User prompt
move diamond counter 200 pixels to the left
User prompt
move diaomnd coutner 200 pixels to the left
User prompt
show diamond count in front of diamond icon
User prompt
instead of diamons text in the top right, use the diamond asset. counter should be inside the diamond
User prompt
Please fix the bug: 'TypeError: diamondCounterTxt.setText is not a function' in or related to this line: 'diamondCounterTxt.setText(diamondCount.toString());' Line Number: 431
User prompt
instead of diamons text in the top right, use the diamond asset
User prompt
replace coing references by diamond
User prompt
add pop effect when diamon spawns moving upwards and then fast downwards
Code edit (1 edits merged)
Please save this source code
User prompt
coins shpeed should be slower than stars
User prompt
coins should increase and dedcrease their size way less
User prompt
coins should increase and decrease their size
User prompt
make backgorund color purple
User prompt
remove bacckground
User prompt
add animation to coin
Code edit (3 edits merged)
Please save this source code
User prompt
make paralax scrolling slower
Code edit (1 edits merged)
Please save this source code
User prompt
make paralax background 10 pixels closer to each other
User prompt
Please fix the bug: 'ReferenceError: background is not defined' in or related to this line: 'background.update();' Line Number: 446
User prompt
add background paralax scrolling from top down
User prompt
Please fix the bug: 'Uncaught Error: The supplied DisplayObject must be a child of the caller' in or related to this line: 'game.addChildAt(ghostFairy, game.getChildIndex(dragNode));' Line Number: 396
User prompt
add border to star hitpoints font
User prompt
make blocks hitpoints font color white
User prompt
move blocks 100 pixels left
/**** * Classes ****/ // Background class var Background = Container.expand(function () { var self = Container.call(this); var bg1 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); var bg2 = self.attachAsset('background', { anchorX: 0.5, anchorY: 0.5 }); bg1.y = 0; bg2.y = -2712; self.update = function () { bg1.y += 2; bg2.y += 2; if (bg1.y >= 2732) { bg1.y = -2732; } if (bg2.y >= 2732) { bg2.y = -2732; } }; }); // Boss class var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('boss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.hitpoints = 20; // Boss hitpoints self.update = function () { // Logic to increase and decrease block sizes if (LK.ticks % 120 < 60) { self.scale.x += 0.001; self.scale.y += 0.001; } else { self.scale.x -= 0.001; self.scale.y -= 0.001; } // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = LK.getAsset('powerup', { width: self.width, height: 20, color: 0x90ee90, anchorX: 0.5, anchorY: 0.5 }); self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the boss self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 20 * self.width; if (self.hitpoints > 10) { self.hitpointsDisplay.color = 0x66cc66; // Less shiny green } else if (self.hitpoints > 5) { self.hitpointsDisplay.color = 0xffff00; // Yellow } else { self.hitpointsDisplay.color = 0xff0000; // Red } } // Ensure the boss stays within the top 30% of the screen if (self.y < 0.3 * 2732) { self.y += self.speed; } else { self.y = 0.3 * 2732; } // Add lateral movement self.x += self.speed; if (self.x < 0 || self.x > 2048) { self.speed = -self.speed; // Reverse direction when hitting screen edges } // Boss shooting logic if (LK.ticks % 60 == 0) { // Boss shoots every 60 ticks var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; // Calculate direction towards the fairy var directionX = fairy.x - self.x; var directionY = fairy.y - self.