User prompt
Make the rock01 explode by firball of th dragon ad increase the score by point from 0 to 40 randomly like 20-30-35-22-34-15...
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get damage by rock01,random points from 0 to 20 ,if rock01 collision with dragon reduce the health bar by the random point from 0 to 20 max damage limits.
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Make some speed for the rock01
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Make the Rock01 respawn's for level 1 only
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Please fix the bug: 'level is not defined' in or related to this line: 'if (level === 1) {' Line Number: 102
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Make this background for level 1 only
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Rename Rock02 to Rock01 in assets
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Delete sphere object image from game and assets
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Fix lag
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Make the sphere object respawn's randomly and make distance between it to let space for the dragon when dodge
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Make auto refresh for the background to be clearer & fit to screen
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Reduce texture of the objects for batter more performance
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Make the background clearer
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Make the background very cleared pic
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Fix pixels of the background, the blur
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Fit the background image to the screen, inside screen outlines, no blure, reduce distortion to 0, make it cleared background pic.
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Fix scor points bug from different objects
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Make points from shooting the sphere and rock02
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Analyse and fix the bugs in the game
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Resize the objects rock02 and sphere
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make the objects 1 & 2 big little bit
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Make them big little it
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Make it 2 different objects in game
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make more fireballs and shot continuously
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make it bigger than this
/**** * 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: 2.0, scaleY: 2.0, 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: 1.5, scaleY: 1.5, smooth: true, filterQuality: 10 }); self.speed = 20; // Increase the speed of the fireball self.update = function () { // Move the fireball straight down 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 }; }); // Rock class to represent the second object var Rock = Container.expand(function () { var self = Container.call(this); var rockGraphics = self.attachAsset('Rock02', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 4 }); self.speed = 2; // Speed of the rock self.update = function () { // Move the rock straight up self.y -= self.speed; }; }); // 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: 1.0, scaleY: 2.5, // Increase the height of the spheres smooth: true, filterQuality: 4 }); self.speed = 3; // Speed of the sphere var sizes = [0.8, 0.9, 1.2]; var size = sizes[Math.floor(Math.random() * sizes.length)]; // Assign points to spheres based on their size if (size == 0.9) { self.points = 20; } else if (size == 0.8) { self.points = 10; } else if (size == 0.7) { 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 = true; // Enable smoothing to remove pixels background.filterQuality = 10; // Set the filter quality to high 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); } // Spawn new rocks if (!LK.gameOver && LK.ticks % 120 == 0) { var newRock = new Rock(); newRock.x = Math.random() * 2048; newRock.y = 2732; spheres.push(newRock); game.addChild(newRock); } // 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(dragon.width / 2, Math.min(2048 - dragon.width / 2, x)); var newY = Math.max(dragon.height / 2, Math.min(2732 - dragon.height / 2, y)); dragNode.x = newX; dragNode.y = newY; // Shoot a fireball at regular intervals if (LK.ticks % 10 == 0) { for (var i = 0; i < 3; i++) { var fireball = new Fireball(); fireball.x = dragon.x; fireball.y = dragon.y; fireballs.push(fireball); game.addChild(fireball); } } } };
===================================================================
--- original.js
+++ change.js
@@ -58,10 +58,10 @@
var self = Container.call(this);
var rockGraphics = self.attachAsset('Rock02', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.5,
- scaleY: 0.5,
+ scaleX: 1.0,
+ scaleY: 1.0,
smooth: true,
filterQuality: 4
});
self.speed = 2; // Speed of the rock
@@ -75,9 +75,9 @@
var self = Container.call(this);
var sphereGraphics = self.attachAsset('sphere', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.5,
+ scaleX: 1.0,
scaleY: 2.5,
// Increase the height of the spheres
smooth: true,
filterQuality: 4
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