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Update with: function spawnEnemy() { if (!gameActive) { return; } var type = Math.floor(Math.random() * 3) + 1; // Use the pool's spawn method with position and parameters var enemy = enemyPool.spawn( Math.random() * (2048 - 200) + 100, // x position 2732 + 100, // y position type // additional parameter (enemy type) ); }
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Update with: function spawnFireball() { if (!gameActive || firepower < 10) { return; } var now = Date.now(); if (now - lastFireTime < fireRate) { return; } lastFireTime = now; // Use the new pool's spawn method var fireball = fireballPool.spawn(dragon.x, dragon.y + 50); // Use firepower firepower -= firepowerUseRate; powerBar.setPower(firepower / maxFirepower); // Play sound LK.getSound('firebreathSound').play(); }
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Update with: self.update = function () { self.y -= self.speed; var maxDistance = 2732; var minScale = 0.3; var maxScale = 2.0; // Always calculate scale based on position var distancePercent = Math.max(0, Math.min(1, self.y / maxDistance)); var newScale = minScale + distancePercent * (maxScale - minScale); self.scaleX = newScale; self.scaleY = newScale; // Update speed based on scale var baseSpeed = self.type; self.speed = baseSpeed * (0.5 + distancePercent * 0.5); }
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Update as needed with: self.activate = function (type) { // ... existing activation code ... // Set initial scale based on spawn position var maxDistance = 2732; var distancePercent = self.y / maxDistance; var newScale = 0.3 + distancePercent * (2.0 - 0.3); self.scaleX = newScale; self.scaleY = newScale; }
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Update with: for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; // Remove distance check and just use engine's intersection if (fireball.active && enemy.visible && fireball.intersects(enemy)) { // Hit the enemy var killed = enemy.hit(); if (killed) { score += enemy.type * 10; scoreTxt.setText(score); LK.setScore(score); LK.getSound('enemyDefeat').play(); } // Deactivate the fireball fireball.active = false; LK.effects.flashObject(fireball, 0xffffff, 100); fireball.deactivate(); fireballs.splice(i, 1); break; } }
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Please fix the bug: 'POOL_SIZE_FIREBALLS is not defined' in or related to this line: 'for (var i = 0; i < POOL_SIZE_FIREBALLS; i++) {' Line Number: 540
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Please fix the bug: 'fireballPool.push is not a function' in or related to this line: 'fireballPool.push(fireball);' Line Number: 546
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Please fix the bug: 'POOL_SIZE_FIREBALLS is not defined' in or related to this line: 'for (var i = 0; i < POOL_SIZE_FIREBALLS; i++) {' Line Number: 540
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update with: function initObjectPools() { for (var i = 0; i < POOL_SIZE_FIREBALLS; i++) { var fireball = new Fireball(); fireball.visible = false; fireball.active = false; // Add this line game.addChild(fireball); fireballPool.push(fireball); } // ... }
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Please fix the bug: 'TypeError: currentEnemy.deactivate is not a function. (In 'currentEnemy.deactivate()', 'currentEnemy.deactivate' is undefined)' in or related to this line: 'currentEnemy.deactivate();' Line Number: 587
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Update with: if (currentEnemy.toDestroy) { currentEnemy.destroy(); enemies.splice(k, 1); continue; }
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Update with: LK.setTimeout(function () { if (fireballs.indexOf(fireball) !== -1) { fireball.deactivate(); } }, 100);
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Update with: if (fireball.y < -100) { fireball.deactivate(); continue; }
