Code edit (1 edits merged)
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Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: objTitleScreenFrame is not defined' in or related to this line: 'game.addChild(objTitleScreenFrame);' Line Number: 42
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: objTitleScreenFrame is not defined' in or related to this line: 'game.addChild(objTitleScreenFrame);' Line Number: 35
Code edit (1 edits merged)
Please save this source code
Code edit (1 edits merged)
Please save this source code
User prompt
if currentlevel = intro then the game started and objtitlescreentext and objtitlescreenbg are present on screen
User prompt
create an array currentLevel and create 4 slots (intro,Forest,Crypt and Ritual
User prompt
delete all code
Initial prompt
A Hero's Tale
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -10; self.update = function () { self.y += self.speed; if (self.y < 0) { self.destroy(); } }; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { self.y += self.speed; if (self.y > 2732) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Hero class var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Hero update logic }; self.move = function (x, y) { self.x = x; self.y = y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Initialize enemies array var enemies = []; // Initialize bullets array var bullets = []; // Score display var scoreTxt = new Text2('0', { size: 150, fill: "#ffffff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Handle move events game.move = function (x, y, obj) { hero.move(x, y); }; // Handle down events game.down = function (x, y, obj) { var newBullet = new Bullet(); newBullet.x = hero.x; newBullet.y = hero.y; bullets.push(newBullet); game.addChild(newBullet); }; // Update game logic game.update = function () { // Update hero hero.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].intersects(hero)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); bullets.splice(j, 1); enemies[k].destroy(); enemies.splice(k, 1); LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); break; } } } // Spawn enemies if (LK.ticks % 60 == 0) { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; newEnemy.y = -50; enemies.push(newEnemy); game.addChild(newEnemy); } };
/****
* Classes
****/
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -10;
self.update = function () {
self.y += self.speed;
if (self.y < 0) {
self.destroy();
}
};
});
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2;
self.update = function () {
self.y += self.speed;
if (self.y > 2732) {
self.destroy();
}
};
});
//<Assets used in the game will automatically appear here>
// Hero class
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('hero', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Hero update logic
};
self.move = function (x, y) {
self.x = x;
self.y = y;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
});
/****
* Game Code
****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
// Initialize enemies array
var enemies = [];
// Initialize bullets array
var bullets = [];
// Score display
var scoreTxt = new Text2('0', {
size: 150,
fill: "#ffffff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Handle move events
game.move = function (x, y, obj) {
hero.move(x, y);
};
// Handle down events
game.down = function (x, y, obj) {
var newBullet = new Bullet();
newBullet.x = hero.x;
newBullet.y = hero.y;
bullets.push(newBullet);
game.addChild(newBullet);
};
// Update game logic
game.update = function () {
// Update hero
hero.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
enemies[i].update();
if (enemies[i].intersects(hero)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
// Update bullets
for (var j = bullets.length - 1; j >= 0; j--) {
bullets[j].update();
for (var k = enemies.length - 1; k >= 0; k--) {
if (bullets[j].intersects(enemies[k])) {
bullets[j].destroy();
bullets.splice(j, 1);
enemies[k].destroy();
enemies.splice(k, 1);
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
break;
}
}
}
// Spawn enemies
if (LK.ticks % 60 == 0) {
var newEnemy = new Enemy();
newEnemy.x = Math.random() * 2048;
newEnemy.y = -50;
enemies.push(newEnemy);
game.addChild(newEnemy);
}
};
A wizard hero facing away with his back turned with his staff in the air I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A campfire setting with a teacher and kids sitting down. Everyone dressed as wizards. I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
"A Hero's Tale" title screen text I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Wooden engrained frame. I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. The environment should have a rich, fantasy-themed design with intricate backgrounds and a nostalgic, old-school feel.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
purple flame. I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil enchanted dark forest background, 1st person perspective, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil large flying bat, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fireball spell icon with a frame, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue shield spell icon with a frame, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bone spike, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Text that says Defeat the creature, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
blue semi transparent magical seal, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A mythical treasure chest, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil enchanted dark catacombs background, 1st person perspective, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
evil enchanted dark catacombs background, 1st person perspective, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single blue gray skeleton bone, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
danger sign with an exclamation mark and the word 'danger' written on it, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
crystal tube, front view, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ancient artifact, front facing, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
high definition closeup for a game titled "A Hero's Tale" and with the description "Embark on an epic quest as a powerful spellcaster, battle fierce foes across diverse and unique locations uncovering treasures.". Show text "Thanks for playing" Show Purple Spellcaster, show evil monster. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
a single brown leaf, front facing, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors.... Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
text that says 'To Be Continued', front facing, I want the art style to reflect a classic 16-bit retro pixel art aesthetic, reminiscent of early 1990s RPGs with vibrant colors. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
objTitleScreenMusic
Sound effect
objTitleScreenStartSound
Sound effect
objFireballSound
Sound effect
objBarrierSound
Sound effect
objBatDeathSound
Sound effect
objBatAttack01
Sound effect
objSnakeAttack01
Sound effect
objSnakeDeathSound
Sound effect
objTreasureSound
Sound effect
objWraithAttack01
Sound effect
objWraithDeathSound
Sound effect
objDieMonsterSound
Sound effect
objAlrightSound
Sound effect
objWatchOutSound
Sound effect
objLairMusicSound
Sound effect
objBossBattleSpeech01Sound
Sound effect
objBossBattleHeroSound
Sound effect
objForestSound
Sound effect