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slow it a bit the rate of fireballs
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Add intromusic1 to intro before game start
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Make continuous animation of rotation to the right for the airblockasset in level5 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: showLevelTextOnce is not defined' in or related to this line: 'showLevelTextOnce(); // This function calls startRespawningObjects' Line Number: 862
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Add introbackground before game start, add startbutton close to the bottom of the screen by 100px.
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Import of asset
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Make rotation animation for the 5 shots βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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when level2 start change dragon to lavadragon. when level3 change to snowdragon. when level4 change to stonedragon. when level5 change to airdragon.
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change fireball position on its right when dragon turn to the right.
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if dragon turn to the left the fireball is on the left when he turned to the right the fireball turned to the right side with same distance that is on the left.
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Increase the fire rate
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add level5 don't stop on level4
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slow the rate of fire a bit
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change the directions of the dragon when he is on the left and when he is on the right from the middle of the screen
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change health % from 1000 to 500
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rename tree01 to Land01
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Add gamemusic1 for the game
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Add gamemusic1 for the game
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Ensure that the healthbar hold its position, same for level and score text for each start of the game.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AirBlock = Container.expand(function () { var self = Container.call(this); var airBlockGraphics = self.attachAsset('AirBlockAsset', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = 12; // Speed for AirBlocks in Level 5 self.update = function () { self.y -= self.speed; }; return self; }); //<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); // Function to get the appropriate dragon asset based on level self.getDragonAsset = function () { if (level === 2) { return 'Lavadragon'; } if (level === 3) { return 'Snowdragon'; } if (level === 4) { return 'Stonedragon'; } if (level === 5) { return 'Airdragon'; } return 'dragon'; // Default for level 1 }; var dragonGraphics = self.attachAsset(self.getDragonAsset(), { 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.currentLevel = level; // Track current level for asset changes // Function to update dragon asset when level changes self.updateDragonAsset = function () { if (self.currentLevel !== level) { self.currentLevel = level; // Remove old graphics dragonGraphics.destroy(); // Create new graphics with appropriate asset dragonGraphics = self.attachAsset(self.getDragonAsset(), { anchorX: 0.5, anchorY: 0.5, scaleX: self.x < 2048 / 2 ? -2.0 : 2.0, scaleY: 2.0, smooth: true, filterQuality: 2 }); } }; self.update = function () { // Update dragon asset if level changed self.updateDragonAsset(); // Update logic for the dragon to flip based on movement direction if (self.x < 2048 / 2) { dragonGraphics.scaleX = -2.0; // Flip horizontally when on the left side of the screen } else { dragonGraphics.scaleX = 2.0; // Normal orientation when on the right side of the screen } // Removed unnecessary variable to optimize performance }; return self; }); // 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 = 20; // 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 = 500; 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 () { self.y -= self.speed; }; }); var Icerocks1 = Container.expand(function () { var self = Container.call(this); var icerocks1Graphics = self.attachAsset('Icerocks1', { 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 Icerocks2 = Container.expand(function () { var self = Container.call(this); var icerocks2Graphics = self.attachAsset('Icerocks2', { 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 ? 15 : 5; // Further increase speed for level 2 self.update = function () { 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 ? 15 : 5; // Further 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 ? 15 : 5; // Further 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: 0.3, scaleY: 0.3, smooth: true, filterQuality: 1 }); self.speed = 10; // Increase speed for Stone objects self.update = function () { 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('Land01', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.0, scaleY: 1.0, smooth: true, filterQuality: 1 }); self.speed = 15; // Further increase the speed of the tree self.update = function () { 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 to show the level text once function showLevelTextOnce() { // Make sure levelTxtOrange is defined and visible if (levelTxtOrange) { levelTxtOrange.setText('Level: ' + level); // Update text content levelTxtOrange.visible = true; LK.setTimeout(function () { if (levelTxtOrange) { levelTxtOrange.visible = false; } // Start respawning objects after the text has hidden // This ensures objects for the new level start appearing after the level announcement startRespawningObjects(); }, 1500); // Show text for 1.5 seconds } else { // Fallback or error logging if levelTxtOrange is not ready console.log("Error: levelTxtOrange not initialized before showLevelTextOnce call."); startRespawningObjects(); // Still try to start respawning } } function startRespawningObjects() { // Logic to start respawning objects based on the current level if (level === 1) { // Respawn Explosions randomly in level 1 if (!LK.gameOver && LK.ticks % 50 == 0 && levelTxtOrange.visible === false) { var newExplosion; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof Explosion && spheres[i].y < -200) { newExplosion = spheres[i]; break; } } if (!newExplosion) { newExplosion = new Explosion(); spheres.push(newExplosion); game.addChild(newExplosion); } newExplosion.x = Math.random() * (2048 - newExplosion.width) + newExplosion.width / 2; newExplosion.y = 2732; } } 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() * 5); 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] instanceof Icerocks1 || spheres[i] instanceof Icerocks2) && spheres[i].y < -200) { newIcerock = spheres[i]; break; } } if (!newIcerock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newIcerock = new Icerocks(); } else if (randomType === 1) { newIcerock = new Icerocks1(); } else { newIcerock = new Icerocks2(); } spheres.push(newIcerock); game.addChild(newIcerock); } newIcerock.x = Math.random() * (2048 - newIcerock.width) + newIcerock.width / 2; newIcerock.y = 2732; var randomScaleX = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 for width var randomScaleY = 0.5 + Math.random() * 2.0; // Random scale between 0.5 and 2.5 for height newIcerock.scaleX = randomScaleX; newIcerock.scaleY = randomScaleY; } } else if (level === 5) { // Respawn AirBlocks randomly in level 5 if (!LK.gameOver && LK.ticks % 50 == 0) { // Retaining tick condition for consistency var newAirBlock; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof AirBlock && spheres[i].y < -200) { newAirBlock = spheres[i]; break; } } if (!newAirBlock) { newAirBlock = new AirBlock(); spheres.push(newAirBlock); game.addChild(newAirBlock); } newAirBlock.x = Math.random() * (2048 - newAirBlock.width) + newAirBlock.width / 2; newAirBlock.y = 2732; var randomScaleAir = 0.5 + Math.random() * 1.5; newAirBlock.scaleX = randomScaleAir; newAirBlock.scaleY = randomScaleAir; } } } // 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); } // 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); // Add background image for level 5 var backgroundLevel5 = LK.getAsset('SkyBackground', { anchorX: 0.0, anchorY: 0.0 }); backgroundLevel5.smooth = true; backgroundLevel5.filterQuality = 0; backgroundLevel5.scale.set(2048 / 800, 2732 / 800); backgroundLevel5.visible = false; // Initially hidden game.addChild(backgroundLevel5); // 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 var introBackground, startButton, gameStarted = false; var healthBar; // Declare healthBar globally, will be initialized in setupActiveGame // 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 = 2; // Increase filter quality for better clarity backgroundLevel3.scale.set(2048 / 800, 2732 / 800); // Scale the background to fit the screen backgroundLevel3.smooth = true; // Enable smoothing to remove pixelation backgroundLevel3.filterQuality = 2; // Further increase the 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 () { if (!gameStarted) { // Game has not started, do nothing in the main update loop. // If intro elements had animations, they could be updated here. return; } // 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); } var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newStone.scaleX = randomScale; newStone.scaleY = randomScale; 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 || spheres[j] instanceof StoneCircle || spheres[j] instanceof StoneSquare)) { var explosion4 = LK.getAsset('Explosion4', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion4.x = spheres[j].x; explosion4.y = spheres[j].y; game.addChild(explosion4); tween(explosion4, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion4.destroy(); } }); // 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 || spheres[j] instanceof StoneCircle || spheres[j] instanceof StoneSquare)) { var explosion4 = LK.getAsset('Explosion4', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion4.x = spheres[j].x; explosion4.y = spheres[j].y; game.addChild(explosion4); tween(explosion4, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion4.destroy(); } }); // 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); } var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newTree.scaleX = randomScale; newTree.scaleY = randomScale; 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])) { if (spheres[j] instanceof Tree) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Tree object scaleY: spheres[j].scaleY // Match the scale of the Tree object }); explosion.x = spheres[j].x; explosion.y = spheres[j].y; game.addChild(explosion); tween(explosion, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion.destroy(); } }); } else if (spheres[j] instanceof Lavarocks || spheres[j] instanceof Lavarocks1 || spheres[j] instanceof Lavarocks2) { var explosion2 = LK.getAsset('Explosion2', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Lavarocks object scaleY: spheres[j].scaleY // Match the scale of the Lavarocks object }); explosion2.x = spheres[j].x; explosion2.y = spheres[j].y; game.addChild(explosion2); tween(explosion2, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion2.destroy(); } }); } else if (spheres[j] instanceof Icerocks || spheres[j] instanceof Icerocks1 || spheres[j] instanceof Icerocks2) { var explosion3 = LK.getAsset('Explosion3', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Icerocks object scaleY: spheres[j].scaleY // Match the scale of the Icerocks object }); explosion3.x = spheres[j].x; explosion3.y = spheres[j].y; game.addChild(explosion3); tween(explosion3, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion3.destroy(); } }); } else if (spheres[j] instanceof AirBlock) { var explosion5 = LK.getAsset('Explosion5', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion5.x = spheres[j].x; explosion5.y = spheres[j].y; game.addChild(explosion5); tween(explosion5, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion5.destroy(); } }); } // 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])) { if (spheres[j] instanceof Tree) { var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Tree object scaleY: spheres[j].scaleY // Match the scale of the Tree object }); explosion.x = spheres[j].x; explosion.y = spheres[j].y; game.addChild(explosion); tween(explosion, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion.destroy(); } }); } else if (spheres[j] instanceof Lavarocks || spheres[j] instanceof Lavarocks1 || spheres[j] instanceof Lavarocks2) { var explosion2 = LK.getAsset('Explosion2', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Lavarocks object scaleY: spheres[j].scaleY // Match the scale of the Lavarocks object }); explosion2.x = spheres[j].x; explosion2.y = spheres[j].y; game.addChild(explosion2); tween(explosion2, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion2.destroy(); } }); } else if (spheres[j] instanceof Icerocks || spheres[j] instanceof Icerocks1 || spheres[j] instanceof Icerocks2) { var explosion3 = LK.getAsset('Explosion3', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, // Match the scale of the Icerocks object scaleY: spheres[j].scaleY // Match the scale of the Icerocks object }); explosion3.x = spheres[j].x; explosion3.y = spheres[j].y; game.addChild(explosion3); tween(explosion3, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion3.destroy(); } }); } else if (spheres[j] instanceof AirBlock) { var explosion5 = LK.getAsset('Explosion5', { anchorX: 0.5, anchorY: 0.5, scaleX: spheres[j].scaleX, scaleY: spheres[j].scaleY }); explosion5.x = spheres[j].x; explosion5.y = spheres[j].y; game.addChild(explosion5); tween(explosion5, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { explosion5.destroy(); } }); } // 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; } // Transition to the next level var scoreThresholds = [532, 1064, 1596, 2128, 2660]; // Score to complete level 1, 2, 3, 4, 5 respectively if (level <= 5 && score >= scoreThresholds[level - 1]) { level++; if (level > 5) { LK.showYouWin(); // Player wins after completing level 5 // Potentially add 'return;' here if no other logic should run after winning in this tick } else { levelTxt.setText('Level: ' + level); levelTxtOrange.setText('Level: ' + level); showLevelTextOnce(); // This function calls startRespawningObjects // Hide all backgrounds backgroundLevel1.visible = false; backgroundLevel2.visible = false; backgroundLevel3.visible = false; backgroundLevel4.visible = false; if (backgroundLevel5) { backgroundLevel5.visible = false; } // Show the current level background and spawn an initial object 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; // Initial position off-screen top } 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; } else if (level === 5) { if (backgroundLevel5) { backgroundLevel5.visible = true; } var newAirBlock = new AirBlock(); spheres.push(newAirBlock); game.addChild(newAirBlock); newAirBlock.x = Math.random() * (2048 - newAirBlock.width) + newAirBlock.width / 2; newAirBlock.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); } var randomScale = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newLavarock.scaleX = randomScale; newLavarock.scaleY = randomScale; newLavarock.x = Math.random() * (2048 - newLavarock.width) + newLavarock.width / 2; newLavarock.y = 2732; } // 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] instanceof Icerocks1 || spheres[i] instanceof Icerocks2) && spheres[i].y < -200) { newIcerock = spheres[i]; break; } } if (!newIcerock) { var randomType = Math.floor(Math.random() * 3); if (randomType === 0) { newIcerock = new Icerocks(); } else if (randomType === 1) { newIcerock = new Icerocks1(); } else { newIcerock = new Icerocks2(); } spheres.push(newIcerock); game.addChild(newIcerock); } var randomScaleX = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 for width var randomScaleY = 0.5 + Math.random() * 2.0; // Random scale between 0.5 and 2.5 for height newIcerock.scaleX = randomScaleX; newIcerock.scaleY = randomScaleY; newIcerock.x = Math.random() * (2048 - newIcerock.width) + newIcerock.width / 2; newIcerock.y = 2732; } // Respawn AirBlocks randomly in level 5 (continuous spawning) if (level === 5 && !LK.gameOver && LK.ticks % 50 == 0) { var newAirBlock; for (var i = 0; i < spheres.length; i++) { if (spheres[i] instanceof AirBlock && spheres[i].y < -200) { // Check if AirBlock is off-screen newAirBlock = spheres[i]; break; } } if (!newAirBlock) { newAirBlock = new AirBlock(); spheres.push(newAirBlock); game.addChild(newAirBlock); } var randomScaleAir = 0.5 + Math.random() * 1.5; // Random scale between 0.5 and 2.0 newAirBlock.scaleX = randomScaleAir; newAirBlock.scaleY = randomScaleAir; newAirBlock.x = Math.random() * (2048 - newAirBlock.width) + newAirBlock.width / 2; newAirBlock.y = 2732; // Spawn at the bottom } }; // Declare dragNode globally as it's used in event handlers set up in setupActiveGame var dragNode = null; // Function to set up and start the actual game after intro function setupActiveGame() { // Ensure game backgrounds are set up for level 1 backgroundLevel1.visible = true; backgroundLevel2.visible = false; backgroundLevel3.visible = false; backgroundLevel4.visible = false; if (backgroundLevel5) { // Check existence for safety backgroundLevel5.visible = false; } // Play background music LK.playMusic('Gamemusic1'); // Initialize dragon dragon = game.addChild(new Dragon()); dragon.x = 2048 / 2; dragon.y = 200; // Initialize the animated "Start" text that appears after button press var animatedStartTxt = new Text2('Start', { size: 150, fill: 0xffa500, // Orange color font: "'Time new roman',Impact,'Arial Black',Tahoma" //{aF} // Copied from original startTxt }); //{aG} // Copied from original startTxt animatedStartTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(animatedStartTxt); // Local function to show the animated "Start" text, then proceed to level announcements function showAnimatedStartText() { animatedStartTxt.visible = true; LK.setTimeout(function () { animatedStartTxt.visible = false; // The global showLevelTextTwice function handles level announcements and then calls startRespawningObjects showLevelTextTwice(); }, 2000); } // Initialize level display text (purple) levelTxt = new Text2('Level: 1', { // Assign to global levelTxt size: 100, fill: 0x800080, //{aK} // Purple color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); levelTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(levelTxt); levelTxt.x = -50; levelTxt.y = -50; // Call the function to show the animated "Start" text sequence showAnimatedStartText(); // Initialize second level display text (orange/yellow, for level announcements) levelTxtOrange = new Text2('Level: ' + level, { // Assign to global levelTxtOrange 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, showLevelTextTwice will manage it // Initialize score display scoreTxt = new Text2('Score: 0', { // Assign to global scoreTxt size: 100, fill: 0x800080, //{bs} // Purple color font: "'Time new roman',Impact,'Arial Black',Tahoma" }); scoreTxt.anchor.set(0, 1); // Using the bottom-left positioning from original code LK.gui.bottomLeft.addChild(scoreTxt); scoreTxt.x = 50; scoreTxt.y = -50; // Initialize health bar healthBar = game.addChild(new HealthBar()); // Assign to global healthBar healthBar.x = 2048 / 2 - healthBar.width / 2; // Centered healthBar.y = 2732 - healthBar.height - 20; // Position near bottom // Setup touch input for dragging the dragon game.down = function (x, y, obj) { if (!gameStarted) { return; } // Should not be needed here as game.down is set after game starts dragNode = dragon; }; game.up = function (x, y, obj) { if (!gameStarted) { return; } dragNode = null; }; game.move = function (x, y, obj) { if (!gameStarted || !dragNode) { return; } 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; if (LK.ticks % 10 == 0) { 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 if (level === 5) { assetId = 'Shout5'; } else { assetId = 'Shout1'; } var fireball = new Fireball(assetId); if (dragon.x < 2048 / 2) { fireball.x = dragon.x - 90; } else { fireball.x = dragon.x + 90; } fireball.y = dragon.y; tween(fireball, { rotation: Math.PI * 4 }, { duration: 2000, easing: tween.linear }); fireballs.push(fireball); game.addChild(fireball); } } }; } // === Intro Screen Setup (runs when Game Code is parsed) === introBackground = LK.getAsset('Introbackground', { anchorX: 0.5, anchorY: 0.5 }); introBackground.x = 2048 / 2; introBackground.y = 2732 / 2; // Scale intro background to cover the screen, using its own dimensions after LK.getAsset introBackground.scale.set(2048 / introBackground.width, 2732 / introBackground.height); game.addChild(introBackground); startButton = LK.getAsset('Startbutton', { anchorX: 0.5, anchorY: 0.5 }); startButton.x = 2048 / 2; startButton.y = 2732 - startButton.height / 2 - 100; // 100px from bottom edge to center of button startButton.interactive = true; // Essential for the 'down' event game.addChild(startButton); startButton.down = function () { if (gameStarted) { return; } // Prevent multiple starts if clicked again rapidly gameStarted = true; introBackground.visible = false; startButton.visible = false; // For performance, you might want to destroy them if they are truly one-time use: // introBackground.destroy(); // startButton.destroy(); setupActiveGame(); // This will initialize and start the actual game }; // The original global showStartText, showLevelTextOnce, showLevelTextTwice, startRespawningObjects functions // are assumed to be defined elsewhere in the "Game Code" section or are part of what was replaced. // If showStartText was the one replaced, its logic is now within setupActiveGame as showAnimatedStartText. // The other functions (showLevelTextOnce, showLevelTextTwice, startRespawningObjects) should still be globally available.
===================================================================
--- original.js
+++ change.js
@@ -285,8 +285,28 @@
/****
* Game Code
****/
// or via static code analysis based on their usage in the code.
+// Function to show the level text once
+function showLevelTextOnce() {
+ // Make sure levelTxtOrange is defined and visible
+ if (levelTxtOrange) {
+ levelTxtOrange.setText('Level: ' + level); // Update text content
+ levelTxtOrange.visible = true;
+ LK.setTimeout(function () {
+ if (levelTxtOrange) {
+ levelTxtOrange.visible = false;
+ }
+ // Start respawning objects after the text has hidden
+ // This ensures objects for the new level start appearing after the level announcement
+ startRespawningObjects();
+ }, 1500); // Show text for 1.5 seconds
+ } else {
+ // Fallback or error logging if levelTxtOrange is not ready
+ console.log("Error: levelTxtOrange not initialized before showLevelTextOnce call.");
+ startRespawningObjects(); // Still try to start respawning
+ }
+}
function startRespawningObjects() {
// Logic to start respawning objects based on the current level
if (level === 1) {
// Respawn Explosions randomly in level 1
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