Code edit (1 edits merged)
Please save this source code
User prompt
add more variance
User prompt
add a bit of variance to defeat particle scale
User prompt
reduce their velocity a little bit
User prompt
increas the velocity of defeat particles
User prompt
increase the life time of defeat particles
User prompt
increase the amount of defeat particles spawned when enemy or enemytwo is defeated
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
User prompt
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); } };
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (6 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: enemy is undefined' in or related to this line: 'if (!enemy.visible) {' Line Number: 609
User prompt
Please fix the bug: 'TypeError: enemy is undefined' in or related to this line: 'if (!enemy.visible) {' Line Number: 609
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
triple the lifespan of defeat particles
Code edit (2 edits merged)
Please save this source code
User prompt
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... });
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: shadow is not defined' in or related to this line: 'shadow.scaleX += (targetScaleX - shadow.scaleX) * scaleSmoothing;' Line Number: 273
/**** * 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); self.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; self.shadow.scaleX += (targetScaleX - self.shadow.scaleX) * scaleSmoothing; self.shadow.scaleY += (targetScaleY - self.shadow.scaleY) * scaleSmoothing; self.shadow.alpha = 0.3 + heightRatio * 0.2; } }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); // States var RUNNING = 'running'; var LEAPING = 'leaping'; var ATTACHED = 'attached'; var 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; } }; self.hit = function () { self.health--; if (self.health <= 0) { LK.effects.flashObject(runSprite, 0xff0000, 200); LK.effects.flashObject(runSpriteMirrored, 0xff0000, 200); // Simple fade out for now - we'll add falling animation later tween(self, { alpha: 0, scaleX: self.scaleX * 0.5, scaleY: self.scaleY * 0.5 }, { duration: 500, easing: tween.easeOut }); enemyPool.recycle(self); return true; } return false; }; self.deactivate = function () { self.visible = false; runSprite.alpha = 1; runSpriteMirrored.alpha = 0; }; 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 enemy = enemyPool.spawn(Math.random() * (2048 - 200) + 100, // x position 2732 + 100 // y position (just below screen) ); if (enemy) { enemy.visible = true; } } // 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 } });
/****
* 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);
self.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;
self.shadow.scaleX += (targetScaleX - self.shadow.scaleX) * scaleSmoothing;
self.shadow.scaleY += (targetScaleY - self.shadow.scaleY) * scaleSmoothing;
self.shadow.alpha = 0.3 + heightRatio * 0.2;
}
};
return self;
});
var Enemy = Container.expand(function () {
var self = Container.call(this);
// States
var RUNNING = 'running';
var LEAPING = 'leaping';
var ATTACHED = 'attached';
var 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;
}
};
self.hit = function () {
self.health--;
if (self.health <= 0) {
LK.effects.flashObject(runSprite, 0xff0000, 200);
LK.effects.flashObject(runSpriteMirrored, 0xff0000, 200);
// Simple fade out for now - we'll add falling animation later
tween(self, {
alpha: 0,
scaleX: self.scaleX * 0.5,
scaleY: self.scaleY * 0.5
}, {
duration: 500,
easing: tween.easeOut
});
enemyPool.recycle(self);
return true;
}
return false;
};
self.deactivate = function () {
self.visible = false;
runSprite.alpha = 1;
runSpriteMirrored.alpha = 0;
};
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 enemy = enemyPool.spawn(Math.random() * (2048 - 200) + 100,
// x position
2732 + 100 // y position (just below screen)
);
if (enemy) {
enemy.visible = true;
}
}
// 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
}
});
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