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Starbutton is still behing backtound image move foward of everytiing
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Shwo start button over background.
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Show start button on top of gamename image
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Stretch gamename image to ocupy the whole screen
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Use gamename as background image of pregame screen
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Add a game title in the pregame screen. Top of the screen. It will be a new asste called gamename
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Move start button 300 pixels down
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Move start button 400 pixels down
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Add an asset on to of start in the pre game. Move start button down
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'rotation')' in or related to this line: 'hero.rotation = (Math.random() - 0.5) * tiltIntensity;' Line Number: 262
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'hero.x = x + (Math.random() - 0.5) * wobbleIntensity;' Line Number: 258
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (hero.intersects(spearTrigger)) {' Line Number: 274
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'fireWall')' in or related to this line: 'if (fireTrigger.fireWall && hero.intersects(fireTrigger.fireWall)) {' Line Number: 265
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'fireWall')' in or related to this line: 'if (fireTrigger.fireWall && hero.intersects(fireTrigger.fireWall)) {' Line Number: 242
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Fix firewall initialization issue.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'fireWall')' in or related to this line: 'if (fireTrigger.fireWall && hero.intersects(fireTrigger.fireWall)) {' Line Number: 242
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Do not start game intil start button is touched
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Creat a pregame screen with a start button (asset) before the game starts
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'fireWall')' in or related to this line: 'if (fireTrigger.fireWall && hero.intersects(fireTrigger.fireWall)) {' Line Number: 227
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'fireWall')' in or related to this line: 'if (fireTrigger.fireWall && hero.intersects(fireTrigger.fireWall)) {' Line Number: 227
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Crate a pregame screen with a start button that will start the game
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Please fix the bug: 'ReferenceError: timeCounter is not defined' in or related to this line: 'LK.setScore(parseFloat(timeCounter.text));' Line Number: 273
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When oplayer life is zero is game over. Counter shoild be final score
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Make counter 30% smaller
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Triple size of counter
/**** * 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.fireWall) { 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; // Add flickering effect this.alpha = Math.random() * 0.5 + 0.5; // Random alpha between 0.5 and 1 }; 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; } 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; // Add flickering effect this.alpha = Math.random() * 0.5 + 0.5; // Random alpha between 0.5 and 1 }; 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 = 20; 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 }); }); var StartScreen = Container.expand(function () { var self = Container.call(this); var gameTitle = self.attachAsset('gamename', { anchorX: 0.5, anchorY: 0.5 }); var startButton = self.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5 }); gameTitle.x = 2048 / 2; gameTitle.y = 2732 / 2; // Center the game title gameTitle.width = 2048; // Stretch to fit the screen width gameTitle.height = 2732; // Stretch to fit the screen height startButton.x = 2048 / 2; startButton.y = 2732 / 2 + 300; // Move start button 300 pixels down to ensure it appears over the background startButton.down = function (x, y, obj) { self.destroy(); initGame(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ var startScreen = game.addChild(new StartScreen()); // 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 timeCounter = new Text2("0", { size: 210, // 70% of the original size fill: "#ffffff" }); timeCounter.anchor.set(0.5, 1); // Sets anchor to the center of the bottom edge of the text. LK.gui.bottom.addChild(timeCounter); // Add the time counter to the GUI overlay at the bottom of the screen. // Update the time counter every second var startTime = Date.now(); LK.setInterval(function () { var elapsedTime = (Date.now() - startTime) / 1000; timeCounter.setText(elapsedTime.toFixed(3)); }, 1); // 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; if (hero) { hero.x = x + (Math.random() - 0.5) * wobbleIntensity; hero.y = y + (Math.random() - 0.5) * wobbleIntensity; } if (hero) { 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 && 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 && spearTrigger && 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 end the game if (hero.health <= 0) { // Set the final score to the time counter LK.setScore(parseFloat(timeCounter.text)); // Show game over LK.showGameOver(); } } }; // 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 } // 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
@@ -121,13 +121,13 @@
});
});
var StartScreen = Container.expand(function () {
var self = Container.call(this);
- var startButton = self.attachAsset('startButton', {
+ var gameTitle = self.attachAsset('gamename', {
anchorX: 0.5,
anchorY: 0.5
});
- var gameTitle = self.attachAsset('gamename', {
+ var startButton = self.attachAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5
});
gameTitle.x = 2048 / 2;
pixealrt spear. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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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.
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