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update enemy two class as needed with: self.update = function() { if (!self.visible) return; switch(self.state) { case 'approaching': // existing approaching code... break; case 'holding': // existing holding code... break; case 'falling': self.rotation += self.rotationSpeed; self.fallSpeed += self.acceleration; self.y += self.fallSpeed; // Check for ground collision if (self.y >= dragonShadow.y && !self.hasExploded) { self.hasExploded = true; for (var i = 0; i < 20; i++) { defeatParticlePool.spawn(self.x, self.y, 0xff0000); } enemyTwoPool.recycle(self); } break; } if (self.shadow) { self.shadow.update(self); } };
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Please fix the bug: 'TypeError: enemy is undefined' in or related to this line: 'if (!enemy.visible) {' Line Number: 609
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Please fix the bug: 'TypeError: enemy is undefined' in or related to this line: 'if (!enemy.visible) {' Line Number: 609
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triple the lifespan of defeat particles
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Update as needed with: var Enemy = Container.expand(function () { // Existing code... self.hasExploded = false; // Add this flag self.activate = function (x, y) { // Existing activation code... self.hasExploded = false; // Reset explosion flag }; self.update = function () { switch (self.state) { // Other cases... case FALLING: self.rotation += self.rotationSpeed; self.fallSpeed += self.acceleration; self.y += self.fallSpeed; // Modified check with explosion flag if (self.y >= dragonShadow.y && !self.hasExploded) { self.hasExploded = true; // Set flag first // Create explosion effect for (var i = 0; i < 20; i++) { defeatParticlePool.spawn(self.x, self.y); } enemyPool.recycle(self); } break; } }; // Rest of the enemy class... });
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Please fix the bug: 'ReferenceError: shadow is not defined' in or related to this line: 'shadow.scaleX += (targetScaleX - shadow.scaleX) * scaleSmoothing;' Line Number: 273
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Please fix the bug: 'TypeError: dragonShadow.shadow is undefined' in or related to this line: 'var shadowDepth = dragonShadow.shadow.scaleX;' Line Number: 329
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update with: var Enemy = Container.expand(function() { var self = Container.call(this); // States const RUNNING = 'running'; const LEAPING = 'leaping'; const ATTACHED = 'attached'; const FALLING = 'falling'; // Running enemy sprites var runSprite = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); var runSpriteMirrored = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, alpha: 0 }); // Properties self.health = 1; self.animTick = 0; self.animRate = 20; self.state = RUNNING; self.leapSpeed = 15; self.targetX = 0; self.targetY = 0; self.activate = function(x, y) { self.visible = true; self.x = x; self.y = y; self.state = RUNNING; // Reset animation state self.animTick = 0; runSprite.alpha = 1; runSpriteMirrored.alpha = 0; // Set initial scale based on distance from horizon var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY); var scale = 0.5 + progress; self.scaleX = scale; self.scaleY = scale; }; function checkLeapDistance() { // Get distances var dx = self.x - dragonShadow.x; var dy = self.y - dragonShadow.y; var distance = Math.sqrt(dx * dx + dy * dy); // Get relative scales as depth indicators var enemyDepth = self.scaleX; var shadowDepth = dragonShadow.shadow.scaleX; // Leap when close and at similar depth var depthDiff = Math.abs(enemyDepth - shadowDepth); var leapThreshold = 300; // Adjust this value as needed if (distance < leapThreshold && depthDiff < 0.3) { startLeap(); return true; } return false; } function startLeap() { self.state = LEAPING; // Store dragon position for leap trajectory self.targetX = dragon.x; self.targetY = dragon.y; // Calculate initial leap velocity here // We'll add this next if the basic state change works } self.update = function() { switch(self.state) { case RUNNING: // Existing running code var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY); var speed = (flyingBackground.scrollSpeed * 0.05 + flyingBackground.scrollSpeed * (progress * 2.5)) * 0.8; self.y -= speed; // Update scale based on distance var scale = 0.5 + progress; self.scaleX = scale; self.scaleY = scale; // Running animation self.animTick++; if (self.animTick >= self.animRate) { self.animTick = 0; runSprite.alpha = runSprite.alpha === 0 ? 1 : 0; runSpriteMirrored.alpha = runSpriteMirrored.alpha === 0 ? 1 : 0; } // Check for leap checkLeapDistance(); break; case LEAPING: // We'll implement leap physics next break; } }; // ... rest of the existing code ... });
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Please fix the bug: 'ReferenceError: enemyGraphic is not defined' in or related to this line: 'LK.effects.flashObject(enemyGraphic, 0xff0000, 200);' Line Number: 420
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Please fix the bug: 'ReferenceError: enemyGraphic is not defined' in or related to this line: 'if (enemyGraphic) {' Line Number: 370
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update as needed with: var Enemy = Container.expand(function(type) { var self = Container.call(this); // For type 1 (running enemy) var enemySprite = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); var enemySpriteMirrored = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, // Mirror the sprite alpha: 0 }); // Animation properties self.animTick = 0; self.animRate = 8; // Frames between animation switches self.activate = function(x, y, type) { self.type = type || 1; self.visible = true; self.toDestroy = false; self.x = x; self.y = y; if (self.type === 1) { // Reset animation state self.animTick = 0; enemySprite.alpha = 1; enemySpriteMirrored.alpha = 0; // Set initial scale based on distance from horizon like field elements var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY); var scale = 0.5 + progress; self.scaleX = scale; self.scaleY = scale; } }; self.update = function() { if (self.type === 1) { // Calculate progress and movement like field elements var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY); // Move slightly slower than field elements var speed = (flyingBackground.scrollSpeed * 0.05 + flyingBackground.scrollSpeed * (progress * 2.5)) * 0.8; self.y -= speed; // Update scale based on distance var scale = 0.5 + progress; self.scaleX = scale; self.scaleY = scale; // Running animation self.animTick++; if (self.animTick >= self.animRate) { self.animTick = 0; // Swap sprite visibility enemySprite.alpha = enemySprite.alpha === 0 ? 1 : 0; enemySpriteMirrored.alpha = enemySpriteMirrored.alpha === 0 ? 1 : 0; } } }; // ... rest of the enemy class code });
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); var facekit = LK.import("@upit/facekit.v1"); /**** * Classes ****/ var Cloud = Container.expand(function () { var self = Container.call(this); var cloud = self.attachAsset('cloudShape', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (x, y, scale, alpha) { self.x = x; self.y = y; self.visible = true; self.speedY = 1 + Math.random() * 2; self.speedX = (Math.random() - 0.5) * 1.5; self.targetY = self.horizonY; cloud.scaleX = scale; cloud.scaleY = scale * 0.8; cloud.alpha = alpha || 0.8; }; self.deactivate = function () { self.visible = false; }; return self; }); 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 }); var lookLeft = self.attachAsset('dragonLook', { anchorX: 0.5, anchorY: 0.5, scaleX: -2, // Mirror for left direction scaleY: 2, alpha: 0 }); var lookRight = self.attachAsset('dragonLook', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, alpha: 0 }); var lookLeftOpen = self.attachAsset('dragonLookOpen', { anchorX: 0.5, anchorY: 0.5, scaleX: -2, // Mirror for left direction scaleY: 2, alpha: 0 }); var lookRightOpen = self.attachAsset('dragonLookOpen', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2, alpha: 0 }); self.currentScale = 2; // Starting scale // 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 - 400; // 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 - 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; } if (facekit.leftEye && facekit.rightEye && facekit.noseTip) { // Calculate face direction by comparing horizontal positions var faceCenter = (facekit.leftEye.x + facekit.rightEye.x) / 2; var noseDiff = facekit.noseTip.x - faceCenter; // Calculate eye alignment for head rotation var eyeYDiff = facekit.rightEye.y - facekit.leftEye.y; // Reset all direction indicators lookLeft.alpha = 0; lookRight.alpha = 0; lookLeftOpen.alpha = 0; lookRightOpen.alpha = 0; // Combined detection logic var showingTurnedHead = false; if (noseDiff < -120 && Math.abs(eyeYDiff) < 30 || eyeYDiff > 40) { // Looking left (nose to left OR right eye lower) if (facekit.mouthOpen) { lookLeftOpen.alpha = 1; } else { lookLeft.alpha = 1; } showingTurnedHead = true; } else if (noseDiff > 120 && Math.abs(eyeYDiff) < 30 || eyeYDiff < -40) { // Looking right (nose to right OR left eye lower) if (facekit.mouthOpen) { lookRightOpen.alpha = 1; } else { lookRight.alpha = 1; } showingTurnedHead = true; } // Set original head visibility based on whether a turned head is showing if (showingTurnedHead) { head.alpha = 0; headOpen.alpha = 0; } else { // Only then handle regular head visibility based on mouth state if (facekit && facekit.mouthOpen) { head.alpha = 0; headOpen.alpha = 1; } else { head.alpha = 1; headOpen.alpha = 0; } } } // 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; self.currentScale = head.scaleX; // Track the current scale head.scaleY = head.scaleY * 0.85 + targetScale * 0.15; headOpen.scaleX = headOpen.scaleX * 0.85 + targetScale * 0.15; headOpen.scaleY = headOpen.scaleY * 0.85 + targetScale * 0.15; body.scaleX = body.scaleX * 0.85 + targetScale * 0.15; body.scaleY = body.scaleY * 0.85 + targetScale * 0.15; lookLeft.scaleX = lookLeft.scaleX * 0.85 - targetScale * 0.15; lookLeft.scaleY = lookLeft.scaleY * 0.85 + targetScale * 0.15; lookRight.scaleX = lookRight.scaleX * 0.85 + targetScale * 0.15; lookRight.scaleY = lookRight.scaleY * 0.85 + targetScale * 0.15; lookLeftOpen.scaleX = lookLeftOpen.scaleX * 0.85 - targetScale * 0.15; lookLeftOpen.scaleY = lookLeftOpen.scaleY * 0.85 + targetScale * 0.15; lookRightOpen.scaleX = lookRightOpen.scaleX * 0.85 + targetScale * 0.15; lookRightOpen.scaleY = lookRightOpen.scaleY * 0.85 + targetScale * 0.15; } }; 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; }); var DragonShadow = Container.expand(function () { var self = Container.call(this); var shadow = self.attachAsset('dragonShadow', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5, scaleX: 1, scaleY: 0.3 }); var positionSmoothing = 0.12; var scaleSmoothing = 0.08; self.update = function (dragonX, dragonY, dragonScale) { if (dragonX !== undefined && dragonY !== undefined && dragonScale !== undefined) { // X position follow self.x += (dragonX - self.x) * positionSmoothing; // Y position based on scale (Z-depth) var baseY = 2732 * 0.6; var scaleOffset = (dragonScale - 1) * 600; var targetY = baseY + scaleOffset; self.y += (targetY - self.y) * positionSmoothing; // Scale calculation based on dragon's Y position var heightRatio = dragonY / 2732; var scaleMultiplier = 0.2 + heightRatio * 1.5; // Add Y-position based size adjustment (0-20% increase based on Y position) var yPositionScale = 1 + self.y / 2732 * 0.2; var targetScaleX = scaleMultiplier * yPositionScale; var targetScaleY = scaleMultiplier * 0.3 * yPositionScale; shadow.scaleX += (targetScaleX - shadow.scaleX) * scaleSmoothing; shadow.scaleY += (targetScaleY - shadow.scaleY) * scaleSmoothing; shadow.alpha = 0.3 + heightRatio * 0.2; } }; return self; }); var Enemy = Container.expand(function (type) { var self = Container.call(this); // For type 1 (running enemy) var enemySprite = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); var enemySpriteMirrored = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5, scaleX: -1, // Mirror the sprite alpha: 0 }); // Animation properties self.animTick = 0; self.animRate = 8; // Frames between animation switches self.activate = function (x, y, type) { self.type = type || 1; self.visible = true; self.toDestroy = false; self.x = x; self.y = y; if (self.type === 1) { // Reset animation state self.animTick = 0; enemySprite.alpha = 1; enemySpriteMirrored.alpha = 0; // Set initial scale based on distance from horizon like field elements var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY); var scale = 0.5 + progress; self.scaleX = scale; self.scaleY = scale; } }; self.update = function () { if (self.type === 1) { // Calculate progress and movement like field elements var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY); // Move slightly slower than field elements var speed = (flyingBackground.scrollSpeed * 0.05 + flyingBackground.scrollSpeed * (progress * 2.5)) * 0.8; self.y -= speed; // Update scale based on distance var scale = 0.5 + progress; self.scaleX = scale; self.scaleY = scale; // Running animation self.animTick++; if (self.animTick >= self.animRate) { self.animTick = 0; // Swap sprite visibility enemySprite.alpha = enemySprite.alpha === 0 ? 1 : 0; enemySpriteMirrored.alpha = enemySpriteMirrored.alpha === 0 ? 1 : 0; } } }; // 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'; } // Define enemyGraphic variable self.enemyGraphic = null; // Update the existing enemy graphic or create a new one if (self.enemyGraphic) { self.enemyGraphic.destroy(); } self.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(self.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 FieldElement = Container.expand(function () { var self = Container.call(this); var element = self.attachAsset('fieldElement', { anchorX: 0.5, anchorY: 0.5 }); self.activate = function (x, y, scale, alpha) { self.x = x; self.y = y; self.visible = true; self.speedY = 2 + Math.random() * 3; self.initialX = x; element.scaleX = scale; element.scaleY = scale * 0.8; element.alpha = alpha || 0.9; }; self.deactivate = function () { self.visible = 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; }); // In the Fireball class, update the properties and update method 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.vx = 0; // Add horizontal velocity self.update = function () { if (!self.active) { return; } // Update position with both vertical and horizontal components self.y += self.speed; self.x += self.vx; // Calculate rotation based on direction of travel // For correct orientation: Math.atan2(dy, dx) - Math.PI/2 // We're subtracting 90 degrees (PI/2) to adjust for the sprite's default orientation var angle = Math.atan2(self.speed, self.vx) - Math.PI / 2; self.rotation = angle; // Create fire trail particles if (Math.random() < 0.3) { particlePool.spawn(self.x + (Math.random() * 40 - 20), self.y + 20); } // Recycle when off screen (bottom or sides) if (self.y > 2732 || self.x < -100 || self.x > 2148) { fireballPool.recycle(self); } }; self.activate = function (x, y) { self.x = x; self.y = y; self.visible = true; self.active = true; self.vx = 0; // Reset horizontal velocity on activation }; self.deactivate = function () { self.visible = false; self.active = false; }; return self; }); var FlyingBackground = Container.expand(function () { var self = Container.call(this); // Create bottom container self.bottomContainer = new Container(); self.addChild(self.bottomContainer); // Store the horizon line self.horizonY = 2732 / 2; self.totalHeight = 2732 - self.horizonY; self.fieldStripes = []; // Create field stripes (keep this the same as original) var nbStripes = 30; var lastY = self.horizonY + 10; var stripe = self.bottomContainer.attachAsset('fieldStripes', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: lastY }); var progress = Math.max(0, lastY - self.horizonY) / self.totalHeight; stripe.height = 1 + 400 * progress; self.fieldStripes.push({ sprite: stripe, progress: progress }); for (var i = 1; i < nbStripes; i++) { var spacing = 400 * (lastY - self.horizonY) / self.totalHeight; var y = lastY + spacing; var stripe = self.bottomContainer.attachAsset('fieldStripes', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: y }); var progress = Math.max(0, y - self.horizonY) / self.totalHeight; stripe.height = 1 + 400 * progress; self.fieldStripes.push({ sprite: stripe, progress: progress }); lastY = y; } // Create top container 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 + 10 }); // Field scroll speed self.scrollSpeed = 4; // Create object pools self.cloudPool = new ObjectPool(Cloud, 15); self.fieldElementPool = new ObjectPool(FieldElement, 20); // Add pools to containers self.topContainer.addChild(self.cloudPool); self.bottomContainer.addChild(self.fieldElementPool); // Initialize clouds for (var i = 0; i < 8; i++) { var startY = self.horizonY - 400 - Math.random() * 600; var distanceFromHorizon = Math.abs(startY - self.horizonY); var startScale = 0.5 + distanceFromHorizon / 800; var cloud = self.cloudPool.spawn(Math.random() * 2048, startY, startScale, 0.8); if (cloud) { cloud.horizonY = self.horizonY; } } // Initialize field elements for (var j = 0; j < 12; j++) { var fieldStartY = self.horizonY + Math.random() * (2732 - self.horizonY); var fieldDistanceFromHorizon = Math.abs(fieldStartY - self.horizonY); var fieldStartScale = 0.5 + fieldDistanceFromHorizon / 1000; var fieldElement = self.fieldElementPool.spawn(Math.random() * 2048, fieldStartY, fieldStartScale, 0.9); if (fieldElement) { fieldElement.horizonY = self.horizonY; } } self.update = function () { // Update field stripes (keep original code) for (var i = 0; i < self.fieldStripes.length; i++) { var stripe = self.fieldStripes[i]; stripe.progress = Math.max(0, stripe.sprite.y - self.horizonY) / self.totalHeight; var tempSpeed = self.scrollSpeed * 0.05 + self.scrollSpeed * (stripe.progress * 3); stripe.sprite.y -= tempSpeed; } // Sort stripes by Y position self.fieldStripes.sort(function (a, b) { return a.sprite.y - b.sprite.y; }); // Reset stripes that moved above horizon for (var i = 0; i < self.fieldStripes.length; i++) { if (self.fieldStripes[i].sprite.y < self.horizonY) { var lowestStripe = self.fieldStripes[self.fieldStripes.length - 1]; self.fieldStripes[i].sprite.y = lowestStripe.sprite.y + 400 * (lowestStripe.sprite.y - self.horizonY) / self.totalHeight; self.fieldStripes[i].progress = Math.max(0, self.fieldStripes[i].sprite.y - self.horizonY) / self.totalHeight; } } // Re-sort after repositioning self.fieldStripes.sort(function (a, b) { return a.sprite.y - b.sprite.y; }); // Adjust stripe heights for (var i = 0; i < self.fieldStripes.length - 1; i++) { var currentStripe = self.fieldStripes[i]; var nextStripe = self.fieldStripes[i + 1]; currentStripe.sprite.height = nextStripe.sprite.y - currentStripe.sprite.y; } // Handle last stripe var lastStripe = self.fieldStripes[self.fieldStripes.length - 1]; lastStripe.sprite.height = Math.max(1 + 400 * lastStripe.progress, self.horizonY + self.totalHeight - lastStripe.sprite.y + 100); // Update clouds and field elements updateCloudPool(); updateFieldElementPool(); }; function updateCloudPool() { var activeObjects = self.cloudPool.getActiveObjects(); for (var i = 0; i < activeObjects.length; i++) { var cloud = activeObjects[i]; // Move cloud toward horizon cloud.y += cloud.speedY; cloud.x += cloud.speedX; // Get the cloud's sprite var sprite = cloud.getChildAt(0); // Calculate scale based on distance from horizon var distanceFactor = Math.max(0.05, (cloud.y - self.horizonY) / -500); sprite.scaleX = distanceFactor; sprite.scaleY = distanceFactor * 0.8; // Adjust alpha for fade effect near horizon sprite.alpha = Math.min(0.9, distanceFactor); // Reset cloud if it reaches horizon or gets too small if (cloud.y >= self.horizonY - 10 || sprite.scaleX < 0.1) { // Recycle and spawn new cloud self.cloudPool.recycle(cloud); var newCloud = self.cloudPool.spawn(Math.random() * 2048, self.horizonY - 800 - Math.random() * 400, (self.horizonY - 800 - Math.random() * 400 - self.horizonY) / -500, 0.8); if (newCloud) { newCloud.horizonY = self.horizonY; } } } } function updateFieldElementPool() { var activeObjects = self.fieldElementPool.getActiveObjects(); for (var j = 0; j < activeObjects.length; j++) { var element = activeObjects[j]; // Calculate progress based on distance from horizon var progress = Math.max(0, element.y - self.horizonY) / self.totalHeight; // Calculate speed using same logic as stripes var tempSpeed = self.scrollSpeed * 0.05 + self.scrollSpeed * (progress * 3); // Move element toward horizon element.y -= tempSpeed; // Get the element's sprite var sprite = element.getChildAt(0); // Calculate scale based on distance from horizon var fieldDistanceFactor = Math.max(0.05, (element.y - self.horizonY) / 300); sprite.scaleX = fieldDistanceFactor * 1.2; sprite.scaleY = fieldDistanceFactor * 1.2; // Adjust alpha for fade effect //sprite.alpha = Math.min(0.9, fieldDistanceFactor); // Reset element if it reaches horizon if (element.y <= self.horizonY + 10 || sprite.scaleX < 0.1) { // Recycle and spawn new element self.fieldElementPool.recycle(element); // Calculate position for new element var section = Math.floor(Math.random() * 8); var sectionWidth = 2048 / 8; var newX = section * sectionWidth + Math.random() * sectionWidth; var newY = 2732 + Math.random() * 600; var newScale = (newY - self.horizonY) / 300; var newElement = self.fieldElementPool.spawn(newX, newY, newScale, 0.9); if (newElement) { newElement.horizonY = self.horizonY; newElement.initialX = newX; } } element.zIndex = element.y; } // After updating all elements, sort them by z-index activeObjects.sort(function (a, b) { return a.y - b.y; // Sort by y position (smaller y values first) }); // Remove and re-add in the sorted order for (var k = 0; k < activeObjects.length; k++) { var element = activeObjects[k]; self.bottomContainer.removeChild(element); self.bottomContainer.addChild(element); } } 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(); if (typeof obj.update !== 'function') { obj.update = function () {}; // Provide a default update method if not defined } 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 = 300; // 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 var dragonShadow = new DragonShadow(); game.addChild(dragonShadow); 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 // Update the spawnFireball function function spawnFireball() { if (!gameActive) { return; } var now = Date.now(); if (now - lastFireTime < fireRate) { return; } lastFireTime = now; // Initialize horizontal velocity components var angleOffset = 0; // Get direction from dragon head facing - match thresholds with DragonHead class if (facekit.leftEye && facekit.rightEye && facekit.noseTip) { var faceCenter = (facekit.leftEye.x + facekit.rightEye.x) / 2; var noseDiff = facekit.noseTip.x - faceCenter; var eyeYDiff = facekit.rightEye.y - facekit.leftEye.y; // Keep the original thresholds but require more pronounced movement // to trigger the sideways shots (higher threshold values) if (noseDiff < -120 && Math.abs(eyeYDiff) < 30 || eyeYDiff > 40) { // Facing left - fireballs go left (maintain strong angle) angleOffset = -8; // Original value for strong effect } else if (noseDiff > 120 && Math.abs(eyeYDiff) < 30 || eyeYDiff < -40) { // Facing right - fireballs go right (maintain strong angle) angleOffset = 8; // Original value for strong effect } } // Keep the original tilt impact for consistent feel if (dragon.rotation) { angleOffset += dragon.rotation * 5; // Original value } // Use the new pool's spawn method var fireball = fireballPool.spawn(dragon.x, dragon.y + 50); // Set horizontal velocity if fireball was created if (fireball) { fireball.vx = angleOffset; } // 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(); } dragonShadow.update(dragon.x, dragon.y, dragon.currentScale); // Update all pools fireballPool.update(); enemyPool.update(); particlePool.update(); // Process collisions processCollisions(); }; // Start background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.8, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -336,14 +336,14 @@
} else if (self.type === 3) {
assetId = 'enemy3';
}
// Define enemyGraphic variable
- var enemyGraphic = null;
+ self.enemyGraphic = null;
// Update the existing enemy graphic or create a new one
- if (enemyGraphic) {
- enemyGraphic.destroy();
+ if (self.enemyGraphic) {
+ self.enemyGraphic.destroy();
}
- enemyGraphic = self.attachAsset(assetId, {
+ self.enemyGraphic = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Set type-specific properties
@@ -386,9 +386,9 @@
self.hit = function () {
self.health--;
if (self.health <= 0) {
// Immediate visual feedback
- LK.effects.flashObject(enemyGraphic, 0xff0000, 200);
+ LK.effects.flashObject(self.enemyGraphic, 0xff0000, 200);
// Play death effect and IMMEDIATELY recycle
if (self.type === 1) {
tween(enemyGraphic, {
alpha: 0,
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