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Update with: function createFireParticle(x, y) { var particle = particlePool.find(function(p) { return !p.visible; }); if (particle) { particle.activate(x, y); fireParticles.push(particle); } }
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Update with: function spawnFireball() { if (!gameActive || firepower < 10) { return; } var now = Date.now(); if (now - lastFireTime < fireRate) { return; } lastFireTime = now; // Find available fireball from pool var fireball = fireballPool.find(function(fb) { return !fb.visible; }); if (fireball) { fireball.activate(dragon.x, dragon.y + 50); fireballs.push(fireball); // Use firepower firepower -= firepowerUseRate; powerBar.setPower(firepower / maxFirepower); // Play sound LK.getSound('firebreathSound').play(); } }
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Update with: self.update = function() { self.x += self.vx; self.y += self.vy; self.age++; particle.alpha = 1 - self.age / self.lifespan; if (self.age >= self.lifespan) { self.deactivate(); // Use deactivate instead of destroy } };
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Update with: var FlyingBackground = Container.expand(function () { var self = Container.call(this); // Create sky background (top half) var sky = self.attachAsset('skyBackground', { anchorX: 0.5, anchorY: 1.0, // Anchor to bottom x: 2048/2, y: 2732/2 // Place at middle of screen (horizon line) }); // Create field background (bottom half) var field = self.attachAsset('fieldBackground', { anchorX: 0.5, anchorY: 0, // Anchor to top x: 2048/2, y: 2732/2 // Place at middle of screen (horizon line) }); // Horizon line is at y = 2732/2 self.horizonY = 2732/2; // Create clouds self.clouds = []; for (var i = 0; i < 8; i++) { // Start clouds with larger scale farther from horizon var startY = self.horizonY - 400 - Math.random() * 600; var distanceFromHorizon = Math.abs(startY - self.horizonY); var startScale = 0.5 + (distanceFromHorizon / 800); var cloud = self.attachAsset('cloudShape', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: startY, alpha: 0.8, scaleX: startScale, scaleY: startScale * 0.8 }); // Store with motion properties self.clouds.push({ sprite: cloud, speedY: 1 + Math.random() * 2, speedX: (Math.random() - 0.5) * 1.5, // Slight side-to-side drift targetY: self.horizonY }); } // Create field elements self.fieldElements = []; for (var j = 0; j < 12; j++) { // Start field elements with larger scale farther from horizon var fieldStartY = self.horizonY + 400 + Math.random() * 800; var fieldDistanceFromHorizon = Math.abs(fieldStartY - self.horizonY); var fieldStartScale = 0.5 + (fieldDistanceFromHorizon / 1000); var fieldElement = self.attachAsset('fieldElement', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: fieldStartY, scaleX: fieldStartScale, scaleY: fieldStartScale * 0.8 }); // Store with motion properties self.fieldElements.push({ sprite: fieldElement, speedY: 2 + Math.random() * 3, speedX: (Math.random() - 0.5) * 3, // More side-to-side movement for field elements targetY: self.horizonY }); } self.update = function() { // Update clouds for (var i = 0; i < self.clouds.length; i++) { var cloud = self.clouds[i]; // Move cloud toward horizon cloud.sprite.y += cloud.speedY; cloud.sprite.x += cloud.speedX; // Calculate scale based on distance from horizon var distanceFactor = Math.max(0.05, (cloud.sprite.y - self.horizonY) / -500); cloud.sprite.scaleX = distanceFactor; cloud.sprite.scaleY = distanceFactor * 0.8; // Adjust alpha for fade effect near horizon cloud.sprite.alpha = Math.min(0.9, distanceFactor); // Reset cloud if it reaches horizon or gets too small if (cloud.sprite.y >= self.horizonY - 10 || cloud.sprite.scaleX < 0.1) { cloud.sprite.y = self.horizonY - 800 - Math.random() * 400; cloud.sprite.x = Math.random() * 2048; var newDistanceFactor = (cloud.sprite.y - self.horizonY) / -500; cloud.sprite.scaleX = newDistanceFactor; cloud.sprite.scaleY = newDistanceFactor * 0.8; cloud.sprite.alpha = 0.8; } } // Update field elements for (var j = 0; j < self.fieldElements.length; j++) { var element = self.fieldElements[j]; // Move field element toward horizon element.sprite.y -= element.speedY; element.sprite.x += element.speedX; // Calculate scale based on distance from horizon var fieldDistanceFactor = Math.max(0.05, (element.sprite.y - self.horizonY) / 500); element.sprite.scaleX = fieldDistanceFactor; element.sprite.scaleY = fieldDistanceFactor * 0.8; // Adjust alpha for fade effect near horizon element.sprite.alpha = Math.min(0.9, fieldDistanceFactor); // Reset field element if it reaches horizon or goes off screen if (element.sprite.y <= self.horizonY + 10 || element.sprite.scaleX < 0.1 || element.sprite.x < -50 || element.sprite.x > 2048 + 50) { element.sprite.y = self.horizonY + 800 + Math.random() * 400; element.sprite.x = Math.random() * 2048; var newFieldDistanceFactor = (element.sprite.y - self.horizonY) / 500; element.sprite.scaleX = newFieldDistanceFactor; element.sprite.scaleY = newFieldDistanceFactor * 0.8; element.sprite.alpha = 0.9; } } }; return self; });
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Update with: self.update = function () { self.y -= self.speed; // Enemies move up the screen toward the player // Calculate scale based on y position (smaller as they approach dragon) var maxDistance = 2732; // Screen height var minScale = 0.3; // Smallest size var maxScale = 2.0; // Largest size var distancePercent = (self.y) / maxDistance; var newScale = minScale + (distancePercent * (maxScale - minScale)); // Apply scaling self.scaleX = newScale; self.scaleY = newScale; // Also adjust speed based on proximity (slower as they get closer) var baseSpeed = self.type; self.speed = baseSpeed * (0.5 + (distancePercent * 0.5)); };
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var DragonHead = Container.expand(function () { var self = Container.call(this); var head = self.attachAsset('dragonHead', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); var headOpen = self.attachAsset('dragonHeadOpen', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, alpha: 0 }); // Position smoothing variables self.targetX = 2048 / 2; self.targetY = 2732 * 0.2; self.smoothingFactor = 0.15; // Simplified rotation variables self.currentRotation = 0; self.targetRotation = 0; self.rotationSmoothing = 0.1; self.update = function () { // Position tracking if (facekit.noseTip) { self.targetX = facekit.noseTip.x; self.targetY = facekit.noseTip.y; } // Apply position smoothing self.x += (self.targetX - self.x) * self.smoothingFactor; self.y += (self.targetY - self.y) * self.smoothingFactor; // Simplified rotation calculation directly from eye positions if (facekit.leftEye && facekit.rightEye) { // Calculate angle between eyes (simpler approach) var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; // Get the raw angle in radians and negate it to reverse the direction var rawAngle = -Math.atan2(dy, dx); // Limit the rotation to prevent extreme angles (±0.3 radians ≈ ±17 degrees) self.targetRotation = Math.max(-0.3, Math.min(0.3, rawAngle)); // Apply rotation smoothing self.rotation += (self.targetRotation - self.rotation) * self.rotationSmoothing; // Debug output - uncomment if you have console logging // console.log("Eyes dx/dy:", dx, dy, "Target rotation:", self.targetRotation, "Current rotation:", self.rotation); } // Toggle dragon head assets based on mouth open state if (facekit && facekit.mouthOpen) { head.alpha = 0; headOpen.alpha = 1; } else { head.alpha = 1; headOpen.alpha = 0; } }; return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); var assetId = 'enemy1'; if (type === 2) { assetId = 'enemy2'; } if (type === 3) { assetId = 'enemy3'; } self.type = type || 1; var enemyGraphic = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Different enemy types have different speeds and