User prompt
When oplayer life is zero is game over. Counter shoild be final score
User prompt
Make counter 30% smaller
User prompt
Triple size of counter
User prompt
Remove time: just show the time and second and miliseocnd
User prompt
Counter is still not displaying. Make sure it is on top of backgound image
User prompt
Counter is not being dipslayed in screen. Change the code to make ti work
User prompt
Add flickering effect to fire wall
User prompt
Double the spear speed
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add a time counter on the bottom of the screen in big font
User prompt
Add a timer countdownon the bottom of the screen
Code edit (1 edits merged)
Please save this source code
User prompt
Playable area should exclude the 50 pixels from each side of the screen
User prompt
Define a playable area where the player can move and triggers can spawn
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Playfirewall instead of burn
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make lifebar a lot bigger
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remove speasr hit and level displays
User prompt
Please fix the bug: 'ReferenceError: lifebarText is not defined' in or related to this line: 'lifebarText.setText("Life: " + hero.health + "%");' Line Number: 96
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do not dislay life percentage text or spears hit. only show the lifebar bigger on the top of the screen
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play firewall when firewall spawns
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play spearhit when player is hit by a spear
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play spear when a spear is shot
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play burn when player is intersecting with firewall
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'fireTrigger.x = edgeBuffer + Math.random() * (2048 - 2 * edgeBuffer); // Random x position within buffer' Line Number: 186
User prompt
make sure speartrigger and firetrigger are not to close to the screen edges or borders
User prompt
decrease payer life by 1 every third of a second
/****
* Classes
****/
var FireTrigger = Container.expand(function () {
var self = Container.call(this);
var fireTriggerGraphics = self.attachAsset('fireTrigger', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
if (self.intersects(hero)) {
self.fireWall = LK.getAsset('fireWall', {
anchorX: 0.5,
anchorY: 0.5
});
self.fireWall.width = 2048; // Set width to match screen width
self.fireWall.x = 2048 / 2; // Start from the center of the screen
self.fireWall.y = 2732 + self.fireWall.height; // Start from bottom off-screen
self.fireWall.speedX = 0; // No horizontal movement
self.fireWall.speedY = -15; // Move upwards
self.fireWall.update = function () {
this.x += this.speedX;
this.y += this.speedY;
};
game.addChild(self.fireWall);
// Play firewall sound when it spawns
LK.getSound('firewall').play();
// Reposition the fire trigger to a random location
self.x = Math.random() * 2048;
self.y = Math.random() * 2732;
}
};
});
// 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
});
// Removed life percentage text display
self.update = function () {
// Removed life percentage text display
lifebarGraphics.width = hero.health / 100 * 1500; // 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;
var spearCount = 0;
// Declare scoreText in the global scope
var scoreText;
var currentLevel = 1; // Initialize current level
// Function to initialize game elements
function initGame() {
// Create and position the time counter
var timeCounter = new Text2("Time: 0", {
size: 100,
fill: "#ffffff"
});
timeCounter.x = 2048 / 2;
timeCounter.y = 2732 - 150; // Positioned at the bottom of the screen
game.addChild(timeCounter);
// Update the time counter every second
var startTime = Date.now();
LK.setInterval(function () {
var elapsedTime = Math.floor((Date.now() - startTime) / 1000);
timeCounter.setText("Time: " + elapsedTime);
}, 1000);
// 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 / 2;
lifebar.y = 25; // Centered at the top of the screen
game.addChild(lifebar);
// Create and position the score text (removed spear hit and level displays)
scoreText = new Text2("", {
size: 50,
fill: "#ffffff"
});
scoreText.x = 3 * 2048 / 4;
scoreText.y = 50; // Align with lifebar
game.addChild(scoreText);
// Define playable area boundaries
var playableArea = {
xMin: 100,
xMax: 2048 - 100,
yMin: 200,
yMax: 2732 - 200
};
// Create and position the spear trigger within the playable area
spearTrigger = game.addChild(new SpearTrigger());
spearTrigger.x = playableArea.xMin + Math.random() * (playableArea.xMax - playableArea.xMin);
spearTrigger.y = playableArea.yMin + Math.random() * (playableArea.yMax - playableArea.yMin);
// Create and position the fire trigger within the playable area
fireTrigger = game.addChild(new FireTrigger());
fireTrigger.x = playableArea.xMin + Math.random() * (playableArea.xMax - playableArea.xMin);
fireTrigger.y = playableArea.yMin + Math.random() * (playableArea.yMax - playableArea.yMin);
}
// 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 () {
// Check if the hero intersects with the firewall
if (fireTrigger.fireWall && hero.intersects(fireTrigger.fireWall)) {
// Decrease hero's health by 1 every third of a second
if (LK.ticks % 20 === 0) {
// Assuming 60 ticks per second
hero.health -= 1;
// Play firewall sound
LK.getSound('firewall').play();
}
}
if (hero.intersects(spearTrigger)) {
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
// Play spear sound
LK.getSound('spear').play();
spear.update = function () {
this.x += this.speedX;
this.y += this.speedY;
if (this.intersects(hero.hitbox)) {
// 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;
};
// Play spearhit sound
LK.getSound('spearhit').play();
// Reduce player's health
hero.health -= 10;
// 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
}
};
// Function to handle transition to the next level
function moveToNextLevel() {
// Reset hero's health
hero.health = 100;
// Increment level (removed spear count and level display)
currentLevel++;
// 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
@@ -134,27 +134,22 @@
var scoreText;
var currentLevel = 1; // Initialize current level
// Function to initialize game elements
function initGame() {
- // Create and position the timer text
- var timerText = new Text2("Time: 60", {
- size: 50,
+ // Create and position the time counter
+ var timeCounter = new Text2("Time: 0", {
+ size: 100,
fill: "#ffffff"
});
- timerText.x = 2048 / 2;
- timerText.y = 2732 - 100; // Position at the bottom of the screen
- game.addChild(timerText);
- // Initialize timer countdown
- var timeLeft = 60; // 60 seconds countdown
- var timerInterval = LK.setInterval(function () {
- if (timeLeft > 0) {
- timeLeft--;
- timerText.setText("Time: " + timeLeft);
- } else {
- LK.clearInterval(timerInterval);
- // Handle time out scenario, e.g., end game or move to next level
- }
- }, 1000); // Update every second
+ timeCounter.x = 2048 / 2;
+ timeCounter.y = 2732 - 150; // Positioned at the bottom of the screen
+ game.addChild(timeCounter);
+ // Update the time counter every second
+ var startTime = Date.now();
+ LK.setInterval(function () {
+ var elapsedTime = Math.floor((Date.now() - startTime) / 1000);
+ timeCounter.setText("Time: " + elapsedTime);
+ }, 1000);
// Add background image
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
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.