User prompt
dragon normal speed
User prompt
dragon not panic when get hit
User prompt
slow move dragon āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
smooth animation about dragon āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
delete dragon4 asset
User prompt
fix a dragon
User prompt
background animation
User prompt
dragon animation
User prompt
increase dragon health bar
User prompt
blue fire ball asset
User prompt
add blue light ball asset
User prompt
fire change to blue light after bounce player āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
enemy dificult to defeat
User prompt
make paddle control smooth
User prompt
fix smooth paddle control
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'if (paddle.x < paddle.width / 2) {' Line Number: 435
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'easeOutQuad')' in or related to this line: 'tween(paddle, {' Line Number: 427
User prompt
Please fix the bug: 'TypeError: easing is not a function' in or related to this line: 'if (paddle.x < paddle.width / 2) {' Line Number: 435
User prompt
smooth control paddle
User prompt
fire ball interval release as 2 seconds āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
delete multiple fire ball
User prompt
erase multiple fire ball
User prompt
add background
User prompt
erase fire animation
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Dragon = Container.expand(function () { var self = Container.call(this); var dragonGraphics = self.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); self.direction = 1; self.speed = 3; self.width = dragonGraphics.width; self.height = dragonGraphics.height; self.fireballCooldown = 0; self.health = 100; self.maxHealth = 100; self.update = function () { // Move the dragon self.x += self.speed * self.direction; // Bounce off the edges if (self.x + self.width / 2 > 2048 || self.x - self.width / 2 < 0) { self.direction *= -1; } // Decrease fireball cooldown if (self.fireballCooldown > 0) { self.fireballCooldown--; } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health < 0) { self.health = 0; } // Flash red when hit LK.effects.flashObject(self, 0xFF0000, 500); LK.getSound('dragonHit').play(); }; return self; }); var Fireball = Container.expand(function () { var self = Container.call(this); var fireballGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 7; self.speedX = 0; self.fromDragon = true; self.width = fireballGraphics.width; self.height = fireballGraphics.height; self.update = function () { self.y += self.speedY; self.x += self.speedX; // No fireball rotation animation }; self.slow = function () { self.speedY = self.speedY * 0.5; fireballGraphics.tint = 0x33CCFF; // Blue tint for slowed fireballs }; self.bounce = function () { self.speedY *= -1; self.fromDragon = false; // Add some random X velocity when bouncing self.speedX = (Math.random() - 0.5) * 5; // Change fireball to blue light after bounce var fireballGraphics = self.children[0]; fireballGraphics.tint = 0x33CCFF; // Blue tint for bounced fireballs }; return self; }); var HealthBar = Container.expand(function (maxHealth, color) { var self = Container.call(this); self.maxWidth = 300; self.maxHealth = maxHealth || 100; self.currentHealth = self.maxHealth; var barBackground = self.attachAsset('healthBar', { anchorX: 0, anchorY: 0, tint: 0x333333 }); var healthFill = self.attachAsset(color === 'dragon' ? 'dragonHealthBar' : 'healthBar', { anchorX: 0, anchorY: 0 }); self.updateHealth = function (health) { self.currentHealth = health; var healthPercentage = self.currentHealth / self.maxHealth; healthFill.width = self.maxWidth * healthPercentage; }; return self; }); var Paddle = Container.expand(function () { var self = Container.call(this); var paddleGraphics = self.attachAsset('paddle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self.width = paddleGraphics.width; self.height = paddleGraphics.height; self.shield = null; self.activateShield = function () { if (self.shield) { return; } self.shield = self.attachAsset('shield', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 }); LK.setTimeout(function () { if (self.shield) { self.shield.destroy(); self.shield = null; } }, 5000); }; self.grow = function () { tween(paddleGraphics, { width: paddleGraphics.width * 1.5 }, { duration: 300, onFinish: function onFinish() { self.width = paddleGraphics.width; LK.setTimeout(function () { tween(paddleGraphics, { width: paddleGraphics.width / 1.5 }, { duration: 300, onFinish: function onFinish() { self.width = paddleGraphics.width; } }); }, 5000); } }); }; return self; }); var PowerUp = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'shield'; // Default to shield type var color; switch (self.type) { case 'grow': color = 0x00FF00; // Green break; case 'slow': color = 0x0000FF; // Blue break; case 'shield': default: color = 0xFFCC00; // Gold break; } var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5, tint: color }); self.speedY = 2; self.width = powerUpGraphics.width; self.height = powerUpGraphics.height; self.update = function () { self.y += self.speedY; // Make it pulse slightly var scale = 1 + 0.1 * Math.sin(LK.ticks * 0.1); powerUpGraphics.scale.set(scale, scale); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222244 }); /**** * Game Code ****/ // Game state variables var paddle; var dragon; var fireballs = []; var powerUps = []; var playerHealth = 100; var playerHealthBar; var dragonHealthBar; var gameOver = false; var score = 0; var scoreText; var powerUpTypes = ['shield', 'grow', 'slow']; var difficulty = 1; var powerUpChance = 0.01; // 1% chance per frame var difficultyIncreaseTimer; var playerIsAlive = true; function initGame() { // Add background var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, width: 2048, height: 2732 }); game.addChild(background); // Create player paddle paddle = new Paddle(); paddle.x = 2048 / 2; paddle.y = 2732 - 150; game.addChild(paddle); // Create dragon dragon = new Dragon(); dragon.x = 2048 / 2; dragon.y = 200; game.addChild(dragon); // Create health bars playerHealthBar = new HealthBar(100); playerHealthBar.x = 50; playerHealthBar.y = 2732 - 50; game.addChild(playerHealthBar); dragonHealthBar = new HealthBar(100, 'dragon'); dragonHealthBar.x = 2048 - 350; dragonHealthBar.y = 50; game.addChild(dragonHealthBar); // Create score display scoreText = new Text2('Score: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Reset game variables fireballs = []; powerUps = []; playerHealth = 100; dragon.health = 100; gameOver = false; score = 0; LK.setScore(0); playerIsAlive = true; difficulty = 1; updateHealthBars(); updateScoreDisplay(); // Start difficulty increase timer difficultyIncreaseTimer = LK.setInterval(increaseDifficulty, 20000); // Every 20 seconds // Play background music LK.playMusic('gameMusic'); } function increaseDifficulty() { difficulty += 0.5; dragon.speed = Math.min(6, 3 + (difficulty - 1)); powerUpChance = Math.max(0.005, 0.01 - (difficulty - 1) * 0.001); } function updateHealthBars() { playerHealthBar.updateHealth(playerHealth); dragonHealthBar.updateHealth(dragon.health); } function updateScoreDisplay() { scoreText.setText('Score: ' + score); } function createFireball() { if (dragon.fireballCooldown <= 0 && !gameOver && playerIsAlive) { var fireball = new Fireball(); fireball.x = dragon.x; fireball.y = dragon.y + dragon.height / 2; fireballs.push(fireball); game.addChild(fireball); // Set cooldown to 2 seconds (120 frames at 60 FPS) dragon.fireballCooldown = 120; } } function createPowerUp() { if (Math.random() < powerUpChance && !gameOver && playerIsAlive) { var type = powerUpTypes[Math.floor(Math.random() * powerUpTypes.length)]; var powerUp = new PowerUp(type); powerUp.x = Math.random() * (2048 - 100) + 50; powerUp.y = 0; powerUps.push(powerUp); game.addChild(powerUp); } } function