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
User prompt
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
User prompt
Playfirewall instead of burn
User prompt
make lifebar a lot bigger
User prompt
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
User prompt
do not dislay life percentage text or spears hit. only show the lifebar bigger on the top of the screen
User prompt
play firewall when firewall spawns
User prompt
play spearhit when player is hit by a spear
User prompt
play spear when a spear is shot
User prompt
play burn when player is intersecting with firewall
User prompt
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
User prompt
decrease life faster when intersecting with firewall
User prompt
life should be decressed by 1 every second firewall is intesecting with player
User prompt
firewall sould be spawned every time a firetrigrre is triggered
/**** * 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; // 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 }); }); /**** * 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("0", { size: 100, 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; 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
@@ -137,20 +137,20 @@
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", {
+ var timeCounter = new Text2("0", {
size: 100,
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 = Math.floor((Date.now() - startTime) / 1000);
- timeCounter.setText("Time: " + elapsedTime);
- }, 1000);
+ 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
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.