/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AirBlock = Container.expand(function () { var self = Container.call(this); var airBlockGraphics = self.attachAsset('AirBlockAsset', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 5 ? 18 : 12; // Increased speed for AirBlocks in Level 5 self.update = function () { self.y -= self.speed; }; return self; }); var Airblockasset1 = Container.expand(function () { var self = Container.call(this); var airblock1Graphics = self.attachAsset('Airblockasset1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 5 ? 18 : 12; // Start continuous rotation to the right self.startRotation = function () { function rotateRight() { if (self && !self.destroyed) { tween(self, { rotation: self.rotation + Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: rotateRight }); } } rotateRight(); }; self.update = function () { self.y -= self.speed; }; return self; }); var Airblockasset2 = Container.expand(function () { var self = Container.call(this); var airblock2Graphics = self.attachAsset('Airblockasset2', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 5 ? 18 : 12; // Start continuous flipping from right to left self.startFlipping = function () { function flipRightLeft() { if (self && !self.destroyed) { tween(airblock2Graphics, { scaleX: -1.0 }, { duration: 1000, easing: tween.linear, onFinish: function onFinish() { if (self && !self.destroyed) { tween(airblock2Graphics, { scaleX: 1.0 }, { duration: 1000, easing: tween.linear, onFinish: flipRightLeft }); } } }); } } flipRightLeft(); }; self.update = function () { self.y -= self.speed; }; return self; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Dragon class to represent the player character var Dragon = Container.expand(function () { var self = Container.call(this); // Function to get the appropriate dragon asset based on level self.getDragonAsset = function () { if (level === 2) { return 'Lavadragon'; } if (level === 3) { return 'Snowdragon'; } if (level === 4) { return 'Stonedragon'; } if (level === 5) { return 'Airdragon'; } return 'dragon'; // Default for level 1 }; var dragonGraphics = self.attachAsset(self.getDragonAsset(), { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0, smooth: true, filterQuality: 2 }); self.speed = 20; // Further increase the speed of the dragon self.currentLevel = level; // Track current level for asset changes // Function to update dragon asset when level changes self.updateDragonAsset = function () { if (self.currentLevel !== level) { self.currentLevel = level; // Remove old graphics dragonGraphics.destroy(); // Create new graphics with appropriate asset dragonGraphics = self.attachAsset(self.getDragonAsset(), { anchorX: 0.5, anchorY: 0.5, scaleX: self.x < 2048 / 2 ? -2.0 : 2.0, scaleY: 2.0, smooth: true, filterQuality: 2 }); } }; self.update = function () { // Update dragon asset if level changed self.updateDragonAsset(); // Update logic for the dragon to flip based on movement direction if (self.x < 2048 / 2) { dragonGraphics.scaleX = -2.0; // Flip horizontally when on the left side of the screen } else { dragonGraphics.scaleX = 2.0; // Normal orientation when on the right side of the screen } // Removed unnecessary variable to optimize performance }; return self; }); // Fireball class to represent the fireballs that the dragon shoots var Fireball = Container.expand(function (assetId) { var self = Container.call(this); var fireballGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.6, scaleY: 0.9, smooth: true, filterQuality: 1 }); self.speed = 15; // Increase the speed of the fireballs self.update = function () { self.y += self.speed; }; }); // HealthBar class to represent the player's health var HealthBar = Container.expand(function () { var self = Container.call(this); var healthBarGraphics = self.attachAsset('healthBar', { anchorX: 0.2, anchorY: 0.0, scaleX: 3800 / 1000, // Scale to fit the game width scaleY: 0.1 }); self.maxHealth = 500; self.currentHealth = self.maxHealth; self.update = function () { healthBarGraphics.scaleX = self.currentHealth / self.maxHealth; healthBarGraphics.scaleY = 0.05; // Resize the health bar to fit the top of the screen }; }); var Icerocks = Container.expand(function () { var self = Container.call(this); var icerocksGraphics = self.attachAsset('Icerocks', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 3 ? 1.5 : 1.0, scaleY: level === 3 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 3 ? 15 : 5; // Further increase speed for level 3 self.update = function () { self.y -= self.speed; }; }); var Icerocks1 = Container.expand(function () { var self = Container.call(this); var icerocks1Graphics = self.attachAsset('Icerocks1', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 3 ? 1.5 : 1.0, scaleY: level === 3 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 3 ? 15 : 5; // Further increase speed for level 3 self.update = function () { // Move the icerocks upwards self.y -= self.speed; }; }); var Icerocks2 = Container.expand(function () { var self = Container.call(this); var icerocks2Graphics = self.attachAsset('Icerocks2', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 3 ? 1.5 : 1.0, scaleY: level === 3 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 3 ? 15 : 5; // Further increase speed for level 3 self.update = function () { // Move the icerocks upwards self.y -= self.speed; }; }); var Land01 = Container.expand(function () { var self = Container.call(this); var land01Graphics = self.attachAsset('Land01', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = 15; // Further increase the speed of the Land01 self.update = function () { self.y -= self.speed; }; return self; }); var Lavarocks = Container.expand(function () { var self = Container.call(this); var lavarocksGraphics = self.attachAsset('Lavarocks', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 2 ? 