User prompt
Make level 3 if score reach 421
User prompt
Make the objects of level 2 bigger
User prompt
Add shout2 to the game when level 2 starts change shout 1 with shout 2
User prompt
change the background in level 2!
User prompt
Please fix the bug: 'ReferenceError: Lavarocks2 is not defined' in or related to this line: 'if ((spheres[i] instanceof Lavarocks || spheres[i] instanceof Lavarocks1 || spheres[i] instanceof Lavarocks2) && spheres[i].y < -200) {' Line Number: 269
User prompt
Add lavarocks, lavarocks1, lavarocks2 to game ,respawning only if level 2
User prompt
add lava_planet to be the background of level 2
User prompt
Remove level 2 and its objects and its background
User prompt
add respawning objects in level 2
User prompt
Make green_lands the background for level 1 only If the level 2 start than change the background to lava_planet
User prompt
rename the background to be Green_lands
User prompt
Please fix the bug: 'ReferenceError: Lavarocks1 is not defined' in or related to this line: 'var newLavarocks1 = new Lavarocks1();' Line Number: 247
User prompt
change background when score reached 200 Change it to lava_planet add lavarocks and lavarocks1 to the game whe level 2 started
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'y')' in or related to this line: 'newLavarocks.y = -100;' Line Number: 213
User prompt
make the rocks respawn from the bottom side to upward
User prompt
Please fix the bug: 'ReferenceError: Lavarocks is not defined' in or related to this line: 'var newLavarocks = new Lavarocks();' Line Number: 222
User prompt
remove objects of level 2
User prompt
Make the lavarocks and lavarock1 respawn only if its le2 start and the background changed to lava_planet background
User prompt
fix then optimise
User prompt
let the background in level 2 behind all objects on the screen and let objects respawning easily Make it fit to the screen
User prompt
add lava_planet image like background of level 2
User prompt
delete the background in level 2
User prompt
Fix the bugs of the objects and the background in level 2
User prompt
make more objects respawning in level 2
User prompt
make objects of level 2 destroyed by fireball
/**** * 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 }; }); // Lavarocks class to represent the lavarocks object for level 2 var Lavarocks = Container.expand(function () { var self = Container.call(this); var lavarocksGraphics = self.attachAsset('Lavarocks', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, smooth: true, filterQuality: 1 }); self.speed = 5; // Set the speed of the lavarocks self.update = function () { // Move the lavarocks straight down self.y += self.speed; }; }); // Lavarocks1 class to represent the lavarocks1 object for level 2 var Lavarocks1 = Container.expand(function () { var self = Container.call(this); var lavarocks1Graphics = self.attachAsset('Lavarocks1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, smooth: true, filterQuality: 1 }); self.speed = 5; // Set the speed of the lavarocks1 self.update = function () { // Move the lavarocks1 straight down self.y += self.speed; }; }); // 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; } }; } // 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 (level === 1 && !LK.gameOver && LK.ticks % 50 == 0) { // Further reduce the interval for spawning trees to add more tree objects // Reduce the interval for spawning trees var newTree; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Tree && 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 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])) { // Add random points from 0-40 when the dragon shoots the trees 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])) { // 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); } // Reuse off-screen lavarocks or spawn new ones if necessary if (level === 2 && !LK.gameOver && LK.ticks % 20 == 0) { // Increase respawn rate var newLavarocks; var newLavarocks1; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Lavarocks && spheres[i].y < -200) { // Check if the lavarocks is off-screen newLavarocks = spheres[i]; break; } } if (!newLavarocks) { newLavarocks = new Lavarocks(); spheres.push(newLavarocks); game.addChild(newLavarocks); } newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2; newLavarocks.y = 2732; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Lavarocks1 && spheres[i].y < -200) { // Check if the lavarocks1 is off-screen newLavarocks1 = spheres[i]; break; } } if (!newLavarocks1) { newLavarocks1 = new Lavarocks1(); spheres.push(newLavarocks1); game.addChild(newLavarocks1); } newLavarocks1.x = Math.random() * (2048 - newLavarocks1.width) + newLavarocks1.width / 2; newLavarocks1.y = 2732; } // Respawn Lavarocks when level 2 starts or is reached by score if (score >= 200 && level === 1) { level = 2; levelTxt.setText('Level: 2'); var newLavarocks = new Lavarocks(); spheres.push(newLavarocks); game.addChild(newLavarocks); newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2; newLavarocks.y = -100; } } // 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 200 if (score >= 200 && level === 1) { level = 2; levelTxt.setText('Level: 2'); // Remove current background game.removeChild(background); // Add lava_planet background for level 2 var lavaBackground = LK.getAsset('lava_planet', { anchorX: 0.0, anchorY: 0.0 }); lavaBackground.width = game.width; lavaBackground.height = game.height; lavaBackground.smooth = true; lavaBackground.filterQuality = 5; lavaBackground.scale.set(game.width / lavaBackground.width, game.height / lavaBackground.height); game.addChildAt(lavaBackground, 0); // Ensure the background is behind all objects // Start respawning lavarocks and lavarocks1 randomly var newLavarocks = new Lavarocks(); spheres.push(newLavarocks); game.addChild(newLavarocks); newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2; newLavarocks.y = 2732; var newLavarocks1 = new Lavarocks1(); spheres.push(newLavarocks1); game.addChild(newLavarocks1); newLavarocks1.x = Math.random() * (2048 - newLavarocks1.width) + newLavarocks1.width / 2; newLavarocks1.y = 2732; // Start respawning Lavarocks like the first object var firstLavarocks = new Lavarocks(); spheres.push(firstLavarocks); game.addChild(firstLavarocks); firstLavarocks.x = Math.random() * (2048 - firstLavarocks.width) + firstLavarocks.width / 2; firstLavarocks.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
@@ -213,9 +213,10 @@
spheres[j].destroy();
spheres.splice(j, 1);
}
// Reuse off-screen lavarocks or spawn new ones if necessary
- if (level === 2 && !LK.gameOver && LK.ticks % 30 == 0) {
+ if (level === 2 && !LK.gameOver && LK.ticks % 20 == 0) {
+ // Increase respawn rate
var newLavarocks;
var newLavarocks1;
for (var i = 0; i < spheres.length; i++) {
if (spheres[i] instanceof Lavarocks && spheres[i].y < -200) {
@@ -273,14 +274,14 @@
var lavaBackground = LK.getAsset('lava_planet', {
anchorX: 0.0,
anchorY: 0.0
});
- lavaBackground = game.addChild(lavaBackground);
lavaBackground.width = game.width;
lavaBackground.height = game.height;
lavaBackground.smooth = true;
lavaBackground.filterQuality = 5;
lavaBackground.scale.set(game.width / lavaBackground.width, game.height / lavaBackground.height);
+ game.addChildAt(lavaBackground, 0); // Ensure the background is behind all objects
// Start respawning lavarocks and lavarocks1 randomly
var newLavarocks = new Lavarocks();
spheres.push(newLavarocks);
game.addChild(newLavarocks);
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