User prompt
Change the enemy pivot point to be the bottom
User prompt
There are two Enemy classes, remove one of them
User prompt
Change the UI text to show how many enemies there are in the game
User prompt
The enemies aren't moving to the player, please fix
User prompt
Refactor the player move function so that when the new enemy is created, it is added to the enemies array that was passed in
User prompt
In the tick update of the game, pass the game enemies to the player move function
User prompt
Refactor player move function to also take the game enemies array
User prompt
In the player move function, add new enemy to the array that was passed in
User prompt
In the player move function, add new enemy to the enemies array that was passed in
User prompt
Pass game enemies to the player move function
User prompt
Add the new enemy to the array of enemies
User prompt
Fix Bug: 'ReferenceError: enemies is not defined' in this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 229
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Move the enemies array to be a member of the game class
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Please fix bug: The enemies are not moving towards the player
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In the tick function, move the enemies
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When the first minion is created, spawn an enemy object from a random edge of the screen and moves towards the player
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Ass a shadow graphic to the minion
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Make the player shadow position offset to be 0 on the Y
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Add a position off set to shadow graphics
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Change the player shadow position x to be 10
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Change the player shadow position x to be 10
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Change the player shadow x position to be a little to the right
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Change the scale of the player shadow to be 2 on the X and 0.66 on Y
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Change the player shadow scale to be 3 on the X and 1 on the Y
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Make the player shadow pivot to be the centre
===================================================================
--- original.js
+++ change.js
@@ -217,8 +217,11 @@
for (var i = 0; i < self.minions.length; i++) {
self.minions[i].scaleMinion();
self.minions[i].move(player);
}
+ for (var i = 0; i < enemies.length; i++) {
+ enemies[i].move(player);
+ }
for (var i = 0; i < self.children.length; i++) {
if (self.children[i] instanceof MinionCreationVFX) {
self.children[i].scaleVFX();
}
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