1.5 : 1.0, scaleY: level === 2 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 2 ? 20 : 5; // Maximum increase speed for level 2 self.update = function () { self.y -= self.speed; }; }); var Lavarocks1 = Container.expand(function () { var self = Container.call(this); var lavarocks1Graphics = self.attachAsset('Lavarocks1', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 2 ? 1.5 : 1.0, scaleY: level === 2 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 2 ? 20 : 5; // Maximum increase speed for level 2 self.update = function () { // Move the lavarocks1 upwards self.y -= self.speed; }; }); var Lavarocks2 = Container.expand(function () { var self = Container.call(this); var lavarocks2Graphics = self.attachAsset('Lavarocks2', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 2 ? 1.5 : 1.0, scaleY: level === 2 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 2 ? 20 : 5; // Maximum increase speed for level 2 self.update = function () { // Move the lavarocks2 upwards self.y -= self.speed; }; }); var Stone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('Stone', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, smooth: true, filterQuality: 1 }); self.speed = level === 4 ? 15 : 10; // Further increase speed for Stone objects in level 4 self.update = function () { self.y -= self.speed; }; }); var StoneCircle = Container.expand(function () { var self = Container.call(this); var stoneCircleGraphics = self.attachAsset('StoneCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, smooth: true, filterQuality: 1 }); self.speed = level === 4 ? 15 : 10; // Further increase speed for StoneCircle objects in level 4 self.update = function () { // Move the stones upwards self.y -= self.speed; }; }); var StoneSquare = Container.expand(function () { var self = Container.call(this); var stoneSquareGraphics = self.attachAsset('StoneSquare', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, smooth: true, filterQuality: 1 }); self.speed = level === 4 ? 15 : 10; // Further increase speed for StoneSquare objects in level 4 self.update = function () { // Move the stones upwards self.y -= self.speed; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000, //Init game with black background height: 3000 // Increase the game screen height }); /**** * Game Code ****/ // or via static code analysis based on their usage in the code. // Function to show the level text once function showLevelTextOnce() { // Make sure levelTxtOrange is defined and visible if (levelTxtOrange) { levelTxtOrange.setText('Level: ' + level); // Update text content levelTxtOrange.visible = true; LK.setTimeout(function () { if (levelTxtOrange) { levelTxtOrange.visible = false; } // Start respawning objects after the text has hidden // This ensures objects for the new level start appearing after the level announcement startRespawningObjects(); }, 1500); // Show text for 1.5 seconds } else { // Fallback or error logging if levelTxtOrange is not ready console.log("Error: levelTxtOrange not initialized before showLevelTextOnce call."); startRespawningObjects(); // Still try to start respawning } } function startRespawningObjects() { // Logic to start respawning objects based on the current level if (level === 1) { // Respawn Explosions randomly in level 1 if (!LK.gameOver && LK.ticks % 60 == 0 && levelTxtOrange.visible === false) { var newExplosion; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Explosion && spheres[i].y < -200) { newExplosion = spheres[i]; break; } } if (!newExplosion) { newExplosion = new Explosion(); spheres.push(newExplosion); game.addChild(newExplosion); } newExplosion.x = Math.random() * (2048 - newExplosion.width) + newExplosion.width / 2; newExplosion.y = 2732; } } else if (level === 2) { // Respawn Lavarocks, Lavarocks1, and Lavarocks2 randomly in level 2 if (!LK.gameOver && LK.ticks % 70 == 0) { var newLavarock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Lavarocks || spheres[i] instanceof Lavarocks1 || spheres[i] instanceof Lavarocks2) && spheres[i].y < -200) { newLavarock = spheres[i]; break; } } if (!newLavarock) { var randomType = Math.floor(Math.random() * 5); if (randomType === 0) { newLavarock = new Lavarocks(); } else if (randomType === 1) { newLavarock = new Lavarocks1(); } else { newLavarock = new Lavarocks2(); } spheres.push(newLavarock); game.addChild(newLavarock); } newLavarock.x = Math.random() * (2048 - newLavarock.width) + newLavarock.width / 2; newLavarock.y = 2732; var randomScale = 1.0 + Math.random() * 1.0; // Random scale between 1.0 and 2.0 newLavarock.scaleX = randomScale; newLavarock.scaleY = randomScale; } } else if (level === 3) { // Respawn Icerocks randomly in level 3 if (!LK.gameOver && LK.ticks % 80 == 0) { var newIcerock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Icerocks || spheres[i] instanceof Icerocks1 || spheres[i] instanceof Icerocks2) && spheres[i].y < -200) { newIcerock = spheres[i]; break; } } if (!newIcerock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newIcerock = new Icerocks(); } else if (randomType === 1) { newIcerock = new Icerocks1(); } else { newIcerock = new Icerocks2(); } spheres.push(newIcerock); game.addChild(newIcerock); } newIcerock.x = Math.random() * (2048 - newIcerock.width) + newIcerock.width / 2; newIcerock.y = 2732; var randomScaleX = 1.0 + Math.random() * 1.0; // Random scale between 1.0 and 2.0 for width var randomScaleY = 1.0 + Math.random() * 1.5; // Random scale between 1.0 and 2.5 for height newIcerock.scaleX = randomScaleX; newIcerock.scaleY = randomScaleY; } } else if (level === 5) { // Respawn AirBlocks randomly in level 5 if (!LK.gameOver && LK.ticks % 100 == 0) { // Retaining tick condition for consistency var newAirBlock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof AirBlock || spheres[i] instanceof Airblockasset1 || spheres[i] instanceof Airblockasset2) && spheres[i].y < -200) { newAirBlock = spheres[i]; break; } } if (!newAirBlock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newAirBlock = new AirBlock(); } else if (randomType === 1) { newAirBlock = new Airblockasset1(); if (newAirBlock.startRotation) { newAirBlock.startRotation(); } } else { newAirBlock = new Airblockasset2(); if (newAirBlock.startFlipping) { newAirBlock.startFlipping(); } } spheres.push(newAirBlock); game.addChild(newAirBlock); } newAirBlock.x = Math.random() * (2048 - newAirBlock.width) + newAirBlock.width / 2; newAirBlock.y = 2732; var randomScaleAir = 1.0 + Math.random() * 1.0; newAirBlock.scaleX = randomScaleAir; newAirBlock.scaleY = randomScaleAir; // Add continuous rotation animation to the right for original AirBlock if (newAirBlock instanceof AirBlock) { tween(newAirBlock, { rotation: Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Start the animation again for continuous rotation function rotateAirBlock() { if (newAirBlock && !newAirBlock.destroyed) { tween(newAirBlock, { rotation: newAirBlock.rotation + Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: rotateAirBlock }); } } rotateAirBlock(); } }); } } } } // Function to show the level text twice function showLevelTextTwice() { levelTxtOrange.fill = 0x0000ff; // Blue color levelTxtOrange.visible = true; LK.setTimeout(function () { levelTxtOrange.visible = false; LK.setTimeout(function () { levelTxtOrange.visible = true; LK.setTimeout(function () { levelTxtOrange.visible = false; // Start respawning objects after the text has shown and hidden for the last time startRespawningObjects(); }, 500); }, 500); }, 500); } // Add background image for level 4 var backgroundLevel4 = LK.getAsset('Stone_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel4.smooth = true; backgroundLevel4.filterQuality = 0; // Further increase the filter quality for better clarity backgroundLevel4.scale.set(2048 / 800, 2732 / 800); backgroundLevel4.smooth = true; // Enable smoothing to remove pixelation backgroundLevel4.filterQuality = 0; // Adjust filter quality for better clarity backgroundLevel4.visible = false; // Initially hidden game.addChild(backgroundLevel4); // Add background image for level 5 var backgroundLevel5 = LK.getAsset('SkyBackground', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel5.smooth = true; backgroundLevel5.filterQuality = 0; backgroundLevel5.scale.set(2048 / 800, 2732 / 800); backgroundLevel5.visible = false; // Initially hidden game.addChild(backgroundLevel5); // Initialize game variables var dragon; var spheres = []; var fireballs = []; // Initialize fireballs array var score = 0; // Initialize score to 0 var scoreTxt; var level = 1; // Initialize level to 1 var introBackground, startButton, gameStarted = false; var healthBar; // Declare healthBar globally, will be initialized in setupActiveGame var healthTxt; // Declare healthTxt globally for health text display var nextHealthRestoreScore = 1000; // Track the next score milestone for health restoration // Add background image to the game for level 1 var backgroundLevel1 = LK.getAsset('Green_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel1.smooth = true; // Enable smoothing to remove pixelation backgroundLevel1.filterQuality = 0; // Adjust filter quality for better clarity backgroundLevel1.scale.set(2048 / 800, 2732 / 800); // Scale the background to fit the screen backgroundLevel1.smooth = true; // Enable smoothing to remove pixelation backgroundLevel1.filterQuality = 0; // Further increase the filter quality for better clarity backgroundLevel1.visible = true; // Initially visible game.addChild(backgroundLevel1); // Add background image for level 2 var backgroundLevel2 = LK.getAsset('Lava_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel2.smooth = true; backgroundLevel2.filterQuality = 0; // Further increase the filter quality for better clarity backgroundLevel2.scale.set(2048 / 800, 2732 / 800); backgroundLevel2.smooth = true; // Enable smoothing to remove pixelation backgroundLevel2.filterQuality = 2; // Increase filter quality for better clarity backgroundLevel2.visible = false; // Initially hidden game.addChild(backgroundLevel2); // Add background image for level 3 var backgroundLevel3 = LK.getAsset('Ice_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel3.smooth = true; backgroundLevel3.filterQuality = 2; // Increase filter quality for better clarity backgroundLevel3.scale.set(2048 / 800, 2732 / 800); // Scale the background to fit the screen backgroundLevel3.smooth = true; // Enable smoothing to remove pixelation backgroundLevel3.filterQuality = 2; // Further increase the filter quality for better clarity backgroundLevel3.visible = false; // Initially hidden game.addChild(backgroundLevel3); // Refresh the background to be clearer & fit to screen every 60 ticks game.update = function () { backgroundLevel1.x = 2048 / 2; // Center the background horizontally backgroundLevel1.y = 2732 / 2; // Center the background vertically if (backgroundLevel1.y >= 2732) { backgroundLevel1.y = -2732; } }; // Function to handle game updates game.update = function () { if (!gameStarted) { // Game has not started, do nothing in the main update loop. // If intro elements had animations, they could be updated here. return; } // Reuse off-screen stones or spawn new ones if necessary if (level === 4 && !LK.gameOver && LK.ticks % 90 == 0) { var newStone; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Stone || spheres[i] instanceof StoneCircle || spheres[i] instanceof StoneSquare) && spheres[i].y < -200) { newStone = spheres[i]; break; } } if (!newStone) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newStone = new Stone(); } else if (randomType === 1) { newStone = new StoneCircle(); } else { newStone = new StoneSquare(); } spheres.push(newStone); game.addChild(newStone); } var randomScale = 1.0 + Math.random() * 1.0; // Random scale between 1.0 and 2.0 newStone.scaleX = randomScale; newStone.scaleY = randomScale; newStone.x = Math.random() * (2048 - newStone.width) + newStone.width / 2; newStone.y = 2732; } // Check for collisions between fireballs and stones for (var i = fireballs.length - 1; i >= 0; i--) { if (fireballs[i].y > 2732) { fireballs[i].destroy(); fireballs.splice(i, 1); continue; } for (var j = spheres.length - 1; j >= 0; j--) { if (fireballs[i].intersects(spheres[j]) && (spheres[j] instanceof Stone || spheres[j] instanceof StoneCircle || spheres[j] instanceof StoneSquare)) { var explosion4 = LK.getAsset('Explosion4', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion4.x = spheres[j].x; explosion4.y = spheres[j].y; game.addChild(explosion4); tween(explosion4, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion4.destroy(); } }); // Add random points from 0-40 when the dragon shoots the stones var points = Math.floor(Math.random() * 41); score += points; // Remove the fireball and the object from the game fireballs[i].destroy(); fireballs.splice(i, 1); spheres[j].destroy(); spheres.splice(j, 1); break; } } } // Check for collisions between dragon and stones for (var j = spheres.length - 1; j >= 0; j--) { if (dragon.intersects(spheres[j]) && (spheres[j] instanceof Stone || spheres[j] instanceof StoneCircle || spheres[j] instanceof StoneSquare)) { var explosion4 = LK.getAsset('Explosion4', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion4.x = spheres[j].x; explosion4.y = spheres[j].y; game.addChild(explosion4); tween(explosion4, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion4.destroy(); } }); // Decrease the dragon's health healthBar.currentHealth -= 20; // Consistent damage taken by the dragon from all objects in level 4 // Remove the stone from the game spheres[j].destroy(); spheres.splice(j, 1); break; } } if (!LK.gameOver && dragNode && dragNode.global) { dragNode.x = game.toLocal(dragNode.global).x; } // Reuse off-screen land01 or spawn new ones if necessary if (level === 1 && !LK.gameOver && LK.ticks % 60 == 0) { // Further reduce the interval for spawning land01 to add more land01 objects // Reduce the interval for spawning land01 var newLand01; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Land01 && spheres[i].y < -200) { // Check if the land01 is off-screen newLand01 = spheres[i]; break; } } if (!newLand01) { newLand01 = new Land01(); spheres.push(newLand01); game.addChild(newLand01); } var randomScale = 1.0 + Math.random() * 1.0; // Random scale between 1.0 and 2.0 newLand01.scaleX = randomScale; newLand01.scaleY = randomScale; newLand01.x = Math.random() * (2048 - newLand01.width) + newLand01.width / 2; newLand01.y = 2732; } // Check for collisions between fireballs and land01 or Lavarocks for (var i = fireballs.length - 1; i >= 0; i--) { if (fireballs[i].y > 2732) { fireballs[i].destroy(); fireballs.splice(i, 1); continue; } for (var j = spheres.length - 1; j >= 0; j--) { if (fireballs[i].intersects(spheres[j])) { if (spheres[j] instanceof Land01) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Land01 object scaleY: spheres[j].scaleY // Match the scale of the Land01 object }); explosion.x = spheres[j].x; explosion.y = spheres[j].y; game.addChild(explosion); tween(explosion, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion.destroy(); } }); } else if (spheres[j] instanceof Lavarocks || spheres[j] instanceof Lavarocks1 || spheres[j] instanceof Lavarocks2) { var explosion2 = LK.getAsset('Explosion2', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Lavarocks object scaleY: spheres[j].scaleY // Match the scale of the Lavarocks object }); explosion2.x = spheres[j].x; explosion2.y = spheres[j].y; game.addChild(explosion2); tween(explosion2, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion2.destroy(); } }); } else if (spheres[j] instanceof Icerocks || spheres[j] instanceof Icerocks1 || spheres[j] instanceof Icerocks2) { var explosion3 = LK.getAsset('Explosion3', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Icerocks object scaleY: spheres[j].scaleY // Match the scale of the Icerocks object }); explosion3.x = spheres[j].x; explosion3.y = spheres[j].y; game.addChild(explosion3); tween(explosion3, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion3.destroy(); } }); } else if (spheres[j] instanceof AirBlock || spheres[j] instanceof Airblockasset1 || spheres[j] instanceof Airblockasset2) { var explosion5 = LK.getAsset('Explosion5', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion5.x = spheres[j].x; explosion5.y = spheres[j].y; game.addChild(explosion5); tween(explosion5, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion5.destroy(); } }); } // Add random points from 0-40 when the dragon shoots the land01 or Lavarocks var points = Math.floor(Math.random() * 41); score += points; // Remove the fireball and the object from the game fireballs[i].destroy(); fireballs.splice(i, 1); spheres[j].destroy(); spheres.splice(j, 1); break; } } } // Check for collisions between dragon and rocks for (var j = spheres.length - 1; j >= 0; j--) { if (dragon.intersects(spheres[j])) { if (spheres[j] instanceof Land01) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Land01 object scaleY: spheres[j].scaleY // Match the scale of the Land01 object }); explosion.x = spheres[j].x; explosion.y = spheres[j].y; game.addChild(explosion); tween(explosion, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion.destroy(); } }); } else if (spheres[j] instanceof Lavarocks || spheres[j] instanceof Lavarocks1 || spheres[j] instanceof Lavarocks2) { var explosion2 = LK.getAsset('Explosion2', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Lavarocks object scaleY: spheres[j].scaleY // Match the scale of the Lavarocks object }); explosion2.x = spheres[j].x; explosion2.y = spheres[j].y; game.addChild(explosion2); tween(explosion2, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion2.destroy(); } }); } else if (spheres[j] instanceof Icerocks || spheres[j] instanceof Icerocks1 || spheres[j] instanceof Icerocks2) { var explosion3 = LK.getAsset('Explosion3', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Icerocks object scaleY: spheres[j].scaleY // Match the scale of the Icerocks object }); explosion3.x = spheres[j].x; explosion3.y = spheres[j].y; game.addChild(explosion3); tween(explosion3, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion3.destroy(); } }); } else if (spheres[j] instanceof AirBlock || spheres[j] instanceof Airblockasset1 || spheres[j] instanceof Airblockasset2) { var explosion5 = LK.getAsset('Explosion5', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion5.x = spheres[j].x; explosion5.y = spheres[j].y; game.addChild(explosion5); tween(explosion5, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion5.destroy(); } }); } // Decrease the dragon's health healthBar.currentHealth -= 20; // Consistent damage taken by the dragon from all objects in level 1 // Remove the rock from the game spheres[j].destroy(); spheres.splice(j, 1); break; } // Decrease dragon's health if any object passes the top of the screen if (spheres[j].y < -200) { healthBar.currentHealth -= 10; // Decrease health by 10 for each object spheres[j].destroy(); spheres.splice(j, 1); } // Reuse off-screen lavarocks or spawn new ones if necessary } // Update the score display when the dragon gets points scoreTxt.setText('Score: ' + score); // Update the health text display if (healthTxt) { healthTxt.setText(healthBar.currentHealth.toString()); } // Check if health bar reaches 0 to trigger game over if (healthBar.currentHealth <= 0 && !LK.gameOver) { // Save final score to recent scores storage when losing var storedScores = storage.recentScores || []; storedScores.unshift(score); // Add final score at beginning // Keep only top 5 scores if (storedScores.length > 5) { storedScores = storedScores.slice(0, 5); } // Sort scores in descending order storedScores.sort(function (a, b) { return b - a; }); storage.recentScores = storedScores; // Save final score to high scores for logged in players when losing var highScores = storage.highScores || []; highScores.push(score); // Add final score // Sort high scores in descending order highScores.sort(function (a, b) { return b - a; }); // Keep only top 5 high scores if (highScores.length > 5) { highScores = highScores.slice(0, 5); } storage.highScores = highScores; LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second LK.showGameOver(); // Show game over screen with final score saved } // Regenerate player's health to max each time score crosses a 1000-point milestone while (score >= nextHealthRestoreScore) { healthBar.currentHealth = healthBar.maxHealth; nextHealthRestoreScore += 1000; } // Transition to the next level var scoreThresholds = [532, 1064, 1596, 2128, 2660]; // Score to complete level 1, 2, 3, 4, 5 respectively if (level <= 5 && score >= scoreThresholds[level - 1]) { level++; if (level > 5) { // Save score to recent scores storage when winning var storedScores = storage.recentScores || []; storedScores.unshift(score); // Add winning score at beginning // Keep only top 5 scores if (storedScores.length > 5) { storedScores = storedScores.slice(0, 5); } // Sort scores in descending order storedScores.sort(function (a, b) { return b - a; }); storage.recentScores = storedScores; // Save score to high scores for logged in players var highScores = storage.highScores || []; highScores.push(score); // Add current score // Sort high scores in descending order highScores.sort(function (a, b) { return b - a; }); // Keep only top 5 high scores if (highScores.length > 5) { highScores = highScores.slice(0, 5); } storage.highScores = highScores; LK.showYouWin(); // Player wins after completing level 5 // Potentially add 'return;' here if no other logic should run after winning in this tick } else { levelTxt.setText('Level: ' + level); levelTxtOrange.setText('Level: ' + level); showLevelTextOnce(); // This function calls startRespawningObjects // Hide all backgrounds backgroundLevel1.visible = false; backgroundLevel2.visible = false; backgroundLevel3.visible = false; backgroundLevel4.visible = false; if (backgroundLevel5) { backgroundLevel5.visible = false; } // Show the current level background and spawn an initial object if (level === 2) { backgroundLevel2.visible = true; // Play level 2 music LK.playMusic('level2gamemusic'); var newLavarocks = new Lavarocks(); spheres.push(newLavarocks); game.addChild(newLavarocks); newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2; newLavarocks.y = -100; // Initial position off-screen top } else if (level === 3) { backgroundLevel3.visible = true; // Play level 3 music LK.playMusic('level3gamemusic'); var newIcerocks = new Icerocks(); spheres.push(newIcerocks); game.addChild(newIcerocks); newIcerocks.x = Math.random() * (2048 - newIcerocks.width) + newIcerocks.width / 2; newIcerocks.y = -100; } else if (level === 4) { backgroundLevel4.visible = true; // Play level 4 music LK.playMusic('level4gamemusic'); var newStone = new Stone(); spheres.push(newStone); game.addChild(newStone); newStone.x = Math.random() * (2048 - newStone.width) + newStone.width / 2; newStone.y = -100; } else if (level === 5) { if (backgroundLevel5) { backgroundLevel5.visible = true; } // Play level 5 music LK.playMusic('level5gamemusic'); var randomType = Math.floor(Math.random() * 3); var newAirBlock; if (randomType === 0) { newAirBlock = new AirBlock(); } else if (randomType === 1) { newAirBlock = new Airblockasset1(); if (newAirBlock.startRotation) { newAirBlock.startRotation(); } } else { newAirBlock = new Airblockasset2(); if (newAirBlock.startFlipping) { newAirBlock.startFlipping(); } } spheres.push(newAirBlock); game.addChild(newAirBlock); newAirBlock.x = Math.random() * (2048 - newAirBlock.width) + newAirBlock.width / 2; newAirBlock.y = -100; // Add continuous rotation animation to the right for original AirBlock if (newAirBlock instanceof AirBlock) { tween(newAirBlock, { rotation: Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Start the animation again for continuous rotation function rotateAirBlock() { if (newAirBlock && !newAirBlock.destroyed) { tween(newAirBlock, { rotation: newAirBlock.rotation + Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: rotateAirBlock }); } } rotateAirBlock(); } }); } } } } // Respawn Lavarocks, Lavarocks1, and Lavarocks2 randomly in level 2 if (level === 2 && !LK.gameOver && LK.ticks % 70 == 0) { var newLavarock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Lavarocks || spheres[i] instanceof Lavarocks1 || spheres[i] instanceof Lavarocks2) && spheres[i].y < -200) { newLavarock = spheres[i]; break; } } if (!newLavarock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newLavarock = new Lavarocks(); } else if (randomType === 1) { newLavarock = new Lavarocks1(); } else { newLavarock = new Lavarocks2(); } spheres.push(newLavarock); game.addChild(newLavarock); } var randomScale = 1.0 + Math.random() * 1.0; // Random scale between 1.0 and 2.0 newLavarock.scaleX = randomScale; newLavarock.scaleY = randomScale; newLavarock.x = Math.random() * (2048 - newLavarock.width) + newLavarock.width / 2; newLavarock.y = 2732; } // Respawn Icerocks randomly in level 3 if (level === 3 && !LK.gameOver && LK.ticks % 80 == 0) { var newIcerock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Icerocks || spheres[i] instanceof Icerocks1 || spheres[i] instanceof Icerocks2) && spheres[i].y < -200) { newIcerock = spheres[i]; break; } } if (!newIcerock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newIcerock = new Icerocks(); } else if (randomType === 1) { newIcerock = new Icerocks1(); } else { newIcerock = new Icerocks2(); } spheres.push(newIcerock); game.addChild(newIcerock); } var randomScaleX = 1.0 + Math.random() * 1.0; // Random scale between 1.0 and 2.0 for width var randomScaleY = 1.0 + Math.random() * 1.5; // Random scale between 1.0 and 2.5 for height newIcerock.scaleX = randomScaleX; newIcerock.scaleY = randomScaleY; newIcerock.x = Math.random() * (2048 - newIcerock.width) + newIcerock.width / 2; newIcerock.y = 2732; } // Respawn AirBlocks randomly in level 5 (continuous spawning) if (level === 5 && !LK.gameOver && LK.ticks % 100 == 0) { var newAirBlock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof AirBlock || spheres[i] instanceof Airblockasset1 || spheres[i] instanceof Airblockasset2) && spheres[i].y < -200) { // Check if AirBlock is off-screen newAirBlock = spheres[i]; break; } } if (!newAirBlock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newAirBlock = new AirBlock(); } else if (randomType === 1) { newAirBlock = new Airblockasset1(); if (newAirBlock.startRotation) { newAirBlock.startRotation(); } } else { newAirBlock = new Airblockasset2(); if (newAirBlock.startFlipping) { newAirBlock.startFlipping(); } } spheres.push(newAirBlock); game.addChild(newAirBlock); } var randomScaleAir = 1.0 + Math.random() * 1.0; // Random scale between 1.0 and 2.0 newAirBlock.scaleX = randomScaleAir; newAirBlock.scaleY = randomScaleAir; newAirBlock.x = Math.random() * (2048 - newAirBlock.width) + newAirBlock.width / 2; newAirBlock.y = 2732; // Spawn at the bottom // Add continuous rotation animation to the right for original AirBlock if (newAirBlock instanceof AirBlock) { tween(newAirBlock, { rotation: Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Start the animation again for continuous rotation function rotateAirBlock() { if (newAirBlock && !newAirBlock.destroyed) { tween(newAirBlock, { rotation: newAirBlock.rotation + Math.PI * 2 }, { duration: 2000, easing: tween.linear, onFinish: rotateAirBlock }); } } rotateAirBlock(); } }); } } }; // Declare dragNode globally as it's used in event handlers set up in setupActiveGame var dragNode = null; // Function to set up and start the actual game after intro function setupActiveGame() { // Ensure game backgrounds are set up for level 1 backgroundLevel1.visible = true; backgroundLevel2.visible = false; backgroundLevel3.visible = false; backgroundLevel4.visible = false; if (backgroundLevel5) { // Check existence for safety backgroundLevel5.visible = false; } // Initialize dragon dragon = game.addChild(new Dragon()); dragon.x = 2048 / 2; dragon.y = 200; // Initialize the animated "Start" text that appears after button press var animatedStartTxt = new Text2('Start', { size: 150, fill: 0xffa500, // Orange color font: "'Time new roman',Impact,'Arial Black',Tahoma" //{aF} // Copied from original startTxt }); //{aG} // Copied from original startTxt animatedStartTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(animatedStartTxt); // Local function to show the animated "Start" text, then proceed to level announcements function showAnimatedStartText() { animatedStartTxt.visible = true; LK.setTimeout(function () { animatedStartTxt.visible = false; // The global showLevelTextTwice function handles level announcements and then calls startRespawningObjects showLevelTextTwice(); }, 2000); } // Initialize level display text (purple) levelTxt = new Text2('Level: 1', { // Assign to global levelTxt size: 100, fill: 0x800080, //{aK} // Purple color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); levelTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(levelTxt); levelTxt.x = -50; levelTxt.y = -50; // Call the function to show the animated "Start" text sequence showAnimatedStartText(); // Play level 1 music when game starts LK.playMusic('level1gamemusic'); // Initialize second level display text (orange/yellow, for level announcements) levelTxtOrange = new Text2('Level: ' + level, { // Assign to global levelTxtOrange size: 100, fill: 0xffff00, // Yellow color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); levelTxtOrange.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelTxtOrange); levelTxtOrange.visible = false; // Initially hidden, showLevelTextTwice will manage it // Initialize score display scoreTxt = new Text2('Score: 0', { // Assign to global scoreTxt size: 100, fill: 0x800080, //{bs} // Purple color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); scoreTxt.anchor.set(0, 1); // Using the bottom-left positioning from original code LK.gui.bottomLeft.addChild(scoreTxt); scoreTxt.x = 50; scoreTxt.y = -50; // Initialize health bar healthBar = game.addChild(new HealthBar()); // Assign to global healthBar healthBar.x = 120; // Position in top left corner (avoiding platform menu) healthBar.y = 50; // Position in top left corner // Initialize health text display healthTxt = new Text2('500', { size: 60, fill: 0xffffff, // White color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); healthTxt.anchor.set(0.5, 0.5); // Center anchor for centering within health bar LK.gui.topLeft.addChild(healthTxt); healthTxt.x = healthBar.x + healthBar.width * healthBar.scaleX / 2 - 920; // Center horizontally within health bar healthTxt.y = healthBar.y + healthBar.height * healthBar.scaleY / 2 - 100; // Center vertically within health bar // Setup touch input for dragging the dragon game.down = function (x, y, obj) { if (!gameStarted) { return; } // Should not be needed here as game.down is set after game starts dragNode = dragon; }; game.up = function (x, y, obj) { if (!gameStarted) { return; } dragNode = null; }; game.move = function (x, y, obj) { if (!gameStarted || !dragNode) { return; } var newX = Math.max(dragon.width / 2, Math.min(2048 - dragon.width / 2, x)); var newY = Math.max(dragon.height / 2, Math.min(2732 - dragon.height / 2, y)); dragon.x = newX; dragon.y = newY; if (LK.ticks % 24 == 0) { for (var i = 0; i < 1; i++) { var assetId; if (level === 2) { assetId = 'Shout2'; } else if (level === 3) { assetId = 'Shout3'; } else if (level === 4) { assetId = 'Shout4'; } else if (level === 5) { assetId = 'Shout5'; } else { assetId = 'Shout1'; } var fireball = new Fireball(assetId); if (dragon.x < 2048 / 2) { fireball.x = dragon.x - 80; } else { fireball.x = dragon.x + 80; } fireball.y = dragon.y; tween(fireball, { rotation: Math.PI * 4 }, { duration: 1500, easing: tween.linear }); fireballs.push(fireball); game.addChild(fireball); // Play shout sound based on current level if (level === 1) { LK.getSound('shout1').play(); } else if (level === 2) { LK.getSound('shout2').play(); } else if (level === 3) { LK.getSound('shout3').play(); } else if (level === 4) { LK.getSound('shout4').play(); } else if (level === 5) { LK.getSound('shout5').play(); } } } }; } // === Intro Screen Setup (runs when Game Code is parsed) === introBackground = LK.getAsset('Introbackground', { anchorX: 0.5, anchorY: 0.5 }); introBackground.x = 2048 / 2; introBackground.y = 2732 / 2; // Scale intro background to cover the screen, using its own dimensions after LK.getAsset introBackground.scale.set(2048 / introBackground.width, 2732 / introBackground.height); game.addChild(introBackground); // Play intro music during the intro screen LK.playMusic('Intromusic1'); // Create score button var scoreButton = LK.getAsset('Scorebutton', { anchorX: 0.5, anchorY: 0.5 }); scoreButton.interactive = true; game.addChild(scoreButton); // Calculate button spacing - keep middle of screen centered between the two buttons var buttonSpacing = 600; // Distance between button centers (increased from 300 to 600) startButton = LK.getAsset('Startbutton', { anchorX: 0.5, anchorY: 0.5 }); startButton.x = 2048 / 2 - buttonSpacing / 2; // Position start button to the left of center startButton.y = 2732 - startButton.height / 2 - 100; // 100px from bottom edge to center of button startButton.interactive = true; // Essential for the 'down' event game.addChild(startButton); // Create score background - added after buttons so it appears on top when visible var scoreBackground = LK.getAsset('Scorebackground', { anchorX: 0.5, anchorY: 0.5 }); scoreBackground.x = 2048 / 2; scoreBackground.y = 2732 / 2; // Scale score background to cover the screen scoreBackground.scale.set(2048 / scoreBackground.width, 2732 / scoreBackground.height); scoreBackground.visible = false; // Initially hidden scoreBackground.interactive = true; // Make it interactive for tap to close game.addChild(scoreBackground); // Create close button text for scoreBackground var closeButtonText = new Text2('X', { size: 100, fill: 0xffffff, font: "'Arial Black',Impact,Tahoma" }); closeButtonText.anchor.set(0.5, 0.5); closeButtonText.x = scoreBackground.x + scoreBackground.width * scoreBackground.scaleX / 2 - 100; closeButtonText.y = scoreBackground.y - scoreBackground.height * scoreBackground.scaleY / 2 + 100; closeButtonText.visible = false; // Initially hidden closeButtonText.interactive = true; game.addChild(closeButtonText); // Position score button to the right of center scoreButton.x = 2048 / 2 + buttonSpacing / 2; scoreButton.y = 2732 - scoreButton.height / 2 - 100; // Same Y position as start button // Add high score text var highScoreText = new Text2('High Score:', { size: 80, fill: 0xffffff, font: "'Time new roman',Impact,'Arial Black',Tahoma" }); highScoreText.anchor.set(0.5, 0.5); highScoreText.x = scoreBackground.x; highScoreText.y = scoreBackground.y - scoreBackground.height * scoreBackground.scaleY / 2 + 650; highScoreText.visible = false; game.addChild(highScoreText); // Add recent scores display var recentScoresText = new Text2('', { size: 60, fill: 0xffffff, font: "'Time new roman',Impact,'Arial Black',Tahoma" }); recentScoresText.anchor.set(0.5, 0); recentScoresText.x = scoreBackground.x; recentScoresText.y = highScoreText.y + 60; recentScoresText.visible = false; game.addChild(recentScoresText); // Add score button event handler scoreButton.down = function () { if (gameStarted) { return; } // Show score background and close button scoreBackground.visible = true; closeButtonText.visible = true; highScoreText.visible = true; recentScoresText.visible = true; // Save current score if game has been played (score > 0) if (score > 0) { var storedScores = storage.recentScores || []; storedScores.unshift(score); // Add current score at beginning // Keep only top 5 scores if (storedScores.length > 5) { storedScores = storedScores.slice(0, 5); } // Sort scores in descending order storedScores.sort(function (a, b) { return b - a; }); storage.recentScores = storedScores; } // Get stored high scores for logged in players or initialize empty array var highScores = storage.highScores || []; // Get stored recent scores or initialize empty array var recentScores = storage.recentScores || []; // Always display high scores for logged in players var scoresDisplay = ''; if (highScores.length > 0) { for (var i = 0; i < Math.min(highScores.length, 5); i++) { scoresDisplay += i + 1 + '. ' + highScores[i] + '\n'; } } else { scoresDisplay = 'No high scores yet\n'; } // Add recent scores below high scores if (recentScores.length > 0) { scoresDisplay += '\nRecent Scores:\n'; for (var j = 0; j < Math.min(recentScores.length, 5); j++) { scoresDisplay += j + 1 + '. ' + recentScores[j] + '\n'; } } recentScoresText.setText(scoresDisplay); // Leaderboard functionality is handled automatically by LK engine // No manual implementation needed }; // Add tap to close functionality for scoreBackground scoreBackground.down = function () { scoreBackground.visible = false; closeButtonText.visible = false; highScoreText.visible = false; recentScoresText.visible = false; }; // Add close button functionality closeButtonText.down = function () { scoreBackground.visible = false; closeButtonText.visible = false; highScoreText.visible = false; recentScoresText.visible = false; }; startButton.down = function () { if (gameStarted) { return; } // Prevent multiple starts if clicked again rapidly gameStarted = true; introBackground.visible = false; startButton.visible = false; scoreButton.visible = false; scoreBackground.visible = false; closeButtonText.visible = false; highScoreText.visible = false; recentScoresText.visible = false; // For performance, you might want to destroy them if they are truly one-time use: // introBackground.destroy(); // startButton.destroy(); setupActiveGame(); // This will initialize and start the actual game }; // The original global showStartText, showLevelTextOnce, showLevelTextTwice, startRespawningObjects functions // are assumed to be defined elsewhere in the "Game Code" section or are part of what was replaced. // If showStartText was the one replaced, its logic is now within setupActiveGame as showAnimatedStartText. // The other functions (showLevelTextOnce, showLevelTextTwice, startRespawningObjects) should still be globally available.
===================================================================
--- original.js
+++ change.js
@@ -175,11 +175,11 @@
// HealthBar class to represent the player's health
var HealthBar = Container.expand(function () {
var self = Container.call(this);
var healthBarGraphics = self.attachAsset('healthBar', {
- anchorX: 0.0,
+ anchorX: 0.2,
anchorY: 0.0,
- scaleX: 2530 / 1000,
+ scaleX: 3800 / 1000,
// Scale to fit the game width
scaleY: 0.1
});
self.maxHealth = 500;
@@ -1293,9 +1293,9 @@
font: "'Time new roman',Impact,'Arial Black',Tahoma"
});
healthTxt.anchor.set(0.5, 0.5); // Center anchor for centering within health bar
LK.gui.topLeft.addChild(healthTxt);
- healthTxt.x = healthBar.x + healthBar.width * healthBar.scaleX / 2 - 800; // Center horizontally within health bar
+ healthTxt.x = healthBar.x + healthBar.width * healthBar.scaleX / 2 - 920; // Center horizontally within health bar
healthTxt.y = healthBar.y + healthBar.height * healthBar.scaleY / 2 - 100; // Center vertically within health bar
// Setup touch input for dragging the dragon
game.down = function (x, y, obj) {
if (!gameStarted) {
floating land world imagination green colors not pixels no text in the image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Pack of different standing white dragon of stone on four legs, looking down. HD different mixed colors. Blur. not a sculpt model! the dragon is a real dragon have all things of dragon with opened mouth like he ready to shoot, have eyes opened . Single Game Texture. In-Game asset. 2D. Blank background. High contrast. No shadows.
Different standing dragon on four legs, looking down. have mixed colors. Blur. the dragon is opened mouth like he is ready to shout. Single Game Texture. In-Game asset. 3D. Blank background. High contrast. No shadows.
Different standing dragon of forest on four legs, he's head is down and opened mouth to shout. HD colors. Single Game Texture. In-Game asset. 3D. Blank background. High contrast. No shadows.
Airball of dragon shout. sphere. HD colors.. In-Game asset. 2d. High contrast. No shadows
Airball explosion. sphere. mixed grey with white & blue colors. HD colors In-Game asset. 2d. High contrast. No shadows
Air airball shout of a dragon. sphere. mixed grey with white & blue colors. HD colors In-Game asset. 2d. High contrast. No shadows
Different standing dragons on four legs, looking down. HD colors. the dragon is opened mouth like he is ready to shout. Single Game Texture. In-Game asset. 3D. Blank background. High contrast. No shadows.
standing air dragons on four legs, looking down. HD blue color. the dragon is opened mouth like he is ready to shout. Single Game Texture. In-Game asset. 3D. Blank background. High contrast. No shadows.
Medieval "start game" buttons. HD colors. In-Game asset. High contrast. No shadows. 3D
Medieval 'High score' buttons. HD colors. In-Game asset. High contrast. No shadows. 3D
Airball of dragon shout. sphere. HD colors.. In-Game asset. 2d. High contrast. No shadows