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set objherohealth visibility to 0
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change bathp to 6
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Instantiate objBatSpike every 5 to 7 seconds if objBat is alive
Code edit (7 edits merged)
Please save this source code
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rather than destroying objbatspike right away, reduce its alpha for 0.5 seconds and then destroy it
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when objbatspike is created play objbatattack01 sound
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if objbatspike intersects with objbarrier, destroy objbatspike
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Please fix the bug: 'Timeout.tick error: objHero is not defined' in or related to this line: 'if (!objHero) {' Line Number: 321
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Please fix the bug: 'ReferenceError: objHeroHealthDisplay is not defined' in or related to this line: 'if (self.intersects(objHeroHealthDisplay)) {'
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if objbat is alive, i want every 3 to 5 seconds to instantiate an objbatspike which starts from the bat and moves towards objherohealth, if it intersects with objherohealth, remove 1 to objherohealth
Code edit (2 edits merged)
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i want to instantiate objherohealth and make it hold a value of 1 hp, and if this value goes to 0, flash red screen and game over, i also want objherohealth to be above objhero
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objBatDeathSound should be playing while objbat is fading out
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play objbatdeathsound when objbat is being destroyed
Code edit (1 edits merged)
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Change the health of the bat to 8
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change the health of the bat to 6
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Change the delay range for fireball destruction to between 0.15 and 0.25 seconds
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'objDefense.alpha = 1; // Reset objDefense alpha to 1 when objBarrier is not active' Line Number: 146
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make sure all of this is resetted when objbarrier is destroyed
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play objbarriersound when objbarrier is instantiated
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when objfireball is instantiated, play objfireballsound
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theres an issue with the conditional check and resetting of the objAttack alpha value in the game update loop. fix it
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When `objDefense` is pressed, additionally, set the `alpha` property of objAttack to 0.3 Also, disable objAttack game down listener Reset it when objbarrier is destroyed
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obj attack alpha should be 0.3 when obj defense is pressed
/**** * Classes ****/ var objBatSpike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('objBatSpike', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; LK.getSound('objBatAttack01').play(); self.update = function () { if (!objHero) { return; } var directionX = objHero.x - self.x; var directionY = objHero.y - self.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); self.x += directionX / magnitude * self.speed; self.y += directionY / magnitude * self.speed; if (self.intersects(objHeroHealthDisplay)) { objHeroHealth -= 1; self.destroy(); } else if (self.intersects(objBarrier)) { var fadeOutDuration = 500; // 0.5 seconds var fadeOutInterval = 50; // Interval for alpha reduction var fadeOutSteps = fadeOutDuration / fadeOutInterval; var alphaStep = self.alpha / fadeOutSteps; var fadeOutTimer = LK.setInterval(function () { if (self.alpha > 0) { self.alpha -= alphaStep; } else { self.destroy(); LK.clearInterval(fadeOutTimer); } }, fadeOutInterval); } }; }); /**** * 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 objHeroHealth = 1; var objHero = null; var objHeroHealthDisplay, objAttack, objDefense, objBat, objBarrier = null; var objFireball; var batHP = 8; 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 upon a time", "there was a hero", "seeking a lost", "enchanted artifact.", "The hero fought fierce", "monsters and faced", "great challenges alone.", "After many struggles,", "the hero found", "the artifact", "glowing with magic.", "The hero saved", "the kingdom and", "the hero's 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; } // Rotate objBarrier slowly if it exists if (objBarrier) { objBarrier.rotation += 0.02; // Adjust the increment value for desired rotation speed if (objDefense) { objDefense.alpha = 0.3; // Ensure objDefense alpha is 0.3 while objBarrier is active } if (objAttack) { objAttack.alpha = 0.3; // Ensure objAttack alpha is 0.3 while objBarrier is active } } else { if (objDefense) { objDefense.alpha = 1; // Reset objDefense alpha to 1 when objBarrier is not active } if (objAttack) { objAttack.alpha = 1; // Reset objAttack alpha to 1 when objBarrier is not active objAttack.down = function (x, y, obj) { // Handle the down event for objAttack if (objFireball) { return; // Exit the function if objFireball already exists } console.log("objAttack was pressed at", x, y); // Initialize and instantiate objFireball objFireball = LK.getAsset('objFireball', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 150, y: objHero.y - 250 }); // Add objFireball to the game game.addChild(objFireball); // Play objFireballSound when objFireball is instantiated LK.getSound('objFireballSound').play(); }; } } if (objBat) { if (!objBat.spikeTimer) { objBat.spikeTimer = LK.setInterval(function () { if (objBat) { var newSpike = new objBatSpike(); newSpike.x = objBat.x; newSpike.y = objBat.y + 150; game.addChild(newSpike); } }, 5000 + Math.random() * 2000); } } if (batHP <= 0 && objBat) { // Gradually reduce bat's alpha over 2 seconds before destroying it var fadeOutDuration = 2000; // 2 seconds var fadeOutInterval = 100; // Interval for alpha reduction var fadeOutSteps = fadeOutDuration / fadeOutInterval; var alphaStep = objBat.alpha / fadeOutSteps; // Play objBatDeathSound while objBat is fading out var fadeOutTimer = LK.setInterval(function () { if (objBat && objBat.alpha > 0) { objBat.alpha -= alphaStep; } else { // Destroy the bat after fading out if (objBat) { LK.getSound('objBatDeathSound').play(); objBat.destroy(); } if (objBat.spikeTimer) { LK.clearInterval(objBat.spikeTimer); objBat.spikeTimer = null; } objBat = null; LK.clearInterval(fadeOutTimer); } }, fadeOutInterval); } else if (objFireball) { if (objAttack) { objAttack.alpha = 0.3; // Ensure objAttack alpha is 0.3 while objFireball is active } objFireball.y -= 25; // Move objFireball upwards objFireball.x += 1; // Move objFireball slightly to the right // Alternate objFireball's x axis every 0.1 seconds if (LK.ticks % 6 == 0) { objFireball.scale.x *= -1; } if (objFireball && objBat && objFireball.intersects(objBat) && !objFireball.dealtDamage) { if (batHP === 1) { // Trigger flash effect on objBat for 3 seconds if it's on its last life LK.effects.flashObject(objBat, 0xff0000, 3000); } else { // Trigger flash effect on objBat for 1.5 seconds LK.effects.flashObject(objBat, 0xff0000, 1500); } // Reduce bat's HP by 1 batHP -= 1; // Mark fireball as having dealt damage objFireball.dealtDamage = true; // Destroy objBat after the flash effect duration if (batHP <= 0) { LK.setTimeout(function () { if (objBat) { objBat.destroy(); objBat = null; } }, batHP === 0 ? 3000 : 1500); } // Generate a random delay between 0.15 and 0.25 seconds (150 to 250 milliseconds) var randomDelay = 150 + Math.random() * 100; // Use LK.setTimeout to delay the destruction of the fireball LK.setTimeout(function () { if (objFireball) { objFireball.destroy(); objFireball = null; // Allow future instantiations } }, randomDelay); } else if (objFireball.y < 0) { // Check if objFireball is out of screen objFireball.destroy(); objFireball = null; // Allow future instantiations } } else { if (objAttack && !objBarrier) { objAttack.alpha = 1; // Reset objAttack alpha to 1 when objFireball and objBarrier are not active } if (objHeroHealth <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }; 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) { 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); objHeroHealthDisplay = LK.getAsset('objHeroHealth', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 55, y: objHero.y - 175 }); game.addChild(objHeroHealthDisplay); } if (!objAttack) { objAttack = LK.getAsset('objAttack', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 475, y: 2732 / 2 + 1190 }); game.addChild(objAttack); objAttack.down = function (x, y, obj) { // Handle the down event for objAttack if (objFireball) { return; // Exit the function if objFireball already exists } console.log("objAttack was pressed at", x, y); // Initialize and instantiate objFireball objFireball = LK.getAsset('objFireball', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 150, y: objHero.y - 250 }); // Add objFireball to the game game.addChild(objFireball); // Play objFireballSound when objFireball is instantiated LK.getSound('objFireballSound').play(); }; } if (!objDefense) { objDefense = LK.getAsset('objDefense', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 800, y: 2732 / 2 + 1190 }); game.addChild(objDefense); objDefense.down = function (x, y, obj) { // Handle the down event for objDefense console.log("objDefense was pressed at", x, y); // Check if objBarrier is already instantiated if (objBarrier) { return; // Exit the function if objBarrier already exists } // Initialize and instantiate objBarrier objBarrier = LK.getAsset('objBarrier', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 + 800 }); // Set objDefense alpha to 0.3 objDefense.alpha = 0.3; // Set objAttack alpha to 0.3 if (objAttack) { objAttack.alpha = 0.3; // Disable objAttack down listener objAttack.down = null; } // Set 50% transparency objBarrier.alpha = 0.5; // Add objBarrier to the game game.addChild(objBarrier); // Play objBarrierSound when objBarrier is instantiated LK.getSound('objBarrierSound').play(); // Destroy objBarrier after three seconds LK.setTimeout(function () { if (objBarrier) { objBarrier.destroy(); objBarrier = null; // Reset objBarrier to allow future instantiations objDefense.alpha = 1; // Reset objDefense alpha to 1 // Reset objAttack alpha to 1 and re-enable its down listener if (objAttack) { objAttack.alpha = 1; objAttack.down = function (x, y, obj) { // Handle the down event for objAttack if (objFireball) { return; // Exit the function if objFireball already exists } console.log("objAttack was pressed at", x, y); // Initialize and instantiate objFireball objFireball = LK.getAsset('objFireball', { anchorX: 0.5, anchorY: 0.5, x: objHero.x - 150, y: objHero.y - 250 }); // Add objFireball to the game game.addChild(objFireball); // Play objFireballSound when objFireball is instantiated LK.getSound('objFireballSound').play(); }; } } }, 3000); }; } currentLevel = 1; } }, 1000); } }; }
===================================================================
--- original.js
+++ change.js
@@ -194,12 +194,12 @@
objBat.spikeTimer = LK.setInterval(function () {
if (objBat) {
var newSpike = new objBatSpike();
newSpike.x = objBat.x;
- newSpike.y = objBat.y + 100;
+ newSpike.y = objBat.y + 150;
game.addChild(newSpike);
}
- }, 3000 + Math.random() * 2000);
+ }, 5000 + Math.random() * 2000);
}
}
if (batHP <= 0 && objBat) {
// Gradually reduce bat's alpha over 2 seconds before destroying it
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.
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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.
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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