User prompt
Make the level statu before the start text
User prompt
hold the tree asset in the bottom till level status finished from showing
User prompt
hold all assets objects that respawn from the bottom to up ward, and start the respawning of the assets after the shows of the text of level then hides for the last time.
User prompt
hold object from spawning and start respawning after the thelevel text statu with yellow color on the screen
User prompt
make the trees spawns after level text status, make it same to other levels
User prompt
Start respawn the objects assets for each level only if text level status gone!
User prompt
Make it 2 times only
User prompt
Fix text level statu with yellow color to show and hide to the screen couple of times before it hides.
User prompt
Fix line 13
User prompt
Make the second level text with yellow only
User prompt
check the code if match with the game
User prompt
change the color of text to yellow with blue and orange like mix colors
User prompt
change level: 1 text status from orange to blue color
User prompt
change level text from orange to blue
User prompt
The second text of level status change it color to blue
User prompt
Analyse for bugs
User prompt
if health bar reach 0 than make the game over
User prompt
Make the second level text shows and hide twice
User prompt
ensure that the text status of level 1 shows and hides on the middle of the screen 2 times before the tree object start respawning.
User prompt
Make it appear then hide 3 times then start respawning the tree object
User prompt
Slow the status of level in all levels
User prompt
Let level 1 statu show and hide twice slowly then respawn the objects of the level, add same thing for the other levels, level1 level2 so on...
User prompt
Make the status of level 1 shows and hide 2 times then disaeppear, same for other levels, respawn the object after the statu text of levels.
User prompt
Don't respawn the object in all levels till the level status that its on the middle shows and hide 3 times, and let it be fast than before.
User prompt
Change the status of level text to shows and hide twice then start respawn the objects, add that to other levels
/**** * 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 (assetId) { var self = Container.call(this); var fireballGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = 30; self.update = function () { 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 }; }); var Icerocks = Container.expand(function () { var self = Container.call(this); var icerocksGraphics = self.attachAsset('Icerocks', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 3 ? 1.5 : 1.0, scaleY: level === 3 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 3 ? 10 : 5; // Increase speed for level 3 self.update = function () { // Move the icerocks upwards self.y -= self.speed; }; }); var Lavarocks = Container.expand(function () { var self = Container.call(this); var lavarocksGraphics = self.attachAsset('Lavarocks', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 2 ? 1.5 : 1.0, scaleY: level === 2 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 2 ? 10 : 5; // Increase speed for level 2 self.update = function () { // Move the lavarocks upwards self.y -= self.speed; }; }); var Lavarocks1 = Container.expand(function () { var self = Container.call(this); var lavarocks1Graphics = self.attachAsset('Lavarocks1', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 2 ? 1.5 : 1.0, scaleY: level === 2 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 2 ? 10 : 5; // Increase speed for level 2 self.update = function () { // Move the lavarocks1 upwards self.y -= self.speed; }; }); var Lavarocks2 = Container.expand(function () { var self = Container.call(this); var lavarocks2Graphics = self.attachAsset('Lavarocks2', { anchorX: 0.5, anchorY: 0.5, scaleX: level === 2 ? 1.5 : 1.0, scaleY: level === 2 ? 1.5 : 1.0, smooth: true, filterQuality: 1 }); self.speed = level === 2 ? 10 : 5; // Increase speed for level 2 self.update = function () { // Move the lavarocks2 upwards self.y -= self.speed; }; }); var Stone = Container.expand(function () { var self = Container.call(this); var stoneGraphics = self.attachAsset('Stone', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, smooth: true, filterQuality: 1 }); self.speed = 5; // Set speed for Stone objects self.update = function () { // Move the stones upwards self.y -= self.speed; }; }); var StoneCircle = Container.expand(function () { var self = Container.call(this); var stoneCircleGraphics = self.attachAsset('StoneCircle', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, smooth: true, filterQuality: 1 }); self.speed = 5; // Set speed for StoneCircle objects self.update = function () { // Move the stones upwards self.y -= self.speed; }; }); var StoneSquare = Container.expand(function () { var self = Container.call(this); var stoneSquareGraphics = self.attachAsset('StoneSquare', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, smooth: true, filterQuality: 1 }); self.speed = 5; // Set speed for StoneSquare objects self.update = function () { // Move the stones upwards self.y -= self.speed; }; }); 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 ****/ function startRespawningObjects() { // Logic to start respawning objects based on the current level if (level === 2) { // Respawn Lavarocks, Lavarocks1, and Lavarocks2 randomly in level 2 if (!LK.gameOver && LK.ticks % 50 == 0) { var newLavarock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Lavarocks || spheres[i] instanceof Lavarocks1 || spheres[i] instanceof