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How should I transition between rooms so that all enemies from the previous room are removed and the new room's enemies are fully active? Some of the enemies seem to stay inactive or don't follow the hero correctly after transitioning.
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To toggle all enemies in a room on and off for testing purposes, you can implement a simple toggle mechanism using a button. Here’s a step-by-step guide on how you can achieve this: 1. **Create a Toggle Button**: Use the LK engine to create a button asset that will serve as your toggle switch. Position it somewhere accessible on the screen. 2. **Track Enemy State**: Maintain a boolean variable, such as `enemiesActive`, to track whether the enemies are currently active or inactive. 3. **Toggle Functionality**: Implement a function that toggles the `enemiesActive` variable. This function should be called whenever the toggle button is pressed. 4. **Update Enemy Behavior**: In the game’s update loop, check the state of `enemiesActive`. If it is `true`, allow the enemies to update and move as usual. If it is `false`, skip the update logic for the enemies, effectively pausing them. 5. **Attach Event Listener**: Add an event listener to the toggle button. When the button is pressed, it should call the toggle function to switch the state of `enemiesActive`.
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To ensure that all enemies in the current room consistently follow the hero without appearing inactive, you can follow these steps: 1. **Consistent Update Loop**: Ensure that each enemy's update function is called consistently within the main game update loop. This means iterating over the `currentRoom.enemies` array and invoking the update method for each enemy during every game tick. 2. **Behavior Reset on Room Entry**: When transitioning to a new room, reset the state of each enemy. This can include resetting their position, speed, and any AI-related variables that dictate their behavior. This ensures that enemies start with a clean state and are ready to follow the hero as expected. 3. **Check for Active State**: Implement a check within each enemy's update function to ensure they are active. This can be a simple boolean flag that is set to true when the enemy is spawned and reset when the enemy is destroyed or when transitioning to a new room. 4. **Proximity-Based Activation**: Consider activating enemies based on their proximity to the hero. This can help manage performance by only updating enemies that are within a certain range of the hero, ensuring they are always responsive when the hero is nearby. 5. **Debugging and Testing**: Regularly test the game to ensure that enemies are behaving as expected. If any enemies appear inactive, check their update logic and ensure they are being correctly added to the `currentRoom.enemies` array and that their update function is being called.
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It appears that some enemies are likely spawning in an inactive or "standby" state.
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Get rid of the toggle enemies button and system
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Please fix the bug: 'Timeout.tick error: enemies is not defined' in or related to this line: 'enemies.push(enemy);' Line Number: 289
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Ensure Only One Enemy Array Is Used: It looks like both currentRoom.enemies and enemies arrays are being used, which may cause conflicts. Let’s standardize to use currentRoom.enemies only for clarity. Update Room Transition Logic: Modify transitionToNextRoom to properly clear all current enemies before moving to the next room. This will ensure no inactive enemies are left on screen. Update game.update for Enemy Interactions: Use currentRoom.enemies in the game.update function instead of enemies to ensure we're only updating and checking the active room’s enemies.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'number')' in or related to this line: 'var roomDisplay = new Text2('Room: ' + currentRoom.number, {' Line Number: 132
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Step 1: Define Room Properties We’ll define a simple Room class to manage the properties and entities for each room. // Room class representing individual rooms var Room = function(number) { this.number = number; this.enemies = []; this.isCleared = false; // Configure room based on its number for difficulty scaling this.init = function() { // Increase the number of enemies as the room number increases let enemyCount = Math.min(10 + this.number * 2, 30); // Cap enemy count for (let i = 0; i < enemyCount; i++) { let enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; this.enemies.push(enemy); game.addChild(enemy); } }; this.init(); }; Step 2: Room Transition Logic Now we’ll add logic to check if a room is cleared and transition to the next room when all enemies are defeated. // Initialize the current room var currentRoom = new Room(1); // Function to check if the room is cleared function checkRoomCleared() { if (currentRoom.enemies.length === 0 && !currentRoom.isCleared) { currentRoom.isCleared = true; console.log("Room Cleared! Entering Room " + (currentRoom.number + 1)); transitionToNextRoom(); } } // Function to transition to the next room function transitionToNextRoom() { // Remove existing room entities for (let i = game.children.length - 1; i >= 0; i--) { let child = game.children[i]; if (child instanceof Enemy) { child.destroy(); game.children.splice(i, 1); } } // Create a new room with increased difficulty currentRoom = new Room(currentRoom.number + 1); } Step 3: Update Enemy Handling in game.update In the game.update loop, update the enemies and check if the room is cleared. game.update = function () { hero.update(); // Update and remove defeated enemies for (let i = currentRoom.enemies.length - 1; i >= 0; i--) { let enemy = currentRoom.enemies[i]; enemy.update(); if (enemy.health <= 0) { enemy.destroy(); currentRoom.enemies.splice(i, 1); } } // Check if the room is cleared after enemies are updated checkRoomCleared(); // Other game updates... }; Step 4: Optional — Display Room Number and Progress Add a display at the top of the screen to show the current room number and notify the player when they’ve cleared a room. // Display room number var roomDisplay = LK.getAsset('text', { text: "Room: " + currentRoom.number, fontSize: 24, color: 0xFFFFFF }); roomDisplay.x = 1024; roomDisplay.y = 20; game.addChild(roomDisplay); function updateRoomDisplay() { roomDisplay.text = "Room: " + currentRoom.number; } // Update room display when transitioning to the next room function transitionToNextRoom() { // Existing transition logic... currentRoom = new Room(currentRoom.number + 1); updateRoomDisplay(); } Explanation of the Code Room Class: Each room is represented by a Room instance with properties for the room number and a set of enemies. We use init() to spawn enemies based on the room’s difficulty. Check for Room Completion: checkRoomCleared() checks if all enemies are defeated. When they are, the function marks the room as cleared and triggers the transition to the next room. Transition Logic: transitionToNextRoom() removes all entities from the current room, increments the room number, and spawns a new set of enemies in the next room. Room Display: The room number display shows which room the player is in, updating each time they progress.
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Step-by-Step Plan for Health and Damage System Add a Health Property for the Hero: We'll add a health property to the hero and display it on the screen. This health will decrease when the hero is in close proximity to an enemy. Display Hero's Health on Screen: Create a simple text display for the hero’s health at the top or bottom of the screen. Update the health display whenever the hero takes damage. Implement Damage from Enemies: When an enemy is close enough to the hero, reduce the hero’s health by a set amount. If the hero’s health reaches zero, end the game or trigger a respawn. Optional - Game Over Logic: Once the health system is in place, we can implement a simple "Game Over" message or restart the game when health reaches zero. Code Implementation Here’s how we can implement this: Step 1: Add Health Property to the Hero In the Hero class, add a health property and initialize it with a value. // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); // Add hero graphics self.heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Initialize health and other properties self.health = 100; // Starting health self.swordGraphics = heroGraphics.addChild(LK.getAsset('sword', { anchorX: 0.5, anchorY: 0.5 })); self.update = function () { // Update hero properties here... }; return self; });
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Okay, now adjust the sword further in front of the character
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Attach the Sword to the Hero**: Make sure that the sword asset is attached as a child to the hero asset. This means that any transformation (like rotation) applied to the hero will also be applied to the sword. 2. **Adjust Anchor Points**: Ensure that both the hero and the sword have their anchor points set correctly. Typically, you would set the anchor point to the center (0.5, 0.5) so that rotations occur around the center of the asset. 3. **Positioning the Sword**: Position the sword relative to the hero. Since the sword is a child of the hero, you can set its position based on the hero's dimensions. For example, if the sword should be directly in front of the hero, you might set its `x` position to `hero.width / 2` and its `y` position to `0`. 4. **Rotation Handling**: When you rotate the hero by 90 degrees, the sword will automatically follow this rotation because it is a child of the hero. If you need the sword to maintain a specific orientation relative to the hero, you can adjust the sword's local rotation accordingly.
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The hero is walking sideways, make him face the direction of the mouse cursor
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Rotate the hero to face the direction of movement.
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Set the Sword Position to Be Directly in Front of the Hero using fixed offsets instead of dynamically calculating based on rotation. Remove Extra Rotation Adjustments for now to see if we can get the sword correctly in front of the hero without rotation conflicts.
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adjust the sword forward more
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Adjust Sword Position in Relation to Hero’s Center: Place the sword slightly ahead of the hero’s position by setting a fixed offset based on the hero's rotation. Ensure Rotation Matches: Align the sword’s rotation to match the hero’s rotation.
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Ensure Single Sword Instance: Make sure the sword is only created once and positioned relative to the hero each frame during an attack. Use Relative Positioning and Rotation: Position the sword relative to the hero’s rotation directly in the update function of the Hero class. Here’s a more controlled version to prevent duplicates and correctly handle positioning: // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); // Add hero graphics self.heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Add sword graphics (single instance) self.swordGraphics = self.attachAsset('sword', { anchorX: 0.5, anchorY: 0.5 }); self.swordGraphics.visible = false; // Hide sword initially // Add bow graphics (single instance) self.bowGraphics = self.attachAsset('bow', { anchorX: 0.5, anchorY: 0.5 }); self.bowGraphics.visible = false; // Hide bow initially // Initialize attack and weapon variables self.attackCooldown = 0; self.isAttacking = false; self.weaponType = 1; // Default to sword self.update = function () { // Update attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } // Show correct weapon if (self.weaponType === 1) { self.swordGraphics.visible = self.isAttacking; self.bowGraphics.visible = false; } else { self.swordGraphics.visible = false; self.bowGraphics.visible = true; } // Position the sword in front of the hero when attacking if (self.isAttacking && self.weaponType === 1) { self.swordGraphics.x = Math.cos(self.rotation) * 30; // Adjust distance as needed self.swordGraphics.y = Math.sin(self.rotation) * 30; self.swordGraphics.rotation = self.rotation; } }; return self; });
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let’s use relative positioning directly within the hero's container. Here’s the simplified update: Remove References to heroGraphics Position: We’ll directly update the sword’s x, y, and rotation relative to the Hero container. Set Sword Position in game.update: Ensure the sword's position is updated in the main game.update loop rather than in the self.update function of the Hero class to avoid conflicting references. Here’s the adjusted code: // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); // Add hero graphics self.heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Add sword graphics self.swordGraphics = self.attachAsset('sword', { anchorX: 0.5, anchorY: 0.5 }); self.swordGraphics.visible = false; // Hide sword initially // Add bow graphics self.bowGraphics = self.attachAsset('bow', { anchorX: 0.5, anchorY: 0.5 }); self.bowGraphics.visible = false; // Hide bow initially // Initialize attack and weapon variables self.attackCooldown = 0; self.isAttacking = false; self.weaponType = 1; // Default to sword self.update = function () { // Update attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } // Show correct weapon self.swordGraphics.visible = (self.weaponType === 1); self.bowGraphics.visible = (self.weaponType === 2); // Handle attack animation if (self.isAttacking && self.weaponType === 1) { self.swordGraphics.visible = true; if (self.attackCooldown <= 25) { self.isAttacking = false; self.swordGraphics.visible = false; } } }; }); // In game.update function, update hero and weapon positions game.update = function () { // Update hero hero.update(); // Position and rotate the sword relative to the hero if (hero.weaponType === 1 && hero.isAttacking) { hero.swordGraphics.x = Math.cos(hero.rotation) * 30; // Adjust distance if needed hero.swordGraphics.y = Math.sin(hero.rotation) * 30; hero.swordGraphics.rotation = hero.rotation; } // Other game updates... };
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refine the sword’s coordinates relative to the hero and ensure it rotates with the hero's facing direction.
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adjust the sword to be in front of the hero when singing
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Fix the orientation of the hero as he moves towards the mouse cursor, as it is now, the hero walks sideways
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game.down = function (x, y, obj) { // Check if the click is within the switch weapon zone if ( x >= switchWeaponZone.x - switchWeaponZone.width / 2 && x <= switchWeaponZone.x + switchWeaponZone.width / 2 && y >= switchWeaponZone.y - switchWeaponZone.height / 2 && y <= switchWeaponZone.y + switchWeaponZone.height / 2 ) { // Toggle weapon between sword (1) and bow (2) hero.weaponType = hero.weaponType === 1 ? 2 : 1; console.log("Switched to weapon type:", hero.weaponType); // Show the correct weapon asset hero.swordGraphics.visible = hero.weaponType === 1; hero.bowGraphics.visible = hero.weaponType === 2; return; // Exit the function to avoid triggering an attack } // Check if the click is within the enemy toggle button area if ( x >= enemyToggleButton.x - enemyToggleButton.width / 2 && x <= enemyToggleButton.x + enemyToggleButton.width / 2 && y >= enemyToggleButton.y - enemyToggleButton.height / 2 && y <= enemyToggleButton.y + enemyToggleButton.height / 2 ) { toggleEnemies(); return; // Exit the function to avoid triggering an attack } // If the click is not on any button, perform an attack if (hero.attackCooldown <= 0) { hero.isAttacking = true; hero.attackCooldown = 30; // Set cooldown frames // Determine attack direction based on tap position var dx = x - hero.x; var dy = y - hero.y; hero.rotation = Math.atan2(dy, dx); if (hero.weaponType === 1) { // Sword attack logic console.log("Sword attack initiated"); // Create attack hitbox in front of hero var hitbox = { x: hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2), y: hero.y + Math.sin(hero.rotation) * (hero.attackRange / 2), radius: hero.attackRange / 2 }; // TODO: Check for enemies in hitbox and damage them } else if (hero.weaponType === 2) { // Bow attack logic console.log("Bow attack initiated"); // Create a new arrow var arrow = new Arrow(); arrow.x = hero.x; arrow.y = hero.y; arrow.rotation = hero.rotation; game.addChild(arrow); // Add arrow to update list arrows.push(arrow); } } };
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To create a toggle button for enabling and disabling enemies, let’s set up a button that, when clicked, stops all enemy activity. When clicked again, it will re-enable enemy activity. Here’s how to do it: Steps to Implement Enemy Toggle Button Add a Toggle Button on Screen: Description: Create a button in a visible area (e.g., top-right corner) with a label like "Enemies ON/OFF". Template Text for Image: "Game interface button with simple text 'Enemies' in high contrast, designed for toggling." Define Toggle Functionality: Create a game.enemyActive variable to track if enemies are active (true by default). Define a function to toggle this variable and stop enemies from updating if it’s false. Update Enemy Behavior Based on Toggle: In the main game.update function, only update enemies if game.enemyActive is true. Here’s how you could code this: // Initialize enemy toggle button var enemyToggleButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); enemyToggleButton.x = 2048 - 100; // Position it in the top-right corner enemyToggleButton.y = 100; game.addChild(enemyToggleButton); // Track whether enemies are active game.enemyActive = true; // Toggle function for enemy activity function toggleEnemies() { game.enemyActive = !game.enemyActive; console.log("Enemies are now " + (game.enemyActive ? "ON" : "OFF")); } // Add event listener to toggle button game.down = function (x, y, obj) { // Check if the click is on the toggle button if (x >= enemyToggleButton.x - enemyToggleButton.width / 2 && x <= enemyToggleButton.x + enemyToggleButton.width / 2 && y >= enemyToggleButton.y - enemyToggleButton.height / 2 && y <= enemyToggleButton.y + enemyToggleButton.height / 2) { toggleEnemies(); } // Existing code for other button actions (e.g., attacks) goes here... }; // Modify enemy update logic based on enemyActive status game.update = function () { hero.update(); // Update enemies only if they are active if (game.enemyActive) { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Existing enemy movement and attack logic... } } // Update other game elements as needed };
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Set the Anchor: Try setting the bow’s anchor point to make it appear as though it’s held in the hero’s hand. This will depend on the orientation of the hero sprite. For example: var bowGraphics = self.attachAsset('bow', { anchorX: 0.2, // Adjust based on where the hand is anchorY: 0.5 // Adjust as needed });
/**** * Classes ****/ // Arrow class representing the arrows fired by the hero var Arrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 15; self.damage = 5; self.update = function () { // Move the arrow in its current direction self.x += Math.cos(self.rotation) * self.speed; self.y += Math.sin(self.rotation) * self.speed; // Destroy arrow if it goes off screen if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.destroy(); } }; }); // Enemy class representing the enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 10; self.speed = 5; self.update = function () { // Update logic for enemy }; }); // Assets will be automatically created and loaded by the LK engine based on their usage in the code. // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); // Add a sword asset to the hero self.swordGraphics = self.attachAsset('sword', { anchorX: 0.5, anchorY: 0.5 }); // Position the sword slightly in front of the character self.swordGraphics.x = heroGraphics.width / 2; // Add a bow asset to the hero self.bowGraphics = self.attachAsset('bow', { anchorX: 0.5, anchorY: 0.5 }); // Position the bow slightly in front of the character self.bowGraphics.x = heroGraphics.width / 2; // Hide the bow initially self.bowGraphics.visible = false; // Initialize sword attack variables self.attackCooldown = 0; self.isAttacking = false; self.attackDuration = 20; // frames self.weaponType = 1; // Initialize weapon type to sword self.attackRange = 40; self.attackDamage = 10; self.speed = 10; self.update = function () { // Update attack cooldown if (self.attackCooldown > 0) { self.attackCooldown--; } // Handle attack animation if (self.isAttacking) { // Show the sword self.swordGraphics.visible = true; // Position the sword in front of the hero when attacking self.swordGraphics.x = Math.cos(self.rotation) * 30; // Adjust distance as needed self.swordGraphics.y = Math.sin(self.rotation) * 30; self.swordGraphics.rotation = self.rotation; if (self.attackCooldown <= 25) { // Attack animation finished self.isAttacking = false; // Hide the sword self.swordGraphics.visible = false; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Initialize arrows array to keep track of arrows var arrows = []; // Initialize enemy toggle button var enemyToggleButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); enemyToggleButton.x = 2048 - 100; // Position it in the top-right corner enemyToggleButton.y = 100; game.addChild(enemyToggleButton); // Track whether enemies are active game.enemyActive = true; // Toggle function for enemy activity function toggleEnemies() { game.enemyActive = !game.enemyActive; console.log("Enemies are now " + (game.enemyActive ? "ON" : "OFF")); } // Initialize game variables var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; var enemies = []; // Initialize hero movement variables var moveTarget = { x: hero.x, y: hero.y }; var moveSpeed = 5; // Function to handle game updates game.update = function () { // Update hero hero.update(); // Calculate direction to target var dx = moveTarget.x - hero.x; var dy = moveTarget.y - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); // Move hero if not at target if (dist > 1) { var speed = Math.min(moveSpeed, dist); hero.x += dx / dist * speed; hero.y += dy / dist * speed; // Update hero rotation to face movement direction hero.rotation = Math.atan2(dy, dx) + Math.PI / 2; } // Update arrows for (var j = arrows.length - 1; j >= 0; j--) { arrows[j].update(); // Check if arrow hits any enemy for (var i = enemies.length - 1; i >= 0; i--) { var hitDx = enemies[i].x - arrows[j].x; var hitDy = enemies[i].y - arrows[j].y; var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < 60) { // Assuming enemy radius is 60 enemies[i].health -= arrows[j].damage; if (enemies[i].health <= 0) { enemies[i].destroy(); enemies.splice(i, 1); } arrows[j].destroy(); arrows.splice(j, 1); break; } } } // Update enemies only if they are active if (game.enemyActive) { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Move enemy toward hero if not too close var dx = hero.x - enemies[i].x; var dy = hero.y - enemies[i].y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30) { // Keep some distance enemies[i].x += dx / dist * enemies[i].speed; enemies[i].y += dy / dist * enemies[i].speed; } // Check if enemy is hit by sword if (hero.isAttacking && hero.attackCooldown > 25) { // Only check during attack frames var hitDx = enemies[i].x - (hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2)); var hitDy = enemies[i].y - (hero.y + Math.sin(hero.rotation) * (hero.attackRange / 2)); var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < hero.attackRange / 2 + 60) { // Assuming enemy radius is 60 enemies[i].health -= hero.attackDamage; if (enemies[i].health <= 0) { enemies[i].destroy(); enemies.splice(i, 1); // Remove enemy from the array LK.setTimeout(function () { var newEnemy = new Enemy(); newEnemy.x = Math.random() * 2048; // Respawn position newEnemy.y = Math.random() * 2732; newEnemy.health = 10; newEnemy.speed = 5; // Set initial speed enemies.push(newEnemy); game.addChild(newEnemy); }, 2000); // 2-second delay before respawning } } } if (enemies[i] && enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); } } } }; // Function to spawn enemies function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; enemies.push(enemy); game.addChild(enemy); } // Set interval to spawn enemies LK.setInterval(spawnEnemy, 2000); // Set interval to fire enemy bullets // Removed interval to prevent enemies from shooting // LK.setInterval(function () { // for (var i = 0; i < enemies.length; i++) { // fireEnemyBullet(enemies[i]); // } // }, 1000); // Handle touch/click for movement game.move = function (x, y, obj) { moveTarget.x = x; moveTarget.y = y; }; // Create an invisible button at the bottom-left corner for weapon switching var switchWeaponZone = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); switchWeaponZone.x = 100; switchWeaponZone.y = 2732 - 100; game.addChild(switchWeaponZone); // Add event listener for weapon switch zone game.down = function (x, y, obj) { // Check if the click is within the switch weapon zone if (x >= switchWeaponZone.x - switchWeaponZone.width / 2 && x <= switchWeaponZone.x + switchWeaponZone.width / 2 && y >= switchWeaponZone.y - switchWeaponZone.height / 2 && y <= switchWeaponZone.y + switchWeaponZone.height / 2) { // Toggle weapon between sword (1) and bow (2) hero.weaponType = hero.weaponType === 1 ? 2 : 1; console.log("Switched to weapon type:", hero.weaponType); // Show the correct weapon asset hero.swordGraphics.visible = hero.weaponType === 1; hero.bowGraphics.visible = hero.weaponType === 2; return; // Exit the function to avoid triggering an attack } // Check if the click is within the enemy toggle button area if (x >= enemyToggleButton.x - enemyToggleButton.width / 2 && x <= enemyToggleButton.x + enemyToggleButton.width / 2 && y >= enemyToggleButton.y - enemyToggleButton.height / 2 && y <= enemyToggleButton.y + enemyToggleButton.height / 2) { toggleEnemies(); return; // Exit the function to avoid triggering an attack } // If the click is not on any button, perform an attack if (hero.attackCooldown <= 0) { hero.isAttacking = true; hero.attackCooldown = 30; // Set cooldown frames // Determine attack direction based on tap position var dx = x - hero.x; var dy = y - hero.y; hero.rotation = Math.atan2(dy, dx); if (hero.weaponType === 1) { // Sword attack logic console.log("Sword attack initiated"); // Create attack hitbox in front of hero var hitbox = { x: hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2), y: hero.y + Math.sin(hero.rotation) * (hero.attackRange / 2), radius: hero.attackRange / 2 }; // TODO: Check for enemies in hitbox and damage them } else if (hero.weaponType === 2) { // Bow attack logic console.log("Bow attack initiated"); // Create a new arrow var arrow = new Arrow(); arrow.x = hero.x; arrow.y = hero.y; arrow.rotation = hero.rotation; game.addChild(arrow); // Add arrow to update list arrows.push(arrow); } } }; // Add sword attack on tap/click
===================================================================
--- original.js
+++ change.js
@@ -46,9 +46,9 @@
anchorX: 0.5,
anchorY: 0.5
});
// Position the sword slightly in front of the character
- // Sword position will be updated in the game.update function
+ self.swordGraphics.x = heroGraphics.width / 2;
// Add a bow asset to the hero
self.bowGraphics = self.attachAsset('bow', {
anchorX: 0.5,
anchorY: 0.5
@@ -73,8 +73,12 @@
// Handle attack animation
if (self.isAttacking) {
// Show the sword
self.swordGraphics.visible = true;
+ // Position the sword in front of the hero when attacking
+ self.swordGraphics.x = Math.cos(self.rotation) * 30; // Adjust distance as needed
+ self.swordGraphics.y = Math.sin(self.rotation) * 30;
+ self.swordGraphics.rotation = self.rotation;
if (self.attackCooldown <= 25) {
// Attack animation finished
self.isAttacking = false;
// Hide the sword
@@ -125,14 +129,8 @@
// Function to handle game updates
game.update = function () {
// Update hero
hero.update();
- // Position and rotate the sword relative to the hero
- if (hero.weaponType === 1 && hero.isAttacking) {
- hero.swordGraphics.x = Math.cos(hero.rotation) * 30; // Adjust distance if needed
- hero.swordGraphics.y = Math.sin(hero.rotation) * 30;
- hero.swordGraphics.rotation = hero.rotation;
- }
// Calculate direction to target
var dx = moveTarget.x - hero.x;
var dy = moveTarget.y - hero.y;
var dist = Math.sqrt(dx * dx + dy * dy);
A round button with icons of a sword and bow crossed over a shield, hinting at weapon switching.. Game interface icon. Medieval theme with crossed weapons on a shield. High contrast and intuitive design.
A rugged medieval bow with a wooden frame and slightly frayed string, perfect for a fantasy setting.. Game asset. Rustic and worn. Medieval fantasy style. High detail with visible wood grain.
Remove the joystick stick
A dark, stone-walled dungeon chamber viewed directly from above. The floor is uneven with scattered bones and chains. Each wall has an entrance centered in the middle, like arched doorways, positioned on the top, bottom, left, and right sides. The room fills the entire frame, with torch-lit ambiance.. Full-frame, top-down view of a stone-walled dungeon chamber. Uneven floor, bones, chains, torch lighting. Open, arched entrances centered on each wall: top, bottom, left, and right. No 3D perspective, even lighting.
A high-tech command center with a glowing grid floor and sleek metallic walls. The room is viewed from directly above and has open entrances centered in the middle of each wall (top, bottom, left, and right) for easy transitions. Neon lights and holographic screens line the walls, casting a blue glow.. Full-frame, top-down view of a futuristic command center. Glowing grid floor, metallic walls, neon lights. Open entrances centered on each wall: top, bottom, left, and right. Blue glow, no perspective distortion.
A top-down view of jungle ruins with moss-covered stone walls and floors. The floor is scattered with vines and broken pillars. Each wall has an entrance centered in the middle, resembling natural archways positioned on the top, bottom, left, and right. Sunlight filters through, illuminating the room softly.. Full-frame, top-down view of jungle ruins. Moss-covered stone walls and floors, vines, broken pillars. Open natural archways centered on each wall: top, bottom, left, and right. Soft sunlight, no perspective distortion.
A pixelated skull with green digital "code streams" dripping down, symbolizing a destructive digital attack. Neon green and dark gray.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A circular emblem with a tree at its center, its branches intertwining with a glowing red lineage symbol.. Colors: Deep red, gold, and subtle white highlights.
Elemental Gear Icon: A gear made of multiple materials (fire, ice, lightning, and shadow) fused together, symbolizing crafting hybrid powers.. Colors: Vibrant orange, blue, yellow, and dark purple.
Shattered Prism Icon: A cracked prism emitting chaotic light beams, symbolizing untapped magical potential.. Colors: Neon purple and silver with multicolored light fragments.
Fractured Sphere Icon: A glowing orb breaking apart into jagged, floating shards, with chaotic energy swirling around it.. Colors: Neon purple, black, and electric green.
Phantom Mask Icon: A mysterious, floating mask with glowing eyes and tendrils of shadow curling around it, symbolizing illusions and deception.. Colors: White mask with glowing blue accents and black shadows.
Backdrop: An ancient, mystical forest with glowing runes etched into massive tree trunks. Colors: Earthy greens and browns with soft golden accents. Details: Misty ambiance with faint ethereal figures in the background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A grand forge surrounded by molten lava and glowing hammers mid-swing. Colors: Fiery reds and oranges with metallic silver and gray. Details: Sparks flying and glowing weapon fragments scattered around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A crystal cavern with refracted light beams splitting into vibrant colors. Colors: Radiant rainbow hues with a soft, dark background. Details: Floating crystals and magical glowing particles.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A warped reality scene with twisting, fragmented terrain and a swirling vortex in the background. Colors: Deep purples, neon pinks, and electric greens. Details: Fractured floating rocks and glitch-like patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Backdrop: A dark, shadowy realm with faint glowing outlines of jagged structures and flowing mist. Colors: Black, deep purples, and faint blue highlights. Details: Shadows shifting and subtle glowing runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Weapon switch icon. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Start game button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Big red kill button. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Top-down view of a floating mechanical robot with a circular body. Thin, robotic arms extend outward, metallic and glowing. The head is small with glowing eyes. Strictly top-down view, no perspective or angle. Clean and detailed for 2D gameplay. Single Game Texture. In-Game asset. Top-down view. No shadows. 2D style. High contrast. Blank background.
A futuristic, top-down 2D game room featuring a minimalist industrial design. The room should have four distinct doorways at cardinal directions (up, down, left, and right). Each doorway should blend seamlessly into the room's aesthetic, with metallic frames and subtle glowing edges to indicate navigability. The room maintains its clean, tiled walls and floor, accented with industrial details like exposed pipes, vents, and panels. Lighting is ambient, with a mix of warm tones near the top and cooler tones along the walls. The overall theme is a high-tech but slightly weathered environment, ready for player navigation. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A Dagger Icon with 1's and 0's dripping off of it like blood. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized, sleek cybernetic boot or leg silhouette with clear motion lines trailing behind it (like speed lines). Alternatively, three chevrons (>>>) pointing forward, glowing with blue energy, suggesting rapid advancement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two stylized head silhouettes (one representing the hero, one the enemy) connected by arcing lines of digital energy or circuit patterns. Color could be a mix of blue (control) and maybe red/purple (target).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape formed from a 1's and 0's matrix pattern (like circuitry). Some lines of the grid could be missing or 'glitching' out, suggesting attacks passing through harmlessly. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Concentric circles or energy waves expanding outwards from a central point. The waves could be depicted as sharp lines of light blue or white energy. Could also incorporate small lightning-like sparks within the surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A more intense version of Power Surge. A fractured or exploding core shape at the center, emitting powerful, jagged energy waves (possibly in yellow or orange on top of blue). Could incorporate classic explosion symbol elements but rendered in the cybernetic style. Should look significantly more powerful than Power Surge.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a cracked stone tablet or ancient scroll depicting elemental symbols with a subtle glow.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A hand silhouette centrally placed, with symbolic representations of different elements (fire, ice/water, lightning/wind) swirling around it or emanating from the fingertips. Could also be intersecting elemental runes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A primal stone axe or spearhead with stylized speed lines or a spectral blue aura indicating swift movement.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing paw print (wolf, bear, or cat-like) leaving a faint spectral trail.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A bundle of glowing green herbs tied together, or a single stylized leaf with potent green light radiating from its veins.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a translucent, ghostly shield or a faint outline of a guardian spirit figure.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imposing, ornate tribal mask or helmet, perhaps with glowing eyes or runic carvings.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized hammer striking an anvil, creating fiery sparks or engulfing the hammer head in flames.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A potion bottle or flask swirling with multiple distinct colors (red, blue, green).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A arrow and sword splitting into a double arrow and double sword signifying a extra shot/sword.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a stylized recycling symbol combined with an upward arrow or a plus sign.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A symbol merging a sword and an arrow/bow, perhaps crossing each other with energy flowing between them.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized metallic bracer or weapon hilt showing empty sockets being filled by small, glowing runes or gems.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A glowing, ornate hammer imbued with power, or a weapon silhouette undergoing a visible transformation with radiating light and complex runic patterns.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, faceted red crystal or gem shard glowing hotly.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An angular, crystalline shield shimmering with blue light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Could also be a green crystal pulsing with soft light.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, angular gust of wind symbol in bright yellow, or a stylized yellow feather.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharply focused eye symbol in deep indigo color. Could also be a fractured mirror shard reflecting light, or an indigo crystal with internal sparks/light flashes.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Two different colored streams of energy (e.g., red and blue) flowing and swirling together in the center. Could also be a crystal icon split into two distinct colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A classic prism shape refracting a beam of white light into a rainbow spectrum. Could also be a figure surrounded by a swirling aura containing all the skill colors.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A crackling spark of energy rapidly shifting between multiple colors (purple, green, orange). Could also be a die symbol with elemental icons instead of pips, or a weapon impact with a question mark.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A shield shape that looks warped, dissolving at the edges, or made of static/glitches. Could show an arrow bouncing off at a weird angle or fizzling into nothing.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A jagged tear or swirling vortex in space, leaking multi-colored, chaotic energy. Could incorporate shifting, abstract symbols or question marks within the rift.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of the hero glitching or flickering between different colors or slightly different forms. Could also be an upward arrow surrounded by swirling question marks or dice symbols.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A branching pattern like lightning or cracks, but made of chaotic, multi-colored energy. Could also be a visual of one chaotic explosion triggering others nearby.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A clock face or hourglass that is visibly cracked or shattering. Could also be a die symbol mid-roll or showing multiple faces at once.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
An imploding geometric shape or structure crumbling inwards into a chaotic void/vortex. Could be an intense version of the Unstable Rift, looking more menacing and powerful.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A boot icon dissolving into smoke or shadow at the heel. Sound wave symbol with a line striking through it, indicating silence.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A stylized cloak hood casting a deep shadow, with only faint eyes or nothing visible within. Could also be a figure splitting into a solid version and a shadowy decoy.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A sharp, wicked-looking dagger or blade edge dripping with black, shadowy substance.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A silhouette of a small, mischievous shadow creature (imp, tendril beast, raven?). Could also be a pair of glowing eyes peering out from darkness.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A dagger or fist icon striking, but with sound waves around it being cancelled or muffled (e.g., crossed out or dissolving).. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A central figure with several fading, translucent shadow copies trailing behind or positioned nearby. Could also be a weapon swing that leaves dark afterimages.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows