Code edit (2 edits merged)
Please save this source code
User prompt
the text should fade in/out not appear instantly
User prompt
the text should be bold, white and a bit bigger
User prompt
not the whole text, show only a few words at a time, then fade it out and replace it with the next set of words
User prompt
objtitlescreenstory is a sequence of text: "Once, a hero", "seeking a lost,", "enchanted artifact.", "He fought fierce", "monsters and faced", "great challenges alone.", "Finally, he", "found the artifact,", "glowing with magic.", "With courage, he", "saved the kingdom.", "His legend grew", "forever inspiring all." make it so
User prompt
objtitlescreenstory is actually small white text, this is the text "Once, a hero", "seeking a lost,", "enchanted artifact.", "He fought fierce", "monsters and faced", "great challenges alone.", "Finally, he", "found the artifact,", "glowing with magic.", "With courage, he", "saved the kingdom.", "His legend grew", "forever inspiring all." make sure it gradually fades in for 1 second, stay for 2 seconds, fade out for 1 second
User prompt
fix it
Code edit (5 edits merged)
Please save this source code
User prompt
Additionally, objTitleScreenFlame should move in in an elliptical path every 3 seconds
User prompt
lets animate further the objTitleScreenFlame, every 3 seconds, make it do a lap from its starting position heading towards the left side of the playspace and looping back in an ellipse animation
Code edit (6 edits merged)
Please save this source code
User prompt
objTitleScreenFlame behavior should be to flip x axis every 0.1 seconds
User prompt
objTitleScreenFlame behavior is to flip x axis visually every 0.1 seconds
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
make sure that the click event to transition to the forest level is only enabled when the current level = 0 (intro)
User prompt
remove the fade and just transition to forest
User prompt
fix it
Code edit (1 edits merged)
Please save this source code
User prompt
if currentLevel[1] show ovjEvilForestBG in the center of the playspace
Code edit (1 edits merged)
Please save this source code
User prompt
make sure objEvilForestbg is present on screen if forest level is loaded
User prompt
do it
User prompt
the click event is anywhere on the screen not just the start button
User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.fadeOut is not a function' in or related to this line: 'LK.effects.fadeOut(game, 1000, function () {' Line Number: 82
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Placeholder function for loading the forest level function loadForestLevel() { // TODO: Implement the forest level } var currentLevel = ['intro', 'Forest', 'Crypt', 'Ritual']; if (currentLevel[0] === 'intro') { var objTitleScreenBg = LK.getAsset('objTitleScreenBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(objTitleScreenBg); var objTitleScreenFlame = LK.getAsset('objTitleScreenFlame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 275, y: 2732 / 2 - 225 }); game.addChild(objTitleScreenFlame); var objTitleScreenFrame = LK.getAsset('objTitleScreenFrame', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 50 }); game.addChild(objTitleScreenFrame); var objTitleScreenPapyrus2 = LK.getAsset('objTitleScreenPapyrus2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 1635 }); game.addChild(objTitleScreenPapyrus2); var objTitleScreenText = LK.getAsset('objTitleScreenText', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 20, y: 2732 / 2 - 825 }); game.addChild(objTitleScreenStory); var objTitleScreenStory = LK.getAsset('objTitleScreenStory', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 20, y: 2732 / 2 - 825 }); game.addChild(objTitleScreenText); var objTitleScreenPapyrus = LK.getAsset('objTitleScreenPapyrus', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1850 }); game.addChild(objTitleScreenPapyrus); var objTitleScreenStart = LK.getAsset('objTitleScreenStart', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 1250 }); game.addChild(objTitleScreenStart); // Create a timer to toggle the visibility of objTitleScreenStart every 0.5 second var toggleVisibility = LK.setInterval(function () { objTitleScreenStart.visible = !objTitleScreenStart.visible; }, 500); // Create a timer to flip objTitleScreenFlame on the x axis every 0.1 seconds var flipFlame = LK.setInterval(function () { objTitleScreenFlame.scale.x *= -1; }, 100); // Add a click event to the start button to transition to the forest level game.down = function (x, y, obj) { // Only transition to the forest level if the current level is 'intro' if (currentLevel[0] === 'intro') { // Clear the intro screen game.removeChildren(); // Transition to the forest level currentLevel[0] = 'Forest'; // Load the forest level directly if (currentLevel[0] === 'Forest') { var objEvilForestBg = LK.getAsset('objEvilForestBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(objEvilForestBg); } } }; }
===================================================================
--- original.js
+++ change.js
@@ -47,8 +47,15 @@
anchorY: 0.5,
x: 2048 / 2 + 20,
y: 2732 / 2 - 825
});
+ game.addChild(objTitleScreenStory);
+ var objTitleScreenStory = LK.getAsset('objTitleScreenStory', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2 + 20,
+ y: 2732 / 2 - 825
+ });
game.addChild(objTitleScreenText);
var objTitleScreenPapyrus = LK.getAsset('objTitleScreenPapyrus', {
anchorX: 0.5,
anchorY: 0.5,
@@ -70,22 +77,8 @@
// Create a timer to flip objTitleScreenFlame on the x axis every 0.1 seconds
var flipFlame = LK.setInterval(function () {
objTitleScreenFlame.scale.x *= -1;
}, 100);
- // Create a timer to move objTitleScreenFlame in an elliptical path every 3 seconds
- var flameMovement = LK.setInterval(function () {
- var currentTime = Date.now() / 1000; // Get the current time in seconds
- var radiusX = 100; // Radius of the ellipse along the x-axis
- var radiusY = 50; // Radius of the ellipse along the y-axis
- var centerX = 2048 / 2; // Center of the ellipse along the x-axis
- var centerY = 2732 / 2 - 225; // Center of the ellipse along the y-axis
- // Calculate the new position of the flame
- var newX = centerX + radiusX * Math.cos(currentTime);
- var newY = centerY + radiusY * Math.sin(currentTime);
- // Update the position of the flame
- objTitleScreenFlame.x = newX;
- objTitleScreenFlame.y = newY;
- }, 3000);
// Add a click event to the start button to transition to the forest level
game.down = function (x, y, obj) {
// Only transition to the forest level if the current level is 'intro'
if (currentLevel[0] === 'intro') {
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