User prompt
Please fix the bug: 'TypeError: fireballPool.getActiveObjects is not a function. (In 'fireballPool.getActiveObjects()', 'fireballPool.getActiveObjects' is undefined)' in or related to this line: 'var fireballs = fireballPool.getActiveObjects();' Line Number: 476
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Replace objectpool with: var ObjectPool = Container.expand(function (ObjectClass, size) { var self = Container.call(this); var objects = []; var activeCount = 0; for (var i = 0; i < size; i++) { var obj = new ObjectClass(); obj.visible = false; obj._poolIndex = i; objects.push(obj); self.addChild(obj); } self.spawn = function (x, y, params) { if (activeCount >= objects.length) return null; var obj = objects[activeCount]; activeCount++; // Increment AFTER getting object obj.visible = true; obj.activate(x, y, params); return obj; }; self.recycle = function (obj) { if (!obj || obj._poolIndex >= activeCount) return; // Already recycled activeCount--; // Decrement count // Swap with last active object if needed if (obj._poolIndex < activeCount) { var temp = objects[activeCount]; objects[activeCount] = obj; objects[obj._poolIndex] = temp; // Update indices temp._poolIndex = obj._poolIndex; obj._poolIndex = activeCount; } obj.deactivate(); obj.visible = false; }; self.update = function () { for (var i = 0; i < activeCount; i++) { objects[i].update(); } }; return self; });
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Please fix the bug: 'ReferenceError: Can't find variable: idx' in or related to this line: 'if (idx < activeCount) {' Line Number: 419
User prompt
Update with: var ObjectPool = Container.expand(function (ObjectClass, size) { var self = Container.call(this); var objects = []; var activeCount = 0; for (var i = 0; i < size; i++) { var obj = new ObjectClass(); obj.visible = false; obj._poolIndex = i; objects.push(obj); self.addChild(obj); } self.spawn = function (x, y, params) { if (activeCount >= objects.length) return null; var obj = objects[activeCount]; activeCount++; // Increment AFTER getting object obj.visible = true; obj.activate(x, y, params); return obj; }; self.recycle = function (obj) { if (!obj || obj._poolIndex >= activeCount) return; // Already recycled activeCount--; // Decrement count // Swap with last active object if needed if (obj._poolIndex < activeCount) { var temp = objects[activeCount]; objects[activeCount] = obj; objects[obj._poolIndex] = temp; // Update indices temp._poolIndex = obj._poolIndex; obj._poolIndex = activeCount; } obj.deactivate(); obj.visible = false; }; self.update = function () { for (var i = 0; i < activeCount; i++) { objects[i].update(); } }; return self; });
User prompt
Update with: // And in Fireball, update the check: self.update = function () { self.y += self.speed; // Create fire trail particles if (Math.random() < 0.3) { particlePool.spawn( self.x + (Math.random() * 40 - 20), self.y + 20 ); } };
User prompt
Update with: 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; } } } }
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Update with: var ObjectPool = Container.expand(function (ObjectClass, size) { var self = Container.call(this); var objects = []; // Single array of all objects var activeCount = 0; // Create all objects for (var i = 0; i < size; i++) { var obj = new ObjectClass(); obj.visible = false; obj._poolIndex = i; // Track position objects.push(obj); self.addChild(obj); } self.spawn = function (x, y, params) { if (activeCount >= objects.length) return null; var obj = objects[activeCount]; obj.visible = true; obj.activate(x, y, params); activeCount++; return obj; }; self.recycle = function (obj) { var idx = obj._poolIndex; if (idx >= activeCount) return; // Already recycled // Swap with last active object activeCount--; if (idx < activeCount) { var temp = objects[activeCount]; objects[activeCount] = obj; objects[idx] = temp; temp._poolIndex = idx; obj._poolIndex = activeCount; } obj.deactivate(); obj.visible = false; }; self.update = function () { // Only update active objects for (var i = 0; i < activeCount; i++) { objects[i].update(); } }; self.getActiveObjects = function() { return objects.slice(0, activeCount); }; return self; });
User prompt
