User prompt
Make the back ground fit to screen in level 3
User prompt
Start respawn Snowland object from the bottom of the screen to the upper side of it if level 3 is starts.
User prompt
add Snowland asset to the level 3 as object spawning from the bottom to upward of the screen.
User prompt
Make the Image of the asset Snowland the object that dragon shoot it in level 3
User prompt
Make the image of the asset Snowland the object for level 3
User prompt
add level 3 with similar system of level 1
User prompt
Remove level 3 and 4 from the game
User prompt
If score reach 200 move to the next level ,don't go to level 4 or 3 remove them both
User prompt
Please fix the bug: 'ReferenceError: backgroundLevel4 is not defined' in or related to this line: 'backgroundLevel4.visible = true;' Line Number: 685
User prompt
Please fix the bug: 'ReferenceError: backgroundLevel4 is not defined' in or related to this line: 'backgroundLevel4.visible = false;' Line Number: 651
User prompt
Please fix the bug: 'ReferenceError: backgroundLevel4 is not defined' in or related to this line: 'backgroundLevel4.visible = false;' Line Number: 651
User prompt
remove level 4 all from the game
User prompt
Don't go to level 4
User prompt
Remove set 13
User prompt
go to level 4
User prompt
Respawn the objects of level 4 in level 3
User prompt
fix set 13
User prompt
try again
User prompt
Please fix the bug: 'ReferenceError: backgroundLevel3 is not defined' in or related to this line: 'backgroundLevel3.visible = false;' Line Number: 704
User prompt
Please fix the bug: 'ReferenceError: backgroundLevel3 is not defined' in or related to this line: 'backgroundLevel3.visible = false;' Line Number: 704
User prompt
Remove level 3 and make level 4 replace level 3
User prompt
Add more of the image asset Snowland to the game
User prompt
Add more of the object Snowland don't make it disappear in middle of the screen
User prompt
Ensure that the object don't pass the dragon in each level, make it explode.
User prompt
Make the the objects of each level respawning in its level only
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* 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: 2
});
self.speed = 20; // Further 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
};
});
var Explosion = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
smooth: true,
filterQuality: 1
});
self.visible = false;
self.show = function (x, y) {
self.x = x;
self.y = y;
self.visible = true;
tween(self, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
self.visible = false;
self.alpha = 1;
}
});
};
});
var Explosion2 = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('Explosion2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
smooth: true,
filterQuality: 1
});
self.visible = false;
self.show = function (x, y) {
self.x = x;
self.y = y;
self.visible = true;
tween(self, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
self.visible = false;
self.alpha = 1;
}
});
};
});
var Explosion3 = Container.expand(function () {
var self = Container.call(this);
var explosionGraphics = self.attachAsset('explosion', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
smooth: true,
filterQuality: 1
});
self.visible = false;
self.show = function (x, y) {
self.x = x;
self.y = y;
self.visible = true;
tween(self, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
self.visible = false;
self.alpha = 1;
}
});
};
});
// 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: 0.6,
scaleY: 0.9,
smooth: true,
filterQuality: 1
});
self.speed = 40; // Increase the speed of the fireballs
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 Icerock = Container.expand(function () {
var self = Container.call(this);
var icerockGraphics = self.attachAsset('Snowland', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
smooth: true,
filterQuality: 1
});
self.speed = 5; // Set speed for Icerock objects
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 Snowland = Container.expand(function () {
var self = Container.call(this);
var snowlandGraphics = self.attachAsset('Snowland', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
smooth: true,
filterQuality: 1
});
self.speed = 5; // Set speed for Snowland objects
self.update = function () {
// Move the Snowland objects 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 = 10; // Increase 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 = 10; // Increase 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 = 10; // Increase 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('FloatingLand', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.8,
scaleY: 0.8,
smooth: true,
filterQuality: 1
});
self.speed = 5; // Set the initial 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
****/
// or via static code analysis based on their usage in the code.
function startRespawningObjects() {
// Logic to start respawning objects based on the current level
if (level === 1) {
// Respawn Trees randomly in level 1
if (!LK.gameOver && LK.ticks % 50 == 0 && levelTxtOrange.visible === false) {
var newObject;
for (var i = 0; i < spheres.length; i++) {}
newObject.x = Math.random() * (2048 - newObject.width) + newObject.width / 2;
newObject.y = 2732;
var randomScaleY = 1.0 + Math.random() * 3.0; // Random scale between 1.0 and 4.0 for height
newObject.scaleY = randomScaleY;
newObject.speed = 5; // Reduce speed for objects in level 1
}
} else 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) {
newObject = new Icerock();
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 and Snowland objects randomly in level 3
if (!LK.gameOver && LK.ticks % 50 == 0) {
var newObject;
for (var i = 0; i < spheres.length; i++) {
if ((spheres[i] instanceof Icerock || spheres[i] instanceof Snowland) && spheres[i].y < -200) {
newObject = spheres[i];
break;
}
}
if (!newObject) {
var randomType = Math.floor(Math.random() * 2);
if (randomType === 0) {
newObject = new Icerock();
} else {
newObject = new Snowland();
}
spheres.push(newObject);
game.addChild(newObject);
}
newObject.x = Math.random() * (2048 - newObject.width) + newObject.width / 2;
newObject.y = 2732;
var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0
newObject.scaleX = randomScale;
newObject.scaleY = randomScale;
}
}
}
// Function to show the level text twice
function showLevelTextTwice() {
levelTxtOrange.fill = 0x0000ff; // Blue 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 and hidden for the last time
startRespawningObjects();
}, 500);
}, 500);
}, 500);
}
// 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 / backgroundLevel1.width, 2732 / backgroundLevel1.height); // 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 / backgroundLevel2.width, 2732 / backgroundLevel2.height);
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 / backgroundLevel3.width, 2732 / backgroundLevel3.height);
backgroundLevel3.smooth = true; // Enable smoothing to remove pixelation
backgroundLevel3.filterQuality = 2; // Increase 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 () {
// 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, Lavarocks, or Icerocks
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, Lavarocks, or Icerocks
var points = Math.floor(Math.random() * 41);
score += points;
// Show explosion effect
var explosion = level === 2 ? new Explosion2() : new Explosion();
game.addChild(explosion);
explosion.show(spheres[j].x, spheres[j].y);
spheres[j].destroy();
fireballs[i].destroy();
fireballs.splice(i, 1);
spheres.splice(j, 1);
break;
}
}
}
// 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 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);
// Check if health bar reaches 0 to trigger game over
if (healthBar.currentHealth <= 0 && !LK.gameOver) {
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red for 1 second
LK.showGameOver(); // Show game over screen
}
// Regenerate player's health to max when score reaches 1000
if (score >= 1000) {
healthBar.currentHealth = healthBar.maxHealth;
if (level === 1) {
level = 2;
levelTxt.setText('Level: ' + level);
levelTxtOrange.setText('Level: ' + level);
showLevelTextOnce();
// Hide all backgrounds
backgroundLevel1.visible = false;
backgroundLevel2.visible = true;
// Initialize level 2 objects
var newLavarocks = new Lavarocks();
spheres.push(newLavarocks);
game.addChild(newLavarocks);
newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2;
newLavarocks.y = -100;
}
}
// Transition to the next level when score reaches 200
if (score >= 200 && level === 1) {
level = 2;
levelTxt.setText('Level: ' + level);
levelTxtOrange.setText('Level: ' + level);
showLevelTextOnce();
// Hide all backgrounds
backgroundLevel1.visible = false;
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;
}
// Transition to level 3 when score reaches 400
if (score >= 400 && level === 2) {
level = 3;
levelTxt.setText('Level: ' + level);
levelTxtOrange.setText('Level: ' + level);
showLevelTextOnce();
// Hide all backgrounds
backgroundLevel2.visible = false;
backgroundLevel3.visible = true;
// Initialize level 3 objects
var newIcerocks = new Icerock();
spheres.push(newIcerocks);
game.addChild(newIcerocks);
newIcerocks.x = Math.random() * (2048 - newIcerocks.width) + newIcerocks.width / 2;
newIcerocks.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;
}
};
// 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.visible = false;
showLevelTextTwice(); // Show level status text before start text
}, 2000);
}
// 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: 0xffff00,
// Yellow 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 = 0xffff00; // Yellow color
levelTxtOrange.visible = true;
tween(levelTxtOrange, {
alpha: 0
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(levelTxtOrange, {
alpha: 1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(levelTxtOrange, {
alpha: 0
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(levelTxtOrange, {
alpha: 1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
levelTxtOrange.visible = false;
// Clear all objects from the previous level
spheres.forEach(function (sphere) {
sphere.destroy();
});
spheres = [];
// Start respawning objects after the text has disappeared
startRespawningObjects();
}
});
}
});
}
});
}
});
}
// 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) {
// Make the dragon follow the mouse cursor
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));
dragon.x = newX;
dragon.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
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