User prompt
fix it so i can hear the background music
User prompt
add backround music please
User prompt
add and option for the user to turn sound on or off for the game add the option left down corner
User prompt
find a fix so i can hear background music
User prompt
make sure the background music can be heard and its playing automaticly
User prompt
add music intense as the background music for the game
User prompt
i want some music to be playing to make ppl enjoy the game
User prompt
find why i cannot heart it
User prompt
set the volume to 50 when the background music starts
User prompt
find why i cannot hear the background sound
User prompt
still i cannot hear it , find a fix
User prompt
add my new asset called intense for the background music
User prompt
make the sound play for the whole duration then repeat itself
User prompt
add the music for the background in the game
User prompt
still cant hear it
User prompt
i cannot head the background music
User prompt
add the arrow sound so whenever i shoot an arrow from the hero the sound comes
User prompt
the dngmusic asset i want to be played as the background music
User prompt
play background music when the game starts
User prompt
Please fix the bug: 'ReferenceError: NewMonster is not defined' in or related to this line: 'var newMonster = new NewMonster();' Line Number: 379
User prompt
Seems like there is an issue and the game stops after the boss, fix it
Remix started
Copy Dungeon Cry
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BigBoss class var BigBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('bigBoss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.health = 500; // Big boss has 500 health self.update = function () { // Move boss towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed * 0.5; self.y += dy / distance * self.speed * 0.5; } // Boss can shoot bullets at the hero if (LK.ticks % 150 == 0) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); } }; self.healthBar = self.addChild(LK.getAsset('lifebar', { anchorX: 0.5, anchorY: 1.0, y: -bossGraphics.height / 2 - 10 })); self.damage = function (amount) { self.health -= amount; self.healthBar.scaleX = self.health / 2500; // Update health bar scale if (self.health <= 0) { self.destroy(); // Destroy the boss if health is 0 or less var index = enemies.indexOf(self); if (index > -1) { enemies.splice(index, 1); } } }; }); // Bomb class var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.update = function () { self.y -= self.speed; }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.health = 100; // Initialize health for the enemy self.update = function () { // Move goblins towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed * 0.5; // Move at half speed towards hero self.y += dy / distance * self.speed * 0.5; } }; self.damage = function (amount) { // Function to apply damage to the enemy self.health -= amount; if (self.health <= 0) { self.destroy(); // Destroy the enemy if health is 0 or less } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Hero update logic }; self.damage = function () { LK.showGameOver(); }; }); // NewMonster class var NewMonster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.health = 150; // Initialize health for the new monster self.update = function () { // Move new monster towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed * 0.5; self.y += dy / distance * self.speed * 0.5; } }; self.damage = function (amount) { // Function to apply damage to the new monster self.health -= amount; if (self.health <= 0) { self.destroy(); // Destroy the new monster if health is 0 or less } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Write imports for supported plugins here> //<Assets used in the game will automatically appear here> var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); function initializeGame() { var background = game.attachAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); LK.effects.flashObject(enemy, 0xFFFFFF, 500); } // Initialize bullets var bullets = []; // Initialize golden coins var goldenCoins = []; // Initialize enemies killed count var enemiesKilled = 0; // Create score display var scoreDisplay = new Text2('Score: ' + LK.getScore(), { size: 50, fill: 0xFFFFFF }); scoreDisplay.anchor.set(1, 0); LK.gui.topRight.addChild(scoreDisplay); // Function to update and animate the score display function updateScoreDisplay() { scoreDisplay.setText('Score: ' + LK.getScore()); tween(scoreDisplay, { scaleX: 1.5, scaleY: 1.5, fill: 0xFFD700 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreDisplay, { scaleX: 1, scaleY: 1, fill: 0xFFFFFF }, { duration: 200, easing: tween.easeIn }); } }); } // Initialize current wave var currentWave = 0; // Initialize level var level = 1; // Create game title var gameTitle = new Text2('Dungeon Cry', { size: 50, fill: 0xFFFFFF }); gameTitle.anchor.set(0, 0); LK.gui.topLeft.addChild(gameTitle); // Animate the game title tween(gameTitle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(gameTitle, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeIn }); } }); // Create level display var levelDisplay = new Text2('Level: ' + level, { size: 50, fill: 0xFFFFFF }); levelDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(levelDisplay); } // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies var enemies = []; for (var i = 0; i < 5; i++) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); // Add spawn effect to the enemy LK.effects.flashObject(enemy, 0xFFFFFF, 500); } // Initialize bullets var bullets = []; // Initialize golden coins var goldenCoins = []; // Initialize enemies killed count var enemiesKilled = 0; // Create score display var scoreDisplay = new Text2('Score: ' + LK.getScore(), { size: 50, fill: 0xFFFFFF }); scoreDisplay.anchor.set(1, 0); // Anchor to the top-right corner LK.gui.topRight.addChild(scoreDisplay); // Function to update and animate the score display function updateScoreDisplay() { scoreDisplay.setText('Score: ' + LK.getScore()); tween(scoreDisplay, { scaleX: 1.5, scaleY: 1.5, fill: 0xFFD700 // Change color to gold during animation }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreDisplay, { scaleX: 1, scaleY: 1, fill: 0xFFFFFF // Revert color back to white }, { duration: 200, easing: tween.easeIn }); } }); } // Initialize current wave var currentWave = 0; // Initialize level var level = 1; // Create game title var gameTitle = new Text2('Dungeon Cry', { size: 50, fill: 0xFFFFFF }); gameTitle.anchor.set(0, 0); LK.gui.topLeft.addChild(gameTitle); // Animate the game title tween(gameTitle, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(gameTitle, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.easeIn }); } }); // Create level display var levelDisplay = new Text2('Level: ' + level, { size: 50, fill: 0xFFFFFF }); levelDisplay.anchor.set(0.5, 0); LK.gui.top.addChild(levelDisplay); // Game update logic game.update = function () { // Update hero hero.update(); // Define waves var waves = [{ count: 5, type: 'enemy', speed: 5 }, { count: 10, type: 'enemy', speed: 7 }, { count: 15, type: 'enemy', speed: 10 }, { count: 10, type: 'mixed', // Mix of skeletons and goblins speed: 12 }]; var currentWave = 0; var enemiesToSpawn = waves[currentWave].count; // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); } // Check for collision between enemy and hero if (enemies[i].intersects(hero)) { LK.showGameOver(); // End game when a goblin touches the hero } } // Spawn new enemies if (enemies.length == 0) { if (level === 10) { // Spawn BigBoss at level 10 var bigBoss = new BigBoss(); bigBoss.x = 2048 / 2; bigBoss.y = 100; enemies.push(bigBoss); game.addChild(bigBoss); LK.effects.flashObject(bigBoss, 0xFFFFFF, 500); } else if (level === 11) { // Change background and spawn new type of monsters enemiesToSpawn = 10; for (var i = 0; i < enemiesToSpawn; i++) { var newMonster = new NewMonster(); newMonster.x = Math.random() * 2048; newMonster.y = Math.random() * 1000; enemies.push(newMonster); game.addChild(newMonster); LK.effects.flashObject(newMonster, 0xFFFFFF, 500); } } else if (level >= 15 && waves[currentWave].type === 'mixed') { enemiesToSpawn = 10; for (var i = 0; i < enemiesToSpawn; i++) { var enemy; if (i % 2 === 0) { enemy = new Enemy(); // Goblin } else { enemy = new NewMonster(); // Skeleton } enemy.speed = waves[currentWave].speed + level; enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); LK.effects.flashObject(enemy, 0xFFFFFF, 500); } } else { enemiesToSpawn = 10; for (var i = 0; i < enemiesToSpawn; i++) { var enemy = new Enemy(); enemy.speed = waves[currentWave].speed + level; enemy.x = Math.random() * 2048; enemy.y = Math.random() * 1000; enemies.push(enemy); game.addChild(enemy); LK.effects.flashObject(enemy, 0xFFFFFF, 500); } } currentWave++; level++; // Increase the level levelDisplay.setText('Level: ' + level); // Update the level display } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); if (bullets[j].y < 0) { bullets[j].destroy(); bullets.splice(j, 1); } } // Collision detection for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); if (enemies[l] && enemies[l] instanceof BigBoss) { enemies[l].damage(10); // Deal 10 damage to BigBoss if (enemies[l] && enemies[l].health <= 0) { enemies.splice(l, 1); // Remove BigBoss from enemies array level++; // Increase the level after BigBoss is defeated levelDisplay.setText('Level: ' + level); // Update the level display // Continue the game without triggering game over } } else if (enemies[l] && enemies[l].health !== undefined) { // Check if enemy exists before accessing its properties var enemyX = enemies[l].x; var enemyY = enemies[l].y; enemies[l].destroy(); enemies.splice(l, 1); enemiesKilled++; // Increase the score by 10 LK.setScore(LK.getScore() + 10); updateScoreDisplay(); } break; } } } }; // Handle game input game.down = function (x, y, obj) { var bullet = new Bullet(); bullet.x = hero.x; bullet.y = hero.y; bullets.push(bullet); game.addChild(bullet); // Add flash effect to hero when shooting LK.effects.flashObject(hero, 0xFFFFFF, 100); }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; // Collision detection for bombs and hero for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Bomb) { if (child.lastWasIntersecting === undefined) { child.lastWasIntersecting = false; } if (!child.lastWasIntersecting && child.intersects(hero)) { child.destroy(); hero.damage(); // Call the damage method of the hero which will trigger game over LK.showGameOver(); // Ensure game over is shown when hero is hit by a bomb } child.lastWasIntersecting = child.intersects(hero); } } // Collision detection for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[l].destroy(); enemies.splice(l, 1); enemiesKilled++; // Increase the score by 10 LK.setScore(LK.getScore() + 10); updateScoreDisplay(); break; } } }
===================================================================
--- original.js
+++ change.js
@@ -116,8 +116,35 @@
self.damage = function () {
LK.showGameOver();
};
});
+// NewMonster class
+var NewMonster = Container.expand(function () {
+ var self = Container.call(this);
+ var monsterGraphics = self.attachAsset('enemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.health = 150; // Initialize health for the new monster
+ self.update = function () {
+ // Move new monster towards the hero
+ var dx = hero.x - self.x;
+ var dy = hero.y - self.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 0) {
+ self.x += dx / distance * self.speed * 0.5;
+ self.y += dy / distance * self.speed * 0.5;
+ }
+ };
+ self.damage = function (amount) {
+ // Function to apply damage to the new monster
+ self.health -= amount;
+ if (self.health <= 0) {
+ self.destroy(); // Destroy the new monster if health is 0 or less
+ }
+ };
+});
/****
* Initialize Game
****/
2d pixel goblin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a dark 2d pixel arrow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a 2d pixel dark archer. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a 2d pixel bomb. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a 2d pixel dark dungeon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
gold coin 2d pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create me a big furious goblin with armor 2d and pixel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
create a 2d pixel healthbar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.