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Add pixel_background_1 as the background image of the screen
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play 'music' at the start
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When the dragon dies, before dying, make it rotate 90 degrees left and let it fall all the way down until it disappears from the screen. Only after do the LK gameover
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This block happens on every frame and it's a lot of processing. Can we light the load a little bit? Maybe we can run it once every x frames? updateJump(); updateFall(); updateEnemiesMovement(); updateBubbles();
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updateEnemiesMovement() is super inefficient. Please optimize it for maximum performance and fps
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updateFall() is super inefficient. Please optimize it for maximum perforamnce and fps
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updateJump() is suuuper inefficient. Please analyze the code and improve it to the maximum performance, efficiency and fps
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If all enemies die, show youWin
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If the dragon intersects an enemy without a CapturedBooble on the enemy, show game over
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If the dragon intersects with a CapturedBubble with an enemy, before destroying both please show a PoppedBobble sprite and then destroy it after 2 seconds
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When a enemy is captured by a bubble, make the enemy and the CaptureBubble stop moving and get stuck at the place
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Do it
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Good, but the tint please should be light
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If it's enemy4, please add a random tint to the enemy
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Class for Bubbles var Bubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.update = function () { self.x += self.speed; // Check for intersection with any floor for (var i = 0; i < floors.length; i++) { if (self.intersects(floors[i])) { // Create a PoppedBubble at the bubble's position var pop = game.addChild(new PoppedBubble()); pop.x = self.x; pop.y = self.y; // Destroy the bubble self.destroy(); bubbles.splice(bubbles.indexOf(self), 1); // Destroy the PoppedBubble after 0.5 seconds LK.setTimeout(function () { pop.destroy(); }, 500); break; } } // Update last known positions self.lastX = self.x; self.lastY = self.y; }; }); var CapturingBubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.alpha = 0.5; self.scaleX = 2; self.scaleY = 2; self.update = function () {}; }); //<Assets used in the game will automatically appear here> // Class for the Dragon character var Dragon = Container.expand(function () { var self = Container.call(this); self.dragonGraphics = self.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); self.isIntersectingBubble = false; // Add a variable to track if the dragon is intersecting a bubble self.shootBubble = function () { var bubble = new Bubble(); bubble.x = self.x + 200 * self.scaleX; bubble.y = self.y - 5; // If the dragon is looking right, the bubble should move to the right if (self.scale.x == 1) { bubble.speed = 25; } else { // If the dragon is looking left, the bubble should move to the left bubble.speed = -25; } game.addChild(bubble); bubbles.push(bubble); }; }); // Class for Pop var PoppedBubble = Container.expand(function () { var self = Container.call(this); var popGraphics = self.attachAsset('poppedBubble', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff }); /**** * Game Code ****/ function _toConsumableArray2(r) { return _arrayWithoutHoles2(r) || _iterableToArray2(r) || _unsupportedIterableToArray3(r) || _nonIterableSpread2(); } function _nonIterableSpread2() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray3(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray3(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray3(r, a) : void 0; } } function _iterableToArray2(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles2(r) { if (Array.isArray(r)) { return _arrayLikeToArray3(r); } } function _arrayLikeToArray3(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _createForOfIteratorHelper(r, e) { var t = "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"]; if (!t) { if (Array.isArray(r) || (t = _unsupportedIterableToArray2(r)) || e && r && "number" == typeof r.length) { t && (r = t); var _n = 0, F = function F() {}; return { s: F, n: function n() { return _n >= r.length ? { done: !0 } : { done: !1, value: r[_n++] }; }, e: function e(r) { throw r; }, f: F }; } throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } var o, a = !0, u = !1; return { s: function s() { t = t.call(r); }, n: function n() { var r = t.next(); return a = r.done, r; }, e: function e(r) { u = !0, o = r; }, f: function f() { try { a || null == t["return"] || t["return"](); } finally { if (u) { throw o; } } } }; } function _unsupportedIterableToArray2(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray2(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray2(r, a) : void 0; } } function _arrayLikeToArray2(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } function _toConsumableArray(r) { return _arrayWithoutHoles(r) || _iterableToArray(r) || _unsupportedIterableToArray(r) || _nonIterableSpread(); } function _nonIterableSpread() { throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method."); } function _unsupportedIterableToArray(r, a) { if (r) { if ("string" == typeof r) { return _arrayLikeToArray(r, a); } var t = {}.toString.call(r).slice(8, -1); return "Object" === t && r.constructor && (t = r.constructor.name), "Map" === t || "Set" === t ? Array.from(r) : "Arguments" === t || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(t) ? _arrayLikeToArray(r, a) : void 0; } } function _iterableToArray(r) { if ("undefined" != typeof Symbol && null != r[Symbol.iterator] || null != r["@@iterator"]) { return Array.from(r); } } function _arrayWithoutHoles(r) { if (Array.isArray(r)) { return _arrayLikeToArray(r); } } function _arrayLikeToArray(r, a) { (null == a || a > r.length) && (a = r.length); for (var e = 0, n = Array(a); e < a; e++) { n[e] = r[e]; } return n; } var jumpStartTime; // Declare jumpStartTime to track the start of the jump var easingFunctions = [tween.linear, tween.easeIn, tween.easeOut, tween.easeInOut, tween.bounceIn, tween.bounceOut, tween.bounceInOut, tween.elasticIn, tween.elasticOut, tween.elasticInOut, tween.cubicIn, tween.cubicOut, tween.cubitInOut, tween.expoIn, tween.expoOut, tween.expoInOut, tween.sineIn, tween.sineOut, tween.sineInOut]; // Play background music at the start of the game LK.playMusic('music'); var background = LK.getAsset('pixel_background_1', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(background); function isStandingOnFloor() { for (var i = 0; i < floors.length; i++) { if (dragon.intersects(floors[i])) { return true; } } return false; } function updateFall() { if (isFalling) { dragon.y += 85; // Move dragon downwards faster // Use a more efficient loop to check for intersection with any floor var _iterator = _createForOfIteratorHelper(floors), _step; try { for (_iterator.s(); !(_step = _iterator.n()).done;) { var floor = _step.value; // Check if dragon is landing on a floor if (!dragon.lastWasIntersecting && dragon.intersects(floor)) { isJumping = false; // Stop jumping isFalling = false; // Stop falling when colliding with a floor canJump = true; // Allow jumping again when the dragon hits a floor dragon.y = floor.y - floor.height * 1.5; // Align dragon to the top of the floor break; } } } catch (err) { _iterator.e(err); } finally { _iterator.f(); } } // Update last known intersection state dragon.lastWasIntersecting = floors.some(function (floor) { return dragon.intersects(floor); }); } //<Assets used in the game will automatically appear here> // Handle mouse move events to move the dragon game.move = function (x, y, obj) { // Ignore the event if the target is outside the screen or close to its margins if (x > 150 && x < 2048 - 200) { // Set the target x position for the dragon dragon.targetX = x; } }; var isFalling = false; // Initialize isFalling to track dragon's fall state var dragon = game.addChild(new Dragon()); dragon.lastY = dragon.y; // Initialize lastY position dragon.x = 1024; // Center horizontally dragon.y = 2532; // Position the dragon on top of the floor var bubbles = []; var behaviours = {}; // Initialize behaviours object var enemies = []; var capturingBubbles = []; // Handle game updates game.update = function () { // Move dragon incrementally towards target x if (dragon.targetX !== undefined) { var increment = (dragon.targetX - dragon.x) / 10; // Move in 0.5 seconds assuming 60 FPS if (dragon.targetX !== undefined && (increment > 0 && dragon.x < dragon.targetX || increment < 0 && dragon.x > dragon.targetX)) { dragon.x += increment; } // Update last known position dragon.lastX = dragon.x; dragon.lastY = dragon.y; // Track lastY position // Adjust dragon's scale based on targetX position if (dragon.targetX < dragon.x) { dragon.scale.x = -1; } else { dragon.scale.x = 1; } } var standingOnFloor = isStandingOnFloor(); if (!standingOnFloor && !isJumping) { isFalling = true; } /*if (standingOnFloor && dragon.wings) { dragon.wings = false; dragon.removeChild(dragon.dragonGraphics); // Remove the current dragon graphics dragon.dragonGraphics = dragon.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); dragon.addChild(dragon.dragonGraphics); }*/ if (LK.ticks % 2 === 0) { updateJump(); } if (LK.ticks % 2 === 0) { updateFall(); } if (LK.ticks % 5 === 0) { updateBubbles(); } if (LK.ticks % 15 === 0) { updateEnemiesMovement(); } }; // Handle touch events for shooting bubbles var lastShot = 0; var lastClick = 0; var isJumping = false; // Add a variable to track if the dragon is jumping var canJump = true; // Initialize canJump flag to allow jumping game.down = function (x, y, obj) { var now = Date.now(); if (y < dragon.y - dragon.height && canJump && !isJumping) { isJumping = true; // Set isJumping to true when the dragon starts jumping jumpStartTime = Date.now(); // Initialize jump start time } else if (!isJumping) { if (now - lastClick > 500) { dragon.shootBubble(); lastShot = now; } } lastClick = now; }; function updateEnemiesMovement() { enemies.forEach(function (enemy) { if (enemy.captured) { if (enemy.isMoving) { tween.stop(enemy); enemy.isMoving = false; enemy.floating = true; } else if (enemy.floating) { tween(enemy, { y: 100 }, { duration: 5000, easing: tween.linear, onFinish: function onFinish() { console.log(enemy.children[1].tint); enemy.children[1].tint = 0xbf5555; if (enemies.length === 0) { LK.showYouWin(); } } }); } } else if (!enemy.isMoving) { enemy.isMoving = true; var platformFloors = floors.filter(function (floor) { return floor.y === enemy.y + 100 && floor.x > 0 && floor.x < 2048 - 50; }); var startX = Math.min.apply(Math, _toConsumableArray2(platformFloors.map(function (floor) { return floor.x; }))); var endX = Math.max.apply(Math, _toConsumableArray2(platformFloors.map(function (floor) { return floor.x; }))); tween(enemy, { x: endX }, { duration: Math.random() * 10000, easing: behaviours[enemy.type], onFinish: function onFinish() { tween(enemy, { x: startX }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { enemy.isMoving = false; } }); } }); } enemy.scale.x = enemy.lastX < enemy.x ? 1 : -1; if (!enemy.captured && dragon.intersects(enemy)) { // Rotate the dragon 90 degrees left dragon.rotation = -3 * Math.PI * dragon.scale.x; // Animate the dragon falling down tween(dragon, { y: 2732 + dragon.height, // Move dragon off the screen tint: 0xFF0000 }, { duration: 500, // Duration of the fall easing: tween.linear, onFinish: function onFinish() { // Show game over after the dragon has fallen LK.showGameOver(); } }); } enemy.lastX = enemy.x; enemy.lastY = enemy.y; }); } function updateBubbles() { // Update bubbles for (var i = bubbles.length - 1; i >= 0; i--) { var bubble = bubbles[i]; if (!bubble) { continue; } // Check for bubble-bubble intersections for (var j = i - 1; j >= 0; j--) { var otherBubble = bubbles[j]; if (!otherBubble) { continue; } if (bubble.intersects(otherBubble)) { // Create a PoppedBubble for each intersecting bubble var pop1 = game.addChild(new PoppedBubble()); pop1.x = bubble.x; pop1.y = bubble.y; var pop2 = game.addChild(new PoppedBubble()); pop2.x = otherBubble.x; pop2.y = otherBubble.y; // Destroy both bubbles bubble.destroy(); otherBubble.destroy(); bubbles.splice(i, 1); bubbles.splice(j, 1); // Destroy the PoppedBubbles after 0.5 seconds LK.setTimeout(function () { pop1.destroy(); pop2.destroy(); }, 500); break; } } if (!bubble) { return; } if (bubble.y < -50) { bubble.destroy(); bubbles.splice(i, 1); } } // Check for bubble-enemy collisions for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; for (var j = bubbles.length - 1; j >= 0; j--) { var bubble = bubbles[j]; if (bubble.intersects(enemy)) { // Destroy the original bubble bubble.destroy(); bubbles.splice(j, 1); // Create a new bubble as a child of the enemy var newBubble = new CapturingBubble(); newBubble.x = 0; // Position relative to the enemy newBubble.y = 0; // Position relative to the enemy enemy.addChild(newBubble); enemy.captured = true; capturingBubbles.push(newBubble); break; } } } // Check if the dragon is intersecting a bubble for (var i = 0; i < bubbles.length; i++) { if (dragon.intersects(bubbles[i])) { // Create a PoppedBubble at the bubble's position var pop = game.addChild(new PoppedBubble()); pop.x = bubbles[i].x; pop.y = bubbles[i].y; // Destroy the bubble bubbles[i].destroy(); bubbles.splice(i, 1); // Destroy the PoppedBubble after 0.5 seconds LK.setTimeout(function () { pop.destroy(); }, 500); break; } } // Check if the dragon is intersecting a CapturingBubble for (var i = capturingBubbles.length - 1; i >= 0; i--) { var capturingBubble = capturingBubbles[i]; if (dragon.intersects(capturingBubble)) { // Find and destroy the enemy that is the parent of the CapturingBubble for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (enemy.children.includes(capturingBubble)) { // Create a PoppedBubble at the capturingBubble's position var pop = game.addChild(new PoppedBubble()); pop.x = enemy.x; pop.y = enemy.y; // Destroy the enemy and capturingBubble enemy.destroy(); enemies.splice(j, 1); // Destroy the PoppedBubble after 2 seconds LK.setTimeout(function () { pop.destroy(); }, 1000); break; } } } } capturingBubbles.forEach(function (capturingBubble) { var enemy = capturingBubble.parent; if (enemy && !enemy.captured) { enemy.y -= 150; // Make the enemy jump with the dragon } }); } function updateJump() { if (isJumping) { dragon.y -= 50; // Move dragon upwards faster // Check for intersection with any floor var intersectingFloor = floors.find(function (floor) { return !dragon.lastWasIntersecting && dragon.intersects(floor); }); if (intersectingFloor) { isJumping = false; // Stop jumping isFalling = true; // Start falling when colliding with a floor canJump = false; // Disallow jumping again until the dragon hits a floor dragon.y -= 25; } // Check if jump duration has exceeded 0.2 seconds if (Date.now() - jumpStartTime >= 1200) { isJumping = false; isFalling = true; } } // Update last known intersection state dragon.lastWasIntersecting = floors.some(function (floor) { return dragon.intersects(floor); }); } // BLOCKS // Add a floor to the bottom of the screen var floors = []; for (var i = 0; i < 21; i++) { var floor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: i * 100, y: 2732 - 30 }); game.addChild(floor); floors.push(floor); } // Add continuous floor on the left margin of the screen for (var j = 0; j < 27; j++) { var leftFloor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: 0, y: j * 100 }); game.addChild(leftFloor); floors.push(leftFloor); } // Add continuous floor on the right margin of the screen for (var k = 0; k < 27; k++) { var rightFloor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: 2048 - 50, y: k * 100 }); game.addChild(rightFloor); floors.push(rightFloor); } // Add random platforms with irregular heights and positions var platformYPositions = []; var distinctHeights = [2300, 1900, 1500, 1100, 700]; // Define 4-5 distinct heights var minPlatformLength = 5; var maxPlatformLength = 14; distinctHeights.forEach(function (height) { platformYPositions.push(height); }); // Add random platforms with irregular heights and positions for (var j = 0; j < platformYPositions.length; j++) { var _behaviours$enemyType; var platformLength = Math.floor(Math.random() * (maxPlatformLength - minPlatformLength + 1)) + minPlatformLength; var startX = Math.floor(Math.random() * (2048 - platformLength * 100)); // Random start position var startY = platformYPositions[j]; // Generate a random tint color for the platforms var randomTint = Math.floor(Math.random() * 16777215); for (var i = 0; i < platformLength; i++) { var newX = startX + i * 100; if (newX > 1900 || newX < 120) { continue; } var platform = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: startX + i * 100, y: platformYPositions[j] }); platform.tint = randomTint; // Apply the random tint to the platform game.addChild(platform); floors.push(platform); } // Spawn an enemy on top of each platform var enemyType = 'enemy' + (i % 5 + 1); // Cycle through enemy1 to enemy5 var behaviour = (_behaviours$enemyType = behaviours[enemyType]) !== null && _behaviours$enemyType !== void 0 ? _behaviours$enemyType : easingFunctions[Math.floor(Math.random() * easingFunctions.length)]; // Assign random easing function; behaviours[enemyType] = behaviour; var enemy = LK.getAsset(enemyType, { anchorX: 0.5, anchorY: 0.5, x: startX + 100, y: platformYPositions[j] - 100, type: enemyType }); if (enemyType === 'enemy5' || enemyType === 'enemy2') { enemy.tint = Math.floor(Math.random() * 0x7FFFFF) + 0x808080; // Ensure light tint } enemy.captured = false; game.addChild(enemy); enemies.push(enemy); }
===================================================================
--- original.js
+++ change.js
@@ -85,9 +85,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0xffffff
});
/****
* Game Code
A pixel slime, funny, looking right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
brick, brown color, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Draw wings to the dragon
better wings, pixel style, more contrasted, more visible, blue color
A pixel based enemy from the world of Bubble Bobble. It should be ghost-like. Make it very 80s 90s like in pixel, arcade style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A pixel based enemy from the world of Bubble Bobble. It should be blob like. Make it very 80s 90s like in pixel, arcade style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a similar image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows