User prompt
Tá, então tipo assim, coloca o texto pra baixo.
User prompt
Então, assim, coloca o peixe para baixo.
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Os textos estão tudo juntos.
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O negócio tá em Undefined.
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Eu acho que é melhor criar um texto para essa variável.
User prompt
Colocar a variável.
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Após o level 2 aumenta %20 inimigo spawn rate
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And the sound
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O PowerUp ativa automaticamente depois de 2 segundos.
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Adicione um efeito azul quando o PoiApp for ativado.
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Power Up 1, congela!
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Põe a pium, conchela.
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Muito pouco inimigo, tem que aumentar
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'powerup.x = enemies[i].x;' Line Number: 64
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Inimigos tem chance de dropar powerups
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Coloquei uns assets para isso, pode fazer o level.
Code edit (1 edits merged)
Please save this source code
User prompt
Coloque os heart_icons mais para cima e no meio do pato
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Coloque os heart_icons mais para cima e no meio
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Coloca no meio e um pouco pra cima também
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Coloca três heart_icons em cima do pato
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Eu ainda não tô conseguindo ver
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I can't see the heart icons
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Coloca no topo, fica melhor
User prompt
Coloca três em cima do Pato
===================================================================
--- original.js
+++ change.js
@@ -146,23 +146,26 @@
// Logic for powerup behavior, e.g., floating down
self.y += 2;
// Check if player collects the powerup
if (self.intersects(player)) {
- // Apply powerup effect
- playerHealth = Math.min(playerHealth + 1, 3); // Increase health, max 3
- heartIcons[playerHealth - 1].visible = true; // Show heart icon
- // Add blue effect to player
- LK.effects.flashObject(player, 0x0000ff, 1000); // Flash blue for 1 second
- // Freeze effect: stop all enemies for 3 seconds
- enemies.forEach(function (enemy) {
- enemy.speed = 0;
- });
+ // Delay the activation of the powerup effect by 2 seconds
LK.setTimeout(function () {
+ // Apply powerup effect
+ playerHealth = Math.min(playerHealth + 1, 3); // Increase health, max 3
+ heartIcons[playerHealth - 1].visible = true; // Show heart icon
+ // Add blue effect to player
+ LK.effects.flashObject(player, 0x0000ff, 1000); // Flash blue for 1 second
+ // Freeze effect: stop all enemies for 3 seconds
enemies.forEach(function (enemy) {
- enemy.speed = 5; // Reset speed after freeze
+ enemy.speed = 0;
});
- }, 3000);
- self.destroy();
+ LK.setTimeout(function () {
+ enemies.forEach(function (enemy) {
+ enemy.speed = 5; // Reset speed after freeze
+ });
+ }, 3000);
+ self.destroy();
+ }, 2000); // Activate after 2 seconds
}
// Destroy if off screen
if (self.y > 2732) {
self.destroy();
Title game:duck with a gun. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Duck with a gun title logo. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Yellow_bullet pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Red dot with white in the middle pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Mana_icon pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Enemy pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
White_bullet_icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
duck_death. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
duck_revive_in_game_over. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Continue_button_spending_gems. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Powerup_1. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Scenario. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Enemy pixel_2 more strong.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Danger sign. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.