Code edit (11 edits merged)
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update as needed with: var DragonHead = Container.expand(function () { var self = Container.call(this); // Dragon sprites var body = self.attachAsset('dragonBody', { anchorX: 0.5, anchorY: 0.75, scaleX: 2, scaleY: 2 }); 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 tracking variables var baselineY = 2732 * 0.2; // Default position in top fifth var targetX = 2048 / 2; var targetY = baselineY; var maxY = 2732 * 0.4; // Only allow in top 40% of screen var smoothingFactor = 0.12; var prevX = null; var prevY = null; // Rotation variables var targetTilt = 0; var tiltSmoothingFactor = 0.11; var tiltScaleFactor = 0.09; // Scale tracking var scaleHistory = new Array(5).fill(2); // Start with default scale of 2 var scaleIndex = 0; self.update = function () { // Position tracking if (facekit.noseTip) { targetX = facekit.noseTip.x; // Limit how far down the dragon can go targetY = Math.min(facekit.noseTip.y, maxY); // Initialize previous positions if not set if (prevX === null) { prevX = targetX; prevY = targetY; } // Weighted average between previous and target position var newX = prevX * (1 - smoothingFactor) + targetX * smoothingFactor; var newY = prevY * (1 - smoothingFactor) + targetY * smoothingFactor; self.x = newX; self.y = newY; // Update previous positions prevX = newX; prevY = newY; } else { // Return to baseline position gradually if no face detected if (prevX === null) { prevX = 2048 / 2; prevY = baselineY; } var newX = prevX * (1 - smoothingFactor) + (2048 / 2) * smoothingFactor; var newY = prevY * (1 - smoothingFactor) + baselineY * smoothingFactor; self.x = newX; self.y = newY; // Update previous positions prevX = newX; prevY = newY; } // Rest of the update method remains the same // Rotation tracking - CORRECTED VERSION if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt() * tiltScaleFactor; // Limit rotation to ±15 degrees - DON'T convert to radians here targetTilt = Math.max(-15, Math.min(15, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } // Scale adjustment based on face size if (facekit.leftEye && facekit.rightEye) { var eyeDistance = Math.abs(facekit.rightEye.x - facekit.leftEye.x); var newScale = eyeDistance / 250; // Adjusted divisor for dragon head // Update rolling average scaleHistory[scaleIndex] = newScale; scaleIndex = (scaleIndex + 1) % scaleHistory.length; // Calculate average scale var avgScale = scaleHistory.reduce(function (a, b) { return a + b; }, 0) / scaleHistory.length; // Apply with gentle smoothing (limited range) var targetScale = Math.max(1.5, Math.min(2.5, avgScale)); head.scaleX = head.scaleX * 0.85 + targetScale * 0.15; head.scaleY = head.scaleY * 0.85 + targetScale * 0.15; headOpen.scaleX = head.scaleX; headOpen.scaleY = head.scaleY; } // 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; } }; // Rest of the class remains the same function calculateFaceTilt() { // Existing code... } return self; });
Code edit (5 edits merged)
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Add dragonBody asset to dragon head class. Initialize before dragonHead asset.
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
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Update with: // Rotation tracking - CORRECTED VERSION if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt() * tiltScaleFactor; // Limit rotation to ±15 degrees - DON'T convert to radians here targetTilt = Math.max(-15, Math.min(15, targetTilt)); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; }
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Update with: var DragonHead = Container.expand(function () { var self = Container.call(this); // Dragon sprites 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 tracking variables var targetX = 2048 / 2; var targetY = 2732 * 0.2; var smoothingFactor = 0.12; var prevX = null; var prevY = null; // Rotation variables var targetTilt = 0; var tiltSmoothingFactor = 0.11; var tiltScaleFactor = 0.09; // Scale tracking var scaleHistory = new Array(5).fill(2); // Start with default scale of 2 var scaleIndex = 0; self.update = function () { // Position tracking if (facekit.noseTip) { targetX = facekit.noseTip.x; targetY = facekit.noseTip.y; // Initialize previous positions if not set if (prevX === null) { prevX = targetX; prevY = targetY; } // Weighted average between previous and target position var newX = prevX * (1 - smoothingFactor) + targetX * smoothingFactor; var newY = prevY * (1 - smoothingFactor) + targetY * smoothingFactor; self.x = newX; self.y = newY; // Update previous positions prevX = newX; prevY = newY; } // Rotation tracking if (facekit.leftEye && facekit.rightEye) { targetTilt = calculateFaceTilt() * tiltScaleFactor; // Limit rotation to ±15 degrees (converting to radians) targetTilt = Math.max(-15, Math.min(15, targetTilt)) * (Math.PI / 180); self.rotation += (targetTilt - self.rotation) * tiltSmoothingFactor; } // Scale adjustment based on face size if (facekit.leftEye && facekit.rightEye) { var eyeDistance = Math.abs(facekit.rightEye.x - facekit.leftEye.x); var newScale = eyeDistance / 250; // Adjusted divisor for dragon head // Update rolling average scaleHistory[scaleIndex] = newScale; scaleIndex = (scaleIndex + 1) % scaleHistory.length; // Calculate average scale var avgScale = scaleHistory.reduce(function (a, b) { return a + b; }, 0) / scaleHistory.length; // Apply with gentle smoothing (limited range) var targetScale = Math.max(1.5, Math.min(2.5, avgScale)); head.scaleX = head.scaleX * 0.85 + targetScale * 0.15; head.scaleY = head.scaleY * 0.85 + targetScale * 0.15; headOpen.scaleX = head.scaleX; headOpen.scaleY = head.scaleY; } // 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; } }; function calculateFaceTilt() { if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { // Calculate midpoint between eyes var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2; var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2; // Calculate angle between eye midpoint and mouth, negated to fix direction var dx = facekit.mouthCenter.x - eyeMidX; var dy = facekit.mouthCenter.y - eyeMidY; var angle = -(Math.atan2(dx, dy) * (180 / Math.PI)); // Reduced angle impact return Math.max(-15, Math.min(15, angle * 0.15)); } return 0; // Default to straight when face points aren't available } return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update as needed with: // First add these variables at the top of the DragonHead constructor: self.targetTilt = 0; self.tiltSmoothingFactor = 0.08; // Slightly slower than reference for extra stability self.tiltScaleFactor = 0.07; // Less extreme tilt // Then replace the existing rotation code in update() with: // Rotation tracking using eye-to-mouth relationship if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { // Calculate midpoint between eyes var eyeMidX = (facekit.leftEye.x + facekit.rightEye.x) / 2; var eyeMidY = (facekit.leftEye.y + facekit.rightEye.y) / 2; // Calculate angle between eye midpoint and mouth var dx = facekit.mouthCenter.x - eyeMidX; var dy = facekit.mouthCenter.y - eyeMidY; var angle = -(Math.atan2(dx, dy)); // Convert to degrees for easier understanding, then scale down var angleDegrees = angle * (180 / Math.PI); self.targetTilt = (angleDegrees * self.tiltScaleFactor) * (Math.PI / 180); // Back to radians // Limit rotation (10 degrees = ~0.175 radians) self.targetTilt = Math.max(-0.175, Math.min(0.175, self.targetTilt)); // Apply rotation with smoothing self.rotation += (self.targetTilt - self.rotation) * self.tiltSmoothingFactor; } else { // Gradually return to vertical when face tracking is lost self.rotation += (0 - self.rotation) * 0.1; ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update with: // Completely revamped rotation handling if (facekit.leftEye && facekit.rightEye) { // Calculate angle between eyes var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; // Get raw angle in radians var rawAngle = -Math.atan2(dy, dx); // Apply substantial deadzone - default to vertical var deadzone = 0.12; // About 7 degrees if (Math.abs(rawAngle) < deadzone) { self.targetRotation = 0; // Force vertical } else { // Apply non-linear scaling to reduce sensitivity while preserving direction var direction = Math.sign(rawAngle); var magnitude = Math.abs(rawAngle) - deadzone; var scaledMagnitude = magnitude * 0.3; // Very reduced sensitivity // Combined result with limits self.targetRotation = direction * Math.min(scaledMagnitude, 0.2); } // Apply very strong damping for stability self.rotationSmoothing = 0.05; // Slower response self.rotation += (self.targetRotation - self.rotation) * self.rotationSmoothing; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update with: // In the DragonHead class, replace the rotation calculation section with this: if (facekit.leftEye && facekit.rightEye) { // Calculate angle between eyes var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; // Get angle in radians var rawAngle = -Math.atan2(dy, dx); // Apply deadzone for small movements (keep vertical by default) var deadzone = 0.05; // About 3 degrees if (Math.abs(rawAngle) < deadzone) { rawAngle = 0; } // Further reduce rotation sensitivity using a scale factor var scaleFactor = 0.5; // Reduce rotation amount rawAngle *= scaleFactor; // Limit rotation range self.targetRotation = Math.max(-0.25, Math.min(0.25, rawAngle)); // Apply stronger rotation damping for smoother transitions self.rotation += (self.targetRotation - self.rotation) * 0.08; } ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Increase the speed of the field scroll by double
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Replace flyingbackground with: var FlyingBackground = Container.expand(function () { var self = Container.call(this); // Create a bottom container for field elements (will be rendered first/behind) self.bottomContainer = new Container(); self.addChild(self.bottomContainer); // Store the horizon line self.horizonY = 2732 / 2; // Create field background panels for scrolling self.fieldPanels = []; for (var i = 0; i < 3; i++) { var fieldPanel = self.bottomContainer.attachAsset('fieldBackground', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: self.horizonY + (i * 1696) }); self.fieldPanels.push(fieldPanel); } // Create a top container (will be rendered last/in front) self.topContainer = new Container(); self.addChild(self.topContainer); // Create sky background in top container var sky = self.topContainer.attachAsset('skyBackground', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: self.horizonY }); // Field scroll speed self.scrollSpeed = 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.topContainer.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.bottomContainer.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 () { // Scroll field panels for (var p = 0; p < self.fieldPanels.length; p++) { var panel = self.fieldPanels[p]; panel.y -= self.scrollSpeed; // If a panel scrolls completely above the horizon, reset it to the bottom if (panel.y + 1696 < self.horizonY) { // Find the lowest panel var lowestY = self.horizonY; for (var k = 0; k < self.fieldPanels.length; k++) { if (self.fieldPanels[k].y > lowestY) { lowestY = self.fieldPanels[k].y; } } // Place this panel below the lowest one panel.y = lowestY + 1696; } } // 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 the existing flyingbackground class as needed with: var FlyingBackground = Container.expand(function () { var self = Container.call(this); // Create a bottom container for field elements (will be rendered first/behind) self.bottomContainer = new Container(); self.addChild(self.bottomContainer); // Store the horizon line self.horizonY = 2732 / 2; // Create field background panels for scrolling self.fieldPanels = []; for (var i = 0; i < 3; i++) { var fieldPanel = self.bottomContainer.attachAsset('fieldBackground', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: self.horizonY + (i * 1696) }); self.fieldPanels.push(fieldPanel); } // Create a top container (will be rendered last/in front) self.topContainer = new Container(); self.addChild(self.topContainer); // Create sky background in top container var sky = self.topContainer.attachAsset('skyBackground', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: self.horizonY }); // Field scroll speed self.scrollSpeed = 2; // [Rest of implementation for clouds and field elements...] self.update = function () { // Scroll field panels for (var p = 0; p < self.fieldPanels.length; p++) { var panel = self.fieldPanels[p]; panel.y -= self.scrollSpeed; // If a panel scrolls completely above the horizon, reset it to the bottom if (panel.y + 1696 < self.horizonY) { // Find the lowest panel var lowestY = self.horizonY; for (var k = 0; k < self.fieldPanels.length; k++) { if (self.fieldPanels[k].y > lowestY) { lowestY = self.fieldPanels[k].y; } } // Place this panel below the lowest one panel.y = lowestY + 1696; } } // [Rest of update code for clouds and field elements...] }; return self; });
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Update with: // In Enemy class, modify the activate function: self.activate = function (x, y, type) { self.type = type || 1; self.visible = true; self.toDestroy = false; // Set position from parameters self.x = x; self.y = y; // Reset scale to maximum when activated self.scaleX = 2.0; // Match maxScale from update method self.scaleY = 2.0; // Update the enemy graphic based on type var assetId = 'enemy1'; if (self.type === 2) { assetId = 'enemy2'; } else if (self.type === 3) { assetId = 'enemy3'; } // Update the existing enemy graphic or create a new one if (enemyGraphic) { enemyGraphic.destroy(); } enemyGraphic = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // 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; } };
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Update with: // In the Fireball class, modify the update method: self.update = function () { if (!self.active) { return; } self.y += self.speed; // Create fire trail particles if (Math.random() < 0.3) { particlePool.spawn(self.x + (Math.random() * 40 - 20), self.y + 20); } // NEW CODE: Recycle when off screen if (self.y > 2732) { // Screen height fireballPool.recycle(self); } };
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Remove firepower and allow player to continually create fireballs
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Please fix the bug: 'ReferenceError: Can't find variable: firepower' in or related to this line: 'if (!gameActive || firepower < 10) {' Line Number: 523
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Remove the power bar and associated logic
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Update with: self.activate = function (x, y, type) { self.type = type || 1; self.visible = true; self.toDestroy = false; // Set position from parameters self.x = x; self.y = y; // Update the enemy graphic based on type var assetId = 'enemy1'; if (self.type === 2) { assetId = 'enemy2'; } else if (self.type === 3) { assetId = 'enemy3'; } // Update the existing enemy graphic or create a new one if (enemyGraphic) { enemyGraphic.destroy(); } enemyGraphic = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // 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; } };
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Please fix the bug: 'TypeError: target is not an Object. (evaluating 'key in target')' in or related to this line: 'tween(enemyGraphic, {' Line Number: 195
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'e.__colorFlash_current_tick')' in or related to this line: 'LK.effects.flashObject(enemyGraphic, 0xff0000, 200);' Line Number: 173
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Update with: var Enemy = Container.expand(function (type) { var self = Container.call(this); var enemyGraphic; self.activate = function (x, y, type) { self.type = type || 1; self.visible = true; // Update graphic based on type if (enemyGraphic) { self.removeChild(enemyGraphic); } var assetId = 'enemy' + self.type; enemyGraphic = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Set position self.x = x; self.y = y; // 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; } };
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Enemy 2 and 3 are not spawning visible. Propose fix.
/**** * 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 (x, y, type) { self.type = type || 1; self.visible = true; self.toDestroy = false; // Set position from parameters self.x = x; self.y = y; // Reset scale to maximum when activated self.scaleX = 2.0; // Match maxScale from update method self.scaleY = 2.0; // Update the enemy graphic based on type var assetId = 'enemy1'; if (self.type === 2) { assetId = 'enemy2'; } else if (self.type === 3) { assetId = 'enemy3'; } // Update the existing enemy graphic or create a new one if (enemyGraphic) { enemyGraphic.destroy(); } enemyGraphic = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // 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; } }; 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 = Math.max(0.3, minScale + distancePercent * (maxScale - minScale)); // Ensure minimum scale // Apply scaling self.scaleX = newScale; self.scaleY = newScale; } else { // Keep maximum scale while off-screen self.scaleX = maxScale; self.scaleY = maxScale; } // Also ensure visibility is maintained self.visible = true; }; self.hit = function () { self.health--; if (self.health <= 0) { // Immediate visual feedback LK.effects.flashObject(enemyGraphic, 0xff0000, 200); // Play death effect and IMMEDIATELY recycle if (self.type === 1) { tween(enemyGraphic, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut }); } else if (self.type === 2) { tween(enemyGraphic, { rotation: Math.PI * 4, y: self.y + 300 }, { duration: 700, easing: tween.easeIn }); } else if (self.type === 3) { tween(enemyGraphic, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeOut }); } // Immediately recycle - no waiting for animation enemyPool.recycle(self); 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.update = function () { self.x += self.vx; self.y += self.vy; self.age++; // Update alpha var lifePercent = self.age / self.lifespan; particle.alpha = 1 - lifePercent; // Recycle if lifetime is over OR particle is off screen if (lifePercent >= 1 || self.y < 0 || self.y > 2732 || // Screen height self.x < 0 || self.x > 2048) { // Screen width particlePool.recycle(self); } }; 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; }; 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.update = function () { if (!self.active) { return; } self.y += self.speed; // Create fire trail particles if (Math.random() < 0.3) { particlePool.spawn(self.x + (Math.random() * 40 - 20), self.y + 20); } // NEW CODE: Recycle when off screen if (self.y > 2732) { // Screen height fireballPool.recycle(self); } }; 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 a bottom container for field elements (will be rendered first/behind) self.bottomContainer = new Container(); self.addChild(self.bottomContainer); // Store the horizon line self.horizonY = 2732 / 2; // Create field background panels for scrolling self.fieldPanels = []; for (var i = 0; i < 3; i++) { var fieldPanel = self.bottomContainer.attachAsset('fieldBackground', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: self.horizonY + i * 1696 }); self.fieldPanels.push(fieldPanel); } // Create a top container (will be rendered last/in front) self.topContainer = new Container(); self.addChild(self.topContainer); // Create sky background in top container var sky = self.topContainer.attachAsset('skyBackground', { anchorX: 0.5, anchorY: 1.0, x: 2048 / 2, y: self.horizonY }); // Field scroll speed self.scrollSpeed = 4; // 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.topContainer.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.bottomContainer.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 () { // Scroll field panels for (var p = 0; p < self.fieldPanels.length; p++) { var panel = self.fieldPanels[p]; panel.y -= self.scrollSpeed; // If a panel scrolls completely above the horizon, reset it to the bottom if (panel.y + 1696 < self.horizonY) { // Find the lowest panel var lowestY = self.horizonY; for (var k = 0; k < self.fieldPanels.length; k++) { if (self.fieldPanels[k].y > lowestY) { lowestY = self.fieldPanels[k].y; } } // Place this panel below the lowest one panel.y = lowestY + 1696; } } // 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); var objects = []; var activeCount = 0; for (var i = 0; i < size; i++) { var obj = new ObjectClass(); obj.visible = false; obj._poolIndex = i; objects.push(obj); self.addChild(obj); } self.spawn = function (x, y, params) { if (activeCount >= objects.length) { return null; } var obj = objects[activeCount]; activeCount++; // Increment AFTER getting object obj.visible = true; obj.activate(x, y, params); return obj; }; self.recycle = function (obj) { if (!obj || obj._poolIndex >= activeCount) { return; } // Already recycled activeCount--; // Decrement count // Swap with last active object if needed if (obj._poolIndex < activeCount) { var temp = objects[activeCount]; objects[activeCount] = obj; objects[obj._poolIndex] = temp; // Update indices temp._poolIndex = obj._poolIndex; obj._poolIndex = activeCount; } obj.deactivate(); obj.visible = false; }; self.update = function () { for (var i = 0; i < activeCount; i++) { objects[i].update(); } }; self.getActiveObjects = function () { return objects.slice(0, activeCount); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function processCollisions() { var fireballs = fireballPool.getActiveObjects(); var enemies = enemyPool.getActiveObjects(); for (var i = 0; i < fireballs.length; i++) { var fireball = fireballs[i]; for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; var dx = fireball.x - enemy.x; var dy = fireball.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 100 * enemy.scaleX) { // Adjusted collision radius if (enemy.hit()) { score += enemy.type * 10; scoreTxt.setText(score); LK.setScore(score); LK.getSound('enemyDefeat').play(); } fireballPool.recycle(fireball); break; } } } } // Set dark blue background for sky effect game.setBackgroundColor(0x2c3e50); // Game state variables var score = 0; var fireballPool = new ObjectPool(Fireball, 100); var particlePool = new ObjectPool(FireParticle, 400); var enemyPool = new ObjectPool(Enemy, 50); var gameActive = true; 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 game.addChild(fireballPool); game.addChild(particlePool); game.addChild(enemyPool); // 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) { particlePool.spawn(x, y); } // Function to spawn a fireball function spawnFireball() { if (!gameActive) { 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); // 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.spawn(Math.random() * (2048 - 200) + 100, 2732 + 100, type); if (enemy) { enemy.activate(enemy.x, enemy.y, type); // Ensure enemy is activated with correct parameters enemy.visible = true; // Force visibility } } // 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; } // Spawn enemies at a constant rate if (LK.ticks % enemySpawnRate === 0) { spawnEnemy(); } // Update all pools fireballPool.update(); enemyPool.update(); particlePool.update(); // Process collisions processCollisions(); }; // Start background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.3, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -300,9 +300,9 @@
x: 2048 / 2,
y: self.horizonY
});
// Field scroll speed
- self.scrollSpeed = 2;
+ self.scrollSpeed = 4;
// Create clouds
self.clouds = [];
for (var i = 0; i < 8; i++) {
// Start clouds with larger scale farther from horizon
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