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction directionX /= distance; directionY /= distance; // Set bullet speed towards the fairy newBullet.speedX = directionX * 5; newBullet.speedY = directionY * 5; // Override bullet update function to move towards the fairy newBullet.update = function () { this.x += this.speedX; this.y += this.speedY; }; bullets.push(newBullet); game.addChild(newBullet); } }; }); // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; // Default bullet speed, can be overridden self.update = function () { self.y += self.speed; }; }); // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.hitpoints = 3; // Add hitpoints to enemies self.update = function () { self.y += self.speed; // Logic to increase and decrease block sizes if (LK.ticks % 120 < 60) { self.scale.x += 0.002; self.scale.y += 0.002; } else { self.scale.x -= 0.002; self.scale.y -= 0.002; } // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); self.hitpointsDisplay.anchor.set(0.5, 0.5); self.hitpointsDisplay.y = 0; self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.setText(self.hitpoints.toString()); } }; }); //<Assets used in the game will automatically appear here> // Fairy class var Fairy = Container.expand(function () { var self = Container.call(this); var fairyGraphics = self.attachAsset('fairy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Fairy movement logic }; }); // Goblin class var Goblin = Container.expand(function () { var self = Container.call(this); var goblinGraphics = self.attachAsset('goblin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 4; self.hitpoints = 5; // Goblin hitpoints self.update = function () { // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = LK.getAsset('powerup', { width: self.width, height: 20, color: 0x90ee90, anchorX: 0.5, anchorY: 0.5 }); self.hitpointsDisplay.y = -self.height / 2 - 20; // Position above the goblin self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 5 * self.width; if (self.hitpoints > 3) { self.hitpointsDisplay.color = 0x66cc66; // Less shiny green } else if (self.hitpoints > 1) { self.hitpointsDisplay.color = 0xffff00; // Yellow } else { self.hitpointsDisplay.color = 0xff0000; // Red } } // Calculate direction towards the player var directionX = fairy.x - self.x; var directionY = fairy.y - self.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction directionX /= distance; directionY /= distance; // Apply jumpy movement self.x += directionX * self.speed * (Math.random() * 2); self.y += directionY * self.speed * (Math.random() * 2); // Create and update hitpoints display if (!self.hitpointsDisplay) { self.hitpointsDisplay = new Text2(self.hitpoints.toString(), { size: 100, fill: "#ffffff", stroke: "#000000", strokeThickness: 5 }); self.hitpointsDisplay.anchor.set(0.5, 0.5); self.hitpointsDisplay.y = 0; self.addChild(self.hitpointsDisplay); } else { self.hitpointsDisplay.width = self.hitpoints / 5 * self.width; } }; // Goblin shooting logic self.shoot = function () { var newBullet = new Bullet(); newBullet.x = self.x; newBullet.y = self.y; newBullet.speed = 5; // Goblin bullet speed bullets.push(newBullet); game.addChild(newBullet); }; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); // Star class var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -5; self.x = Math.random() * 2048; } }; }); // UpgradeMenu class var UpgradeMenu = Container.expand(function () { var self = Container.call(this); var menuGraphics = self.attachAsset('menu', { anchorX: 0.5, anchorY: 0.5 }); self.visible = false; // Initially hidden self.update = function () { // Update menu items }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Function to start a new level or replay the previous level function startNewLevel() { waveCount = 0; // Reset wave count score = 0; // Reset score scoreTxt.setText(score); // Update score text coinCount = 0; // Reset coin count coinCounterTxt.setText('Coins: ' + coinCount); // Update coin counter text // Clear existing enemies and bullets for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].destroy(); bullets.splice(j, 1); } // Reinitialize game elements initGame(); LK.resumeGame(); // Resume the game upgradeMenu.visible = false; // Hide the upgrade menu } // Initialize variables var background; // Declare background variable var fairy; var bullets = []; var enemies = []; var scoreTxt; var score = 0; var dragNode = null; var coinCount = 0; // Initialize coin counter var coinCounterTxt; // Declare coinCounterTxt variable var isFairyHeld = false; // Track if the fairy is being held var waveCount = 0; // Track the wave count var waveConfig = [{ enemies: 4, hitpoints: [1] }, { enemies: 8, hitpoints: [2, 1] }, { enemies: 12, hitpoints: [3, 2, 1] } // Add more wave configurations as needed ]; // Initialize game elements function