User prompt
add lava_planet to be the background of level 2
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Remove level 2 and its objects and its background
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add respawning objects in level 2
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Make green_lands the background for level 1 only If the level 2 start than change the background to lava_planet
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rename the background to be Green_lands
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Please fix the bug: 'ReferenceError: Lavarocks1 is not defined' in or related to this line: 'var newLavarocks1 = new Lavarocks1();' Line Number: 247
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change background when score reached 200 Change it to lava_planet add lavarocks and lavarocks1 to the game whe level 2 started
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'y')' in or related to this line: 'newLavarocks.y = -100;' Line Number: 213
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make the rocks respawn from the bottom side to upward
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Please fix the bug: 'ReferenceError: Lavarocks is not defined' in or related to this line: 'var newLavarocks = new Lavarocks();' Line Number: 222
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remove objects of level 2
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Make the lavarocks and lavarock1 respawn only if its le2 start and the background changed to lava_planet background
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fix then optimise
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let the background in level 2 behind all objects on the screen and let objects respawning easily Make it fit to the screen
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add lava_planet image like background of level 2
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delete the background in level 2
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Fix the bugs of the objects and the background in level 2
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make more objects respawning in level 2
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make objects of level 2 destroyed by fireball
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If score reach 200 points then change the background to image lava-planet
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make the objects of level 2 bigger
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no object respawning to upward in level 2?
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if level 2 start start respawn lavarocks image like first object
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make the background image for level 1 only
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The objects not respawning in level 2!
/**** * 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 && lavaBackground && LK.ticks % 20 == 0) { // Increase respawn rate // Increase respawn rate var newLavarocks = spheres.find(function (obj) { return obj instanceof Lavarocks && obj.y < -200; }); var newLavarocks1 = spheres.find(function (obj) { return obj instanceof Lavarocks1 && obj.y < -200; }); if (!newLavarocks) { newLavarocks = new Lavarocks(); spheres.push(newLavarocks); game.addChild(newLavarocks); } newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2; newLavarocks.y = 2732; 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, scaleX: game.width / 100, // Scale to fit the game width scaleY: game.height / 100 // Scale to fit the game 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
@@ -213,10 +213,11 @@
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) {
+ if (level === 2 && !LK.gameOver && lavaBackground && LK.ticks % 20 == 0) {
// Increase respawn rate
+ // Increase respawn rate
var newLavarocks = spheres.find(function (obj) {
return obj instanceof Lavarocks && obj.y < -200;
});
var newLavarocks1 = spheres.find(function (obj) {