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Update with: self.update = function () { self.y -= self.speed; // Enemies move up the screen toward the player // Calculate scale based on y position (smaller as they approach dragon) var maxDistance = 2732; // Screen height var minScale = 0.3; // Smallest size var maxScale = 2.0; // Largest size var distancePercent = (self.y) / maxDistance; var newScale = minScale + (distancePercent * (maxScale - minScale)); // Apply scaling self.scaleX = newScale; self.scaleY = newScale; // Also adjust speed based on proximity (slower as they get closer) var baseSpeed = self.type; self.speed = baseSpeed * (0.5 + (distancePercent * 0.5)); };
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Update with: var GroundScroller = Container.expand(function () { var self = Container.call(this); // Set up ground configuration self.scrollSpeed = -5; // NEGATIVE to scroll upward self.horizonY = 2732 * 0.7; // Horizon at 70% down the screen self.groundWidth = 2048; // Width at bottom self.groundWidthFar = 2048; // Make horizon line full width self.segmentHeight = 300; // Add a thinner horizon line that spans full width var horizon = self.attachAsset('groundFar', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); horizon.x = 2048 / 2; horizon.y = self.horizonY; horizon.width = 2048; // Full width horizon.height = 10; // Make it thinner horizon.tint = 0x555555; // Darker color // Calculate how many segments we need to fill screen self.segmentCount = Math.ceil((2732 - self.horizonY) / self.segmentHeight) + 2; self.segments = []; // Create segments by using boxes with varying widths for (var i = 0; i < self.segmentCount; i++) { var segmentContainer = new Container(); self.addChild(segmentContainer); // Position from horizon down segmentContainer.y = self.horizonY + i * self.segmentHeight; segmentContainer.x = 2048 / 2; // Center horizontally // Calculate widths based on distance from horizon var distFromHorizon = segmentContainer.y - self.horizonY; var totalDist = 2732 - self.horizonY; var perspectiveFactor = Math.min(1, distFromHorizon / totalDist); var segmentWidth = self.groundWidthFar * (0.7 + 0.3 * perspectiveFactor); // Create main segment var segment = segmentContainer.attachAsset('ground', { anchorX: 0.5, anchorY: 0 }); segment.width = segmentWidth; segment.height = self.segmentHeight; // Store for scrolling self.segments.push({ container: segmentContainer, segment: segment, origY: segmentContainer.y }); } self.update = function() { // Scroll all segments upward (negative direction) for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; seg.container.y += self.scrollSpeed; // If segment has moved completely above horizon, move it to the bottom if (seg.container.y < self.horizonY - self.segmentHeight) { // Find the segment that's currently lowest var lowestY = -Infinity; for (var j = 0; j < self.segments.length; j++) { if (j !== i && self.segments[j].container.y > lowestY) { lowestY = self.segments[j].container.y; } } // Place this segment below the lowest one seg.container.y = lowestY + self.segmentHeight; } // Update width based on perspective for a smoother effect var distFromHorizon = seg.container.y - self.horizonY; var totalDist = 2732 - self.horizonY; var perspectiveFactor = Math.min(1, distFromHorizon / totalDist); // Calculate width - wider at bottom, narrower at horizon var segmentWidth = 2048 * (0.7 + 0.3 * perspectiveFactor); seg.segment.width = segmentWidth; } }; return self; });
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Update with: var GroundScroller = Container.expand(function () { var self = Container.call(this); // Set up ground configuration self.scrollSpeed = 5; self.horizonY = 2732 * 0.7; // Horizon at 70% down the screen self.groundWidth = 2048; // Width at bottom self.groundWidthFar = 1200; // Width at horizon self.segmentHeight = 300; // Add a horizon line var horizon = self.attachAsset('groundFar', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); horizon.x = 2048 / 2; horizon.y = self.horizonY; horizon.width = self.groundWidthFar; // Calculate how many segments we need to fill screen self.segmentCount = Math.ceil((2732 - self.horizonY) / self.segmentHeight) + 2; self.segments = []; // Create segments by using multiple boxes side by side for (var i = 0; i < self.segmentCount; i++) { var segmentContainer = new Container(); self.addChild(segmentContainer); // Position from horizon down segmentContainer.y = self.horizonY + i * self.segmentHeight; segmentContainer.x = 2048 / 2; // Center horizontally // Calculate widths based on distance from horizon var distFromHorizon = segmentContainer.y - self.horizonY; var totalDist = 2732 - self.horizonY; var perspectiveFactor = Math.min(1, distFromHorizon / totalDist); var topWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * perspectiveFactor; var bottomWidth = topWidth + (self.scrollSpeed * 2); // Make bottom slightly wider // Create main segment var segment = segmentContainer.attachAsset('ground', { anchorX: 0.5, anchorY: 0 }); segment.width = topWidth; segment.height = self.segmentHeight; // Store for scrolling self.segments.push({ container: segmentContainer, segment: segment, topWidth: topWidth, bottomWidth: bottomWidth }); } self.update = function() { // Scroll all segments downward for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; seg.container.y += self.scrollSpeed; // If segment has moved completely below screen, move it to the top if (seg.container.y > 2732 + self.segmentHeight) { // Find the segment that's currently highest var highestY = Infinity; for (var j = 0; j < self.segments.length; j++) { if (j !== i && self.segments[j].container.y < highestY) { highestY = self.segments[j].container.y; } } // Place this segment above the highest one seg.container.y = highestY - self.segmentHeight; // Recalculate width based on new position var distFromHorizon = seg.container.y - self.horizonY; var totalDist = 2732 - self.horizonY; var perspectiveFactor = Math.min(1, distFromHorizon / totalDist); var newWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * perspectiveFactor; seg.segment.width = newWidth; } // Update width based on perspective for a smoother effect var distFromHorizon = seg.container.y - self.horizonY; var totalDist = 2732 - self.horizonY; var perspectiveFactor = Math.min(1, distFromHorizon / totalDist); var newWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * perspectiveFactor; seg.segment.width = newWidth; } }; return self; });
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Please fix the bug: 'undefined is not a constructor (evaluating 'new Graphics()')' in or related to this line: 'var trapezoid = new Graphics();' Line Number: 251
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Please fix the bug: 'undefined is not a constructor (evaluating 'new LK.Graphics()')' in or related to this line: 'var trapezoid = new LK.Graphics();' Line Number: 251
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Update with: var GroundScroller = Container.expand(function () { var self = Container.call(this); // Set up ground configuration self.scrollSpeed = 5; // Now this will be positive to scroll downward self.horizonY = 2732 * 0.7; // Horizon at 70% down the screen self.groundWidth = 2048; // Width at bottom self.groundWidthFar = 1200; // Width at horizon self.segmentHeight = 300; // Calculate how many segments we need to fill screen self.segmentCount = Math.ceil((2732 - self.horizonY) / self.segmentHeight) + 2; // +2 for overlap self.segments = []; // Create trapezoid-shaped ground segments using multiple ground pieces for (var i = 0; i < self.segmentCount; i++) { // Create a container for this segment var segmentContainer = new Container(); self.addChild(segmentContainer); segmentContainer.x = 2048 / 2; // Center horizontally // Position segment from horizon and down var yPos = self.horizonY + i * self.segmentHeight; segmentContainer.y = yPos; // Calculate top and bottom widths for this segment var distFromHorizonTop = yPos - self.horizonY; var distFromHorizonBottom = yPos + self.segmentHeight - self.horizonY; var totalDist = 2732 - self.horizonY; var topWidthFactor = Math.min(1, distFromHorizonTop / totalDist); var bottomWidthFactor = Math.min(1, distFromHorizonBottom / totalDist); var topWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * topWidthFactor; var bottomWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * bottomWidthFactor; // Instead of one rectangle, create a trapezoid using custom graphics var trapezoid = new LK.Graphics(); segmentContainer.addChild(trapezoid); // Set color and draw trapezoid trapezoid.beginFill(0x8B4513); trapezoid.moveTo(-topWidth/2, 0); trapezoid.lineTo(topWidth/2, 0); trapezoid.lineTo(bottomWidth/2, self.segmentHeight); trapezoid.lineTo(-bottomWidth/2, self.segmentHeight); trapezoid.lineTo(-topWidth/2, 0); trapezoid.endFill(); // Store in our array for scrolling self.segments.push({ container: segmentContainer, trapezoid: trapezoid, topWidth: topWidth, bottomWidth: bottomWidth }); } // Add a horizon line var horizon = self.attachAsset('groundFar', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); horizon.x = 2048 / 2; horizon.y = self.horizonY; horizon.width = self.groundWidthFar; self.update = function() { // Scroll all segments downward (positive direction) for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; seg.container.y += self.scrollSpeed; // If segment has moved completely below screen, move it to the top if (seg.container.y > 2732 + self.segmentHeight) { // Find the segment that's currently highest var highestY = Infinity; for (var j = 0; j < self.segments.length; j++) { if (j !== i && self.segments[j].container.y < highestY) { highestY = self.segments[j].container.y; } } // Place this segment above the highest one seg.container.y = highestY - self.segmentHeight; // Recalculate trapezoid dimensions based on new position var yPos = seg.container.y; var distFromHorizonTop = yPos - self.horizonY; var distFromHorizonBottom = yPos + self.segmentHeight - self.horizonY; var totalDist = 2732 - self.horizonY; var topWidthFactor = Math.min(1, distFromHorizonTop / totalDist); var bottomWidthFactor = Math.min(1, distFromHorizonBottom / totalDist); var topWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * topWidthFactor; var bottomWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * bottomWidthFactor; // Update trapezoid seg.trapezoid.clear(); seg.trapezoid.beginFill(0x8B4513); seg.trapezoid.moveTo(-topWidth/2, 0); seg.trapezoid.lineTo(topWidth/2, 0); seg.trapezoid.lineTo(bottomWidth/2, self.segmentHeight); seg.trapezoid.lineTo(-bottomWidth/2, self.segmentHeight); seg.trapezoid.lineTo(-topWidth/2, 0); seg.trapezoid.endFill(); } } }; return self; });
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Reverse the direction of the ground scroll.
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Update with: var GroundScroller = Container.expand(function () { var self = Container.call(this); // Set up ground configuration self.scrollSpeed = 5; self.horizonY = 2732 * 0.7; // Move horizon lower (70% down the screen) self.groundWidth = 2048; self.groundWidthFar = 1200; // Width at horizon self.segmentHeight = 300; // Calculate how many segments we need to fill screen self.segmentCount = Math.ceil((2732 - self.horizonY) / self.segmentHeight) + 1; self.segments = []; // Create trapezoid-shaped ground segments for (var i = 0; i < self.segmentCount; i++) { // Create a container for this segment (to handle the trapezoid shape) var segmentContainer = new Container(); self.addChild(segmentContainer); // Create the actual ground piece var segment = segmentContainer.attachAsset('ground', { anchorX: 0.5, anchorY: 0 // Anchor at top }); // Position the segment segmentContainer.y = self.horizonY + i * self.segmentHeight; segmentContainer.x = 2048 / 2; // Center horizontally // Store in our array for scrolling self.segments.push({ container: segmentContainer, segment: segment, index: i }); } // Add a horizon line var horizon = self.attachAsset('groundFar', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); horizon.x = 2048 / 2; // Center horizontally horizon.y = self.horizonY; horizon.width = self.groundWidthFar; // Update trapezoid shapes based on their position self.updateSegmentShapes = function() { for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; var distFromHorizon = seg.container.y - self.horizonY; // Calculate width based on distance from horizon // Segments closer to horizon are narrower var perspectiveFactor = Math.min(1, distFromHorizon / (2732 - self.horizonY)); var segmentWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * perspectiveFactor; // Update the segment shape seg.segment.width = segmentWidth; seg.segment.x = 0; // Center within container // Make closer segments taller for better perspective seg.segment.height = self.segmentHeight * (0.7 + 0.3 * perspectiveFactor); } }; self.update = function() { // Scroll all segments downward for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; seg.container.y += self.scrollSpeed; // If segment has moved completely below screen, move it to the top if (seg.container.y > 2732 + self.segmentHeight) { // Find the segment that's currently highest var highestY = Infinity; for (var j = 0; j < self.segments.length; j++) { if (j !== i && self.segments[j].container.y < highestY) { highestY = self.segments[j].container.y; } } // Place this segment above the highest one seg.container.y = highestY - self.segmentHeight; } } // Update shapes each frame to maintain perspective self.updateSegmentShapes(); }; // Initialize shapes self.updateSegmentShapes(); return self; });
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Update with: var GroundScroller = Container.expand(function () { var self = Container.call(this); // Set up ground configuration self.scrollSpeed = 5; self.horizonY = 2732 * 0.7; // Move horizon lower (70% down the screen) self.groundWidth = 2048; self.groundWidthFar = 1200; // Width at horizon self.segmentHeight = 300; // Calculate how many segments we need to fill screen self.segmentCount = Math.ceil((2732 - self.horizonY) / self.segmentHeight) + 1; self.segments = []; // Create trapezoid-shaped ground segments for (var i = 0; i < self.segmentCount; i++) { // Create a container for this segment (to handle the trapezoid shape) var segmentContainer = new Container(); self.addChild(segmentContainer); // Create the actual ground piece var segment = segmentContainer.attachAsset('ground', { anchorX: 0.5, anchorY: 0 // Anchor at top }); // Position the segment segmentContainer.y = self.horizonY + i * self.segmentHeight; segmentContainer.x = 2048 / 2; // Center horizontally // Store in our array for scrolling self.segments.push({ container: segmentContainer, segment: segment, index: i }); } // Add a horizon line var horizon = self.attachAsset('groundFar', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); horizon.x = 2048 / 2; // Center horizontally horizon.y = self.horizonY; horizon.width = self.groundWidthFar; // Update trapezoid shapes based on their position self.updateSegmentShapes = function() { for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; var distFromHorizon = seg.container.y - self.horizonY; // Calculate width based on distance from horizon // Segments closer to horizon are narrower var perspectiveFactor = Math.min(1, distFromHorizon / (2732 - self.horizonY)); var segmentWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * perspectiveFactor; // Update the segment shape seg.segment.width = segmentWidth; seg.segment.x = 0; // Center within container // Make closer segments taller for better perspective seg.segment.height = self.segmentHeight * (0.7 + 0.3 * perspectiveFactor); } }; self.update = function() { // Scroll all segments downward for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; seg.container.y += self.scrollSpeed; // If segment has moved completely below screen, move it to the top if (seg.container.y > 2732 + self.segmentHeight) { // Find the segment that's currently highest var highestY = Infinity; for (var j = 0; j < self.segments.length; j++) { if (j !== i && self.segments[j].container.y < highestY) { highestY = self.segments[j].container.y; } } // Place this segment above the highest one seg.container.y = highestY - self.segmentHeight; } } // Update shapes each frame to maintain perspective self.updateSegmentShapes(); }; // Initialize shapes self.updateSegmentShapes(); return self; });
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Update with: var GroundScroller = Container.expand(function () { var self = Container.call(this); // Set up ground configuration self.scrollSpeed = 5; self.horizonY = 2732 * 0.5; // Horizon at middle of screen self.groundWidth = 2048; self.groundWidthFar = 1200; // Width at horizon self.segmentHeight = 300; // Calculate how many segments we need to fill screen self.segmentCount = Math.ceil(2732 / self.segmentHeight) + 1; self.segments = []; // Create trapezoid-shaped ground segments for (var i = 0; i < self.segmentCount; i++) { // Create a container for this segment (to handle the trapezoid shape) var segmentContainer = new Container(); self.addChild(segmentContainer); // Create the actual ground piece var segment = segmentContainer.attachAsset('ground', { anchorX: 0.5, anchorY: 0 // Anchor at top }); // Position the segment segmentContainer.y = self.horizonY + i * self.segmentHeight; // Store in our array for scrolling self.segments.push({ container: segmentContainer, segment: segment, index: i }); } // Add a horizon line var horizon = self.attachAsset('groundFar', { anchorX: 0.5, anchorY: 1 // Anchor at bottom }); horizon.x = self.groundWidth / 2; horizon.y = self.horizonY; horizon.width = self.groundWidthFar; // Update trapezoid shapes based on their position self.updateSegmentShapes = function() { for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; var distFromHorizon = seg.container.y - self.horizonY; // Calculate width based on distance from horizon // Segments closer to horizon are narrower var perspectiveFactor = Math.min(1, distFromHorizon / (2732 - self.horizonY)); var segmentWidth = self.groundWidthFar + (self.groundWidth - self.groundWidthFar) * perspectiveFactor; // Update the segment shape seg.segment.width = segmentWidth; seg.segment.x = segmentWidth / 2; // Center within container // Make closer segments taller for better perspective seg.segment.height = self.segmentHeight * (0.7 + 0.3 * perspectiveFactor); } }; self.update = function() { // Scroll all segments downward for (var i = 0; i < self.segments.length; i++) { var seg = self.segments[i]; seg.container.y += self.scrollSpeed; // If segment has moved completely below screen, move it to the top if (seg.container.y > 2732 + self.segmentHeight) { // Find the segment that's currently highest var highestY = Infinity; for (var j = 0; j < self.segments.length; j++) { if (j !== i && self.segments[j].container.y < highestY) { highestY = self.segments[j].container.y; } } // Place this segment above the highest one seg.container.y = highestY - self.segmentHeight; } } // Update shapes each frame to maintain perspective self.updateSegmentShapes(); }; // Initialize shapes self.updateSegmentShapes(); return self; });
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Update with: var GroundScroller = Container.expand(function () { var self = Container.call(this); // Create multiple ground segments that will scroll self.segments = []; self.segmentCount = 5; self.scrollSpeed = 3; // Create initial segments for (var i = 0; i < self.segmentCount; i++) { var segment = self.attachAsset('ground', { anchorX: 0.5, anchorY: 0 }); // Position segments in perspective var distance = i / (self.segmentCount - 1); // 0 to 1 (0 = closest, 1 = farthest) var yPos = 2732 - (600 * i); // Position them sequentially down the screen var width = 2048 * (1 - 0.7 * distance); // Gets narrower with distance segment.y = yPos; segment.width = width; segment.height = 300 * (1 - 0.4 * distance); // Gets shorter with distance segment.x = 2048 / 2; // Center horizontally // Store segment info self.segments.push({ graphic: segment, baseY: yPos, width: width, height: segment.height, distance: distance }); } self.update = function() { // Scroll all segments downward for (var i = 0; i < self.segments.length; i++) { var segment = self.segments[i]; segment.graphic.y += self.scrollSpeed * (1 - 0.5 * segment.distance); // Slower movement far away // Reset segment when it goes off screen if (segment.graphic.y > 2732 + segment.height) { // Find the segment that's farthest up var farthestIdx = 0; var farthestY = self.segments[0].graphic.y; for (var j = 1; j < self.segments.length; j++) { if (self.segments[j].graphic.y < farthestY) { farthestY = self.segments[j].graphic.y; farthestIdx = j; } } // Position this segment just above the farthest one segment.graphic.y = farthestY - segment.height; } } }; return self; });
Code edit (1 edits merged)
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Update with: // In the Enemy class, modify the update function: self.update = function () { // Calculate perspective factor (0 at bottom, 1 at top) var screenHeight = 2732; var perspectiveFactor = (screenHeight - self.y) / screenHeight; // Move slower as they get "farther" away var adjustedSpeed = self.speed * (1 - 0.7 * perspectiveFactor); self.y -= adjustedSpeed; // Scale down as they move "farther" away var scale = 1 - 0.6 * perspectiveFactor; self.scaleX = scale; self.scaleY = scale; };
Code edit (1 edits merged)
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Remove the dragon eyes from the dragon head class
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Add dragonHeadOpen asset to dragon head class and set alpha to 0. When players mouth is open set dragonHeadOpen alpha to 1 and dragonHead alpha to 0
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Update with: 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 leftEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -30 }); var rightEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -30 }); // Default starting position self.x = 2048 / 2; self.y = 2732 * 0.2; // Position smoothing variables self.targetX = self.x; self.targetY = self.y; self.positionSmoothingFactor = 0.15; self.update = function () { // Position tracking with nose if (facekit.noseTip) { self.targetX = facekit.noseTip.x; self.targetY = facekit.noseTip.y; // Apply smoothing to position self.x += (self.targetX - self.x) * self.positionSmoothingFactor; self.y += (self.targetY - self.y) * self.positionSmoothingFactor; } // Super simple direct rotation that must work if (facekit.leftEye && facekit.rightEye) { // Get direct eye angle var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; // Direct rotation assignment - no smoothing yet self.rotation = -Math.atan2(dy, dx) * 0.3; // Scale down directly } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update with: 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 leftEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -30 }); var rightEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -30 }); // Default starting position self.x = 2048 / 2; self.y = 2732 * 0.2; // Position smoothing variables self.targetX = self.x; self.targetY = self.y; self.positionSmoothingFactor = 0.1; // Lower for smoother movement // Rotation variables exactly as in your example self.targetTilt = 0; self.tiltSmoothingFactor = 0.07; // Reduced for smoother movement self.tiltScaleFactor = 0.07; // Reduced for less sensitivity // Calculate face tilt based on eye and mouth positions self.calculateFaceTilt = function() { 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 sensitivity and limit return Math.max(-12, Math.min(12, angle * 0.12)); } return 0; // Default to straight when face points aren't available }; self.update = function () { // Only update position if nose tracking is available, otherwise keep default position if (facekit.noseTip) { self.targetX = facekit.noseTip.x; self.targetY = facekit.noseTip.y; } else { // Gradually return to default position when tracking is lost self.targetX = 2048 / 2; self.targetY = 2732 * 0.2; } // Apply smoothing to position - very gradual self.x += (self.targetX - self.x) * self.positionSmoothingFactor; self.y += (self.targetY - self.y) * self.positionSmoothingFactor; // Apply face tilt calculation for rotation if (facekit.leftEye && facekit.rightEye && facekit.mouthCenter) { // Calculate tilt in degrees var tiltDegrees = self.calculateFaceTilt(); self.targetTilt = tiltDegrees * self.tiltScaleFactor; // Convert degrees to radians for rotation var targetTiltRadians = self.targetTilt * (Math.PI / 180); // Apply very smooth rotation self.rotation += (targetTiltRadians - self.rotation) * self.tiltSmoothingFactor; } else { // Gradually return to level when tracking is lost self.rotation += (0 - self.rotation) * 0.05; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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Update with: 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 leftEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -30 }); var rightEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -30 }); // 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; // Fixed rotation calculation with reversed direction if (facekit.leftEye && facekit.rightEye) { // Calculate angle between eyes var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; // Get 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; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update with: 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 leftEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -30 }); var rightEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -30 }); // 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 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); } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update with: 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 leftEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -30 }); var rightEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -30 }); // Position smoothing variables self.targetX = 2048 / 2; self.targetY = 2732 * 0.2; self.smoothingFactor = 0.15; // Rotation/tilt variables using the provided code approach self.targetTilt = 0; self.tiltSmoothingFactor = 0.11; self.tiltScaleFactor = 0.09; // Calculate face tilt based on eye and mouth positions self.calculateFaceTilt = function() { 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 max angle to ±15 degrees and lowered multiplier return Math.max(-15, Math.min(15, angle * 0.15)); } return 0; // Default to straight when face points aren't available }; self.update = function () { // Track the nose position instead of mouth if (facekit.noseTip) { // Set target positions based on nose tip self.targetX = facekit.noseTip.x; self.targetY = facekit.noseTip.y; } // Apply smoothing to position self.x += (self.targetX - self.x) * self.smoothingFactor; self.y += (self.targetY - self.y) * self.smoothingFactor; // Apply face tilt calculation for rotation if (facekit.leftEye && facekit.rightEye) { self.targetTilt = self.calculateFaceTilt() * self.tiltScaleFactor; // Reduce max rotation to ±15 degrees self.targetTilt = Math.max(-15, Math.min(15, self.targetTilt)); // Convert degrees to radians for rotation var targetTiltRadians = self.targetTilt * (Math.PI / 180); self.rotation += (targetTiltRadians - self.rotation) * self.tiltSmoothingFactor; } }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update with: 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 leftEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -30 }); var rightEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -30 }); // Position smoothing variables self.targetX = 2048 / 2; // Default center position self.targetY = 2732 * 0.2; self.smoothingFactor = 0.15; // Previous positions for stable rotation calculation self.prevX = self.targetX; self.prevY = self.targetY; // Rotation variables self.targetRotation = 0; self.rotationSmoothingFactor = 0.08; self.maxRotation = Math.PI / 8; // Limit rotation to avoid flipping self.update = function () { // Track the nose position if (facekit.noseTip) { // Store previous position before updating self.prevX = self.x; self.prevY = self.y; // Set target positions based on nose tip self.targetX = facekit.noseTip.x; self.targetY = facekit.noseTip.y; // Limit the rotation calculation to small head movements // Only calculate rotation if we've moved enough to avoid jitter var dx = self.targetX - self.prevX; var dy = self.targetY - self.prevY; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 3) { // Minimum threshold for rotation calculation // Calculate rotation based on movement direction var angle = Math.atan2(dy, dx); // Limit rotation to prevent upside-down dragon var limitedAngle = Math.max(-self.maxRotation, Math.min(self.maxRotation, angle)); self.targetRotation = limitedAngle; } } // Apply smoothing to position self.x += (self.targetX - self.x) * self.smoothingFactor; self.y += (self.targetY - self.y) * self.smoothingFactor; // Apply smoothing to rotation with limits var rotationDiff = self.targetRotation - self.rotation; // Normalize the rotation difference while (rotationDiff > Math.PI) rotationDiff -= Math.PI * 2; while (rotationDiff < -Math.PI) rotationDiff += Math.PI * 2; // Apply smoothed rotation with limiting self.rotation += rotationDiff * self.rotationSmoothingFactor; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Update with: 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 leftEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: -50, y: -30 }); var rightEye = self.attachAsset('dragonEyes', { anchorX: 0.5, anchorY: 0.5, x: 50, y: -30 }); // Position smoothing variables self.targetX = 0; self.targetY = 0; self.smoothingFactor = 0.15; // Adjust for more/less smoothing // Rotation smoothing variables self.targetRotation = 0; self.rotationSmoothingFactor = 0.1; // Adjust for more/less smoothing self.update = function () { // Track the nose position instead of mouth if (facekit.noseTip) { // Set target positions based on nose tip self.targetX = facekit.noseTip.x; self.targetY = facekit.noseTip.y; // Calculate rotation if we have both eyes if (facekit.leftEye && facekit.rightEye) { var dx = facekit.rightEye.x - facekit.leftEye.x; var dy = facekit.rightEye.y - facekit.leftEye.y; self.targetRotation = Math.atan2(dy, dx); } } // Apply smoothing to position self.x += (self.targetX - self.x) * self.smoothingFactor; self.y += (self.targetY - self.y) * self.smoothingFactor; // Apply smoothing to rotation self.rotation += (self.targetRotation - self.rotation) * self.rotationSmoothingFactor; }; return self; }); ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
/**** * 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.update = function () { self.y -= self.speed; // Enemies move up the screen toward the player // Calculate scale based on y position (smaller as they approach dragon) var maxDistance = 2732; // Screen height var minScale = 0.3; // Smallest size var maxScale = 2.0; // Largest size var distancePercent = self.y / maxDistance; var newScale = minScale + distancePercent * (maxScale - minScale); // Apply scaling self.scaleX = newScale; self.scaleY = newScale; // Also adjust speed based on proximity (slower as they get closer) var baseSpeed = self.type; self.speed = baseSpeed * (0.5 + distancePercent * 0.5); }; self.hit = function () { self.health--; // Visual feedback when hit LK.effects.flashObject(enemyGraphic, 0xff0000, 200); // Different death animations based on enemy type if (self.health <= 0) { if (self.type === 1) { // Type 1 enemy burns to ash tween(enemyGraphic, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { self.toDestroy = true; } }); } else if (self.type === 2) { // Type 2 enemy spins away tween(enemyGraphic, { rotation: Math.PI * 4, y: self.y + 300 }, { duration: 700, easing: tween.easeIn, onFinish: function onFinish() { self.toDestroy = true; } }); } else if (self.type === 3) { // Type 3 enemy explodes outward tween(enemyGraphic, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.toDestroy = true; } }); } return true; } return 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.vx = Math.random() * 4 - 2; self.vy = Math.random() * 2 + 1; self.lifespan = 20 + Math.random() * 20; self.age = 0; 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.destroy(); } }; 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.active = true; self.update = function () { if (!self.active) { return; } self.y += self.speed; // Create fire trail particles if (Math.random() < 0.3) { createFireParticle(self.x + (Math.random() * 40 - 20), self.y + 20); } }; 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 }); // 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 }); // Create horizon line (implied by the two backgrounds meeting) // Center point where the dragon is self.centerX = 2048 / 2; self.centerY = 2732 * 0.2; // Same as dragon y-position // Create clouds self.clouds = []; for (var i = 0; i < 6; i++) { var cloud = self.attachAsset('cloudShape', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: Math.random() * (2732 / 2 - 100), // In sky only alpha: 0.8, scaleX: 0.8 + Math.random() * 0.5, scaleY: 0.7 + Math.random() * 0.3 }); // Randomize cloud properties self.clouds.push({ sprite: cloud, speedX: 0.5 + Math.random(), speedY: 1 + Math.random() * 2 }); } // Create field elements (trees, bushes, etc) self.fieldElements = []; for (var j = 0; j < 10; j++) { var fieldElement = self.attachAsset('fieldElement', { anchorX: 0.5, anchorY: 0.5, x: Math.random() * 2048, y: 2732 / 2 + 100 + Math.random() * (2732 / 2 - 200), // In field only, not too close to horizon scaleX: 0.5 + Math.random() * 1.5, scaleY: 0.5 + Math.random() * 1.5 }); // Store with speed properties self.fieldElements.push({ sprite: fieldElement, speedX: 1 + Math.random() * 2, speedY: 3 + Math.random() * 4 }); } self.update = function () { // Update clouds (slow movement) for (var i = 0; i < self.clouds.length; i++) { var cloud = self.clouds[i]; // Move cloud toward player (down and slightly sideways) cloud.sprite.y += cloud.speedY; cloud.sprite.x += cloud.sprite.x > self.centerX ? -cloud.speedX : cloud.speedX; // Scale cloud as it approaches (subtle effect) cloud.sprite.scaleX += 0.002; cloud.sprite.scaleY += 0.002; // Reset cloud if it moves off screen if (cloud.sprite.y > 2732 / 2 || cloud.sprite.scaleX > 2) { cloud.sprite.x = Math.random() * 2048; cloud.sprite.y = -100; cloud.sprite.scaleX = 0.8 + Math.random() * 0.5; cloud.sprite.scaleY = 0.7 + Math.random() * 0.3; } } // Update field elements (faster movement) for (var j = 0; j < self.fieldElements.length; j++) { var element = self.fieldElements[j]; // Move field element toward player (up and expanding outward) element.sprite.y -= element.speedY; element.sprite.x += element.sprite.x > self.centerX ? element.speedX : -element.speedX; // Scale element as it approaches element.sprite.scaleX += 0.01; element.sprite.scaleY += 0.01; // Reset element if it moves off screen if (element.sprite.y < 2732 / 2 || element.sprite.scaleX > 3 || element.sprite.x < -100 || element.sprite.x > 2048 + 100) { element.sprite.x = Math.random() * 2048; element.sprite.y = 2732 + 100; element.sprite.scaleX = 0.5 + Math.random() * 0.5; element.sprite.scaleY = 0.5 + Math.random() * 0.5; } } }; 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 ****/ // Set dark blue background for sky effect game.setBackgroundColor(0x2c3e50); // Game state variables var score = 0; var firepower = 100; var maxFirepower = 100; var firepowerRechargeRate = 0.5; var firepowerUseRate = 2; var gameActive = true; var fireballs = []; var enemies = []; var fireParticles = []; 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 // 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) { var particle = new FireParticle(); particle.x = x; particle.y = y; game.addChild(particle); fireParticles.push(particle); } // Function to spawn a fireball function spawnFireball() { if (!gameActive || firepower < 10) { return; } var now = Date.now(); if (now - lastFireTime < fireRate) { return; } lastFireTime = now; // Create new fireball var fireball = new Fireball(); fireball.x = dragon.x; fireball.y = dragon.y + 50; // Spawn below dragon's mouth game.addChild(fireball); fireballs.push(fireball); // Use firepower firepower -= firepowerUseRate; powerBar.setPower(firepower / maxFirepower); // Play sound LK.getSound('firebreathSound').play(); } // Function to spawn enemies function spawnEnemy() { if (!gameActive) { return; } // Create enemy of random type var type = Math.floor(Math.random() * 3) + 1; var enemy = new Enemy(type); // Position randomly along bottom of screen enemy.x = Math.random() * (2048 - 200) + 100; enemy.y = 2732 + 100; // Start below screen game.addChild(enemy); enemies.push(enemy); } // 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); } // Warn player when power is low if (firepower < 20 && Math.floor(LK.ticks) % 60 === 0) { LK.getSound('powerLow').play(); } // 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 fireballs and check for collisions for (var i = fireballs.length - 1; i >= 0; i--) { var fireball = fireballs[i]; // Remove fireballs that go off screen if (fireball.y < -100) { fireball.destroy(); fireballs.splice(i, 1); continue; } // Check for collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (fireball.active && fireball.intersects(enemy)) { // 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 fireball.active = false; // Destroy it after a slight delay (for visual effect) LK.setTimeout(function () { if (fireballs.indexOf(fireball) !== -1) { fireball.destroy(); fireballs.splice(fireballs.indexOf(fireball), 1); } }, 100); break; } } } // Update enemies for (var k = enemies.length - 1; k >= 0; k--) { var currentEnemy = enemies[k]; // Remove enemies marked for destruction if (currentEnemy.toDestroy) { currentEnemy.destroy(); enemies.splice(k, 1); continue; } // Check if enemy reaches player if (currentEnemy.y < 300) { // Game over gameActive = false; LK.getSound('gameOverSound').play(); LK.showGameOver(); } } // Update fire particles for (var m = fireParticles.length - 1; m >= 0; m--) { if (!fireParticles[m].parent) { fireParticles.splice(m, 1); } } }; // Start background music LK.playMusic('gameMusic', { fade: { start: 0, end: 0.3, duration: 1000 } });
===================================================================
--- original.js
+++ change.js
@@ -355,8 +355,10 @@
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
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