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animte objBat
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Please fix the bug: 'ReferenceError: objBat is not defined' in or related to this line: 'objBat.y = 2732 / 2 - 500 + Math.sin(LK.ticks / 10) * 20;' Line Number: 126
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animate objBat and make it float a little bit
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Initialize objAttack, objHeal, objDefense only once and reuse it in different levels
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Declare objAttack, objHeal, objDefense in the global scope
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declare `objHero` in the global scope and initializing it only once, you can ensure that `objHero` persists across multiple levels.
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the game.down function can only be used once when currentLevel[0] === 'intro'
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wait one second after LK.getSound('objTitleScreenStartSound').play(); and then execute the rest of the script
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make the text a big bigger
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make sure currentlevel = 1 when forest is loaded
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when currentLevel[1] === 'forest', stop all audios
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if objTitleScreenMusic is playing during the click event to transition to the forest, wait for the sound to stop and then transition
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can you add a check to wait for objTitleScreenMusic to stop playing before switching to current level forest
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instead of every 5 seconds, Play objTitleScreenMusic every 4 seconds
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instead of every 5 seconds, Play objTitleScreenMusic every 4.5 seconds
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if currentLevel[0] === 'intro', on game down, play objtitlescreenstartsound
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can you animate it and make it do a little wave
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change the font to Tahoma
/**** * 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') { LK.getSound('objTitleScreenMusic').play(); LK.setInterval(function () { if (currentLevel[0] === 'intro') { LK.getSound('objTitleScreenMusic').play(); } }, 4000); 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 + 280, 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 }); var storyText = ["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."]; var currentLine = 0; var storyYPosition = 2732 / 2 - 50; // Center the story vertically var textLine = new Text2(storyText[currentLine], { size: 50, fill: "#ffffff", fontWeight: 'bold', font: 'Impact' }); textLine.anchor.set(0.5, 0); textLine.x = 2048 / 2; textLine.y = storyYPosition; game.addChild(textLine); 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); var changeText = LK.setInterval(function () { currentLine++; if (currentLine >= storyText.length) { currentLine = 0; } textLine.setText(storyText[currentLine]); }, 2000); // 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.update = function () { // Animate the story text to make it do a little wave textLine.y = storyYPosition + Math.sin(LK.ticks / 10) * 20; }; game.down = function (x, y, obj) { // Only transition to the forest level if the current level is 'intro' if (currentLevel[0] === 'intro') { // Play objTitleScreenStartSound LK.getSound('objTitleScreenStartSound').play(); // Clear the intro screen game.removeChildren(); // Transition to the forest level currentLevel[1] = 'Forest'; // Load the forest level directly if (currentLevel[1] === 'Forest') { var objEvilForestBg = LK.getAsset('objEvilForestBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(objEvilForestBg); } } else if (currentLevel[1] === 'forest') { // Stop all audios LK.stopAllSounds(); } }; }
===================================================================
--- original.js
+++ change.js
@@ -109,11 +109,11 @@
LK.getSound('objTitleScreenStartSound').play();
// Clear the intro screen
game.removeChildren();
// Transition to the forest level
- currentLevel[0] = 'Forest';
+ currentLevel[1] = 'Forest';
// Load the forest level directly
- if (currentLevel[0] === 'Forest') {
+ if (currentLevel[1] === 'Forest') {
var objEvilForestBg = LK.getAsset('objEvilForestBg', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
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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.
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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.
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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.
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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