handleFireballCollisions() { for (var i = fireballs.length - 1; i >= 0; i--) { var fireball = fireballs[i]; // Check for collision with paddle if (fireball.fromDragon && fireball.intersects(paddle)) { if (paddle.shield) { // Shield absorbs the fireball fireball.destroy(); fireballs.splice(i, 1); // Destroy shield after absorbing paddle.shield.destroy(); paddle.shield = null; } else { // Bounce the fireball fireball.bounce(); LK.getSound('hit').play(); // Add points for successful deflection score += 10; LK.setScore(score); updateScoreDisplay(); } continue; } // Check for collision with dragon if (!fireball.fromDragon && fireball.intersects(dragon)) { dragon.takeDamage(10); updateHealthBars(); // Remove the fireball fireball.destroy(); fireballs.splice(i, 1); // Add points for hitting the dragon score += 50; LK.setScore(score); updateScoreDisplay(); // Check for win condition if (dragon.health <= 0) { gameOver = true; playerIsAlive = false; LK.showYouWin(); } continue; } // Check if fireball is off-screen if (fireball.y > 2732 + fireball.height) { // Player missed a fireball if (fireball.fromDragon) { playerHealth -= 10; updateHealthBars(); LK.getSound('playerDamage').play(); // Flash screen red to indicate damage LK.effects.flashScreen(0xFF0000, 300); // Check for lose condition if (playerHealth <= 0) { gameOver = true; playerIsAlive = false; LK.showGameOver(); } } // Remove the fireball fireball.destroy(); fireballs.splice(i, 1); } else if (fireball.y < -fireball.height) { // Fireball went off the top of the screen fireball.destroy(); fireballs.splice(i, 1); } else if (fireball.x < -fireball.width || fireball.x > 2048 + fireball.width) { // Fireball went off the sides of the screen fireball.destroy(); fireballs.splice(i, 1); } } } function handlePowerUpCollisions() { for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; // Check for collision with paddle if (powerUp.intersects(paddle)) { // Apply power-up effect switch (powerUp.type) { case 'grow': paddle.grow(); break; case 'slow': // Slow all current fireballs fireballs.forEach(function (fireball) { if (fireball.fromDragon) { fireball.slow(); } }); break; case 'shield': paddle.activateShield(); break; } // Play power-up sound LK.getSound('powerUpCollect').play(); // Remove the power-up powerUp.destroy(); powerUps.splice(i, 1); // Add points score += 20; LK.setScore(score); updateScoreDisplay(); continue; } // Check if power-up is off-screen if (powerUp.y > 2732 + powerUp.height) { powerUp.destroy(); powerUps.splice(i, 1); } } } // Handle movement for paddle var isDragging = false; game.down = function (x, y, obj) { isDragging = true; paddle.x = x; }; game.move = function (x, y, obj) { if (isDragging) { // Convert event coordinates to game coordinates if needed var targetX = x; // Directly set the paddle position for more responsive control paddle.x = targetX; // Keep paddle within screen bounds if (paddle.x < paddle.width / 2) { paddle.x = paddle.width / 2; } else if (paddle.x > 2048 - paddle.width / 2) { paddle.x = 2048 - paddle.width / 2; } } }; game.up = function (x, y, obj) { isDragging = false; }; // Game update loop game.update = function () { if (gameOver) { return; } // Update dragon dragon.update(); // Create new fireballs createFireball(); // Create power-ups createPowerUp(); // Update all fireballs for (var i = 0; i < fireballs.length; i++) { fireballs[i].update(); } // Update all power-ups for (var i = 0; i < powerUps.length; i++) { powerUps[i].update(); } // Check for collisions handleFireballCollisions(); handlePowerUpCollisions(); }; // Initialize the game initGame();
===================================================================
--- original.js
+++ change.js
@@ -19,151 +19,28 @@
self.height = dragonGraphics.height;
self.fireballCooldown = 0;
self.health = 100;
self.maxHealth = 100;
- self.immunityFrames = 0;
