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Analyse the code to match with the game!
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if level 2 start change the background to lava_planet background and start respawn the lavarocks, lavarocks1 randomly
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make the objects of level 2 going upward not downward!
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make lavarocks first object respawn when level 2 is start or reached by score
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make lavarocks1 image object 2 in level 2
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make the lavarocks image object for level 2 only
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delete lavarock and lavarock1 from the code
Code edit (1 edits merged)
Please save this source code
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If level 2 start no trees respawn and start respawning the 2 new objects rocklava and rocklava1
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Make tree objects respawn in level 1 only
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Add 2 object to the game lavarock and lavarock1 for level 2 only
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Make the lava_planet behind all objects
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Rename background2 to lava_planet
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make the background in level 2 inside the screen and remove shaking
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if score reach 200 go to level 2
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fix the bug of the background2 in level 2 not it's outside not inside the screen
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Delete the shaking from background2 in level 2 and make it fit to the screen not out the screen
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ada more tree object
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fit the background2 to screen
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fix bug when reach score 200 or above start lagging delete any lagge after that amount
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change diraction to upward
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fix the movment of tree object
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Please fix the bug: 'Cannot read properties of undefined (reading 'now')' in or related to this line: 'var lastFrameTime = performance.now();' Line Number: 151
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Please fix the bug: 'Cannot read properties of undefined (reading 'now')' in or related to this line: 'var lastFrameTime = performance.now();' Line Number: 151
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detect lagge when i play and fix it auto
/**** * 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: 2 }); self.speed = 15; // Increase the speed of the dragon self.update = function () { // Update logic for the dragon to flip based on movement direction if (self.x < 2048 / 2) { dragonGraphics.scaleX = -1; // Flip horizontally when on the left side of the screen } else { dragonGraphics.scaleX = 1; // Normal orientation when on the right side of the screen } // Removed unnecessary variable to optimize performance }; }); // 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: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = 30; // Further 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: 2530 / 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 }; }); // Tree class to represent the first object var Tree = Container.expand(function () { var self = Container.call(this); var treeGraphics = self.attachAsset('Tree01', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8, smooth: true, filterQuality: 1 }); self.speed = 10; // Further increase the speed of the tree self.update = function () { // Move the tree 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; var level = 1; // Initialize level to 1 // Add background image to the game for level 1 if (level === 1) { 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 pixelation background.filterQuality = 5; // Reduce the filter quality to optimize performance background.scale.set(game.width / background.width, game.height / background.height); // Scale the background to fit the screen // Refresh the background to be clearer & fit to screen every 60 ticks game.update = function () { background.x = 2048 / 2 + Math.sin(LK.ticks * 0.2) * 20; // Increase shake intensity left and right around the center background.y = 2732 / 2 + Math.sin(LK.ticks * 0.2) * 20; // Increase shake intensity up and down around the center if (background.y >= 2732) { background.y = -2732; } }; } // Add background2 image to the game for level 2 if (level === 2) { var background2 = LK.getAsset('Background2', { anchorX: 0.0, anchorY: 0.0 }); background2 = game.addChild(background2); background2.width = game.width; background2.height = game.height; background2.smooth = true; // Enable smoothing to remove pixelation background2.filterQuality = 5; // Reduce the filter quality to optimize performance background2.scale.set(game.width / background2.width, game.height / background2.height); // Scale the background to fit the screen // Refresh the background2 to be clearer & fit to screen every 60 ticks game.update = function () { background2.y += 2; if (background2.y >= 2732) { background2.y = -2732; } }; } // 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; } // Reuse off-screen trees or spawn new ones if necessary if (!LK.gameOver && LK.ticks % 100 == 0) { // Reduce the interval for spawning trees var newTree; for (var i = 0; i < spheres.length; i++) { if (spheres[i].y < -200) { // Check if the tree is off-screen newTree = spheres[i]; break; } } if (!newTree) { newTree = new Tree(); spheres.push(newTree); game.addChild(newTree); } newTree.x = Math.random() * (2048 - newTree.width) + newTree.width / 2; newTree.y = 2732; } // Check for collisions between fireballs and trees 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])) { // Add random points from 0-40 when the dragon shoots the trees var points = Math.floor(Math.random() * 41); score += points; // Remove the fireball and tree 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])) { // Decrease the dragon's health healthBar.currentHealth -= 20; // Decrease the damage taken by the dragon from rock01 // Remove the rock from the game spheres[j].destroy(); spheres.splice(j, 1); break; } // Remove off-screen trees if (spheres[j].y < -200) { spheres[j].destroy(); spheres.splice(j, 1); } } // Update the score display when the dragon gets points scoreTxt.setText('Score: ' + score); // Regenerate player's health to max when score reaches 1000 if (score >= 1000) { healthBar.currentHealth = healthBar.maxHealth; } // Transition to level 2 when score reaches 1234 if (score >= 1234 && level === 1) { level = 2; levelTxt.setText('Level: 2'); // Remove current background game.removeChild(background); // Add background2 for level 2 var background2 = LK.getAsset('Background2', { anchorX: 0.0, anchorY: 0.0 }); background2 = game.addChild(background2); background2.width = game.width; background2.height = game.height; background2.smooth = true; background2.filterQuality = 5; background2.scale.set(game.width / background2.width, game.height / background2.height); // Refresh the background2 to be clearer & fit to screen every 60 ticks game.update = function () { background2.x = 2048 / 2 + Math.sin(LK.ticks * 0.2) * 20; // Increase shake intensity left and right around the center background2.y = 2732 / 2 + Math.sin(LK.ticks * 0.2) * 20; // Increase shake intensity up and down around the center if (background2.y >= 2732) { background2.y = -2732; } }; } }; // 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 = -50; // 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 - 100; // Position the score text 100 pixels above the level text // Initialize health bar var healthBar = game.addChild(new HealthBar()); healthBar.x = 2000 / 2 - healthBar.width / 2 + 100; // Move health bar to the right a little bit healthBar.y = 2710 - healthBar.height / 2; // Move health bar to the middle of the bottom side scoreTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(scoreTxt); scoreTxt.x = 50; // Position the score text a little bit to the right scoreTxt.y = -50; // Position the score text above the health bar // 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) { // Reduce the interval for shooting fireballs for (var i = 0; i < 1; i++) { var fireball = new Fireball(); fireball.x = dragon.x; fireball.y = dragon.y; fireballs.push(fireball); game.addChild(fireball); } } } };
===================================================================
--- original.js
+++ change.js
@@ -137,41 +137,9 @@
}
};
}
// Function to handle game updates
-var lastFrameTime = Date.now();
-var frameTimes = [];
-var maxFrameTime = 16.67; // Target frame time for 60 FPS
game.update = function () {
- var currentFrameTime = Date.now();
- var deltaTime = currentFrameTime - lastFrameTime;
- lastFrameTime = currentFrameTime;
- frameTimes.push(deltaTime);
- if (frameTimes.length > 60) {
- frameTimes.shift();
- }
- var averageFrameTime = frameTimes.reduce(function (a, b) {
- return a + b;
- }, 0) / frameTimes.length;
- if (averageFrameTime > maxFrameTime) {
- // If the average frame time is greater than the target, reduce game speed
- dragon.speed *= 0.95;
- fireballs.forEach(function (fireball) {
- return fireball.speed *= 0.95;
- });
- spheres.forEach(function (tree) {
- return tree.speed *= 0.95;
- });
- } else {
- // If the average frame time is less than the target, increase game speed
- dragon.speed *= 1.05;
- fireballs.forEach(function (fireball) {
- return fireball.speed *= 1.05;
- });
- spheres.forEach(function (tree) {
- return tree.speed *= 1.05;
- });
- }
// Update dragon position based on touch input
if (!LK.gameOver && dragNode && dragNode.global) {
dragNode.x = game.toLocal(dragNode.global).x;
}
@@ -193,10 +161,15 @@
}
newTree.x = Math.random() * (2048 - newTree.width) + newTree.width / 2;
newTree.y = 2732;
}
- // Check for collisions between fireballs and rocks
+ // Check for collisions between fireballs and trees
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])) {
// Add random points from 0-40 when the dragon shoots the trees
var points = Math.floor(Math.random() * 41);