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objdefenses alpha is not properly updating, fix it
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do it
Code edit (1 edits merged)
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do it
Code edit (1 edits merged)
Please save this source code
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do it
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do it
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do it for both
Code edit (5 edits merged)
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fix it
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'containsPoint')' in or related to this line: 'if (objDefense.containsPoint(obj.global)) {' Line Number: 134
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i want to be able to left click objdefense and instantiate objbarrier above objhero for 3 seconds with a 50% transparency, how do i do that
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'containsPoint')' in or related to this line: 'if (objDefense.containsPoint(obj.global)) {' Line Number: 134
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when objdefense is clicked, instantiate for 3 seconds objbarrier in the center of objhero with an alpha transparency of 50%,
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Please fix the bug: 'ReferenceError: objBat is not defined' in or related to this line: 'if (objBat) {' Line Number: 127
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rather than objbat moving up and down, make it float a little bit
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ensure that objBat is defined in a broader scope so that it can be accessed within game.update.
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objbat is not animated correctly, its static. fix it
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Animate objBat
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fix it
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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 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']; var objHero, objAttack, objDefense, objBat; 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: 60, 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; // Animate objBat to make it float a little bit if (objBat) { objBat.y = 2732 / 2 - 500 + Math.sin(LK.ticks / 10) * 10; } }; var introClicked = false; game.down = function (x, y, obj) { // Only transition to the forest level if the current level is 'intro' and intro has not been clicked yet if (objDefense.containsPoint(obj.global)) { var objBarrier = LK.getAsset('objBarrier', { anchorX: 0.5, anchorY: 0.5, x: objHero.x, y: objHero.y, alpha: 0.5 }); game.addChild(objBarrier); LK.setTimeout(function () { objBarrier.destroy(); }, 3000); } else if (currentLevel[0] === 'intro' && !introClicked) { introClicked = true; // Play objTitleScreenStartSound LK.getSound('objTitleScreenStartSound').play(); // Delay the execution of the rest of the script by one second LK.setTimeout(function () { // 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); objBat = LK.getAsset('objBat', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 - 500 }); game.addChild(objBat); if (!objHero) { objHero = LK.getAsset('objHero', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 100, y: 2732 / 2 + 1100 }); game.addChild(objHero); } if (!objAttack) { objAttack = LK.getAsset('objAttack', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 475, y: 2732 / 2 + 1190 }); game.addChild(objAttack); } if (!objDefense) { objDefense = LK.getAsset('objDefense', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 800, y: 2732 / 2 + 1190 }); game.addChild(objDefense); } currentLevel = 1; } }, 1000); } }; }
===================================================================
--- original.js
+++ change.js
@@ -109,9 +109,21 @@
};
var introClicked = false;
game.down = function (x, y, obj) {
// Only transition to the forest level if the current level is 'intro' and intro has not been clicked yet
- if (currentLevel[0] === 'intro' && !introClicked) {
+ if (objDefense.containsPoint(obj.global)) {
+ var objBarrier = LK.getAsset('objBarrier', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: objHero.x,
+ y: objHero.y,
+ alpha: 0.5
+ });
+ game.addChild(objBarrier);
+ LK.setTimeout(function () {
+ objBarrier.destroy();
+ }, 3000);
+ } else if (currentLevel[0] === 'intro' && !introClicked) {
introClicked = true;
// Play objTitleScreenStartSound
LK.getSound('objTitleScreenStartSound').play();
// Delay the execution of the rest of the script by one second
@@ -148,10 +160,10 @@
if (!objAttack) {
objAttack = LK.getAsset('objAttack', {
anchorX: 0.5,
anchorY: 0.5,
- x: 2048 / 2 + 450,
- y: 2732 / 2 + 1200
+ x: 2048 / 2 + 475,
+ y: 2732 / 2 + 1190
});
game.addChild(objAttack);
}
if (!objDefense) {
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.
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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