health switch (self.type) { case 1: self.speed = 2; self.health = 1; break; case 2: self.speed = 1.5; self.health = 2; break; case 3: self.speed = 3; self.health = 1; break; } self.activate = function (type) { self.type = type || 1; self.visible = true; self.toDestroy = false; // Set type-specific properties switch (self.type) { case 1: self.speed = 2; self.health = 1; break; case 2: self.speed = 1.5; self.health = 2; break; case 3: self.speed = 3; self.health = 1; break; } // Set initial scale based on spawn position var maxDistance = 2732; var distancePercent = self.y / maxDistance; var newScale = 0.3 + distancePercent * (2.0 - 0.3); self.scaleX = newScale; self.scaleY = newScale; }; self.update = function () { self.y -= self.speed; // Enemies move up the screen toward the player // Only start scaling when actually on screen var maxDistance = 2732; // Screen height var minScale = 0.3; // Smallest size var maxScale = 2.0; // Largest size // Keep full scale until enemy is actually on screen if (self.y <= maxDistance) { var distancePercent = self.y / maxDistance; var newScale = minScale + distancePercent * (maxScale - minScale); // Apply scaling self.scaleX = newScale; self.scaleY = newScale; } else { // Keep maximum scale while off-screen self.scaleX = maxScale; self.scaleY = maxScale; } // Also adjust speed based on proximity (slower as they get closer) var baseSpeed = self.type; self.speed = baseSpeed * (0.5 + (self.y <= maxDistance ? self.y / maxDistance : 1) * 0.5); }; self.hit = function () { self.health--; // Visual feedback when hit LK.effects.flashObject(enemyGraphic, 0xff0000, 200); // Different death animations based on enemy type if (self.health <= 0) { if (self.type === 1) { // Type 1 enemy burns to ash tween(enemyGraphic, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.toDestroy = true; } }); } else if (self.type === 2) { // Type 2 enemy spins away tween(enemyGraphic, { rotation: Math.PI * 4, y: self.y + 300 }, { duration: 700, easing: tween.easeIn, onFinish: function onFinish() { self.toDestroy = true; } }); } else if (self.type === 3) { // Type 3 enemy explodes outward tween(enemyGraphic, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.toDestroy = true; } }); } return true; } return false; }; self.deactivate = function () { self.visible = false; self.toDestroy = false; }; return self; }); var FireParticle = Container.expand(function () { var self = Container.call(this); var particle = self.attachAsset('fireParticle', { anchorX: 0.5, anchorY: 0.5 }); self.visible = false; self.vx = Math.random() * 4 - 2; self.vy = Math.random() * 2 + 1; self.lifespan = 20 + Math.random() * 20; self.age = 0; self.update = function () { self.x += self.vx; self.y += self.vy; self.age++; particle.alpha = 1 - self.age / self.lifespan; if (self.age >= self.lifespan) { self.deactivate(); // Use deactivate instead of destroy } }; self.activate = function (x, y) { self.x = x; self.y = y; self.visible = true; self.vx = Math.random() * 4 - 2; self.vy = Math.random() * 2 + 1; self.lifespan = 20 + Math.random() * 20; self.age = 0; particle.alpha = 1; }; self.deactivate = function () { self.visible = false; // Don't modify the array here - do it in the main game loop }; return self; }); var Fireball = Container.expand(function () { var self = Container.call(this); var fireballGraphic = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.active = true; self.update = function () { if (!self.active) { return; } self.y += self.speed; // Create fire trail particles if (Math.random() < 0.3) { createFireParticle(self.x + (Math.random() * 40 - 20), self.y + 20); } }; self.activate = function (x, y) { self.x = x; self.y = y; self.visible = true; self.active = true; }; self.deactivate = function () { self.visible = false; self.active = false; // Remove array manipulation from here }; return self; }); var FlyingBackground = Container.expand(function () { var self = Container.call(this); // Create sky background (top half) var sky = self.attachAsset('skyBackground', { anchorX: 0.5, anchorY: 1.0, // Anchor to bottom x: 2048 / 2, y: 2732 / 2 // Place at middle of screen (horizon line) }); // Create field background (bottom half) var field = self.attachAsset('fieldBackground', { anchorX: 0.5, anchorY: 0, // Anchor to top x: 2048 / 2, y: 2732 / 2 // Place at middle of screen (horizon line) }); // Horizon line is at y = 2732/2 self.horizonY = 2732 / 2; // Create clouds self.clouds = []; for (var i = 0; i < 8; i++) { // Start clouds with larger scale farther from horizon var startY = self.horizonY - 400 - Math.random() * 600; var distanceFromHorizon = Math.abs(startY - self.horizonY); var startScale = 0.5 + distanceFromHorizon / 800; var cloud = self.attachAsset('cloudShape', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: startY, alpha: 0.8, scaleX: startScale, scaleY: startScale * 0.8 }); // Store with motion properties self.clouds.push({ sprite: cloud, speedY: 1 + Math.random() * 2, speedX: (Math.random() - 0.5) * 1.5, // Slight side-to-side drift targetY: self.horizonY }); } // Create field elements self.fieldElements = []; for (var j = 0; j < 12; j++) { // Start field elements with larger scale farther from horizon var fieldStartY = self.horizonY + 400 + Math.random() * 800; var fieldDistanceFromHorizon = Math.abs(fieldStartY - self.horizonY); var fieldStartScale = 0.5 + fieldDistanceFromHorizon / 1000; var fieldElement = self.attachAsset('fieldElement', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: fieldStartY, scaleX: fieldStartScale, scaleY: fieldStartScale * 0.8 }); // Store with motion properties self.fieldElements.push({ sprite: fieldElement, speedY: 2 + Math.random() * 3, speedX: (Math.random() - 0.5) * 3, // More side-to-side movement for field elements targetY: self.horizonY }); } self.update = function () { // Update clouds for (var i = 0; i < self.clouds.length; i++) { var cloud = self.clouds[i]; // Move cloud toward horizon cloud.sprite.y += cloud.speedY; cloud.sprite.x += cloud.speedX; // Calculate scale based on distance from horizon var distanceFactor = Math.max(0.05, (cloud.sprite.y - self.horizonY) / -500); cloud.sprite.scaleX = distanceFactor; cloud.sprite.scaleY = distanceFactor * 0.8; // Adjust alpha for fade effect near horizon cloud.sprite.alpha = Math.min(0.9, distanceFactor); // Reset cloud if it reaches horizon or gets too small if (cloud.sprite.y >= self.horizonY - 10 || cloud.sprite.scaleX < 0.1) { cloud.sprite.y = self.horizonY - 800 - Math.random() * 400; cloud.sprite.x = Math.random() * 2048; var newDistanceFactor = (cloud.sprite.y - self.horizonY) / -500; cloud.sprite.scaleX = newDistanceFactor; cloud.sprite.scaleY = newDistanceFactor * 0.8; cloud.sprite.alpha = 0.8; } } // Update field elements for (var j = 0; j < self.fieldElements.length; j++) { var element = self.fieldElements[j]; // Move field element toward horizon element.sprite.y -= element.speedY; element.sprite.x += element.speedX; // Calculate scale based on distance from horizon var fieldDistanceFactor = Math.max(0.05, (element.sprite.y - self.horizonY) / 500); element.sprite.scaleX = fieldDistanceFactor; element.sprite.scaleY = fieldDistanceFactor * 0.8; // Adjust alpha for fade effect near horizon element.sprite.alpha = Math.min(0.9, fieldDistanceFactor); // Reset field element if it reaches horizon or goes off screen if (element.sprite.y <= self.horizonY + 10 || element.sprite.scaleX < 0.1 || element.sprite.x < -50 || element.sprite.x > 2048 + 50) { element.sprite.y = self.horizonY + 800 + Math.random() * 400; element.sprite.x = Math.random() * 2048; var newFieldDistanceFactor = (element.sprite.y - self.horizonY) / 500; element.sprite.scaleX = newFieldDistanceFactor; element.sprite.scaleY = newFieldDistanceFactor * 0.8; element.sprite.alpha = 0.9; } } }; return self; }); var ObjectPool = Container.expand(function (ObjectClass, size) { var self = Container.call(this); self.available = []; self.active = []; // Initialize pool for (var i = 0; i < size; i++) { var obj = new ObjectClass(); obj.visible = false; self.addChild(obj); self.available.push(obj); } self.spawn = function (x, y, params) { if (self.available.length === 0) { return null; } var obj = self.available.pop(); obj.activate(x, y, params); self.active.push(obj); return obj; }; self.recycle = function (obj) { var index = self.active.indexOf(obj); if (index > -1) { self.active.splice(index, 1); obj.deactivate(); self.available.push(obj); } }; self.update = function () { for (var i = self.active.length - 1; i >= 0; i--) { var obj = self.active[i]; obj.update(); if (!obj.visible || obj.toDestroy) { self.recycle(obj); } } }; return self; }); var PowerBar = Container.expand(function () { var self = Container.call(this); // Background bar var background = self.attachAsset('powerBarBg', { anchorX: 0.5, anchorY: 0.5 }); // Foreground bar (showing power level) var bar = self.attachAsset('powerBar', { anchorX: 0, anchorY: 0.5, x: -250 }); self.maxWidth = 500; self.setPower = function (percent) { var newWidth = self.maxWidth * percent; bar.width = Math.max(0, Math.min(newWidth, self.maxWidth)); // Change color based on power level if (percent < 0.3) { bar.tint = 0xe74c3c; // Red when low } else if (percent < 0.6) { bar.tint = 0xf39c12; // Orange when medium } else { bar.tint = 0x2ecc71; // Green when high } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Set dark blue background for sky effect game.setBackgroundColor(0x2c3e50); // Game state variables var score = 0; var fireballPool = []; var particlePool = []; var enemyPool = []; var POOL_SIZE_ENEMIES = 50; var POOL_SIZE_FIREBALLS = 100; var POOL_SIZE_PARTICLES = 400; var firepower = 100; var maxFirepower = 100; var firepowerRechargeRate = 0.5; var firepowerUseRate = 2; var gameActive = true; var fireballs = []; var enemies = []; var fireParticles = []; var isFiring = false; var lastFireTime = 0; var fireRate = 150; // ms between fireballs var enemySpawnRate = 60; // Frames between enemy spawns var difficultyScaling = 0; var flyingBackground = new FlyingBackground(); game.addChild(flyingBackground); // Create dragon head (player character) var dragon = game.addChild(new DragonHead()); dragon.x = 2048 / 2; dragon.y = 2732 * 0.2; // Place dragon at top fifth of screen // Create power bar var powerBar = new PowerBar(); powerBar.x = 2048 / 2; powerBar.y = 150; LK.gui.top.addChild(powerBar); // Score display var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.y = 50; LK.gui.top.addChild(scoreTxt); // Create a function to add fire particles function createFireParticle(x, y) { var particle = particlePool.find(function (p) { return !p.visible; }); if (particle) { particle.activate(x, y); fireParticles.push(particle); } } function initObjectPools() { // Create fireball pool for (var i = 0; i < POOL_SIZE_FIREBALLS; i++) { var fireball = new Fireball(); fireball.visible = false; fireball.active = false; // Add this line game.addChild(fireball); fireballPool.push(fireball); } // Create particle pool for (var j = 0; j < POOL_SIZE_PARTICLES; j++) { var particle = new FireParticle(); particle.visible = false; game.addChild(particle); particlePool.push(particle); } for (var k = 0; k < POOL_SIZE_ENEMIES; k++) { var enemy = new Enemy(Math.floor(Math.random() * 3) + 1); enemy.visible = false; game.addChild(enemy); enemyPool.push(enemy); } } // Function to spawn a fireball function spawnFireball() { if (!gameActive || firepower < 10) { return; } var now = Date.now(); if (now - lastFireTime < fireRate) { return; } lastFireTime = now; // Find available fireball from pool var fireball = fireballPool.find(function (fb) { return !fb.visible; }); if (fireball) { fireball.activate(dragon.x, dragon.y + 50); fireballs.push(fireball); } // Use firepower firepower -= firepowerUseRate; powerBar.setPower(firepower / maxFirepower); // Play sound LK.getSound('firebreathSound').play(); } // Function to spawn enemies function spawnEnemy() { if (!gameActive) { return; } var type = Math.floor(Math.random() * 3) + 1; var enemy = enemyPool.find(function (e) { return !e.visible; }); if (enemy) { // Use the activate method instead enemy.activate(type); // Position enemy.x = Math.random() * (2048 - 200) + 100; enemy.y = 2732 + 100; enemies.push(enemy); } } initObjectPools(); // Game update logic game.update = function () { if (!gameActive) { return; } // Check if mouth is open for fire breathing if (facekit && facekit.mouthOpen) { isFiring = true; spawnFireball(); } else { isFiring = false; } // Recharge firepower when not firing if (!isFiring && firepower < maxFirepower) { firepower += firepowerRechargeRate; powerBar.setPower(firepower / maxFirepower); } // Warn player when power is low if (firepower < 20 && Math.floor(LK.ticks) % 60 === 0) { LK.getSound('powerLow').play(); } // Spawn enemies if (LK.ticks % Math.max(10, enemySpawnRate - difficultyScaling) === 0) { spawnEnemy(); } // Increase difficulty over time if (LK.ticks % 300 === 0 && difficultyScaling < 40) { difficultyScaling += 1; } // Update fireballs and check for collisions for (var i = fireballs.length - 1; i >= 0; i--) { var fireball = fireballs[i]; // Remove fireballs that go off screen if (fireball.y < -100) { fireball.deactivate(); fireballs.splice(i, 1); // Remove from active array here continue; } // Check for collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; // Remove distance check and just use engine's intersection if (fireball.active && enemy.visible && fireball.intersects(enemy)) { // Hit the enemy var killed = enemy.hit(); if (killed) { score += enemy.type * 10; scoreTxt.setText(score); LK.setScore(score); LK.getSound('enemyDefeat').play(); } // Deactivate the fireball fireball.active = false; LK.effects.flashObject(fireball, 0xffffff, 100); fireball.deactivate(); fireballs.splice(i, 1); break; } } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { var currentEnemy = enemies[k]; // Check if enemy is off screen (went too far up) if (currentEnemy.y < -200) { currentEnemy.deactivate(); enemies.splice(k, 1); continue; } // Check for destroyed enemies if (currentEnemy.toDestroy) { currentEnemy.deactivate(); enemies.splice(k, 1); continue; } } // Update fire particles for (var m = fireParticles.length - 1; m >= 0; m--) { var particle = fireParticles[m]; particle.update(); // If particle is done but still in array, remove it if (!particle.visible) { fireParticles.splice(m, 1); } } }; // Start background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.3, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -112,8 +112,14 @@
self.speed = 3;
self.health = 1;
break;
}
+ // Set initial scale based on spawn position
+ var maxDistance = 2732;
+ var distancePercent = self.y / maxDistance;
+ var newScale = 0.3 + distancePercent * (2.0 - 0.3);
+ self.scaleX = newScale;
+ self.scaleY = newScale;
};
self.update = function () {
self.y -= self.speed; // Enemies move up the screen toward the player
// Only start scaling when actually on screen
A clear blue sky background with no clouds.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a small bush. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a wooden arrow with red feathers and a metal arrow head. Completely vertical orientation. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A small vertical flame. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a black scorch mark on the ground left by a meteor impact. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A bright spark. Cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a red heart. cartoon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An SVG of the word **BOSS** in sharp red font.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An SVG of the word “Start” written in fire. Cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows