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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 DefeatParticle = Container.expand(function () {
var self = Container.call(this);
var particle = self.attachAsset('particle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.15,
scaleY: 0.15
});
self.activate = function (x, y, tint) {
self.x = x + (Math.random() * 40 - 20); // Wider initial spread
self.y = y + (Math.random() * 40 - 20); // Wider initial spread
self.visible = true;
self.age = 0;
self.lifespan = 75; // Tripled lifespan for longer visual impact
// More dramatic explosion velocities
var angle = Math.PI * 2 * Math.random();
var speed = 18 + Math.random() * 20; // Much higher speed for bigger burst
self.vx = Math.cos(angle) * speed;
self.vy = Math.sin(angle) * speed;
self.rotation = Math.random() * Math.PI * 2;
particle.alpha = 1;
// Larger, more varied particle sizes
particle.scaleX = 0.4 + Math.random() * 0.4;
particle.scaleY = 0.4 + Math.random() * 0.4;
// Apply tint if provided
if (tint !== undefined) {
particle.tint = tint;
} else {
particle.tint = 0xffffff; // Default white
}
};
self.update = function () {
// Check bounds first
if (self.y < -50 || self.y > 2732 || self.x < -50 || self.x > 2048) {
defeatParticlePool.recycle(self);
return;
}
self.x += self.vx;
self.y += self.vy;
self.age++;
// Keep strong deceleration
self.vx *= 0.87;
self.vy *= 0.87;
var lifePercent = self.age / self.lifespan;
// Fade out curve
particle.alpha = Math.max(0, 1 - lifePercent * 1.7);
// More dramatic shrink effect as particles fade
var scale = (0.5 - 0.3 * lifePercent) * (1 - lifePercent * 0.5);
particle.scaleX = scale;
particle.scaleY = scale;
if (lifePercent >= 1) {
defeatParticlePool.recycle(self);
}
};
self.deactivate = function () {
self.visible = false;
// Reset tint when deactivated
particle.tint = 0xffffff;
};
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
var horizontalSpeed = 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 - 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;
if (prevX !== null) {
horizontalSpeed = Math.abs(self.x - prevX);
}
self.currentShakeSpeed = horizontalSpeed;
// 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) * 300;
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;
var shadow = self.getChildAt(0); // Get the shadow sprite
shadow.scaleX += (targetScaleX - shadow.scaleX) * scaleSmoothing;
shadow.scaleY += (targetScaleY - shadow.scaleY) * scaleSmoothing;
shadow.alpha = 0.3 + heightRatio * 0.2;
}
};
return self;
});
var DustParticle = Container.expand(function () {
var self = Container.call(this);
var dust = self.attachAsset('dust', {
anchorX: 0.5,
anchorY: 0.5
});
self.activate = function (x, y) {
self.x = x + (Math.random() * 20 - 10);
self.y = y;
self.visible = true;
self.age = 0;
self.lifespan = 60; // Fixed lifespan for consistency
dust.alpha = 0.9;
// Vertical velocity - move upward
self.vy = -1.5; // Faster upward movement
self.vx = (Math.random() - 0.5) * 5; // Slightly more horizontal movement
// Add rotation for visual interest
self.rotation = Math.random() * Math.PI * 2;
};
self.update = function () {
// Update position
self.x += self.vx;
self.y += self.vy;
self.age++;
// Calculate life percentage
var lifePercent = self.age / self.lifespan;
// Fade out
dust.alpha = 0.8 * (1 - lifePercent);
// Grow slightly as it rises
var scale = 1 + lifePercent * 0.2; // Linear growth from 0.2 to 0.3
dust.scaleX = scale;
dust.scaleY = scale;
// Recycle when lifetime is over
if (lifePercent >= 1) {
dustParticlePool.recycle(self);
}
};
self.deactivate = function () {
self.visible = false;
};
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.rotationSpeed = 0;
self.animTick = 0;
self.animRate = 30;
self.state = RUNNING;
self.leapSpeed = 10;
self.targetX = 0;
self.targetY = 0;
self.hasExploded = false; // Add this flag
self.activate = function (x, y) {
self.visible = true;
self.x = x;
self.y = y;
self.state = RUNNING;
self.rotation = 0; // Reset rotation
self.health = 1;
self.rotationSpeed = 0;
self.fallSpeed = 0;
self.acceleration = 0;
self.leapDuration = 0;
self.shadow = enemyShadowPool.spawn(x, y, self.scaleX);
self.isPulsedOut = false;
self.hasExploded = false; // Reset explosion flag
// If there was a tween running, stop it
if (self.currentTween) {
self.currentTween.stop();
self.currentTween = null;
}
// 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 distance on Y-axis only
var dy = Math.abs(self.y - dragonShadow.y);
// Get relative scales as depth indicators
var enemyDepth = self.scaleX;
var shadowDepth = dragonShadow.scaleX;
// Leap when on same Y-plane regardless of X position
var depthDiff = Math.abs(enemyDepth - shadowDepth);
var yThreshold = 10; // Close on the Y-axis
// If the enemy is on screen and at the right Y position
if (dy < yThreshold && depthDiff < 0.3 && self.x > 0 && self.x < 2048) {
startLeap();
return true;
}
return false;
}
function startLeap() {
self.state = LEAPING;
// Store where the dragon was when leap started
self.leapTargetX = dragon.x;
self.leapTargetY = dragon.y;
var dx = self.leapTargetX - self.x;
var dy = self.leapTargetY - self.y;
self.initialLeapDistance = Math.sqrt(dx * dx + dy * dy);
self.initialScale = self.scaleX;
self.isPulsedOut = false;
runSprite.alpha = 1;
runSpriteMirrored.alpha = 0;
}
self.update = function () {
if (!self.visible) {
return;
}
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;
}
// In the Enemy class RUNNING state section, replace the dust spawning code with:
if (LK.ticks % 10 === 0 && self.y < 2732) {
// More frequent spawning (every 10 ticks)
var footY = self.y + 50 * self.scaleY;
dustParticlePool.spawn(self.x, footY);
}
// Check for leap
checkLeapDistance();
break;
case LEAPING:
// Calculate progress towards original leap target
var dx = self.leapTargetX - self.x;
var dy = self.leapTargetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Check if we've reached or passed the target Y position OR if we're very close to the peak of the leap
if (self.y <= self.leapTargetY || distance < 50 || self.leapDuration > 100) {
// Added timeout condition
var dragonDx = dragon.x - self.x;
var dragonDy = dragon.y - self.y;
var dragonDistance = Math.sqrt(dragonDx * dragonDx + dragonDy * dragonDy);
if (dragonDistance > 300) {
self.state = FALLING;
self.rotationSpeed = (Math.random() * 0.1 + 0.05) * (Math.random() < 0.5 ? 1 : -1);
self.fallSpeed = 2;
self.acceleration = 0.2;
} else {
self.state = ATTACHED;
}
break;
}
// Continue leap motion
if (distance > 10) {
var dirX = dx / distance;
var dirY = dy / distance;
var speedMultiplier = Math.min(1.5, distance / 100);
self.x += dirX * self.leapSpeed * speedMultiplier;
self.y += dirY * self.leapSpeed * speedMultiplier;
self.scaleX = self.initialScale * 0.75;
self.scaleY = self.initialScale * 0.75;
}
// Increment leap duration for safety timeout
self.leapDuration = (self.leapDuration || 0) + 1;
break;
case ATTACHED:
// Stick to dragon position
self.x = dragon.x;
self.y = dragon.y;
// Check for shake-off
if (dragon.currentShakeSpeed > 40) {
// Threshold for shake-off
self.state = FALLING;
self.rotationSpeed = (Math.random() * 0.1 + 0.05) * (Math.random() < 0.5 ? 1 : -1);
self.fallSpeed = 2;
self.acceleration = 0.2;
score += self.type * 5; // Bonus points for shake-off
scoreTxt.setText(score);
LK.setScore(score);
break;
}
// Pulsing animation
self.animTick++;
if (self.animTick >= self.animRate) {
self.animTick = 0;
// Pulse between 0.7 and 0.8 scale
tween(self, {
scaleX: self.initialScale * (self.isPulsedOut ? 0.7 : 0.8),
scaleY: self.initialScale * (self.isPulsedOut ? 0.7 : 0.8)
}, {
duration: 200,
easing: tween.easeOut
});
self.isPulsedOut = !self.isPulsedOut;
}
break;
case FALLING:
self.rotation += self.rotationSpeed;
self.fallSpeed += self.acceleration;
self.y += self.fallSpeed;
// Check for shadow collision with explosion flag
if (self.y >= dragonShadow.y && !self.hasExploded) {
self.hasExploded = true;
// Create MUCH bigger explosion with red tint
for (var i = 0; i < 20; i++) {
defeatParticlePool.spawn(self.x, self.y, 0xff0000); // Red tint (0xff0000)
}
enemyPool.recycle(self);
}
break;
}
if (self.shadow) {
self.shadow.update(self);
}
};
self.hit = function () {
self.health--;
if (self.health <= 0) {
if (self.state !== FALLING) {
self.state = FALLING;
self.rotationSpeed = (Math.random() * 0.1 + 0.05) * (Math.random() < 0.5 ? 1 : -1);
self.fallSpeed = 2;
self.acceleration = 0.2;
return true;
}
}
return false;
};
self.deactivate = function () {
self.visible = false;
runSprite.alpha = 1;
runSpriteMirrored.alpha = 0;
if (self.shadow) {
enemyShadowPool.recycle(self.shadow);
self.shadow = null;
}
};
return self;
});
var EnemyArrow = Container.expand(function () {
var self = Container.call(this);
var arrow = self.attachAsset('enemyArrow', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
self.speed = 8;
self.update = function () {
if (!self.active) {
return;
}
self.x += self.vx;
self.y += self.vy;
// Point arrow in direction of travel
self.rotation = Math.atan2(self.vy, self.vx) + Math.PI / 2;
if (self.y < 0 || self.y > 2732 || self.x < 0 || self.x > 2048) {
enemyArrowPool.recycle(self);
}
};
self.activate = function (x, y, targetX, targetY) {
self.x = x;
self.y = y;
self.visible = true;
self.active = true;
// Calculate direction to target
var dx = targetX - x;
var dy = targetY - y;
var dist = Math.sqrt(dx * dx + dy * dy);
self.vx = dx / dist * self.speed;
self.vy = dy / dist * self.speed;
};
self.deactivate = function () {
self.visible = false;
self.active = false;
};
return self;
});
var EnemyShadow = Container.expand(function () {
var self = Container.call(this);
var shadow = self.attachAsset('enemyShadow', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3,
scaleX: 1,
scaleY: 0.3
});
// In the EnemyShadow class, update method (around line 1018)
self.update = function (enemy) {
if (!enemy || !enemy.visible || enemy.hasExploded) {
self.visible = false;
return;
}
self.visible = true;
// Always follow enemy's X position
self.x = enemy.x;
// For running enemies, shadow is slightly below them
if (enemy.state === 'running') {
self.y = enemy.y + 200; // Shadow slightly below enemy
}
// For leaping enemies, shadow moves to dragon shadow position
else if (enemy.state === 'leaping') {
self.y = dragonShadow.y + 50; // Position just below dragon shadow
}
// For attached enemies, follow dragon shadow
else if (enemy.state === 'attached') {
self.y = dragonShadow.y + 50; // Keep following dragon shadow
}
// For falling enemies, shadow holds last position
else if (enemy.state === 'falling') {
// Y position stays the same
}
// Special case for EnemyTwo type
else if (enemy.type === 2) {
self.y = enemy.y + 600; // Position higher for enemy type 2
}
// Scale shadow based on enemy's scale
shadow.scaleX = enemy.scaleX * 1.2;
shadow.scaleY = enemy.scaleX * 0.3;
};
self.activate = function (x, y, enemyScale) {
self.x = x;
self.y = y + 200; // Initially position shadow slightly below enemy
self.visible = true;
shadow.scaleX = (enemyScale || 1) * 1.2;
shadow.scaleY = (enemyScale || 1) * 0.3;
};
self.deactivate = function () {
self.visible = false;
};
return self;
});
var EnemyTwo = Container.expand(function () {
var self = Container.call(this);
var sprite = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5
});
// Properties
self.health = 1;
self.type = 2; // For scoring
self.state = 'approaching'; // approaching, holding
self.holdDistance = 800;
self.bobOffset = 0;
self.bobSpeed = 0.05;
self.lastShotTime = 0;
self.shotInterval = 2000; // 2 seconds
self.activate = function (x, y) {
self.visible = true;
self.x = x;
self.y = y;
self.state = 'approaching';
self.health = 1;
self.rotation = 0;
self.hasExploded = false; // Make sure this flag is set
// Ensure shadow is created and stored
if (!self.shadow) {
self.shadow = enemyShadowPool.spawn(x, y, self.scaleX);
}
// Moving direction
self.moveRight = x < 1024; // If spawned on left side, move right
// Initial scale based on distance from horizon
var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY);
self.scaleX = 0.5 + progress;
self.scaleY = 0.5 + progress;
};
self.update = function () {
if (!self.visible) {
return;
}
switch (self.state) {
case 'approaching':
// Bobbing motion
self.bobOffset = Math.sin(LK.ticks * self.bobSpeed) * 50;
// Move towards dragon
var dx = dragon.x - self.x;
var dy = dragon.y - self.y + self.bobOffset;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > self.holdDistance) {
self.x += dx * 0.01; // Reduced from 0.02
self.y += dy * 0.01; // Reduced from 0.02
// Modified scale calculation to maintain larger size
var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY);
self.scaleX = 0.7 + progress * 0.5; // Modified from 0.5 + progress
self.scaleY = 0.7 + progress * 0.5; // Modified from 0.5 + progress
} else {
self.state = 'holding';
}
break;
case 'holding':
// Maintain position relative to dragon
var dx = dragon.x - self.x;
var targetX = self.x + dx * 0.01;
// Keep on screen
targetX = Math.max(100, Math.min(1948, targetX));
self.x = targetX;
// Stay below dragon with offset
var targetY = dragon.y + 800; // Stay 200 pixels below dragon
var currentY = self.y - self.bobOffset; // Remove bobbing to get true position
self.y = currentY + (targetY - currentY) * 0.1; // Smooth movement to target
// Apply bobbing to final position
self.y += self.bobOffset;
// Shoot at intervals
var now = Date.now();
if (now - self.lastShotTime >= self.shotInterval) {
self.shoot();
self.lastShotTime = now;
}
break;
case 'falling':
self.rotation += self.rotationSpeed;
self.fallSpeed += self.acceleration;
self.y += self.fallSpeed;
// Check for ground collision
if (self.shadow && self.y >= self.shadow.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);
}
};
self.shoot = function () {
var arrow = enemyArrowPool.spawn(self.x, self.y);
if (arrow) {
arrow.activate(self.x, self.y, dragon.x, dragon.y);
}
};
self.hit = function () {
self.health--;
if (self.health <= 0) {
if (Math.random() < 0.5) {
// Mid-air explosion
for (var i = 0; i < 20; i++) {
defeatParticlePool.spawn(self.x, self.y, 0xff0000);
}
enemyTwoPool.recycle(self);
} else {
// Fall and explode
self.state = 'falling';
self.rotationSpeed = (Math.random() * 0.1 + 0.05) * (Math.random() < 0.5 ? 1 : -1);
self.fallSpeed = 2;
self.acceleration = 0.2;
}
return true;
}
return false;
};
self.deactivate = function () {
self.visible = false;
if (self.shadow) {
enemyShadowPool.recycle(self.shadow);
self.shadow = null;
}
};
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 these new properties
self.weaveDirection = 1; // Will be set to 1 or -1 on activate
self.weaveAmplitude = 70; // Adjust this to control width of weave
self.weaveFrequency = 0.2; // Adjust this to control speed of weave
self.initialY = 0; // Track starting Y position
self.update = function () {
if (!self.active) {
return;
}
// Update base position along trajectory
self.y += self.speed;
self.x += self.vx;
// Add weaving motion
var distanceTraveled = self.y - self.initialY;
var weaveOffset = Math.sin(distanceTraveled * self.weaveFrequency) * self.weaveAmplitude * self.weaveDirection;
self.x += weaveOffset;
// Calculate rotation based only on base trajectory, ignoring weave
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);
}
// In Fireball class update method, replace the recycle check with:
// In Fireball class update method, replace the recycle check with:
var groundImpactY = 2732 * 0.9;
// Make impact decision only when first crossing the threshold
if (self.y > groundImpactY && self.lastY <= groundImpactY && !self.hasImpacted && self.x > 100 && self.x < 1948) {
if (Math.random() < 0.5) {
self.hasImpacted = true;
flamePool.spawn(self.x, groundImpactY);
scorchPool.spawn(self.x, groundImpactY);
for (var i = 0; i < 8; i++) {
var particle = particlePool.spawn(self.x, groundImpactY);
if (particle) {
particle.vy = -(Math.random() * 4 + 2);
particle.vx = (Math.random() - 0.5) * 4;
}
}
fireballPool.recycle(self);
return;
}
}
// Track last Y position
self.lastY = self.y;
// Only recycle if off screen
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.initialY = y;
self.lastY = y;
self.visible = true;
self.active = true;
self.hasImpacted = false;
self.vx = 0;
self.rotation = 0;
fireballGraphic.alpha = 1;
};
self.deactivate = function () {
self.visible = false;
self.active = false;
// Clear any references that might cause memory leaks
self.currentTween = null;
};
return self;
});
var FlameEffect = Container.expand(function () {
var self = Container.call(this);
var flame = self.attachAsset('flame', {
anchorX: 0.5,
anchorY: 1.0,
scaleX: 0.1,
scaleY: 0.1
});
self.activate = function (x, y) {
self.x = x;
self.y = y;
self.visible = true;
self.age = 0;
if (self.currentTween) {
self.currentTween.stop();
}
self.currentTween = tween(flame, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
flamePool.recycle(self);
}
});
};
self.deactivate = function () {
self.visible = false;
if (self.currentTween) {
self.currentTween.stop();
self.currentTween = null;
}
};
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 || typeof obj._poolIndex !== 'number' || obj._poolIndex >= activeCount) {
return;
}
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.recycleAll = function () {
while (activeCount > 0) {
self.recycle(objects[0]);
}
};
self.update = function () {
for (var i = 0; i < activeCount; i++) {
objects[i].update();
}
};
self.getActiveObjects = function () {
return objects.slice(0, activeCount);
};
return self;
});
var ScorchMark = Container.expand(function () {
var self = Container.call(this);
var mark = self.attachAsset('scorchMark', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8
});
self.activate = function (x, y) {
self.x = x;
self.y = y;
self.visible = true;
self.speedY = flyingBackground.scrollSpeed;
// Initial scale based on distance from horizon
var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY);
mark.scaleX = 0.5 + progress;
mark.scaleY = (0.5 + progress) * 0.8;
};
self.update = function () {
var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY);
self.y -= self.speedY * (0.05 + progress * 3);
mark.scaleX = 0.5 + progress;
mark.scaleY = (0.5 + progress) * 0.8;
mark.alpha = Math.min(0.8, progress);
if (self.y <= flyingBackground.horizonY) {
scorchPool.recycle(self);
}
};
self.deactivate = function () {
self.visible = false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
function processCollisions() {
var fireballs = fireballPool.getActiveObjects();
var enemies = enemyPool.getActiveObjects();
var enemiesTwo = enemyTwoPool.getActiveObjects();
// Process enemy arrows first
var arrows = enemyArrowPool.getActiveObjects();
for (var i = arrows.length - 1; i >= 0; i--) {
var arrow = arrows[i];
var dx = arrow.x - dragon.x;
var dy = arrow.y - dragon.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 75) {
enemyArrowPool.recycle(arrow);
// Flash dragon red
var dragonSprites = [dragon.getChildAt(0)];
dragonSprites.forEach(function (sprite) {
sprite.tint = 0xFF0000;
LK.setTimeout(function () {
sprite.tint = 0xFFFFFF;
}, 10);
});
break;
}
}
// Process fireballs against both enemy types
for (var i = fireballs.length - 1; i >= 0; i--) {
var fireball = fireballs[i];
// Check against type 1 enemies
for (var j = enemies.length - 1; j >= 0; 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) {
if (enemy.hit()) {
score += enemy.type * 10;
scoreTxt.setText(score);
LK.setScore(score);
LK.getSound('enemyDefeat').play();
}
fireballPool.recycle(fireball);
break;
}
}
// Check against type 2 enemies
for (var j = enemiesTwo.length - 1; j >= 0; j--) {
var enemy = enemiesTwo[j];
var dx = fireball.x - enemy.x;
var dy = fireball.y - enemy.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 150 * enemy.scaleX) {
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, 25);
var defeatParticlePool = new ObjectPool(DefeatParticle, 200);
var dustParticlePool = new ObjectPool(DustParticle, 100);
var enemyShadowPool = new ObjectPool(EnemyShadow, 50);
var enemyArrowPool = new ObjectPool(EnemyArrow, 50);
var enemyTwoPool = new ObjectPool(EnemyTwo, 25);
var flamePool = new ObjectPool(FlameEffect, 20);
var scorchPool = new ObjectPool(ScorchMark, 30);
var gameActive = true;
var isFiring = false;
var lastFireTime = 0;
var fireRate = 250; // ms between fireballs
var enemySpawnRate = 120; // 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(enemyShadowPool);
game.addChild(fireballPool);
game.addChild(particlePool);
game.addChild(enemyPool);
game.addChild(enemyTwoPool);
game.addChild(defeatParticlePool);
game.addChild(dustParticlePool);
game.addChild(enemyArrowPool);
game.addChild(flamePool);
game.addChild(scorchPool);
game.cleanupPools = function () {
fireballPool.recycleAll();
particlePool.recycleAll();
enemyPool.recycleAll();
enemyTwoPool.recycleAll();
defeatParticlePool.recycleAll();
dustParticlePool.recycleAll();
enemyShadowPool.recycleAll();
enemyArrowPool.recycleAll();
scorchPool.recycleAll();
flamePool.recycleAll();
};
// 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);
if (fireball) {
fireball.vx = angleOffset;
// Add this line to alternate weave direction
fireball.weaveDirection = lastFireTime % (fireRate * 2) === 0 ? 1 : -1;
}
// Play sound
LK.getSound('firebreathSound').play();
}
// Function to spawn enemies
function spawnEnemy() {
if (!gameActive) {
return;
}
var isTypeTwo = Math.random() < 0.4; // 40% chance for EnemyTwo
if (isTypeTwo) {
// Spawn from sides, about 500px from bottom
var spawnX = Math.random() < 0.5 ? -50 : 2098;
var enemy = enemyTwoPool.spawn(spawnX, 2732 - 500);
if (enemy) {
enemy.visible = true;
}
} else {
var enemy = enemyPool.spawn(Math.random() * (2048 - 200) + 100, 2732 + 100);
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();
defeatParticlePool.update();
dustParticlePool.update();
flamePool.update();
scorchPool.update();
// Process collisions
processCollisions();
};
// Start background music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.8,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -511,9 +511,9 @@
// Stick to dragon position
self.x = dragon.x;
self.y = dragon.y;
// Check for shake-off
- if (dragon.currentShakeSpeed > 25) {
+ if (dragon.currentShakeSpeed > 40) {
// Threshold for shake-off
self.state = FALLING;
self.rotationSpeed = (Math.random() * 0.1 + 0.05) * (Math.random() < 0.5 ? 1 : -1);
self.fallSpeed = 2;
@@ -868,35 +868,67 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
- self.vx = 0; // Add horizontal velocity
+ self.vx = 0;
+ // Add these new properties
+ self.weaveDirection = 1; // Will be set to 1 or -1 on activate
+ self.weaveAmplitude = 70; // Adjust this to control width of weave
+ self.weaveFrequency = 0.2; // Adjust this to control speed of weave
+ self.initialY = 0; // Track starting Y position
self.update = function () {
if (!self.active) {
return;
}
- // Update position with both vertical and horizontal components
+ // Update base position along trajectory
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
+ // Add weaving motion
+ var distanceTraveled = self.y - self.initialY;
+ var weaveOffset = Math.sin(distanceTraveled * self.weaveFrequency) * self.weaveAmplitude * self.weaveDirection;
+ self.x += weaveOffset;
+ // Calculate rotation based only on base trajectory, ignoring weave
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)
+ // In Fireball class update method, replace the recycle check with:
+ // In Fireball class update method, replace the recycle check with:
+ var groundImpactY = 2732 * 0.9;
+ // Make impact decision only when first crossing the threshold
+ if (self.y > groundImpactY && self.lastY <= groundImpactY && !self.hasImpacted && self.x > 100 && self.x < 1948) {
+ if (Math.random() < 0.5) {
+ self.hasImpacted = true;
+ flamePool.spawn(self.x, groundImpactY);
+ scorchPool.spawn(self.x, groundImpactY);
+ for (var i = 0; i < 8; i++) {
+ var particle = particlePool.spawn(self.x, groundImpactY);
+ if (particle) {
+ particle.vy = -(Math.random() * 4 + 2);
+ particle.vx = (Math.random() - 0.5) * 4;
+ }
+ }
+ fireballPool.recycle(self);
+ return;
+ }
+ }
+ // Track last Y position
+ self.lastY = self.y;
+ // Only recycle if off screen
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.initialY = y;
+ self.lastY = y;
self.visible = true;
self.active = true;
+ self.hasImpacted = false;
self.vx = 0;
self.rotation = 0;
fireballGraphic.alpha = 1;
};
@@ -907,8 +939,45 @@
self.currentTween = null;
};
return self;
});
+var FlameEffect = Container.expand(function () {
+ var self = Container.call(this);
+ var flame = self.attachAsset('flame', {
+ anchorX: 0.5,
+ anchorY: 1.0,
+ scaleX: 0.1,
+ scaleY: 0.1
+ });
+ self.activate = function (x, y) {
+ self.x = x;
+ self.y = y;
+ self.visible = true;
+ self.age = 0;
+ if (self.currentTween) {
+ self.currentTween.stop();
+ }
+ self.currentTween = tween(flame, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ alpha: 0
+ }, {
+ duration: 600,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ flamePool.recycle(self);
+ }
+ });
+ };
+ self.deactivate = function () {
+ self.visible = false;
+ if (self.currentTween) {
+ self.currentTween.stop();
+ self.currentTween = null;
+ }
+ };
+ return self;
+});
var FlyingBackground = Container.expand(function () {
var self = Container.call(this);
// Create bottom container
self.bottomContainer = new Container();
@@ -1154,8 +1223,40 @@
return objects.slice(0, activeCount);
};
return self;
});
+var ScorchMark = Container.expand(function () {
+ var self = Container.call(this);
+ var mark = self.attachAsset('scorchMark', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ alpha: 0.8
+ });
+ self.activate = function (x, y) {
+ self.x = x;
+ self.y = y;
+ self.visible = true;
+ self.speedY = flyingBackground.scrollSpeed;
+ // Initial scale based on distance from horizon
+ var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY);
+ mark.scaleX = 0.5 + progress;
+ mark.scaleY = (0.5 + progress) * 0.8;
+ };
+ self.update = function () {
+ var progress = Math.max(0, self.y - flyingBackground.horizonY) / (2732 - flyingBackground.horizonY);
+ self.y -= self.speedY * (0.05 + progress * 3);
+ mark.scaleX = 0.5 + progress;
+ mark.scaleY = (0.5 + progress) * 0.8;
+ mark.alpha = Math.min(0.8, progress);
+ if (self.y <= flyingBackground.horizonY) {
+ scorchPool.recycle(self);
+ }
+ };
+ self.deactivate = function () {
+ self.visible = false;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -1240,8 +1341,10 @@
var dustParticlePool = new ObjectPool(DustParticle, 100);
var enemyShadowPool = new ObjectPool(EnemyShadow, 50);
var enemyArrowPool = new ObjectPool(EnemyArrow, 50);
var enemyTwoPool = new ObjectPool(EnemyTwo, 25);
+var flamePool = new ObjectPool(FlameEffect, 20);
+var scorchPool = new ObjectPool(ScorchMark, 30);
var gameActive = true;
var isFiring = false;
var lastFireTime = 0;
var fireRate = 250; // ms between fireballs
@@ -1262,16 +1365,21 @@
game.addChild(enemyTwoPool);
game.addChild(defeatParticlePool);
game.addChild(dustParticlePool);
game.addChild(enemyArrowPool);
+game.addChild(flamePool);
+game.addChild(scorchPool);
game.cleanupPools = function () {
fireballPool.recycleAll();
particlePool.recycleAll();
enemyPool.recycleAll();
+ enemyTwoPool.recycleAll();
defeatParticlePool.recycleAll();
dustParticlePool.recycleAll();
enemyShadowPool.recycleAll();
enemyArrowPool.recycleAll();
+ scorchPool.recycleAll();
+ flamePool.recycleAll();
};
// Score display
var scoreTxt = new Text2('0', {
size: 80,
@@ -1317,11 +1425,12 @@
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;
+ // Add this line to alternate weave direction
+ fireball.weaveDirection = lastFireTime % (fireRate * 2) === 0 ? 1 : -1;
}
// Play sound
LK.getSound('firebreathSound').play();
}
@@ -1367,8 +1476,10 @@
enemyPool.update();
particlePool.update();
defeatParticlePool.update();
dustParticlePool.update();
+ flamePool.update();
+ scorchPool.update();
// Process collisions
processCollisions();
};
// Start background music
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