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Make the shouts goes forward and fast
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Make the background fit to screen, smooth, without blur or pixels.
Code edit (7 edits merged)
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make the spheres so taller
Code edit (3 edits merged)
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more taller
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Make spheres taller vertical
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Analyse and fix any bugs
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Fix the blur of the background
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fix the line 13
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make the fireballs smaller
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Make it smooth , not have blur
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Make the background fit to the screen
Code edit (1 edits merged)
Please save this source code
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add more fireballs make it 10 all of it
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Make the game fast and smooth
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No limit for the fireballs
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make it separated fireballs and repeated, distance between it.
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Make only 5 shots and they go to down direction
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Please fix the bug: 'ReferenceError: fireballs is not defined' in or related to this line: 'for (var j = fireballs.length - 1; j >= 0; j--) {' Line Number: 146
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Make shout image the fireball that the dragon shoot it to the spheres when it's moving.
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Make the dragon follow the mouse arrow on the screen
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Make the font for all text "Time new roman"
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change the color of level and score text to purple
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lower the level text
/**** 
* Classes
****/ 
//<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);
	var dragonGraphics = self.attachAsset('dragon', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 1.5,
		scaleY: 1.5,
		smooth: true,
		filterQuality: 10
	});
	self.speed = 10; // Speed of the dragon
	self.update = function () {
		// Update logic for the dragon can be added here if needed
	};
});
// Fireball class to represent the fireballs that the dragon shoots
var Fireball = Container.expand(function () {
	var self = Container.call(this);
	var fireballGraphics = self.attachAsset('Shout', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.5,
		scaleY: 0.5,
		smooth: true,
		filterQuality: 10
	});
	self.speed = 10; // Speed of the fireball
	self.update = function () {
		// Move the fireball straight up
		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: 0.0,
		anchorY: 0.0,
		scaleX: 2048 / 1000,
		// Scale to fit the game width
		scaleY: 0.1
	});
	self.maxHealth = 1000;
	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
	};
});
// Sphere class to represent the obstacles
var Sphere = Container.expand(function () {
	var self = Container.call(this);
	var sphereGraphics = self.attachAsset('sphere', {
		anchorX: 0.5,
		anchorY: 0.5,
		scaleX: 0.5,
		scaleY: 1.0,
		// Increase the height of the spheres
		smooth: true,
		filterQuality: 10
	});
	self.speed = 3; // Speed of the sphere
	var sizes = [0.7, 0.5, 1];
	var size = sizes[Math.floor(Math.random() * sizes.length)];
	// Assign points to spheres based on their size
	if (size == 0.7) {
		self.points = 20;
	} else if (size == 0.5) {
		self.points = 10;
	} else {
		self.points = 5;
	}
	self.update = function () {
		// Move the sphere straight up
		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
****/ 
// Initialize game variables
var dragon;
var spheres = [];
var fireballs = []; // Initialize fireballs array
var score = 0; // Initialize score to 0
var scoreTxt;
// Add background image to the game
var background = LK.getAsset('Background', {
	anchorX: 0.0,
	anchorY: 0.0
});
background = game.addChild(background);