initGame() { // Create and position the background background = game.addChild(new Background()); background.x = 2048 / 2; background.y = 2732 / 2; // Create and position the fairy fairy = game.addChild(new Fairy()); fairy.x = 2048 / 2; fairy.y = 2732 - 200; // Create score text scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); // Anchor to the top center scoreTxt.x = 2048 / 2; // Position at the top center of the screen scoreTxt.y = 20; // Position with a margin from the top for (var i = 0; i < 50; i++) { var star = game.addChild(new Star()); star.x = Math.random() * 2048; star.y = Math.random() * 2732; } scoreTxt.anchor.set(0.5, 0); // Create coin counter text game.addChild(scoreTxt); // Create coin counter text coinCounterTxt = new Text2('Coins: 0', { size: 100, fill: "#ffffff" }); coinCounterTxt.anchor.set(1, 0); // Anchor to the top right coinCounterTxt.x = 2048 - 20; // Position at the top right of the screen with a margin coinCounterTxt.y = 20; // Position with a margin from the top game.addChild(coinCounterTxt); // Set up game event listeners game.down = function (x, y, obj) { dragNode = fairy; isFairyHeld = true; // Set isFairyHeld to true when the fairy is held }; game.up = function (x, y, obj) { dragNode = null; isFairyHeld = false; // Set isFairyHeld to false when the fairy is released }; game.move = handleMove; // Update game every tick game.update = updateGame; } // Handle move events function handleMove(x, y, obj) { if (dragNode) { // Check if the fairy is moving to the right if (x > dragNode.x) { // Mirror the fairy image dragNode.scale.x = -1; } else { // Reset the fairy image dragNode.scale.x = 1; } // Create a ghost image of the fairy when it moves every other frame if (LK.ticks % 4 === 0) { var ghostFairy = LK.getAsset('fairy', { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); ghostFairy.x = dragNode.x; ghostFairy.y = dragNode.y; if (dragNode.parent === game) { game.addChildAt(ghostFairy, game.getChildIndex(dragNode)); } else { game.addChild(ghostFairy); } // Remove the ghost image after 0.5 seconds LK.setTimeout(function () { ghostFairy.destroy(); }, 250); } dragNode.x += (x - dragNode.x) * 0.1; if (y > 2732 * 0.6) { dragNode.y += (y - dragNode.y) * 0.1; } else { dragNode.y += (2732 * 0.6 - dragNode.y) * 0.1; } } } // Update game logic function updateGame() { // Update background background.update(); // Update starfield for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Star) { game.children[i].update(); } if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) { game.children[i].destroy(); coinCount++; coinCounterTxt.setText('Coins: ' + coinCount); } } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { if (bullets[i] instanceof Bullet) { bullets[i].update(); } bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j] instanceof Boss) { enemies[j].update(); } enemies[j].update(); if (enemies[j].y > 2732 + 50) { enemies[j].destroy(); enemies.splice(j, 1); } if (fairy.intersects(enemies[j])) { var fairyX = fairy.x; var fairyY = fairy.y; // Create particle effect for fairy for (var p = 0; p < 20; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = fairyX; particle.y = fairyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } for (var k = bullets.length - 1; k >= 0; k--) { if (bullets[k].intersects(enemies[j])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[j].hitpoints--; if (enemies[j].hitpoints <= 0) { var enemyX = enemies[j].x; var enemyY = enemies[j].y; // Create particle effect for (var p = 0; p < 20; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 10; particle.speedY = (Math.random() - 0.5) * 10; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } enemies[j].destroy(); enemies.splice(j, 1); score++; scoreTxt.setText(score); var dropChance = Math.random(); if (dropChance < 0.2) { var newCoin = new Coin(); newCoin.x = enemyX; newCoin.y = enemyY; game.addChild(newCoin); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } if (enemies[j] instanceof Boss) { // Create bigger particle effect for boss for (var p = 0; p < 50; p++) { var particle = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); particle.x = enemyX; particle.y = enemyY; particle.speedX = (Math.random() - 0.5) * 20; particle.speedY = (Math.random() - 0.5) * 20; particle.update = function () { this.x += this.speedX; this.y += this.speedY; this.alpha -= 0.02; if (this.alpha <= 0) { this.destroy(); } }; game.addChild(particle); } LK.pauseGame(); upgradeMenu.visible = true; } } break; } } } // Check for collisions // Check for coin collection for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Coin && game.children[i].intersects(fairy)) { game.children[i].destroy(); coinCount++; coinCounterTxt.setText('Coins: ' + coinCount); } } for (var k = bullets.length - 1; k >= 0; k--) { for (var l = enemies.length - 1; l >= 0; l--) { if (bullets[k].intersects(enemies[l])) { bullets[k].destroy(); bullets.splice(k, 1); enemies[l].hitpoints--; if (enemies[l].hitpoints <= 0) { var enemyX = enemies[l].x; var enemyY = enemies[l].y; enemies[l].destroy(); enemies.splice(l, 1); score++; scoreTxt.setText(score); // Randomly drop coins or powerups var dropChance = Math.random(); if (dropChance < 0.2) { var newCoin = new Coin(); newCoin.x = enemyX; newCoin.y = enemyY; game.addChild(newCoin); } else if (dropChance < 0.2) { var newPowerup = new Powerup(); newPowerup.x = enemyX; newPowerup.y = enemyY; game.addChild(newPowerup); } // Check if the destroyed enemy is the boss if (enemies[l] instanceof Boss) { LK.pauseGame(); // Pause the game upgradeMenu.visible = true; // Show the upgrade menu } } break; } } } // Spawn new bullets if (LK.ticks % 20 == 0 && isFairyHeld) { // Only spawn new bullets if the fairy is being held var newBullet = new Bullet(); newBullet.x = fairy.x; newBullet.y = fairy.y; bullets.push(newBullet); game.addChild(newBullet); } // Spawn new enemies in a line if (LK.ticks % 600 == 0) { waveCount++; if (waveCount <= waveConfig.length) { var currentWave = waveConfig[waveCount - 1]; var maxEnemiesPerLine = 4; var enemySpacing = 2048 / (maxEnemiesPerLine + 1); // Adjust spacing to center enemies var totalRows = Math.ceil(currentWave.enemies / maxEnemiesPerLine); for (var i = 0; i < currentWave.enemies; i++) { var newBlock = new Enemy(); var row = Math.floor(i / maxEnemiesPerLine); newBlock.hitpoints = currentWave.hitpoints[row] || currentWave.hitpoints[currentWave.hitpoints.length - 1]; newBlock.x = i % maxEnemiesPerLine * enemySpacing + enemySpacing / 2; newBlock.y = row * 200 - 50; enemies.push(newBlock); game.addChild(newBlock); } // Center the rows of enemies var totalWidth = (Math.min(currentWave.enemies, maxEnemiesPerLine) - 1) * enemySpacing; var offsetX = (2048 - totalWidth) / 2; for (var j = 0; j < enemies.length; j++) { enemies[j].x += offsetX; } } else if (waveCount == waveConfig.length + 1) { // Spawn boss enemy var boss = new Boss(); boss.hitpoints = 20; // Set boss hitpoints boss.x = 2048 / 2; boss.y = 0; boss.speed = 5; // Set initial speed for lateral movement enemies.push(boss); game.addChild(boss); } // Spawn goblin between waves if (waveCount % 2 == 0) { var goblin = new Goblin(); goblin.x = Math.random() * 2048; goblin.y = -50; enemies.push(goblin); game.addChild(goblin); } } // Goblin shooting logic for (var i = enemies.length - 1; i >= 0; i--) { if (enemies[i] instanceof Goblin && LK.ticks % 100 == 0) { enemies[i].shoot(); } } } // Initialize the game initGame(); // Create and position the upgrade menu var upgradeMenu = game.addChild(new UpgradeMenu()); upgradeMenu.x = 2048 / 2; upgradeMenu.y = 2732 / 2;
===================================================================
--- original.js
+++ change.js
@@ -12,9 +12,9 @@
anchorX: 0.5,
anchorY: 0.5
});
bg1.y = 0;
- bg2.y = -2722;
+ bg2.y = -2712;
self.update = function () {
bg1.y += 2;
bg2.y += 2;
if (bg1.y >= 2732) {
8-bit. cartoon. white star.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon 8 bit fairy dust. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Cartoon, 8bit, fireball. Black border. Cicular.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
cartoon, 8 bit, shield. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, axe. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
dark electric ball, 8bit, cartoon.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
8bit, cartoon, treasure chest frame. very big empty center. only a fine border of chest. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.