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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'levelTxt.x = healthBar.x + healthBar.width + 10; // Move the level text to the right of the health bar' Line Number: 148
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show it beside the health bar
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make on the front of the background
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Its not shoowing on the screen try to make it seen
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Resize text level to 200
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Resize text level to 800
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Make level text fit to screen
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make level text on the right side of the screen
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make level text inside the screen
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Resize level text to 100pix
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Make level text ,box,1000 pix
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Add level
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Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'var background = game.addChild(LK.getAsset('Background', {' Line Number: 76
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Make the background fit to screen
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Make the dragon small little bit then this
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Make 1000/1000 point for the health bar, and reduce its size by damage points from 0 to 50 limited damage.
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Add more objects
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Orange color for the fill
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Change game over bar to orange color for the outlines, remplessage white, Game over text blue cyan.
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Make less damage
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Make the objects smaller
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Reduce damage from objects
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Make less damage from the objects
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Make random damage to the dragon by objects, And damage by size of the objects Small size = 15 point of damage Medium size = 25 point of damage High size = 45 point of damage
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Make each object the dragon evade it it makes a by random point from 0-50
/**** * 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 }); self.speed = 10; // Speed of the dragon self.update = function () { // Update logic for the dragon can be added here if needed }; }); // 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: 2048 / 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 }; }); // Sphere class to represent the obstacles var Sphere = Container.expand(function () { var self = Container.call(this); var sphereGraphics = self.attachAsset('sphere', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Speed of the sphere self.update = function () { self.y -= self.speed; // Move the sphere upwards }; }); /**** * 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 score = 0; var scoreTxt; // Add background image to the game var background = LK.getAsset('Background', { anchorX: 0.0, anchorY: 0.0 }); background = game.addChild(background); background.scaleX = 2048 / background.width; background.scaleY = 2732 / background.height; // Function to handle game updates game.update = function () { // Update dragon position based on touch input if (dragNode && dragNode.global) { dragNode.x = game.toLocal(dragNode.global).x; } // Update spheres and check for collisions for (var i = spheres.length - 1; i >= 0; i--) { spheres[i].update(); if (spheres[i].intersects(dragon)) { var evade = Math.floor(Math.random() * 51); if (evade <= 50) { var damage = Math.floor(Math.random() * 51); healthBar.currentHealth -= damage; if (healthBar.currentHealth <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver({ bar: { color: 0xFFA500, // Orange color for the outlines fill: 0xFFA500 // Orange color for the fill }, text: { color: 0x00FFFF // Blue cyan color for the text } }); } } } if (spheres[i].y < -50) { spheres[i].destroy(); spheres.splice(i, 1); } } // Spawn new spheres if (LK.ticks % 30 == 0) { for (var i = 0; i < 2; i++) { var newSphere = new Sphere(); newSphere.x = Math.random() * 2048; newSphere.y = 2732; // Randomly assign one of three sizes to the sphere var sizes = [0.5, 0.75, 1]; var size = sizes[Math.floor(Math.random() * sizes.length)]; newSphere.scaleX = size; newSphere.scaleY = size; spheres.push(newSphere); game.addChild(newSphere); score += 100; // Increase score by 100 for each new sphere } scoreTxt.setText('Score: ' + score); // Update score text var level = Math.floor(score / 500) + 1; // Calculate level based on score levelTxt.setText('Level: ' + level); // Update level text } }; // Initialize dragon dragon = game.addChild(new Dragon()); dragon.x = 2048 / 2; dragon.y = 200; // Initialize health bar var healthBar = game.addChild(new HealthBar()); healthBar.x = 0; healthBar.y = 2732 - healthBar.height; scoreTxt.anchor.set(0, 0); LK.gui.bottomLeft.addChild(scoreTxt); // Initialize level display var levelTxt = new Text2('Level: 1', { size: 200, fill: 0xFFFF00 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.x = healthBar.x + healthBar.width + 10; // Move the level text to the right of the health bar levelTxt.y = healthBar.y; // Position the level text at the same height as the health bar LK.gui.top.setChildIndex(levelTxt, LK.gui.top.children.length - 1); // Move level text to the front // Initialize score display scoreTxt = new Text2('Score: 0', { size: 1000, fill: 0xFFFF00 }); scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text. LK.gui.top.addChild(scoreTxt); scoreTxt.x = 2048 / 2; // Center the score text horizontally scoreTxt.y = 50; // Position the score text 50 pixels from the top of the screen // 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(0, Math.min(2048, x)); dragNode.x = newX; } };
===================================================================
--- original.js
+++ change.js
@@ -129,8 +129,14 @@
// Initialize dragon
dragon = game.addChild(new Dragon());
dragon.x = 2048 / 2;
dragon.y = 200;
+// Initialize health bar
+var healthBar = game.addChild(new HealthBar());
+healthBar.x = 0;
+healthBar.y = 2732 - healthBar.height;
+scoreTxt.anchor.set(0, 0);
+LK.gui.bottomLeft.addChild(scoreTxt);
// Initialize level display
var levelTxt = new Text2('Level: 1', {
size: 200,
fill: 0xFFFF00
@@ -148,14 +154,8 @@
scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text.
LK.gui.top.addChild(scoreTxt);
scoreTxt.x = 2048 / 2; // Center the score text horizontally
scoreTxt.y = 50; // Position the score text 50 pixels from the top of the screen
-// Initialize health bar
-var healthBar = game.addChild(new HealthBar());
-healthBar.x = 0;
-healthBar.y = 2732 - healthBar.height;
-scoreTxt.anchor.set(0, 0);
-LK.gui.bottomLeft.addChild(scoreTxt);
// Handle touch input for dragging the dragon
var dragNode = null;
game.down = function (x, y, obj) {
dragNode = dragon;
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.
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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.
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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.
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