Make sure that the speed of all decending objects is increased by 400 percent for 10 seconds and that the button of the powerup dissapears after the 10 seconds until conditions are again applicable for the powerful
User prompt
Please fix the bug: 'TypeError: setInterval is not a function. (In 'setInterval(function () { __$(158); stormButton.visible = !stormButton.visible; }, 500)', 'setInterval' is undefined)' in or related to this line: 'var blinkInterval = setInterval(function () {' Line Number: 304
User prompt
Make sure the game speed increases by 400 percent for 10 seconds while the stomr powerup is applyed, also for those 10 seconds make the storm button blink for the duration of the powerup before it dissapears
User prompt
When storm power up is activated increase entire game speed 400 percent for 10 seconds, decrease 25 star points from the stars score and 50 drops from the drops score and remove the storm button until origeonal conditions to its appear apply
User prompt
Check that all features relating to the incresing speed of decending items allign with oneanother
User prompt
Please fix this to the best of your abilities
User prompt
Increase the speedup feature of the watermellon powerup by 50 percent
User prompt
If you collect multiple watermelons in the timeframe of the powerup have the increase in speed increase exponentually acording to the number of watermellons cought allowing useres to chain powerups
User prompt
Please attempt to fix this in accordance with the guidelines
User prompt
Please implement 1
User prompt
Create a new powerup that is connected to when a watermelon is collected, the powerup speeds up all the falling objects for 2 seconds
User prompt
When 50 water drops are collected 25 stars and create a new powerup called storm, creates a new button on the top right which lights up to a becomes apperent when the number of drops and stars is reached, when the button is slicked the defined powerup is initated
User prompt
Place all score indicators in line along the top of the screen with the health circles side by side
User prompt
Ensure that they are visable to me, i cant seem to see them in my screen
User prompt
Increase the size of all score indicators, i currently cant see them
User prompt
Ensure that the game's logic and event handling are correctly implemented to dynamically update and display the counters throughout the gameplay.
User prompt
systematically review the game's code related to the HUD and counters, focusing on their initialization, positioning, visibility, and update mechanisms.
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'starsScoreTxt.y = hudYPosition;' Line Number: 254
User prompt
Make the other scores display in the hud neatly
User prompt
Make the hud display 50 percent bigger
===================================================================
--- original.js
+++ change.js
@@ -256,9 +256,34 @@
****/
function initiateStormPowerup() {
// Define what happens when storm powerup is activated
console.log('Storm powerup activated!');
- // Example: Clear all bad items on screen, increase score, etc.
+ // Increase entire game speed by 400 percent for 10 seconds
+ var originalSpeeds = {
+ WaterDroplet: WaterDroplet.prototype.speed,
+ Watermelon: Watermelon.prototype.speed,
+ BadWaterDroplet: BadWaterDroplet.prototype.speed,
+ BadWatermelon: BadWatermelon.prototype.speed
+ };
+ var increaseFactor = 4; // 400 percent increase
+ WaterDroplet.prototype.speed *= increaseFactor;
+ Watermelon.prototype.speed *= increaseFactor;
+ BadWaterDroplet.prototype.speed *= increaseFactor;
+ BadWatermelon.prototype.speed *= increaseFactor;
+ // Set a timeout to reset speeds after 10 seconds
+ LK.setTimeout(function () {
+ WaterDroplet.prototype.speed = originalSpeeds.WaterDroplet;
+ Watermelon.prototype.speed = originalSpeeds.Watermelon;
+ BadWaterDroplet.prototype.speed = originalSpeeds.BadWaterDroplet;
+ BadWatermelon.prototype.speed = originalSpeeds.BadWatermelon;
+ }, 10000); // 10 seconds in milliseconds
+ // Decrease 25 star points from the stars score and 50 drops from the drops score
+ stars = Math.max(0, stars - 25);
+ drops = Math.max(0, drops - 50);
+ starsScoreTxt.setText('Stars: ' + stars);
+ dropsScoreTxt.setText('Drops: ' + drops);
+ // Hide the storm button until original conditions for its appearance apply
+ stormButton.visible = false;
}
var stormButton = game.addChild(new StormButton());
// Initialize stars score to track the number of bad water droplets collected
// Global variables to track the current day and time since the last day change
8 bit watermelon slice no shadows. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Punk rock
8 bit moon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit sun solar flare. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit tree. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8 bit forrest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Add a lake
8 bit meteor. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Define the b order and keep the center transperent
Retro art rain cloud with lighting bolt coming out the bottom 2d pixel art button logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.