User prompt
move all elements in the hud closer to the level in the center
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'levelText.setText("Level: " + currentLevel);' Line Number: 258
User prompt
Please fix the bug: 'ReferenceError: levelText is not defined' in or related to this line: 'levelText.setText("Level: " + currentLevel);' Line Number: 257
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
/****
* 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 and levelText in the global scope
var scoreText;
var levelText;
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 / 2 - 300; // Move lifebar closer to the center
lifebar.y = 50;
game.addChild(lifebar);
// Create and position the score text
scoreText = new Text2("Spears hit: " + spearCount, {
size: 50,
fill: "#ffffff"
});
scoreText.x = 2048 / 2 + 300; // Move scoreText closer to the center
scoreText.y = 50;
game.addChild(scoreText);
// Create and position the level text
levelText = new Text2("Level: " + currentLevel, {
size: 50,
fill: "#ffffff"
});
levelText.x = 2048 / 2; // Center the levelText
levelText.y = 50;
game.addChild(levelText);
// 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;
// Increment level
currentLevel++;
// Update score and level text
scoreText.setText("Spears hit: " + spearCount);
levelText.setText("Level: " + 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
@@ -141,17 +141,17 @@
hero.x = 2048 / 2;
hero.y = 2732 / 2;
// Create and position the lifebar
var lifebar = new Lifebar();
- lifebar.x = 50; // Move lifebar to the left corner
+ lifebar.x = 2048 / 2 - 300; // Move lifebar closer to the center
lifebar.y = 50;
game.addChild(lifebar);
// Create and position the score text
scoreText = new Text2("Spears hit: " + spearCount, {
size: 50,
fill: "#ffffff"
});
- scoreText.x = 2048 - 50; // Move scoreText to the right corner
+ scoreText.x = 2048 / 2 + 300; // Move scoreText closer to the center
scoreText.y = 50;
game.addChild(scoreText);
// Create and position the level text
levelText = new Text2("Level: " + currentLevel, {
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