User prompt
All fix
User prompt
L362 fix
User prompt
Fix
User prompt
Fix
User prompt
Fix
User prompt
Let Hellbox appear on the road
User prompt
Move the shield text a little to the left
User prompt
Slightly expand the health bar up and down
User prompt
Delete the magic thing to the left of the health bar
User prompt
Expand your health bar so that it appears
User prompt
Please fix the bug: 'updateLifeBar is not defined' in or related to this line: 'updateLifeBar();' Line Number: 177
User prompt
Redo the health bar properly from the beginning
User prompt
There is a picture of a green shield that is active when the enemy hits the car, remove it
User prompt
Enlarge your health bar
User prompt
His green shield on top of his health bar remained
User prompt
Please fix the bug: 'ReferenceError: shieldEffect is not defined' in or related to this line: 'shieldEffect.visible = false;' Line Number: 787
User prompt
Remove the green shield thing on top of the car
User prompt
Shrink the health bar limit to the size of the health bar
User prompt
Bring all of the health bars to the same size
User prompt
LFix the health bar
User prompt
The health bar is not obvious at all, make it a little obvious
User prompt
Remove the magic bottle on the left side of the health bar
User prompt
Enlarge the health bar to a visible size
User prompt
Replace the health bar on the top of the car with the health bar on the helmet
User prompt
Add the health bar you added to the ace to the game
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Enemy Car Class var EnemyCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('enemyCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Fireball Class var Fireball = Container.expand(function () { var self = Container.call(this); var fireball = self.attachAsset('Fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 28; self.lane = 1; // --- Health bar for Fireball (ace) --- self.maxLife = 3; self.life = self.maxLife; // Health bar background self.lifeBarBg = self.attachAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 220, y: -90, alpha: 0.92 }); // Health bar border self.lifeBarBorder = self.attachAsset('lifeBarBorder', { anchorX: 0.5, anchorY: 0.5, width: 260, height: 260, y: -90, alpha: 1 }); // Health bar fill self.lifeBar = self.attachAsset('lifeBar', { anchorX: 0.0, anchorY: 0.5, width: 180, height: 60, x: -90, y: -90, alpha: 1 }); // Removed heart icon from Fireball health bar UI // Helper to update fireball health bar UI self.updateLifeBar = function () { // Show only if not full and not dead var show = self.life < self.maxLife && self.life > 0; self.lifeBarBg.visible = show; self.lifeBar.visible = show; self.lifeBarBorder.visible = show; // Removed: self.lifeBarHeart.visible = show; // Set width proportional to life var minWidth = 24; var w = self.life > 0 ? Math.max(minWidth, Math.round(180 * (self.life / self.maxLife))) : 0; self.lifeBar.width = w; // Hide if dead if (self.life <= 0) { self.lifeBarBg.visible = false; self.lifeBar.visible = false; self.lifeBarBorder.visible = false; // Removed: self.lifeBarHeart.visible = false; } }; // Initialize bar state self.updateLifeBar(); self.update = function () { // Move fireball down the screen self.y += self.speed * gameSpeed; // Keep health bar above fireball self.lifeBarBg.y = -90; self.lifeBarBorder.y = -90; self.lifeBar.y = -90; // Removed: self.lifeBarHeart.y = -90; self.lifeBar.x = -90; // Removed: self.lifeBarHeart.x = -130; self.updateLifeBar(); }; return self; }); // Lane Divider Class var LaneDivider = Container.expand(function () { var self = Container.call(this); var div = self.attachAsset('laneDivider', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.update = function () { self.y += self.speed * gameSpeed; }; return self; }); // Player Car Class var PlayerCar = Container.expand(function () { var self = Container.call(this); var car = self.attachAsset('playerCar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; // 0: left, 1: center, 2: right self.life = playerMaxLife; // Add life property to player car self.setLane = function (laneIdx) { self.lane = laneIdx; // Animate to new lane position var targetX = lanes[self.lane]; tween(self, { x: targetX }, { duration: 120, easing: tween.cubicOut, onUpdate: function onUpdate() { updateLifeBar(); } }); updateLifeBar(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Use spellBottle as heart // Health bar assets // Spell bottle asset (example: blue bottle, 120x180) // When the player picks up the magic bottle, the car bursts into flames (flame burst effect) // Lane positions (3 lanes) // Car (player) // Enemy car // Obstacle (barrier) // Road lane divider // Sound for crash // Sound for lane change // Music (background) var laneCount = 3; var laneWidth = 520; // Increased lane width for more space between lanes var lanes = [2048 / 2 - laneWidth, // left 2048 / 2, // center 2048 / 2 + laneWidth // right ]; // Game variables var playerCar; var enemyCars = []; var obstacles = []; var laneDividers = []; var score = 0; var highScore = storage.highScore || 0; var scoreTxt; var highScoreTxt; var gameSpeed = 1; var ticksSinceStart = 0; var swipeStartX = null; var swipeStartY = null; var swipeActive = false; var lastLane = 1; var spawnTick = 0; var dividerSpacing = 320; var dragNode = null; // --- LIFE SYSTEM --- var playerMaxLife = 5; var playerLife = playerMaxLife; // Health bar UI will be handled by a new, clear, and consistent system below // Score display scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0.5); LK.gui.top.addChild(scoreTxt); // Shield timer display var shieldTxt = new Text2('', { size: 80, fill: 0x2BD5E6 }); shieldTxt.anchor.set(0.5, 0.5); LK.gui.top.addChild(shieldTxt); // High Score display highScoreTxt = new Text2('HI: ' + highScore, { size: 60, fill: 0xFFFF00 }); highScoreTxt.anchor.set(0.5, 0.5); LK.gui.top.addChild(highScoreTxt); // Add swipe left gesture to high score text var hiSwipeStartX = null; var hiSwipeStartY = null; var hiSwipeActive = false; highScoreTxt.down = function (x, y, obj) { hiSwipeStartX = x; hiSwipeStartY = y; hiSwipeActive = true; }; highScoreTxt.move = function (x, y, obj) { if (!hiSwipeActive) return; var dx = x - hiSwipeStartX; var dy = y - hiSwipeStartY; // Only consider horizontal swipes, ignore vertical if (Math.abs(dx) > 60 && Math.abs(dx) > Math.abs(dy)) { if (dx < 0) { // Swipe left detected on high score text // Flash the high score text white for feedback tween(highScoreTxt, { tint: 0xffffff }, { duration: 80, yoyo: true, repeat: 1, onComplete: function onComplete() { highScoreTxt.tint = 0xFFFF00; } }); hiSwipeActive = false; } } }; highScoreTxt.up = function (x, y, obj) { hiSwipeActive = false; }; // Start music LK.playMusic('bgmusic'); // Create player car playerCar = new PlayerCar(); playerCar.x = lanes[1]; playerCar.y = 2732 - 500; playerCar.setLane(1); // Shield properties playerCar.shieldActive = false; playerCar.shieldTicks = 0; // Add shield effect asset (invisible by default) var shieldEffect = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.2, scaleY: 1.2, x: playerCar.x, y: playerCar.y, alpha: 0.5, tint: 0xffffff }); shieldEffect.visible = false; game.addChild(shieldEffect); game.addChild(playerCar); // Add two vertical side stripes (left and right) to the play area var sideStripeWidth = 60; var sideStripeHeight = 2732; var leftStripe = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0, width: sideStripeWidth, height: sideStripeHeight, x: sideStripeWidth / 2, y: 0 }); var rightStripe = LK.getAsset('laneDivider', { anchorX: 0.5, anchorY: 0, width: sideStripeWidth, height: sideStripeHeight, x: 2048 - sideStripeWidth / 2, y: 0 }); game.addChild(leftStripe); game.addChild(rightStripe); // Create lane dividers (vertical lines for each lane) // For 3 lanes, we want to copy the center lane divider and place it to the right and left of the center stripe, without adding extra lines // The center divider is between lane 0 and lane 1, and between lane 1 and lane 2 // So, for 3 lanes, we want to draw the two dividers: one between lane 0 and 1, and one between lane 1 and 2 var dividerOffsets = []; // Find the X positions for the two dividers (between lanes) for (var l = 1; l < laneCount; l++) { dividerOffsets.push((lanes[l - 1] + lanes[l]) / 2); } // Now, for each divider, draw a set of stripes down the screen for (var d = 0; d < dividerOffsets.length; d++) { for (var i = 0; i < 10; i++) { // Center LaneDivider var divider = new LaneDivider(); divider.x = dividerOffsets[d]; divider.y = i * dividerSpacing; laneDividers.push(divider); game.addChild(divider); // Left copy var dividerLeft = new LaneDivider(); dividerLeft.x = dividerOffsets[d] - laneWidth; dividerLeft.y = i * dividerSpacing; laneDividers.push(dividerLeft); game.addChild(dividerLeft); // Right copy var dividerRight = new LaneDivider(); dividerRight.x = dividerOffsets[d] + laneWidth; dividerRight.y = i * dividerSpacing; laneDividers.push(dividerRight); game.addChild(dividerRight); } } // Prepare for dynamic spell bottle spawning var spellBottle = null; var spellBottleActive = false; var spellBottleLane = 1; // Add: track last spell bottle spawn tick to limit spawn rate var lastSpellBottleSpawnTick = -1000; // Helper: spawn enemy car, obstacle, or fireball function spawnObstacleOrEnemy() { // Randomly decide: 60% enemy car, 25% obstacle, 15% fireball var rand = Math.random(); var laneIdx = Math.floor(Math.random() * laneCount); var y = -300; if (rand < 0.6) { var enemy = new EnemyCar(); enemy.lane = laneIdx; enemy.x = lanes[laneIdx]; enemy.y = y; enemyCars.push(enemy); game.addChild(enemy); } else if (rand < 0.82) { var obs = new Obstacle(); obs.lane = laneIdx; obs.x = lanes[laneIdx]; obs.y = y; obstacles.push(obs); game.addChild(obs); } else if (rand < 0.85) { // 3% chance for HellBox var hellbox = new HellBox(); hellbox.lane = laneIdx; hellbox.x = lanes[laneIdx]; hellbox.y = y; obstacles.push(hellbox); game.addChild(hellbox); } else { // Limit fireballs: only spawn if fewer than 2 are on screen if (!window.fireballs) window.fireballs = []; if (window.fireballs.length < 2) { var fireball = new Fireball(); fireball.lane = laneIdx; fireball.x = lanes[laneIdx]; fireball.y = y; window.fireballs.push(fireball); game.addChild(fireball); } } } // Helper: update score function updateScore(val) { score = val; scoreTxt.setText(score); if (score > highScore) { highScore = score; highScoreTxt.setText('HI: ' + highScore); storage.highScore = highScore; } } // Helper: update player health bar UI (global, for use in PlayerCar.setLane and elsewhere) function updateLifeBar() { // Always show the health bar unless dead var showBar = playerLife > 0; if (window.playerHealthBarBg) window.playerHealthBarBg.visible = showBar; if (window.playerHealthBarFill) window.playerHealthBarFill.visible = showBar; if (window.playerHealthBarBorder) window.playerHealthBarBorder.visible = showBar; // Removed: if (window.playerHealthBarHeart) window.playerHealthBarHeart.visible = showBar; // Position above player car if (playerCar && window.playerHealthBarBg && window.playerHealthBarFill && window.playerHealthBarBorder) { var barY = playerCar.y - 140; var barX = playerCar.x; window.playerHealthBarBg.x = barX; window.playerHealthBarBg.y = barY; window.playerHealthBarFill.x = barX - 240; window.playerHealthBarFill.y = barY; window.playerHealthBarBorder.x = barX; window.playerHealthBarBorder.y = barY; // Removed: window.playerHealthBarHeart.x = barX - 320; // Removed: window.playerHealthBarHeart.y = barY; // Set width proportional to life, always show a minimum width if not dead var minWidth = 38; var fillW = playerLife > 0 ? Math.max(minWidth, Math.round(480 * (playerLife / playerMaxLife))) : 0; window.playerHealthBarFill.width = fillW; } // Hide if dead if (playerLife <= 0) { if (window.playerHealthBarBg) window.playerHealthBarBg.visible = false; if (window.playerHealthBarFill) window.playerHealthBarFill.visible = false; if (window.playerHealthBarBorder) window.playerHealthBarBorder.visible = false; // Removed: if (window.playerHealthBarHeart) window.playerHealthBarHeart.visible = false; } } // Touch/drag/swipe handling game.down = function (x, y, obj) { swipeStartX = x; swipeStartY = y; swipeActive = true; dragNode = playerCar; }; game.move = function (x, y, obj) { // Only handle swipe if active if (!swipeActive) return; if (!dragNode) return; var dx = x - swipeStartX; var dy = y - swipeStartY; // Only consider horizontal swipes, ignore vertical if (Math.abs(dx) > 80 && Math.abs(dx) > Math.abs(dy)) { var newLane = playerCar.lane; if (dx < 0 && playerCar.lane > 0) { newLane = playerCar.lane - 1; } else if (dx > 0 && playerCar.lane < laneCount - 1) { newLane = playerCar.lane + 1; } if (newLane !== playerCar.lane) { playerCar.setLane(newLane); LK.getSound('swipe').play(); swipeActive = false; dragNode = null; } } }; game.up = function (x, y, obj) { swipeActive = false; dragNode = null; }; // Main game update loop game.update = function () { ticksSinceStart++; // Only increase game speed after score reaches 50 if (score >= 50) { if (ticksSinceStart % 60 === 0 && gameSpeed < 4) { // Increase speed every second, and allow it to go higher if (gameSpeed < 2) { gameSpeed += 0.08; } else if (gameSpeed < 3) { gameSpeed += 0.12; } else { gameSpeed += 0.18; } if (gameSpeed > 4) gameSpeed = 4; } } else { gameSpeed = 1; } // Move lane dividers, loop to top for (var i = 0; i < laneDividers.length; i++) { var div = laneDividers[i]; div.update(); if (div.y > 2732 + 60) { div.y -= dividerSpacing * 10; } } // Spawn or move spell bottle if (!spellBottleActive) { // Determine spawn cooldown and chance based on score var bottleCooldown = score >= 50 ? 300 : 600; // 5s if score>=50, else 10s var bottleChance = score >= 50 ? 1 / 60 : 1 / 120; // 1/60 per frame if score>=50, else 1/120 // Only allow spawn if enough time has passed since last spawn if (ticksSinceStart - lastSpellBottleSpawnTick > bottleCooldown) { // Try to spawn with the appropriate chance if (Math.random() < bottleChance) { spellBottleLane = Math.floor(Math.random() * laneCount); var bottleX = lanes[spellBottleLane]; // Place the bottle at a fixed Y position (e.g., 900px from the top) var bottleY = 900; spellBottle = LK.getAsset('spellBottle', { anchorX: 0.5, anchorY: 1.0, x: bottleX, y: bottleY }); game.addChild(spellBottle); spellBottleActive = true; lastSpellBottleSpawnTick = ticksSinceStart; } } } else if (spellBottle) { // Move the spell bottle down the screen spellBottle.y += 18 * gameSpeed; // Off screen? Remove (if it has scrolled above the visible area) if (spellBottle.y < -200 || spellBottle.y > 2732 + 200) { spellBottle.destroy(); spellBottle = null; spellBottleActive = false; } // Check collision with playerCar for shield pickup if (spellBottle && !playerCar.shieldActive && spellBottle.intersects(playerCar)) { // Grant shield for 3 seconds playerCar.shieldActive = true; playerCar.shieldTicks = 180; // 3 seconds at 60fps // Add flame burst effect: flashObject with orange/yellow color, then white // Growing fire effect: overlay a fire image that grows in scale for 1s, then fades out var fireMagic = LK.getAsset('spellBottle', { anchorX: 0.5, anchorY: 0.5, x: playerCar.x, y: playerCar.y, scaleX: 1, scaleY: 1, alpha: 0.85, tint: 0xff6600 }); game.addChild(fireMagic); // Animate fire to grow and fade out tween(fireMagic, { scaleX: 2.2, scaleY: 2.2, alpha: 0 }, { duration: 1000, easing: tween.cubicOut, onUpdate: function onUpdate() { fireMagic.x = playerCar.x; fireMagic.y = playerCar.y; }, onComplete: function onComplete() { fireMagic.destroy(); } }); // Also flash the car for extra effect LK.effects.flashObject(playerCar, 0xffa500, 350); LK.setTimeout(function () { LK.effects.flashObject(playerCar, 0xffff00, 350); }, 350); spellBottle.destroy(); spellBottle = null; spellBottleActive = false; } } // Spawn enemies/obstacles every 40-60 ticks, randomize spawnTick++; var spawnInterval = 40 + Math.floor(Math.random() * 20); if (spawnTick > spawnInterval) { spawnObstacleOrEnemy(); spawnTick = 0; } // Update enemy cars for (var i = enemyCars.length - 1; i >= 0; i--) { var enemy = enemyCars[i]; enemy.update(); // Off screen if (enemy.y > 2732 + 300) { enemy.destroy(); enemyCars.splice(i, 1); updateScore(score + 1); continue; } // Collision with spell bottle if (spellBottle && enemy.intersects(spellBottle)) { spellBottle.destroy(); spellBottle = null; spellBottleActive = false; } // Collision with player if (enemy.intersects(playerCar)) { if (playerCar.shieldActive) { // Ignore collision, let player pass through enemy car while shield is active continue; } else { // --- LIFE SYSTEM: lose 1 life, give 1 to enemy, show bar --- if (playerLife > 0) { playerLife--; playerCar.life = playerLife; // Give 1 life to enemy (could be used for enemy powerup, here just for demo) if (!enemy.life) enemy.life = 0; enemy.life++; // If enemy is a fireball, update its health bar if (typeof enemy.updateLifeBar === "function") { enemy.updateLifeBar(); } updateLifeBar(); LK.effects.flashObject(playerCar, 0xff0000, 400); if (playerLife <= 0) { LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Explosion effect at player car position LK.effects.flashObject(playerCar, 0xffffff, 700); LK.showGameOver(); return; } // Remove enemy on hit enemy.destroy(); enemyCars.splice(i, 1); continue; } else { LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Explosion effect at player car position LK.effects.flashObject(playerCar, 0xffffff, 700); LK.showGameOver(); return; } } } } // Update obstacles for (var j = obstacles.length - 1; j >= 0; j--) { var obs = obstacles[j]; obs.update(); // Off screen if (obs.y > 2732 + 200) { obs.destroy(); obstacles.splice(j, 1); updateScore(score + 1); continue; } // Collision with player if (obs.intersects(playerCar)) { if (playerCar.shieldActive) { // Ignore collision, let player pass through obstacle while shield is active continue; } else { LK.getSound('crash').play(); LK.effects.flashScreen(0xff0000, 800); // Explosion effect at player car position LK.effects.flashObject(playerCar, 0xffffff, 700); LK.showGameOver(); return; } } } // Update fireballs if (!window.fireballs) window.fireballs = []; for (var f = window.fireballs.length - 1; f >= 0; f--) { var fireball = window.fireballs[f]; fireball.update(); // Off screen if (fireball.y > 2732 + 200) { fireball.destroy(); window.fireballs.splice(f, 1); continue; } // Collision with player if (fireball.intersects(playerCar)) { if (playerCar.shieldActive) { // Ignore collision, let player pass through fireball while shield is active fireball.destroy(); window.fireballs.splice(f, 1); continue; } else { LK.getSound('crash').play(); LK.effects.flashScreen(0xff3300, 900); LK.effects.flashObject(playerCar, 0xff6600, 700); LK.showGameOver(); return; } } } ; // Shield timer logic if (playerCar.shieldActive) { playerCar.shieldTicks--; // Show shield seconds left (rounded up) var shieldSeconds = Math.ceil(playerCar.shieldTicks / 60); shieldTxt.setText("Shield: " + shieldSeconds + "s"); // Show shield effect shieldEffect.visible = true; // Keep shield effect centered on playerCar shieldEffect.x = playerCar.x; shieldEffect.y = playerCar.y; if (playerCar.shieldTicks <= 0) { playerCar.shieldActive = false; playerCar.shieldTicks = 0; shieldTxt.setText(''); shieldEffect.visible = false; } } else { shieldTxt.setText(''); shieldEffect.visible = false; } // --- LIFE BAR UI update --- // Draw a simple, always-visible horizontal health bar above the player car if (!window.playerHealthBar) { // Bar background (expanded, taller) window.playerHealthBarBg = LK.getAsset('lifeBarBg', { anchorX: 0.5, anchorY: 0.5, width: 520, height: 120, //{4H} // Increased height for taller bar alpha: 0.85 }); // Bar fill (expanded, taller) window.playerHealthBarFill = LK.getAsset('lifeBar', { anchorX: 0.0, anchorY: 0.5, width: 480, height: 90, // Increased height for taller bar x: -240, alpha: 1 }); // Bar border (expanded, taller) window.playerHealthBarBorder = LK.getAsset('lifeBarBorder', { anchorX: 0.5, anchorY: 0.5, width: 560, height: 130, // Increased height for taller border alpha: 1 }); // Add to game game.addChild(window.playerHealthBarBg); game.addChild(window.playerHealthBarFill); game.addChild(window.playerHealthBarBorder); window.playerHealthBar = true; } // Always show the health bar unless dead var showBar = playerLife > 0; window.playerHealthBarBg.visible = showBar; window.playerHealthBarFill.visible = showBar; window.playerHealthBarBorder.visible = showBar; // Removed: window.playerHealthBarHeart.visible = showBar; // Position above player car if (playerCar) { var barY = playerCar.y - 140; var barX = playerCar.x; window.playerHealthBarBg.x = barX; window.playerHealthBarBg.y = barY; window.playerHealthBarFill.x = barX - 240; window.playerHealthBarFill.y = barY; window.playerHealthBarBorder.x = barX; window.playerHealthBarBorder.y = barY; // Removed: window.playerHealthBarHeart.x = barX - 320; // Removed: window.playerHealthBarHeart.y = barY; // Set width proportional to life, always show a minimum width if not dead var minWidth = 38; var fillW = playerLife > 0 ? Math.max(minWidth, Math.round(480 * (playerLife / playerMaxLife))) : 0; window.playerHealthBarFill.width = fillW; } // Hide if dead if (playerLife <= 0) { window.playerHealthBarBg.visible = false; window.playerHealthBarFill.visible = false; window.playerHealthBarBorder.visible = false; // Removed: window.playerHealthBarHeart.visible = false; } }; // Place high score text to the left of the score text, both horizontally aligned highScoreTxt.x = LK.gui.top.width / 2 - 220; highScoreTxt.y = scoreTxt.height / 2 + 10; scoreTxt.x = LK.gui.top.width / 2 - 60; scoreTxt.y = scoreTxt.height / 2 + 10; // Position shield timer text directly below score, moved a little to the left shieldTxt.x = LK.gui.top.width / 2 - 80; shieldTxt.y = scoreTxt.y + scoreTxt.height / 2 + shieldTxt.height / 2 + 10; ;
===================================================================
--- original.js
+++ change.js
@@ -60,26 +60,17 @@
x: -90,
y: -90,
alpha: 1
});
- // Heart icon
- self.lifeBarHeart = self.attachAsset('heartIcon', {
- anchorX: 0.5,
- anchorY: 0.5,
- width: 70,
- height: 70,
- x: -130,
- y: -90,
- alpha: 1
- });
+ // Removed heart icon from Fireball health bar UI
// Helper to update fireball health bar UI
self.updateLifeBar = function () {
// Show only if not full and not dead
var show = self.life < self.maxLife && self.life > 0;
self.lifeBarBg.visible = show;
self.lifeBar.visible = show;
self.lifeBarBorder.visible = show;
- self.lifeBarHeart.visible = show;
+ // Removed: self.lifeBarHeart.visible = show;
// Set width proportional to life
var minWidth = 24;
var w = self.life > 0 ? Math.max(minWidth, Math.round(180 * (self.life / self.maxLife))) : 0;
self.lifeBar.width = w;
@@ -87,9 +78,9 @@
if (self.life <= 0) {
self.lifeBarBg.visible = false;
self.lifeBar.visible = false;
self.lifeBarBorder.visible = false;
- self.lifeBarHeart.visible = false;
+ // Removed: self.lifeBarHeart.visible = false;
}
};
// Initialize bar state
self.updateLifeBar();
@@ -99,11 +90,11 @@
// Keep health bar above fireball
self.lifeBarBg.y = -90;
self.lifeBarBorder.y = -90;
self.lifeBar.y = -90;
- self.lifeBarHeart.y = -90;
+ // Removed: self.lifeBarHeart.y = -90;
self.lifeBar.x = -90;
- self.lifeBarHeart.x = -130;
+ // Removed: self.lifeBarHeart.x = -130;
self.updateLifeBar();
};
return self;
});