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Whenever ninja collects sheild, make ninja invincible for 10sec.
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Only play sound when sheild bubble hits the obstacles.
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Now whenever obstacle hits the Sheild Play distruction sound effect.
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change the flash color to little bit darker red.
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instead of flashing ninja when lives reduce shake ninja when life is reduced
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Please fix the bug: 'Timeout.tick error: LK.effects.shake is not a function' in or related to this line: 'LK.effects.shake(ninja, 10, 500, "ease-out");' Line Number: 235
Code edit (1 edits merged)
Please save this source code
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i want continuous 3 flashes not single. also the flash opacity high i want it to be around 0.3
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Whenever ninja life is reduced flash screen to red for 3sec, flash opacity should be below 0.3
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i want the tint effect to be inserted for each new dash not only one dash, you can check that code between line 169 to 189
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When ninja's life is reduce make a tint of every spawned dash to red for 3 secs. and after 3 sec back to normal tint.
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When ninja's life is reduce make a tint of dash to red for 3 secs. and after 3 sec back to normal tint.
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Make ninja invincible when sheild is enabled.
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whenever obstacles collide with the sheild bubble, it will destroy them.
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When ninja is not having a sheild, and hits the obstacle play ninja grunt sound effect.
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currently the red flash is on the single sprite and it get destroyed when the animation change to another sprite, i want the flash to stay for 3 sec, no matter sprite is destroyed.
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Now i want to make ninja to flash red for 3 sec after intersecting with obstacles, but if the ninja have a sheild collected and sheild time is not over ( 10 sec ).
===================================================================
--- original.js
+++ change.js
@@ -42,9 +42,9 @@
};
});
var Dash = Container.expand(function () {
var self = Container.call(this);
- var dashGraphics = self.attachAsset('dash', {
+ dashGraphics = self.attachAsset('dash', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
@@ -172,9 +172,9 @@
}
}
for (var i = 0; i < game.children.length; i++) {
if (game.children[i] instanceof Obstacle && self.intersects(game.children[i])) {
- if (self.invincible || shieldBubble) {
+ if (self.invincible) {
// Destroy the obstacle and show destruction effect
LK.effects.flashObject(game.children[i], 0xff0000, 500); // Flash red before destroying
game.children[i].destroy();
continue; // Skip the rest of the loop for this obstacle
@@ -184,8 +184,13 @@
LK.getSound('ninjaGrunt').play();
}
// Reduce the lives by one
self.lives--;
+ // Tint dash red for 3 seconds
+ dashGraphics.tint = 0xff0000;
+ LK.setTimeout(function () {
+ dashGraphics.tint = 0xffffff; // Reset tint to normal after 3 seconds
+ }, 3000);
// Update the display
updateDisplayLives();
// If no lives left, game over
if (self.lives === 0) {
@@ -301,12 +306,8 @@
shieldBubble = new ShieldBubble();
shieldBubble.x = ninja.x;
shieldBubble.y = ninja.y;
game.addChild(shieldBubble);
- shieldBubble = new ShieldBubble();
- shieldBubble.x = ninja.x;
- shieldBubble.y = ninja.y;
- game.addChild(shieldBubble);
LK.getSound('shieldCollectSound').play(); // Play shield collection sound
ninja.shieldTimeout = LK.setTimeout(function () {
ninja.invincible = false;
game.removeChild(shieldBubble);
@@ -325,14 +326,8 @@
});
self.update = function () {
self.x = ninja.x;
self.y = ninja.y;
- // Check for intersection with obstacles
- for (var i = 0; i < game.children.length; i++) {
- if (game.children[i] instanceof Obstacle && self.intersects(game.children[i])) {
- game.children[i].destroy(); // Destroy the obstacle
- }
- }
};
});
/****
@@ -347,8 +342,9 @@
****/
var shieldIcon = null;
var shieldBubble = null;
var shieldBubble = null;
+var dashGraphics = null;
var shieldInterval = null;
var shieldTimeout = null;
var coinCounter = 0; // Initialize coin counter
var backgroundMusic = LK.getSound('backgroundMusic');
Ninja Star. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A minimalist icon depicting a ninja head silhouette in black. The silhouette should be simple and recognizable, with a headband or mask detail. The background should be transparent or a contrasting color (e.g., red or white).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Transparent sheild bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Create a series of curved, tapered lines that originate from the ninja's body and extend outward in the direction of movement. The lines should vary in length and thickness, with a sense of energy and dynamism.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
backgroundMusic
Sound effect
coinCollect
Sound effect
jumpSound
Sound effect
footstepSound1
Sound effect
footstepSound2
Sound effect
footstepSound3
Sound effect
shooterSpawn
Sound effect
destructorSpawn
Sound effect
attackerSpawn
Sound effect
shooterAttack
Sound effect
destructorAttack
Sound effect
attackerAttack
Sound effect
enemyHit
Sound effect
shieldCollect
Sound effect
shieldCollectSound
Sound effect
ninjaGrunt
Sound effect
destructorAttackSound
Sound effect