Code edit (1 edits merged)
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User prompt
Fix pixels on the backgrounds
User prompt
Make the backgrounds fit to screen, and clearer every time game start
User prompt
Rename lava_planets to Lava_lands
User prompt
Fix problem of the changing background from background "Green_lands" to background "Lava_planet"
User prompt
Make the images clear for all levels
User prompt
Ensure that the backgrounds changing by level
User prompt
Make shout2 for level 2 and shout3 for level 3
User prompt
Get damage by all objects with same amount in level 1
User prompt
add more objects of level 2 and level 3 Make rondom size 3 sizes
User prompt
Make all the background smooth and more clearer not blurry
User prompt
make all the backgrounds fit to screen
User prompt
Make the first background for level 1 only
User prompt
Increase speed to objects in level 2 and 3
User prompt
make the background Ice_lands of level 3 on the back of all objects
User prompt
Fix the bugs
User prompt
Set the Ice_lands as the background for the level 3
User prompt
fix the backgrounds of each level
User prompt
Make shout 3 the fireball for level 3
User prompt
Make icerocks object that dragon shoot it for level 3
User prompt
make Ice-lands background for level 3
User prompt
Make level 3 if score reach 421
User prompt
Make the objects of level 2 bigger
User prompt
Add shout2 to the game when level 2 starts change shout 1 with shout 2
User prompt
change the background in level 2!
/****
* 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;
};
});
// Fireball2 class to represent the fireballs that the dragon shoots in level 2
var Fireball2 = Container.expand(function () {
var self = Container.call(this);
var fireballGraphics = self.attachAsset('Shout2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
smooth: true,
filterQuality: 1
});
self.speed = 30; // Speed of the fireball
self.update = function () {
// Move the fireball straight down
self.y += self.speed;
};
});
// Fireball3 class to represent the fireballs that the dragon shoots in level 3
var Fireball3 = Container.expand(function () {
var self = Container.call(this);
var fireballGraphics = self.attachAsset('Shout3', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.0,
scaleY: 1.0,
smooth: true,
filterQuality: 1
});
self.speed = 30; // 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
};
});
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 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
var backgroundLevel1 = LK.getAsset('Green_lands', {
anchorX: 0.0,
anchorY: 0.0
});
backgroundLevel1.smooth = true; // Enable smoothing to remove pixelation
backgroundLevel1.filterQuality = 3; // 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 = 50; // 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 = 20; // 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 = 10; // Adjust 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 = 20; // 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 = 10; // 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 () {
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; // 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;
}
// 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 (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');
backgroundLevel1.visible = false; // Hide level 1 background
backgroundLevel2.visible = true; // Show level 2 background
backgroundLevel2.x = 0; // Reset position for level 2 background
backgroundLevel2.y = 0; // Reset position for level 2 background
var newLavarocks = new Lavarocks();
spheres.push(newLavarocks);
game.addChild(newLavarocks);
newLavarocks.x = Math.random() * (2048 - newLavarocks.width) + newLavarocks.width / 2;
newLavarocks.y = -100;
// Ensure the background is refreshed to fit the screen
backgroundLevel2.scale.set(2048 / backgroundLevel2.width, 2732 / backgroundLevel2.height);
}
// Transition to level 3 when score reaches 421
if (score >= 421 && level === 2) {
level = 3;
levelTxt.setText('Level: 3');
backgroundLevel2.visible = false; // Hide level 2 background
backgroundLevel3.visible = true; // Show level 3 background
backgroundLevel3.x = 0; // Reset position for level 3 background
backgroundLevel3.y = 0; // Reset position for level 3 background
}
// 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 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;
if (level === 2) {
fireball = new Fireball2();
} else if (level === 3) {
fireball = new Fireball3();
} else {
fireball = new Fireball();
}
fireball.x = dragon.x;
fireball.y = dragon.y;
fireballs.push(fireball);
game.addChild(fireball);
}
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -201,9 +201,9 @@
backgroundLevel1.smooth = true; // Enable smoothing to remove pixelation
backgroundLevel1.filterQuality = 3; // 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 = 20; // Further increase the filter quality for better clarity
+backgroundLevel1.filterQuality = 50; // 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', {
@@ -213,9 +213,9 @@
backgroundLevel2.smooth = true;
backgroundLevel2.filterQuality = 20; // 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 = 3; // Adjust filter quality for better clarity
+backgroundLevel2.filterQuality = 10; // Adjust 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', {
@@ -225,9 +225,9 @@
backgroundLevel3.smooth = true;
backgroundLevel3.filterQuality = 20; // 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 = 3; // Adjust filter quality for better clarity
+backgroundLevel3.filterQuality = 10; // 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 () {
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