User prompt
Talvez 10 segundos, e também conserte que, quando eles morrem, depois que cria outro inimigo com ataque, renasce o anterior
User prompt
Faça um spawn dele, que é a cada 3 segundos, e também faça com que ele ataque para frente
User prompt
Após o level up, também tem um inimigo novo com 3 de hp, que fica parado, mas joga o asset enemy_attaxk
User prompt
Colocar o texto da placa mais para a esquerda
User prompt
Colocar o texto da placa mais para a esquerda
User prompt
Colocar o texto da placa muito mais para a esquerda
User prompt
Colocar o texto da placa mais para a esquerda
User prompt
Remova o danger sign spawn, e faça spawnar apenas uma
User prompt
Faça com que apenas uma placa caia do céu, e o texto esteja em cima dela
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Depois de subir de nível o asset "danger_sign" cai do seu telling you to jump if there's a bullet coming your way é isso.
User prompt
Add effect of the danger sign falling and hits the ground with a text written on top, that the jump will be important after level 1
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Add text effect level up
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In level 2, spawn rate 1 enemy 2. (Have 2 icon heart)
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enemies no longer spawn after level 2
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Level 3:10 enemys. Level 4:20 enemys. Level 5:30 enemy [increases enemy spawn rate]
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Aumenta a velocidade de ataque do pato após derrotar 5 inimigos
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Place scenario
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Colocar os sons quando estiver jogando e no game over parar todos os sons e colocar esse som aí.
User prompt
Eu falei que era no game over
User prompt
QUando morrer, fade-in o asset duck_death é game over. Basicamente ele é do tamanho da tela inteira. E também coloque o som. E também tire todos os sons e a música, menos o supermarioworldduckgameover.
User prompt
QUando morrer, fade-in o asset duck_death e um botão de continue, usar pontos para continuar, e quando continuar, o asset muda para "duck_revive_game_over"se não continuar, é game over.
User prompt
No game over, adcione aqueles dois assets e o som
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Faça com que a bala seja destruída após tocar no inimigo
User prompt
Adcione muitos inimigos
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O texto sumiu!
===================================================================
--- original.js
+++ change.js
@@ -223,9 +223,9 @@
var enemy = game.addChild(new Enemy());
enemy.x = 2048 - enemy.width / 2; // Place the enemy on the right side of the screen
enemy.y = ground.y - ground.height / 2 - enemy.height / 2; // Place the enemy on the ground
enemies.push(enemy);
- }, Math.max(1000, 3000 - points * 100 * (points > 20 ? 0.8 : 1))); // Decrease interval as points increase, increase spawn rate by 20% after level 2
+ }, Math.max(1000, 3000 - points * 100 * (currentLevel > 2 ? 0.8 : 1))); // Decrease interval as points increase, increase spawn rate by 20% after level 2
// Play level up sound
LK.getSound('Level_up').play();
// Display level up message
var levelUpText = new Text2('Level Up!', {
@@ -239,10 +239,10 @@
}, 2000); // Remove the message after 2 seconds
}
// Call levelUp function every time player reaches a new level
var levelCheckTimer = LK.setInterval(function () {
- if (points > 0 && points % 10 === 0) {
- // Every 10 points
+ if (enemiesDefeated >= currentLevel * 10) {
+ // Level up when enemies defeated reaches the required count
levelUp();
}
}, 1000); // Check every second
// Initialize up button
@@ -344,8 +344,9 @@
var enemies = [];
var items = []; // Initialize items array to track new game elements
var points = 0; // Initialize points variable to track player score
var currentLevel = 1; // Initialize currentLevel variable to track the player's level
+updateLevelText(); // Update level text on initialization
var enemiesDefeated = 0; // Initialize enemiesDefeated variable to track defeated enemies
var bullets = []; // Initialize bullets array to track bullets
var Classic = 0; // Initialize Classic variable
var playerHealth = 3; // Initialize player health variable
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.