- self.attackPattern = 'normal';
- self.patternTimer = 0;
- self.patternDuration = 600; // 10 seconds at 60 FPS
- self.enraged = false;
- self.rageThreshold = 40; // Becomes enraged at 40% health
- self.changePattern = function () {
- var patterns = ['normal', 'zigzag', 'teleport', 'charge'];
- // When enraged, more aggressive patterns
- if (self.enraged) {
- patterns = ['zigzag', 'teleport', 'charge'];
- }
- self.attackPattern = patterns[Math.floor(Math.random() * patterns.length)];
- self.patternTimer = self.patternDuration;
- // Special setup for certain patterns
- if (self.attackPattern === 'teleport') {
- self.teleportCooldown = 120; // 2 seconds before first teleport
- } else if (self.attackPattern === 'charge') {
- self.chargeCooldown = 60; // 1 second before first charge
- self.chargeDirection = Math.random() > 0.5 ? 1 : -1;
- }
- };
self.update = function () {
- // Check for pattern change
- self.patternTimer--;
- if (self.patternTimer <= 0) {
- self.changePattern();
+ // Move the dragon
+ self.x += self.speed * self.direction;
+ // Bounce off the edges
+ if (self.x + self.width / 2 > 2048 || self.x - self.width / 2 < 0) {
+ self.direction *= -1;
}
- // Check for rage mode
- if (!self.enraged && self.health <= self.maxHealth * (self.rageThreshold / 100)) {
- self.enraged = true;
- self.changePattern();
- // Visual indication
- tween(dragonGraphics, {
- tint: 0xFF3300
- }, {
- duration: 500
- });
- // Speed boost in rage mode
- self.speed *= 1.5;
- }
- // Decrease immunity frames
- if (self.immunityFrames > 0) {
- self.immunityFrames--;
- }
- // Movement based on attack pattern
- switch (self.attackPattern) {
- case 'normal':
- // Standard side-to-side movement
- self.x += self.speed * self.direction;
- if (self.x + self.width / 2 > 2048 || self.x - self.width / 2 < 0) {
- self.direction *= -1;
- }
- break;
- case 'zigzag':
- // Zigzag movement
- self.x += self.speed * 1.2 * self.direction;
- self.y += Math.sin(LK.ticks * 0.05) * 2;
- // Keep within y bounds
- if (self.y < 150) {
- self.y = 150;
- }
- if (self.y > 350) {
- self.y = 350;
- }
- // Bounce off x edges
- if (self.x + self.width / 2 > 2048 || self.x - self.width / 2 < 0) {
- self.direction *= -1;
- }
- break;
- case 'teleport':
- // Occasional teleports
- self.teleportCooldown--;
- if (self.teleportCooldown <= 0) {
- // Teleport to a new position
- var newX = Math.random() * (2048 - self.width) + self.width / 2;
- // Flash effect
- LK.effects.flashObject(self, 0xFFFFFF, 300);
- // Apply teleport
- self.x = newX;
- // Reset cooldown (shorter when enraged)
- self.teleportCooldown = self.enraged ? 90 : 180;
- } else {
- // Regular movement between teleports
- self.x += self.speed * 0.5 * self.direction;
- if (self.x + self.width / 2 > 2048 || self.x - self.width / 2 < 0) {
- self.direction *= -1;
- }
- }
- break;
- case 'charge':
- // Occasional charges at high speed
- self.chargeCooldown--;
- if (self.chargeCooldown <= 0) {
- // Start a charge
- self.isCharging = true;
- self.chargeTimer = 60; // 1 second charge
- self.chargeCooldown = self.enraged ? 120 : 240; // longer cooldown between charges
- }
- if (self.isCharging) {
- // Fast directional charge
- self.x += self.speed * 3 * self.chargeDirection;
- self.chargeTimer--;
- // End charge if we hit an edge or timer expires
- if (self.chargeTimer <= 0 || self.x + self.width / 2 > 2048 || self.x - self.width / 2 < 0) {
- self.isCharging = false;
- self.chargeDirection *= -1;
- }
- } else {
- // Regular movement between charges
- self.x += self.speed * 0.7 * self.direction;
- if (self.x + self.width / 2 > 2048 || self.x - self.width / 2 < 0) {
- self.direction *= -1;
- }
- }
- break;
- }
// Decrease fireball cooldown
if (self.fireballCooldown > 0) {
self.fireballCooldown--;
- } else if (self.enraged) {
- // In rage mode, shorter cooldown
- self.fireballCooldown = 90; // 1.5 seconds
}
};
self.takeDamage = function (damage) {
- // Check immunity frames
- if (self.immunityFrames > 0) {
- return; // No damage during immunity frames
- }
self.health -= damage;
if (self.health < 0) {
self.health = 0;
}
// Flash red when hit
LK.effects.flashObject(self, 0xFF0000, 500);
LK.getSound('dragonHit').play();
- // Grant brief immunity
- self.immunityFrames = 30; // Half second immunity
- // Chance to change pattern when hit
- if (Math.random() < 0.3 || self.enraged && Math.random() < 0.5) {
- self.changePattern();
- }
};
return self;
});
var Fireball = Container.expand(function () {
@@ -176,43 +53,25 @@
self.speedX = 0;
self.fromDragon = true;
self.width = fireballGraphics.width;
self.height = fireballGraphics.height;
- self.power = 1; // Base damage multiplier
- self.lastY = 0;
- self.lastX = 0;
self.update = function () {
- // Store last position for collision detection
- self.lastX = self.x;
- self.lastY = self.y;
- // Update position
self.y += self.speedY;
self.x += self.speedX;
- // Rotate fireball based on direction
- if (self.speedX !== 0 || self.speedY !== 0) {
- var angle = Math.atan2(self.speedY, self.speedX);
- fireballGraphics.rotation = angle + Math.PI / 2;
- }
- // Scale fireball based on power (visual indicator)
- if (self.power > 1) {
- var scaleFactor = 1 + (self.power - 1) * 0.3; // Max 30% larger
- fireballGraphics.scale.set(scaleFactor, scaleFactor);
- }
+ // No fireball rotation animation
};
self.slow = function () {
self.speedY = self.speedY * 0.5;
- self.speedX = self.speedX * 0.5;
fireballGraphics.tint = 0x33CCFF; // Blue tint for slowed fireballs
};
self.bounce = function () {
self.speedY *= -1;
self.fromDragon = false;
// Add some random X velocity when bouncing
self.speedX = (Math.random() - 0.5) * 5;
- // Increase fireball power when bounced (player's attack becomes stronger)
- self.power += 0.5;
- // Change tint to indicate it's now a player fireball
- fireballGraphics.tint = 0xFF9900;
+ // Change fireball to blue light after bounce
+ var fireballGraphics = self.children[0];
+ fireballGraphics.tint = 0x33CCFF; // Blue tint for bounced fireballs
};
return self;
});
var HealthBar = Container.expand(function (maxHealth, color) {
@@ -396,32 +255,10 @@
LK.playMusic('gameMusic');
}
function increaseDifficulty() {
difficulty += 0.5;
- dragon.speed = Math.min(7, 3 + (difficulty - 1));
+ dragon.speed = Math.min(6, 3 + (difficulty - 1));
powerUpChance = Math.max(0.005, 0.01 - (difficulty - 1) * 0.001);
- // Additional difficulty enhancements
- if (difficulty >= 2.5 && !dragon.hasRegeneration) {
- // Add health regeneration at higher difficulties
- dragon.hasRegeneration = true;
- LK.setInterval(function () {
- if (!gameOver && dragon.health < dragon.maxHealth && dragon.health > 0) {
- // Regenerate 1 health point every 3 seconds
- dragon.health = Math.min(dragon.maxHealth, dragon.health + 1);
- updateHealthBars();
- }
- }, 3000);
- }
- // Reduce pattern switching time as difficulty increases
- dragon.patternDuration = Math.max(300, 600 - (difficulty - 1) * 100);
- // Increase dragon damage resistance at higher difficulties
- if (difficulty >= 3) {
- dragon.damageResistance = 0.3; // 30% damage reduction
- } else if (difficulty >= 2) {
- dragon.damageResistance = 0.15; // 15% damage reduction
- }
- // Lower the rage threshold as difficulty increases
- dragon.rageThreshold = Math.max(20, 40 - (difficulty - 1) * 5);
}
function updateHealthBars() {
playerHealthBar.updateHealth(playerHealth);
dragonHealthBar.updateHealth(dragon.health);
@@ -430,89 +267,15 @@
scoreText.setText('Score: ' + score);
}
function createFireball() {
if (dragon.fireballCooldown <= 0 && !gameOver && playerIsAlive) {
- // Dragon attack patterns based on health and attack mode
- if (dragon.enraged) {
- // Triple fireball in rage mode
- for (var i = -1; i <= 1; i++) {
- var fireball = new Fireball();
- fireball.x = dragon.x + i * 50; // Spread horizontally
- fireball.y = dragon.y + dragon.height / 2;
- // Randomize speed slightly
- var speedMultiplier = 1.0 + (Math.random() * 0.4 - 0.2); // 0.8 to 1.2
- fireball.speedY *= speedMultiplier;
- // Add slight horizontal movement to side fireballs
- if (i !== 0) {
- fireball.speedX = i * 2;
- }
- fireballs.push(fireball);
- game.addChild(fireball);
- }
- // When in charge attack pattern, faster cooldown
- if (dragon.attackPattern === 'charge') {
- dragon.fireballCooldown = 90; // 1.5 seconds
- } else {
- dragon.fireballCooldown = 120; // 2 seconds
- }
- } else {
- // Different attack patterns based on current mode
- switch (dragon.attackPattern) {
- case 'normal':
- // Single fireball
- var fireball = new Fireball();
- fireball.x = dragon.x;
- fireball.y = dragon.y + dragon.height / 2;
- fireballs.push(fireball);
- game.addChild(fireball);
- break;
- case 'zigzag':
- // Two fireballs with slight horizontal spread
- for (var i = -1; i <= 1; i += 2) {
- var fireball = new Fireball();
- fireball.x = dragon.x + i * 40;
- fireball.y = dragon.y + dragon.height / 2;
- fireball.speedX = i * 1.5; // Add sideways movement
- fireballs.push(fireball);
- game.addChild(fireball);
- }
- break;
- case 'teleport':
- // One aimed fireball that targets near the paddle
- var fireball = new Fireball();
- fireball.x = dragon.x;
- fireball.y = dragon.y + dragon.height / 2;
- // Calculate direction toward paddle with offset
- var targetX = paddle.x + (Math.random() * 200 - 100); // Add some randomness
- var deltaX = targetX - fireball.x;
- var deltaY = paddle.y - fireball.y;
- var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
- // Normalize and set speed
- fireball.speedX = deltaX / distance * 4;
- fireball.speedY = deltaY / distance * 7;
- fireballs.push(fireball);
- game.addChild(fireball);
- break;
- case 'charge':
- // Spray of 3 fireballs with spread
- for (var i = -1; i <= 1; i++) {
- var fireball = new Fireball();
- fireball.x = dragon.x;
- fireball.y = dragon.y + dragon.height / 2;
- fireball.speedY = 7;
- fireball.speedX = i * 3; // Wide spread
- fireballs.push(fireball);
- game.addChild(fireball);
- }
- break;
- }
- // Set cooldown based on attack pattern
- if (dragon.attackPattern === 'zigzag' || dragon.attackPattern === 'charge') {
- dragon.fireballCooldown = 150; // 2.5 seconds for multi-fireball attacks
- } else {
- dragon.fireballCooldown = 120; // 2 seconds for single fireball attacks
- }
- }
+ var fireball = new Fireball();
+ fireball.x = dragon.x;
+ fireball.y = dragon.y + dragon.height / 2;
+ fireballs.push(fireball);
+ game.addChild(fireball);
+ // Set cooldown to 2 seconds (120 frames at 60 FPS)
+ dragon.fireballCooldown = 120;
}
}
function createPowerUp() {
if (Math.random() < powerUpChance && !gameOver && playerIsAlive) {
@@ -548,23 +311,15 @@
continue;
}
// Check for collision with dragon
if (!fireball.fromDragon && fireball.intersects(dragon)) {
- // Calculate damage based on fireball power and dragon's damage resistance
- var baseDamage = 10 * fireball.power;
- var finalDamage = baseDamage;
- // Apply damage resistance if present
- if (dragon.damageResistance) {
- finalDamage = Math.max(1, Math.floor(baseDamage * (1 - dragon.damageResistance)));
- }
- dragon.takeDamage(finalDamage);
+ dragon.takeDamage(10);
updateHealthBars();
// Remove the fireball
fireball.destroy();
fireballs.splice(i, 1);
- // Add points for hitting the dragon (bonus for powered-up fireballs)
- var pointsEarned = Math.floor(50 * fireball.power);
- score += pointsEarned;
+ // Add points for hitting the dragon
+ score += 50;
LK.setScore(score);
updateScoreDisplay();
// Check for win condition
if (dragon.health <= 0) {
red fire ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pixel art dramatic epic medieval village castle burning bad day. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pixel art blue light thunder ball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows