User prompt
display level in the center of the hud. rearrange life and spear hit if necessary
User prompt
speasrshitcount shoudl not be refreshed per level
User prompt
Please fix the bug: 'ReferenceError: fireTrigger is not defined' in or related to this line: 'if (hero.intersects(spearTrigger) || fireTrigger && hero.intersects(fireTrigger)) {' Line Number: 190
User prompt
dd a new trigger called. firetrigger. this one will only start appearing in level 2 and will live together with speartrigger. firetrigger will spawn a fire wall that will move from down up on the screen
User prompt
replace floortrigger name for speartrigger
User prompt
dispalye current level below spears hit
User prompt
Add a level structure. when hero's life is 0 move to next level. replace spearsh hit and display level
User prompt
add a small circular shadow below the hero
User prompt
spears that are attached to player should also woblble and tilt
User prompt
add some titling to the player wobbly movemnt
User prompt
add a small wobly movemebt on th epayer when it moves
User prompt
add a shake screenn effect when spear hits player
User prompt
add a bckground image
User prompt
rearraneg life and spears hit and lifebar on the top to be algined better
User prompt
make sure lifebar graphic is updated like bumber
User prompt
removelifebar and leave the life %
User prompt
amke sure life is a number nd not a nan
User prompt
only show one spears hit and one lifef
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreText.setText("Spears hit: " + spearCount); // Update score text' Line Number: 149
User prompt
Please fix the bug: 'ReferenceError: scoreText is not defined' in or related to this line: 'scoreText.setText("Spears hit: " + spearCount); // Update score text' Line Number: 147
User prompt
Please fix the bug: 'TypeError: self.setText is not a function' in or related to this line: 'self.setText("Life: " + hero.health + "%, Spears hit: " + spearCount);' Line Number: 56
User prompt
show life and score on the otp of the screen out of the hud
User prompt
make sure hud is diaplyed on the top center of the screen
User prompt
make sure hud is displayed with the hero life and the amount of spears hit
User prompt
create a hud on the top of the screen. On the hud display 100% in the center which is the player's health. when hit by a spear reduce the %
/**** * Classes ****/ var FireTrigger = Container.expand(function () { var self = Container.call(this); var fireTriggerGraphics = self.attachAsset('fireTrigger', { anchorX: 0.5, anchorY: 0.5 }); }); var FireWall = Container.expand(function () { var self = Container.call(this); var fireWallGraphics = self.attachAsset('fireWall', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y -= self.speed; }; }); // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; // Add a shadow below the hero var shadow = self.attachAsset('heroShadow', { anchorX: 0.5, anchorY: 0.5 }); shadow.y = heroGraphics.height / 2 + 10; // Position the shadow slightly below the hero shadow.alpha = 0.5; // Make the shadow semi-transparent // Add hitbox for collision detection self.hitbox = new Container(); self.hitbox.width = heroGraphics.width * 1.2; // Increase size for better collision detection self.hitbox.height = heroGraphics.height * 1.2; // Increase size for better collision detection self.hitbox.x = -self.hitbox.width; self.hitbox.y = -self.hitbox.height; // Display the hitbox with a transparent asset var hitboxGraphics = LK.getAsset('transparentAsset', { anchorX: 0.5, anchorY: 0.5 }); hitboxGraphics.width = self.hitbox.width; hitboxGraphics.height = self.hitbox.height; self.hitbox.addChild(hitboxGraphics); self.addChild(self.hitbox); self.update = function () { // Update logic for hero, if needed }; }); var Lifebar = Container.expand(function () { var self = Container.call(this); var lifebarGraphics = self.attachAsset('lifebar', { anchorX: 0.5, anchorY: 0.5 }); var lifebarText = new Text2("Life: " + hero.health + "%", { size: 50, fill: "#ffffff" }); self.addChild(lifebarText); self.update = function () { lifebarText.setText("Life: " + hero.health + "%"); lifebarGraphics.width = hero.health / 100 * 500; // Update lifebar width based on health }; }); var Spear = Container.expand(function () { var self = Container.call(this); var spearGraphics = self.attachAsset('spear', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.y += self.speed; }; }); var SpearTrigger = Container.expand(function () { var self = Container.call(this); var spearTriggerGraphics = self.attachAsset('spearTrigger', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Function to create a screen shake effect function shakeScreen() { var shakeIntensity = 10; var shakeDuration = 500; // in milliseconds var elapsedTime = 0; var originalX = game.x; var originalY = game.y; var shakeInterval = LK.setInterval(function () { if (elapsedTime < shakeDuration) { game.x = originalX + (Math.random() - 0.5) * shakeIntensity; game.y = originalY + (Math.random() - 0.5) * shakeIntensity; elapsedTime += 16; // approximately 60 FPS } else { game.x = originalX; game.y = originalY; LK.clearInterval(shakeInterval); } }, 16); } // Initialize game variables var hero; var spearTrigger; var fireTrigger; // Initialize fireTrigger variable var spearCount = 0; // Declare scoreText in the global scope var scoreText; var currentLevel = 1; // Initialize current level // Function to initialize game elements function initGame() { // Add background image var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); hero = game.addChild(new Hero()); hero.health = 100; // Initialize hero health as a number hero.x = 2048 / 2; hero.y = 2732 / 2; // Create and position the lifebar var lifebar = new Lifebar(); lifebar.x = 2048 / 4; lifebar.y = 50; // Adjusted position to align with scoreText game.addChild(lifebar); // Create and position the score text scoreText = new Text2("Spears hit: " + spearCount + " | Level: " + currentLevel, { size: 50, fill: "#ffffff" }); scoreText.x = 3 * 2048 / 4; scoreText.y = 50; // Align with lifebar game.addChild(scoreText); // Create and position the spear trigger spearTrigger = game.addChild(new SpearTrigger()); spearTrigger.x = Math.random() * 2048; // Random x position spearTrigger.y = Math.random() * 2732; // Random y position if (currentLevel >= 2) { fireTrigger = game.addChild(new FireTrigger()); fireTrigger.x = Math.random() * 2048; // Random x position fireTrigger.y = 2732; // Start at the bottom of the screen } } // Function to handle hero movement function handleMove(x, y, obj) { // Add a wobble and tilting effect to the hero's movement var wobbleIntensity = 5; var tiltIntensity = 0.1; hero.x = x + (Math.random() - 0.5) * wobbleIntensity; hero.y = y + (Math.random() - 0.5) * wobbleIntensity; hero.rotation = (Math.random() - 0.5) * tiltIntensity; } // Function to update game state game.update = function () { if (hero.intersects(spearTrigger) || fireTrigger && hero.intersects(fireTrigger)) { var spear = game.addChild(new Spear()); spear.x = Math.random() * 2048; // Random x position spear.y = Math.random() < 0.5 ? 0 : 2732; // Randomly choose top or bottom for y position var dx = hero.x - spear.x; var dy = hero.y - spear.y; var angle = Math.atan2(dy, dx); spear.speedX = Math.cos(angle) * spear.speed; spear.speedY = Math.sin(angle) * spear.speed; spear.rotation = angle; // Rotate the spear in the direction it's moving spear.update = function () { this.x += this.speedX; this.y += this.speedY; if (this.intersects(hero.hitbox) || fireTrigger && this.intersects(fireTrigger)) { // Trigger screen shake effect shakeScreen(); // Attach the spear to the hero at the position it first touches him this.speedX = 0; this.speedY = 0; var relativeX = this.x - hero.x; var relativeY = this.y - hero.y; this.update = function () { var wobbleIntensity = 2; var tiltIntensity = 0.05; this.x = hero.x + relativeX + (Math.random() - 0.5) * wobbleIntensity; this.y = hero.y + relativeY + (Math.random() - 0.5) * wobbleIntensity; this.rotation = angle + (Math.random() - 0.5) * tiltIntensity; }; // Reduce player's health and increment spear count hero.health -= 10; spearCount++; scoreText.setText("Spears hit: " + spearCount); // Update score text // Check if hero's health is 0 to move to the next level if (hero.health <= 0) { moveToNextLevel(); } } }; // Reposition the spear trigger to a random location spearTrigger.x = Math.random() * 2048; // Random x position spearTrigger.y = Math.random() * 2732; // Random y position if (fireTrigger) { var fireWall = game.addChild(new FireWall()); fireWall.x = fireTrigger.x; fireWall.y = fireTrigger.y; fireTrigger.x = Math.random() * 2048; // Random x position fireTrigger.y = 2732; // Start at the bottom of the screen } } }; // Function to handle transition to the next level function moveToNextLevel() { // Reset hero's health hero.health = 100; // Update score text scoreText.setText("Spears hit: " + spearCount); // Increment level currentLevel++; scoreText.setText("Spears hit: " + spearCount + " | Level: " + currentLevel); // Update score text // Reposition hero to the center hero.x = 2048 / 2; hero.y = 2732 / 2; // Reposition spear trigger to a new random location spearTrigger.x = Math.random() * 2048; spearTrigger.y = Math.random() * 2732; // Optionally, increase difficulty or change level parameters here } // Initialize game elements initGame(); // Set up event listeners for touch/mouse interactions game.down = function (x, y, obj) { handleMove(x, y, obj); }; game.move = function (x, y, obj) { handleMove(x, y, obj); }; game.up = function (x, y, obj) { // No specific action needed on release };
===================================================================
--- original.js
+++ change.js
@@ -226,11 +226,10 @@
// Function to handle transition to the next level
function moveToNextLevel() {
// Reset hero's health
hero.health = 100;
- // Reset spear count
- spearCount = 0;
- scoreText.setText("Spears hit: " + spearCount); // Reset score text
+ // Update score text
+ scoreText.setText("Spears hit: " + spearCount);
// Increment level
currentLevel++;
scoreText.setText("Spears hit: " + spearCount + " | Level: " + currentLevel); // Update score text
// Reposition hero to the center
pixealrt spear. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fireskull button. pixelart.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
spearbutton. pixelart.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixelart button that says "Start". Dungeon vibes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2000 by 2800 high quality banner. Pixelart. title reads: "Die Knight, Die!". Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pixealrt. Dungeon. Reads: The Knight is DEAD. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.