background.width = game.width;
background.height = game.height;
background.smooth = false; // Disable smoothing to remove blur
background.filterQuality = 1; // Set the filter quality to low to remove blur
background.scale.set(game.width / background.width, game.height / background.height); // Scale the background to fit the screen
// Function to handle game updates
game.update = function () {
	// Update dragon position based on touch input
	if (!LK.gameOver && dragNode && dragNode.global) {
		dragNode.x = game.toLocal(dragNode.global).x;
	}
	// Update spheres and check for collisions
	if (!LK.gameOver) {
		for (var i = spheres.length - 1; i >= 0; i--) {
			spheres[i].update();
			if (spheres[i].intersects(dragon)) {
				var evade = Math.floor(Math.random() * 51);
				if (evade <= 50) {
					healthBar.currentHealth -= spheres[i].points; // Reduce health based on points
					if (healthBar.currentHealth <= 0) {
						LK.effects.flashScreen(0xff0000, 1000);
						LK.showGameOver({
							bar: {
								color: 0xFFA500,
								// Orange color for the outlines
								fill: 0xFFA500 // Orange color for the fill
							},
							text: {
								color: 0x00FFFF // Blue cyan color for the text
							}
						});
					}
				}
			} else if (spheres[i].y < 0) {
				spheres[i].destroy();
				score += spheres[i].points; // Increase score when the sphere is dodged
				scoreTxt.setText('Score: ' + score); // Update score text
				spheres.splice(i, 1);
			}
		}
	}
	// Check if a fireball hits a sphere
	for (var i = spheres.length - 1; i >= 0; i--) {
		for (var j = fireballs.length - 1; j >= 0; j--) {
			if (spheres[i].intersects(fireballs[j])) {
				spheres[i].destroy();
				fireballs[j].destroy();
				spheres.splice(i, 1);
				fireballs.splice(j, 1);
				break;
			}
		}
	}
	// Spawn new spheres
	if (!LK.gameOver && LK.ticks % 60 == 0) {
		var newSphere = new Sphere();
		newSphere.x = Math.random() * 2048;
		newSphere.y = 2732;
		spheres.push(newSphere);
		game.addChild(newSphere);
	}
	// Regenerate player's health to max when score reaches 1000
	if (score >= 1000) {
		healthBar.currentHealth = healthBar.maxHealth;
	}
};
// Initialize dragon
dragon = game.addChild(new Dragon());
dragon.x = 2048 / 2;
dragon.y = 200;
// Initialize level display
var levelTxt = new Text2('Level: 1', {
	size: 100,
	fill: 0x800080,
	// Purple color
	font: "'Time new roman',Impact,'Arial Black',Tahoma"
});
levelTxt.anchor.set(1, 1);
LK.gui.bottomRight.addChild(levelTxt);
levelTxt.x = -50; // Move the level text to the right side of the screen
levelTxt.y = -100; // Position the level text at the bottom of the screen
// Initialize score display
scoreTxt = new Text2('Score: 0', {
	size: 100,
	fill: 0x800080,
	// Purple color
	font: "'Time new roman',Impact,'Arial Black',Tahoma"
});
LK.gui.top.addChild(scoreTxt);
scoreTxt.anchor.set(0, 0); // Sets anchor to the left of the top edge of the text.
scoreTxt.x = 50; // Position the score text a little bit to the right
scoreTxt.y = levelTxt.y - scoreTxt.height - 50; // Position the score text 50 pixels above the level text
// Initialize health bar
var healthBar = game.addChild(new HealthBar());
healthBar.x = 50;
healthBar.y = 2732 - healthBar.height - 100; // Move health bar a little bit down
scoreTxt.anchor.set(0, 0);
LK.gui.bottomLeft.addChild(scoreTxt);
// Handle touch input for dragging the dragon
var dragNode = null;
game.down = function (x, y, obj) {
	dragNode = dragon;
};
game.up = function (x, y, obj) {
	dragNode = null;
};
game.move = function (x, y, obj) {
	if (dragNode) {
		// Limit the dragon's movement to the game area
		var newX = Math.max(0, Math.min(2048, x));
		var newY = Math.max(0, Math.min(2732, y));
		dragNode.x = newX;
		dragNode.y = newY;
		// Shoot a fireball at regular intervals
		if (LK.ticks % 30 == 0) {
			var fireball = new Fireball();
			fireball.x = dragon.x;
			fireball.y = dragon.y;
			fireballs.push(fireball);
			game.addChild(fireball);
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -59,9 +59,10 @@
 	var sphereGraphics = self.attachAsset('sphere', {
 		anchorX: 0.5,
 		anchorY: 0.5,
 		scaleX: 0.5,
-		scaleY: 0.5,
+		scaleY: 1.0,
+		// Increase the height of the spheres
 		smooth: true,
 		filterQuality: 10
 	});
 	self.speed = 3; // Speed of the sphere
 
 
 
 
 
 
 
 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