Update as needed with: var Enemy = Container.expand(function (type) { var self = Container.call(this); // ... existing initialization code ... self.hit = function() { self.health--; if (self.health <= 0) { // Immediate visual feedback LK.effects.flashObject(enemyGraphic, 0xff0000, 200); // Play death effect and IMMEDIATELY recycle if (self.type === 1) { tween(enemyGraphic, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut }); } else if (self.type === 2) { tween(enemyGraphic, { rotation: Math.PI * 4, y: self.y + 300 }, { duration: 700, easing: tween.easeIn }); } else if (self.type === 3) { tween(enemyGraphic, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeOut }); } // Immediately recycle - no waiting for animation enemyPool.recycle(self); return true; } return false; }; self.deactivate = function() { self.visible = false; // Reset all properties self.health = self.type === 2 ? 2 : 1; enemyGraphic.alpha = 1; enemyGraphic.rotation = 0; enemyGraphic.scaleX = 1; enemyGraphic.scaleY = 1; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
remove difficulty scaling for enemy spawning and keep it at a set rate
User prompt
update with: self.update = function () { self.y -= self.speed; // Enemies move up the screen toward the player // Only start scaling when actually on screen var maxDistance = 2732; // Screen height var minScale = 0.3; // Smallest size var maxScale = 2.0; // Largest size // Keep full scale until enemy is actually on screen if (self.y <= maxDistance) { var distancePercent = self.y / maxDistance; var newScale = Math.max(0.3, minScale + distancePercent * (maxScale - minScale)); // Ensure minimum scale // Apply scaling self.scaleX = newScale; self.scaleY = newScale; } else { // Keep maximum scale while off-screen self.scaleX = maxScale; self.scaleY = maxScale; } // Also ensure visibility is maintained self.visible = true; };
User prompt
update with: function spawnEnemy() { if (!gameActive) { return; } var type = Math.floor(Math.random() * 3) + 1; var enemy = enemyPool.spawn( Math.random() * (2048 - 200) + 100, // x position 2732 + 100, // y position type // additional parameter (enemy type) ); // Add this check if (enemy) { enemy.visible = true; // Force visibility } }
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update with: if (distance < scaleAdjustedThreshold) { if (fireball.visible && enemy.visible && !enemy.dying) { // Hit the enemy var killed = enemy.hit(); // ...rest of collision handling... } }
Code edit (4 edits merged)
Please save this source code
User prompt
Update fire particle with: self.update = function() { if (!self.visible) return; // Add this check self.x += self.vx; self.y += self.vy; self.age++; particle.alpha = 1 - self.age / self.lifespan; if (self.age >= self.lifespan) { self.deactivate(); } };
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Update with: var FireParticle = Container.expand(function() { var self = Container.call(this); var particle = self.attachAsset('fireParticle', { anchorX: 0.5, anchorY: 0.5 }); self.visible = false; // Only initialization we need in constructor self.update = function() { self.x += self.vx; self.y += self.vy; self.age++; particle.alpha = 1 - self.age / self.lifespan; if (self.age >= self.lifespan) { self.deactivate(); } }; self.activate = function(x, y) { self.x = x; self.y = y; self.visible = true; // Initialize all state variables here instead of constructor 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; });
Code edit (1 edits merged)
Please save this source code
User prompt
Update with: 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; };
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Update with: self.activate = function (x, y) { self.x = x; self.y = y; self.visible = true; self.active = true; };
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Update with: self.activate = function (x, y, type) { self.type = type || 1; self.visible = true; self.toDestroy = false; // Set position from parameters self.x = x; self.y = y; // Set type-specific properties switch (self.type) { case 1: self.speed = 2; self.health = 1; break; case 2: self.speed = 1.5; self.health = 2; break; case 3: self.speed = 3; self.health = 1; break; } };
User prompt
Add: function processCollisions() { // Check for collisions between fireballs and enemies for (var i = 0; i < fireballPool.active.length; i++) { var fireball = fireballPool.active[i]; for (var j = 0; j < enemyPool.active.length; j++) { var enemy = enemyPool.active[j]; // Adjust distance threshold based on enemy scale var scaleAdjustedThreshold = 200 * Math.max(0.5, (enemy.scaleX + enemy.scaleY) / 2); var dx = fireball.x - enemy.x; var dy = fireball.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy); // Scale-adjusted proximity check if (distance < scaleAdjustedThreshold) { if (fireball.visible && enemy.visible) { // Hit the enemy var killed = enemy.hit(); if (killed) { score += enemy.type * 10; scoreTxt.setText(score); LK.setScore(score); LK.getSound('enemyDefeat').play(); } // Deactivate the fireball LK.effects.flashObject(fireball, 0xffffff, 100); fireballPool.recycle(fireball); break; } } } } }
User prompt
Update as needed with: game.update = function () { if (!gameActive) { return; } // Check if mouth is open for fire breathing if (facekit && facekit.mouthOpen) { isFiring = true; spawnFireball(); } else { isFiring = false; } // Recharge firepower when not firing if (!isFiring && firepower < maxFirepower) { firepower += firepowerRechargeRate; powerBar.setPower(firepower / maxFirepower); } // Spawn enemies if (LK.ticks % Math.max(10, enemySpawnRate - difficultyScaling) === 0) { spawnEnemy(); } // Increase difficulty over time if (LK.ticks % 300 === 0 && difficultyScaling < 40) { difficultyScaling += 1; } // Update all pools fireballPool.update(); enemyPool.update(); particlePool.update(); // Process collisions processCollisions(); }; ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update with: function createFireParticle(x, y) { particlePool.spawn(x, y); }
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Update with: function spawnEnemy() { if (!gameActive) { return; } var type = Math.floor(Math.random() * 3) + 1; // Use the pool's spawn method with position and parameters var enemy = enemyPool.spawn( Math.random() * (2048 - 200) + 100, // x position 2732 + 100, // y position type // additional parameter (enemy type) ); }
User prompt
Update with: function spawnFireball() { if (!gameActive || firepower < 10) { return; } var now = Date.now(); if (now - lastFireTime < fireRate) { return; } lastFireTime = now; // Use the new pool's spawn method var fireball = fireballPool.spawn(dragon.x, dragon.y + 50); // Use firepower firepower -= firepowerUseRate; powerBar.setPower(firepower / maxFirepower); // Play sound LK.getSound('firebreathSound').play(); }
Code edit (14 edits merged)
Please save this source code
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
var DragonHead = Container.expand(function () {
var self = Container.call(this);
var head = self.attachAsset('dragonHead', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
var headOpen = self.attachAsset('dragonHeadOpen', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2,
alpha: 0
});
// Position smoothing variables
self.targetX = 2048 / 2;
self.targetY = 2732 * 0.2;
self.smoothingFactor = 0.15;
// Simplified rotation variables
self.currentRotation = 0;
self.targetRotation = 0;
self.rotationSmoothing = 0.1;
self.update = function () {
// Position tracking
if (facekit.noseTip) {
self.targetX = facekit.noseTip.x;
self.targetY = facekit.noseTip.y;
}
// Apply position smoothing
self.x += (self.targetX - self.x) * self.smoothingFactor;
self.y += (self.targetY - self.y) * self.smoothingFactor;
// Simplified rotation calculation directly from eye positions
if (facekit.leftEye && facekit.rightEye) {
// Calculate angle between eyes (simpler approach)
var dx = facekit.rightEye.x - facekit.leftEye.x;
var dy = facekit.rightEye.y - facekit.leftEye.y;
// Get the raw angle in radians and negate it to reverse the direction
var rawAngle = -Math.atan2(dy, dx);
// Limit the rotation to prevent extreme angles (±0.3 radians ≈ ±17 degrees)
self.targetRotation = Math.max(-0.3, Math.min(0.3, rawAngle));
// Apply rotation smoothing
self.rotation += (self.targetRotation - self.rotation) * self.rotationSmoothing;
// Debug output - uncomment if you have console logging
// console.log("Eyes dx/dy:", dx, dy, "Target rotation:", self.targetRotation, "Current rotation:", self.rotation);
}
// Toggle dragon head assets based on mouth open state
if (facekit && facekit.mouthOpen) {
head.alpha = 0;
headOpen.alpha = 1;
} else {
head.alpha = 1;
headOpen.alpha = 0;
}
};
return self;
});
var Enemy = Container.expand(function (type) {
var self = Container.call(this);
var assetId = 'enemy1';
if (type === 2) {
assetId = 'enemy2';
}
if (type === 3) {
assetId = 'enemy3';
}
self.type = type || 1;
var enemyGraphic = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Different enemy types have different speeds and health
switch (self.type) {
case 1:
self.speed = 2;
self.health = 1;
break;
case 2:
self.speed = 1.5;
self.health = 2;
break;
case 3:
self.speed = 3;
self.health = 1;
break;
}
self.activate = function (x, y, type) {
self.type = type || 1;
self.visible = true;
self.toDestroy = false;
// Set position from parameters
self.x = x;
self.y = y;
// Set type-specific properties
switch (self.type) {
case 1:
self.speed = 2;
self.health = 1;
break;
case 2:
self.speed = 1.5;
self.health = 2;
break;
case 3:
self.speed = 3;
self.health = 1;
break;
}
};
self.update = function () {
self.y -= self.speed; // Enemies move up the screen toward the player
// Only start scaling when actually on screen
var maxDistance = 2732; // Screen height
var minScale = 0.3; // Smallest size
var maxScale = 2.0; // Largest size
// Keep full scale until enemy is actually on screen
if (self.y <= maxDistance) {
var distancePercent = self.y / maxDistance;
var newScale = Math.max(0.3, minScale + distancePercent * (maxScale - minScale)); // Ensure minimum scale
// Apply scaling
self.scaleX = newScale;
self.scaleY = newScale;
} else {
// Keep maximum scale while off-screen
self.scaleX = maxScale;
self.scaleY = maxScale;
}
// Also ensure visibility is maintained
self.visible = true;
};
self.hit = function () {
self.health--;
if (self.health <= 0) {
// Immediate visual feedback
LK.effects.flashObject(enemyGraphic, 0xff0000, 200);
// Play death effect and IMMEDIATELY recycle
if (self.type === 1) {
tween(enemyGraphic, {
alpha: 0,
scaleX: 0.5,
scaleY: 0.5
}, {
duration: 500,
easing: tween.easeOut
});
} else if (self.type === 2) {
tween(enemyGraphic, {
rotation: Math.PI * 4,
y: self.y + 300
}, {
duration: 700,
easing: tween.easeIn
});
} else if (self.type === 3) {
tween(enemyGraphic, {
alpha: 0,
scaleX: 2,
scaleY: 2
}, {
duration: 300,
easing: tween.easeOut
});
}
// Immediately recycle - no waiting for animation
enemyPool.recycle(self);
return true;
}
return false;
};
self.deactivate = function () {
self.visible = false;
self.toDestroy = false;
};
return self;
});
var FireParticle = Container.expand(function () {
var self = Container.call(this);
var particle = self.attachAsset('fireParticle', {
anchorX: 0.5,
anchorY: 0.5
});
self.visible = false; // Only initialization we need in constructor
self.update = function () {
if (!self.visible) {
return;
} // Add this check
self.x += self.vx;
self.y += self.vy;
self.age++;
particle.alpha = 1 - self.age / self.lifespan;
if (self.age >= self.lifespan) {
self.deactivate();
}
};
self.activate = function (x, y) {
self.x = x;
self.y = y;
self.visible = true;
// Initialize all state variables here instead of constructor
self.vx = Math.random() * 4 - 2;
self.vy = Math.random() * 2 + 1;
self.lifespan = 20 + Math.random() * 20;
self.age = 0;
particle.alpha = 1;
};
self.deactivate = function () {
self.visible = false;
};
return self;
});
var Fireball = Container.expand(function () {
var self = Container.call(this);
var fireballGraphic = self.attachAsset('fireball', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 15;
self.update = function () {
if (!self.active) {
return;
}
self.y += self.speed;
// Create fire trail particles
if (Math.random() < 0.3) {
particlePool.spawn(self.x + (Math.random() * 40 - 20), self.y + 20);
}
};
self.activate = function (x, y) {
self.x = x;
self.y = y;
self.visible = true;
self.active = true;
};
self.deactivate = function () {
self.visible = false;
self.active = false;
// Remove array manipulation from here
};
return self;
});
var FlyingBackground = Container.expand(function () {
var self = Container.call(this);
// Create sky background (top half)
var sky = self.attachAsset('skyBackground', {
anchorX: 0.5,
anchorY: 1.0,
// Anchor to bottom
x: 2048 / 2,
y: 2732 / 2 // Place at middle of screen (horizon line)
});
// Create field background (bottom half)
var field = self.attachAsset('fieldBackground', {
anchorX: 0.5,
anchorY: 0,
// Anchor to top
x: 2048 / 2,
y: 2732 / 2 // Place at middle of screen (horizon line)
});
// Horizon line is at y = 2732/2
self.horizonY = 2732 / 2;
// Create clouds
self.clouds = [];
for (var i = 0; i < 8; i++) {
// Start clouds with larger scale farther from horizon
var startY = self.horizonY - 400 - Math.random() * 600;
var distanceFromHorizon = Math.abs(startY - self.horizonY);
var startScale = 0.5 + distanceFromHorizon / 800;
var cloud = self.attachAsset('cloudShape', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: startY,
alpha: 0.8,
scaleX: startScale,
scaleY: startScale * 0.8
});
// Store with motion properties
self.clouds.push({
sprite: cloud,
speedY: 1 + Math.random() * 2,
speedX: (Math.random() - 0.5) * 1.5,
// Slight side-to-side drift
targetY: self.horizonY
});
}
// Create field elements
self.fieldElements = [];
for (var j = 0; j < 12; j++) {
// Start field elements with larger scale farther from horizon
var fieldStartY = self.horizonY + 400 + Math.random() * 800;
var fieldDistanceFromHorizon = Math.abs(fieldStartY - self.horizonY);
var fieldStartScale = 0.5 + fieldDistanceFromHorizon / 1000;
var fieldElement = self.attachAsset('fieldElement', {
anchorX: 0.5,
anchorY: 0.5,
x: Math.random() * 2048,
y: fieldStartY,
scaleX: fieldStartScale,
scaleY: fieldStartScale * 0.8
});
// Store with motion properties
self.fieldElements.push({
sprite: fieldElement,
speedY: 2 + Math.random() * 3,
speedX: (Math.random() - 0.5) * 3,
// More side-to-side movement for field elements
targetY: self.horizonY
});
}
self.update = function () {
// Update clouds
for (var i = 0; i < self.clouds.length; i++) {
var cloud = self.clouds[i];
// Move cloud toward horizon
cloud.sprite.y += cloud.speedY;
cloud.sprite.x += cloud.speedX;
// Calculate scale based on distance from horizon
var distanceFactor = Math.max(0.05, (cloud.sprite.y - self.horizonY) / -500);
cloud.sprite.scaleX = distanceFactor;
cloud.sprite.scaleY = distanceFactor * 0.8;
// Adjust alpha for fade effect near horizon
cloud.sprite.alpha = Math.min(0.9, distanceFactor);
// Reset cloud if it reaches horizon or gets too small
if (cloud.sprite.y >= self.horizonY - 10 || cloud.sprite.scaleX < 0.1) {
cloud.sprite.y = self.horizonY - 800 - Math.random() * 400;
cloud.sprite.x = Math.random() * 2048;
var newDistanceFactor = (cloud.sprite.y - self.horizonY) / -500;
cloud.sprite.scaleX = newDistanceFactor;
cloud.sprite.scaleY = newDistanceFactor * 0.8;
cloud.sprite.alpha = 0.8;
}
}
// Update field elements
for (var j = 0; j < self.fieldElements.length; j++) {
var element = self.fieldElements[j];
// Move field element toward horizon
element.sprite.y -= element.speedY;
element.sprite.x += element.speedX;
// Calculate scale based on distance from horizon
var fieldDistanceFactor = Math.max(0.05, (element.sprite.y - self.horizonY) / 500);
element.sprite.scaleX = fieldDistanceFactor;
element.sprite.scaleY = fieldDistanceFactor * 0.8;
// Adjust alpha for fade effect near horizon
element.sprite.alpha = Math.min(0.9, fieldDistanceFactor);
// Reset field element if it reaches horizon or goes off screen
if (element.sprite.y <= self.horizonY + 10 || element.sprite.scaleX < 0.1 || element.sprite.x < -50 || element.sprite.x > 2048 + 50) {
element.sprite.y = self.horizonY + 800 + Math.random() * 400;
element.sprite.x = Math.random() * 2048;
var newFieldDistanceFactor = (element.sprite.y - self.horizonY) / 500;
element.sprite.scaleX = newFieldDistanceFactor;
element.sprite.scaleY = newFieldDistanceFactor * 0.8;
element.sprite.alpha = 0.9;
}
}
};
return self;
});
var ObjectPool = Container.expand(function (ObjectClass, size) {
var self = Container.call(this);
var objects = [];
var activeCount = 0;
for (var i = 0; i < size; i++) {
var obj = new ObjectClass();
obj.visible = false;
obj._poolIndex = i;
objects.push(obj);
self.addChild(obj);
}
self.spawn = function (x, y, params) {
if (activeCount >= objects.length) {
return null;
}
var obj = objects[activeCount];
activeCount++; // Increment AFTER getting object
obj.visible = true;
obj.activate(x, y, params);
return obj;
};
self.recycle = function (obj) {
if (!obj || obj._poolIndex >= activeCount) {
return;
} // Already recycled
activeCount--; // Decrement count
// Swap with last active object if needed
if (obj._poolIndex < activeCount) {
var temp = objects[activeCount];
objects[activeCount] = obj;
objects[obj._poolIndex] = temp;
// Update indices
temp._poolIndex = obj._poolIndex;
obj._poolIndex = activeCount;
}
obj.deactivate();
obj.visible = false;
};
self.update = function () {
for (var i = 0; i < activeCount; i++) {
objects[i].update();
}
};
self.getActiveObjects = function () {
return objects.slice(0, activeCount);
};
return self;
});
var PowerBar = Container.expand(function () {
var self = Container.call(this);
// Background bar
var background = self.attachAsset('powerBarBg', {
anchorX: 0.5,
anchorY: 0.5
});
// Foreground bar (showing power level)
var bar = self.attachAsset('powerBar', {
anchorX: 0,
anchorY: 0.5,
x: -250
});
self.maxWidth = 500;
self.setPower = function (percent) {
var newWidth = self.maxWidth * percent;
bar.width = Math.max(0, Math.min(newWidth, self.maxWidth));
// Change color based on power level
if (percent < 0.3) {
bar.tint = 0xe74c3c; // Red when low
} else if (percent < 0.6) {
bar.tint = 0xf39c12; // Orange when medium
} else {
bar.tint = 0x2ecc71; // Green when high
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
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 firepower = 100;
var maxFirepower = 100;
var firepowerRechargeRate = 0.5;
var firepowerUseRate = 2;
var gameActive = true;
var isFiring = false;
var lastFireTime = 0;
var fireRate = 150; // ms between fireballs
var enemySpawnRate = 60; // Frames between enemy spawns
var difficultyScaling = 0;
var flyingBackground = new FlyingBackground();
game.addChild(flyingBackground);
// Create dragon head (player character)
var dragon = game.addChild(new DragonHead());
dragon.x = 2048 / 2;
dragon.y = 2732 * 0.2; // Place dragon at top fifth of screen
game.addChild(fireballPool);
game.addChild(particlePool);
game.addChild(enemyPool);
// Create power bar
var powerBar = new PowerBar();
powerBar.x = 2048 / 2;
powerBar.y = 150;
LK.gui.top.addChild(powerBar);
// Score display
var scoreTxt = new Text2('0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.y = 50;
LK.gui.top.addChild(scoreTxt);
// Create a function to add fire particles
function createFireParticle(x, y) {
particlePool.spawn(x, y);
}
// Function to spawn a fireball
function spawnFireball() {
if (!gameActive || firepower < 10) {
return;
}
var now = Date.now();
if (now - lastFireTime < fireRate) {
return;
}
lastFireTime = now;
// Use the new pool's spawn method
var fireball = fireballPool.spawn(dragon.x, dragon.y + 50);
// Use firepower
firepower -= firepowerUseRate;
powerBar.setPower(firepower / maxFirepower);
// Play sound
LK.getSound('firebreathSound').play();
}
// Function to spawn enemies
function spawnEnemy() {
if (!gameActive) {
return;
}
var type = Math.floor(Math.random() * 3) + 1;
var enemy = enemyPool.spawn(Math.random() * (2048 - 200) + 100,
// x position
2732 + 100,
// y position
type // additional parameter (enemy type)
);
// Add this check
if (enemy) {
enemy.visible = true; // Force visibility
}
}
// Game update logic
game.update = function () {
if (!gameActive) {
return;
}
// Check if mouth is open for fire breathing
if (facekit && facekit.mouthOpen) {
isFiring = true;
spawnFireball();
} else {
isFiring = false;
}
// Recharge firepower when not firing
if (!isFiring && firepower < maxFirepower) {
firepower += firepowerRechargeRate;
powerBar.setPower(firepower / maxFirepower);
}
// Spawn enemies at a constant rate
if (LK.ticks % enemySpawnRate === 0) {
spawnEnemy();
}
// Update all pools
fireballPool.update();
enemyPool.update();
particlePool.update();
// Process collisions
processCollisions();
};
// Start background music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
}); ===================================================================
--- original.js
+++ change.js
@@ -407,8 +407,11 @@
for (var i = 0; i < activeCount; i++) {
objects[i].update();
}
};
+ self.getActiveObjects = function () {
+ return objects.slice(0, activeCount);
+ };
return self;
});
var PowerBar = Container.expand(function () {
var self = Container.call(this);
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