Lavarocks2) && spheres[i].y < -200) { newLavarock = spheres[i]; break; } } if (!newLavarock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newLavarock = new Lavarocks(); } else if (randomType === 1) { newLavarock = new Lavarocks1(); } else { newLavarock = new Lavarocks2(); } spheres.push(newLavarock); game.addChild(newLavarock); } newLavarock.x = Math.random() * (2048 - newLavarock.width) + newLavarock.width / 2; newLavarock.y = 2732; var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newLavarock.scaleX = randomScale; newLavarock.scaleY = randomScale; } } else if (level === 3) { // Respawn Icerocks randomly in level 3 if (!LK.gameOver && LK.ticks % 50 == 0) { var newIcerock; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Icerocks && spheres[i].y < -200) { newIcerock = spheres[i]; break; } } if (!newIcerock) { newIcerock = new Icerocks(); spheres.push(newIcerock); game.addChild(newIcerock); } newIcerock.x = Math.random() * (2048 - newIcerock.width) + newIcerock.width / 2; newIcerock.y = 2732; var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newIcerock.scaleX = randomScale; newIcerock.scaleY = randomScale; } } } // Function to show the level text twice function showLevelTextTwice() { levelTxtOrange.fill = 0xffa500; // Orange color levelTxtOrange.visible = true; LK.setTimeout(function () { levelTxtOrange.visible = false; LK.setTimeout(function () { levelTxtOrange.visible = true; LK.setTimeout(function () { levelTxtOrange.visible = false; // Start respawning objects after the text has shown twice startRespawningObjects(); }, 100); }, 100); }, 100); } // Add background image for level 4 var backgroundLevel4 = LK.getAsset('Stone_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel4.smooth = true; backgroundLevel4.filterQuality = 0; // Further increase the filter quality for better clarity backgroundLevel4.scale.set(2048 / 800, 2732 / 800); backgroundLevel4.smooth = true; // Enable smoothing to remove pixelation backgroundLevel4.filterQuality = 0; // Adjust filter quality for better clarity backgroundLevel4.visible = false; // Initially hidden game.addChild(backgroundLevel4); // 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 var backgroundLevel1 = LK.getAsset('Green_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel1.smooth = true; // Enable smoothing to remove pixelation backgroundLevel1.filterQuality = 0; // Adjust filter quality for better clarity backgroundLevel1.scale.set(2048 / 800, 2732 / 800); // Scale the background to fit the screen backgroundLevel1.smooth = true; // Enable smoothing to remove pixelation backgroundLevel1.filterQuality = 0; // Further increase the filter quality for better clarity backgroundLevel1.visible = true; // Initially visible game.addChild(backgroundLevel1); // Add background image for level 2 var backgroundLevel2 = LK.getAsset('Lava_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel2.smooth = true; backgroundLevel2.filterQuality = 0; // Further increase the filter quality for better clarity backgroundLevel2.scale.set(2048 / 800, 2732 / 800); backgroundLevel2.smooth = true; // Enable smoothing to remove pixelation backgroundLevel2.filterQuality = 2; // Increase filter quality for better clarity backgroundLevel2.visible = false; // Initially hidden game.addChild(backgroundLevel2); // Add background image for level 3 var backgroundLevel3 = LK.getAsset('Ice_lands', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel3.smooth = true; backgroundLevel3.filterQuality = 0; // Further increase the filter quality for better clarity backgroundLevel3.scale.set(2048 / 800, 2732 / 800); backgroundLevel3.smooth = true; // Enable smoothing to remove pixelation backgroundLevel3.filterQuality = 0; // Adjust filter quality for better clarity backgroundLevel3.visible = false; // Initially hidden game.addChild(backgroundLevel3); // Refresh the background to be clearer & fit to screen every 60 ticks game.update = function () { backgroundLevel1.x = 2048 / 2; // Center the background horizontally backgroundLevel1.y = 2732 / 2; // Center the background vertically if (backgroundLevel1.y >= 2732) { backgroundLevel1.y = -2732; } }; // Function to handle game updates game.update = function () { // Reuse off-screen stones or spawn new ones if necessary if (level === 4 && !LK.gameOver && LK.ticks % 50 == 0) { var newStone; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Stone || spheres[i] instanceof StoneCircle || spheres[i] instanceof StoneSquare) && spheres[i].y < -200) { newStone = spheres[i]; break; } } if (!newStone) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newStone = new Stone(); } else if (randomType === 1) { newStone = new StoneCircle(); } else { newStone = new StoneSquare(); } spheres.push(newStone); game.addChild(newStone); } newStone.x = Math.random() * (2048 - newStone.width) + newStone.width / 2; newStone.y = 2732; } // Check for collisions between fireballs and stones 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]) && spheres[j] instanceof Stone) { // Add random points from 0-40 when the dragon shoots the stones 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 stones for (var j = spheres.length - 1; j >= 0; j--) { if (dragon.intersects(spheres[j]) && spheres[j] instanceof Stone) { // Decrease the dragon's health healthBar.currentHealth -= 20; // Consistent damage taken by the dragon from all objects in level 4 // Remove the stone from the game spheres[j].destroy(); spheres.splice(j, 1); break; } } 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; // Consistent damage taken by the dragon from all objects in level 1 // Remove the rock from the game spheres[j].destroy(); spheres.splice(j, 1); break; } // Decrease dragon's health if any object passes the top of the screen if (spheres[j].y < -200) { healthBar.currentHealth -= 10; // Decrease health by 10 for each object spheres[j].destroy(); spheres.splice(j, 1); } // Reuse off-screen lavarocks or spawn new ones if necessary } // 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 the next level every 100 score if (score >= 100 * level && level < 4) { level++; levelTxt.setText('Level: ' + level); levelTxtOrange.setText('Level: ' + level); showLevelTextOnce(); // Hide all backgrounds backgroundLevel1.visible = false; backgroundLevel2.visible = false; backgroundLevel3.visible = false; backgroundLevel4.visible = false; // Show the current level background if (level === 2) { backgroundLevel2.visible = true; var newLavarocks = new Lavarocks(); spheres.push(newLavarocks); game.addChild(newLavarocks); newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2; newLavarocks.y = -100; } else if (level === 3) { backgroundLevel3.visible = true; var newIcerocks = new Icerocks(); spheres.push(newIcerocks); game.addChild(newIcerocks); newIcerocks.x = Math.random() * (2048 - newIcerocks.width) + newIcerocks.width / 2; newIcerocks.y = -100; } else if (level === 4) { backgroundLevel4.visible = true; var newStone = new Stone(); spheres.push(newStone); game.addChild(newStone); newStone.x = Math.random() * (2048 - newStone.width) + newStone.width / 2; newStone.y = -100; } } // Respawn Lavarocks, Lavarocks1, and Lavarocks2 randomly in level 2 if (level === 2 && !LK.gameOver && LK.ticks % 50 == 0) { var newLavarock; for (var i = 0; i < spheres.length; i++) { if ((spheres[i] instanceof Lavarocks || spheres[i] instanceof Lavarocks1 || spheres[i] instanceof Lavarocks2) && spheres[i].y < -200) { newLavarock = spheres[i]; break; } } if (!newLavarock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newLavarock = new Lavarocks(); } else if (randomType === 1) { newLavarock = new Lavarocks1(); } else { newLavarock = new Lavarocks2(); } spheres.push(newLavarock); game.addChild(newLavarock); } newLavarock.x = Math.random() * (2048 - newLavarock.width) + newLavarock.width / 2; newLavarock.y = 2732; var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newLavarock.scaleX = randomScale; newLavarock.scaleY = randomScale; } // Respawn Icerocks randomly in level 3 if (level === 3 && !LK.gameOver && LK.ticks % 50 == 0) { var newIcerock; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Icerocks && spheres[i].y < -200) { newIcerock = spheres[i]; break; } } if (!newIcerock) { newIcerock = new Icerocks(); spheres.push(newIcerock); game.addChild(newIcerock); } newIcerock.x = Math.random() * (2048 - newIcerock.width) + newIcerock.width / 2; newIcerock.y = 2732; var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newIcerock.scaleX = randomScale; newIcerock.scaleY = randomScale; } }; // Initialize dragon dragon = game.addChild(new Dragon()); dragon.x = 2048 / 2; dragon.y = 200; // Initialize start text var startTxt = new Text2('Start', { size: 150, fill: 0xffa500, // Orange color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); startTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(startTxt); // Function to show start text with alternating colors function showStartText() { startTxt.visible = true; LK.setTimeout(function () { startTxt.fill = 0x0000ff; // Blue color LK.setTimeout(function () { startTxt.visible = false; showLevelTextOnce(); // Show level status text after start text }, 1000); }, 1000); } // 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 // Call the function to show start text at the beginning of the game showStartText(); // Initialize second level display in orange var levelTxtOrange = new Text2('Level: ' + level, { size: 100, fill: 0xffa500, // Orange color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); levelTxtOrange.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelTxtOrange); levelTxtOrange.visible = false; // Initially hidden // Function to show the orange level text twice function showLevelTextOnce() { levelTxtOrange.fill = 0xffa500; // Orange color levelTxtOrange.visible = true; LK.setTimeout(function () { levelTxtOrange.visible = false; }, 1000); } // 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 assetId; if (level === 2) { assetId = 'Shout2'; } else if (level === 3) { assetId = 'Shout3'; } else if (level === 4) { assetId = 'Shout4'; } else { assetId = 'Shout1'; } var fireball = new Fireball(assetId); fireball.x = dragon.x; fireball.y = dragon.y; fireballs.push(fireball); game.addChild(fireball); } } } };
===================================================================
--- original.js
+++ change.js
@@ -251,9 +251,9 @@
newIcerock.scaleY = randomScale;
}
}
}
-// Function to show the level text three times
+// Function to show the level text twice
function showLevelTextTwice() {
levelTxtOrange.fill = 0xffa500; // Orange color
levelTxtOrange.visible = true;
LK.setTimeout(function () {
@@ -261,16 +261,10 @@
LK.setTimeout(function () {
levelTxtOrange.visible = true;
LK.setTimeout(function () {
levelTxtOrange.visible = false;
- LK.setTimeout(function () {
- levelTxtOrange.visible = true;
- LK.setTimeout(function () {
- levelTxtOrange.visible = false;
- // Start respawning objects after the text has shown three times
- startRespawningObjects();
- }, 100);
- }, 100);
+ // Start respawning objects after the text has shown twice
+ startRespawningObjects();
}, 100);
}, 100);
}, 100);
}