User prompt
Step 3: Room and Enemy Count Display Create and update a display to show the current room number and enemies left. // Room display setup var roomDisplay = new Text2('Room: ' + currentRoom.number + ' | Enemies Left: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled), { size: 50, fill: "#ffffff" // Font color for visibility }); roomDisplay.anchor.set(1, 0); // Align to the top-right corner roomDisplay.x = 2048 - 20; // Position near the right edge roomDisplay.y = 20; // Position near the top edge LK.gui.topRight.addChild(roomDisplay); // Add to the top-right GUI roomDisplay.visible = true; // Update display text function updateRoomDisplay() { roomDisplay.setText('Room: ' + currentRoom.number + ' | Enemies Left: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled)); }
User prompt
If you can't see the display for the room number and the number of enemies left, there could be several reasons based on the guidelines and typical issues: 1. **Positioning**: The text might be positioned off-screen. Ensure that the `x` and `y` coordinates are within the visible area of the game screen. Double-check the anchor settings and the position values to ensure they are correct. 2. **Visibility**: The text might be set to invisible or have an alpha value of zero. Ensure that the text display is visible and that its alpha is set to a value that makes it visible. 3. **Layering**: The text might be behind other game elements. Ensure that the text is added to the GUI overlay, which should render it on top of the game scene. 4. **Initialization**: The text might not be initialized correctly. Ensure that the `Text2` object is created and added to the GUI at the appropriate time in the game lifecycle. 5. **Font Size and Color**: The text might be too small or have a color that blends into the background. Check the font size and color settings to ensure they are appropriate for visibility. 6. **Update Logic**: The text might not be updating correctly. Ensure that the function to update the text is being called whenever necessary, such as when an enemy is killed or when transitioning to a new room. 7. **Errors in Code**: There might be errors in the code that prevent the text from being displayed. Check the console for any error messages that might indicate issues with the text display logic.
User prompt
**Create a Text Display**: Use the `Text2` class to create a text display for the room number and the number of enemies left. This text display should be initialized with the starting values, such as the room number and the initial count of enemies. 2. **Position the Text**: Position this text display in the desired location on the screen. For example, you might place it in the top-right corner of the screen. You can use the `anchor.set` method to align the text appropriately, and set the `x` and `y` coordinates to position it. 3. **Add to GUI**: Add the text display to the GUI overlay using `LK.gui.topRight.addChild(roomDisplay)`. This ensures that the text is displayed on top of the game scene. 4. **Update the Text**: Create a function to update the text whenever the room number changes or an enemy is defeated. This function should update the text content to reflect the current room number and the number of enemies left. 5. **Call Update Function**: Call the update function whenever necessary, such as when transitioning to a new room or when an enemy is killed. This ensures that the displayed information is always current.
User prompt
Put the room # in the top right followed by the number of enemies left in the room as they die.
User prompt
Implement a enemy count for the room so I know how many enemies are left and have it count down as they die
User prompt
When all enemies in room are killed played RetroSynth-Wave sound
User prompt
Instead of using transitionmusic asset, lets use transition sound asset.
User prompt
There is a redundancy in the transition check that could lead to the transition logic not firing when expected.
User prompt
The transitionMusic asset is initialized but not properly configured for playback. This could cause the transition signal (music) to not play, potentially missing a key indicator for the transition. Solution: Verify the music asset ID and ensure it’s correctly played at room-clearing.
User prompt
The room transition is triggered when the hero reaches certain screen edges (top, bottom, left, right) only if hero.canExitRoom is true. However, it’s not being reset correctly in all places, which could be blocking the transition. Solution: Ensure hero.canExitRoom is reset in each room. Additionally, confirm the room-clearing logic correctly updates this variable when the kill goal is met.
User prompt
Here’s how we can set up the room transition after all enemies are defeated: Play Transition Music: Trigger the music to play when the last enemy is defeated. Detect Hero’s Position for Exit: Check if the hero reaches one of the designated screen edges. Transition to New Room: Move the hero to the opposite edge (e.g., if they exit from the top, they enter the new room from the bottom). Code Implementation Step 1: Play Music After Room Clear In the checkRoomCleared function, add a line to play the transition music when the last enemy is defeated: function checkRoomCleared() { if (currentRoom.enemies.length === 0 && !currentRoom.isCleared) { currentRoom.isCleared = true; console.log("Room Cleared!"); // Play transition music var transitionMusic = LK.getAsset('transitionMusic'); // Add music asset ID here transitionMusic.play(); // Enable room transition by allowing exits hero.canExitRoom = true; } } Step 2: Detect Hero’s Position for Exit In game.update, check if the hero is near any designated screen edge and allow transition only if hero.canExitRoom is true: game.update = function () { hero.update(); // Check if hero can exit and is near an exit edge if (hero.canExitRoom) { if (hero.y < 10) { // Top exit transitionToNewRoom('bottom'); } else if (hero.y > 2732 - 10) { // Bottom exit transitionToNewRoom('top'); } else if (hero.x < 10) { // Left exit transitionToNewRoom('right'); } else if (hero.x > 2048 - 10) { // Right exit transitionToNewRoom('left'); } } checkRoomCleared(); }; Step 3: Room Transition Logic Define transitionToNewRoom to reset the hero’s position based on the exit direction: function transitionToNewRoom(entrySide) { // Reset hero position based on entry side if (entrySide === 'top') { hero.y = 2732 - 10; } else if (entrySide === 'bottom') { hero.y = 10; } else if (entrySide === 'left') { hero.x = 2048 - 10; } else if (entrySide === 'right') { hero.x = 10; } // Clear current enemies and set up the new room transitionToNextRoom(); hero.canExitRoom = false; // Disable exit until next room is cleared }
User prompt
get rid of "toggle button" asset
User prompt
Enemy Update and Attack Logic: The enemy’s update logic in game.update may interfere with their intended movement and attack behavior if some enemies have their active state mismanaged. Solution: Consolidate the enemy.update logic to ensure all enemies behave as expected. Make sure that each enemy checks self.active consistently in its update method.
User prompt
Spawning Function and Intervals: The spawnEnemy function is called every 2000 milliseconds with LK.setInterval(spawnEnemy, 2000);. This leads to constant spawning of enemies, which may exceed the room’s spawn limit. Solution: Remove the setInterval call for spawnEnemy, as it’s causing continuous spawning. Instead, rely on the Room class’s initialization and spawn limit to handle enemy spawns.
User prompt
Duplicate Initialization of currentRoom: There is a duplicate initialization of currentRoom. It is initialized twice in the code, which can lead to conflicts and unintentional behavior with the enemies. Solution: Remove any duplicate initialization of currentRoom. Only initialize it once, preferably at the beginning of the game.
User prompt
Not all enemies are interactable, they run to the hero, but do no damage and don't die
User prompt
Confirm that all enemies spawned in each room are active and interactable.
User prompt
Based on the code, it appears that there are multiple factors potentially causing the issue with "fake" or inactive enemies. Here’s a summary of possible causes and recommended solutions: Issues and Solutions Enemy Activation State (self.active): Some enemies may not be set as active correctly, causing them to appear but not interact with the player. Solution: Ensure all enemies are initialized as active = true when they are spawned. Additionally, check if self.active is consistently referenced in the Enemy class’s update function to avoid bypassing movement and interaction logic. Room Transition Logic: Enemies from previous rooms may not be removed completely, or newly spawned enemies might not be activated correctly when entering a new room. Solution: When transitioning to the next room in transitionToNextRoom, ensure all current enemies are destroyed and removed from the game’s child objects to prevent “ghost” enemies. Additionally, ensure that all new enemies in the current room are fully initialized with health and active states. Duplicate Initialization of currentRoom: The currentRoom object is initialized multiple times, which might be creating conflicts. Only one instance of currentRoom should be in play at a time. Solution: Confirm that currentRoom is only created once when starting the game or transitioning rooms, and remove or reinitialize the previous room’s enemies completely when moving to a new room.
User prompt
To implement an enemy spawn limit for each room, along with a countdown of remaining enemies and a specific kill goal for the player, you can follow these steps: 1. **Define Room Parameters**: For each room, define parameters such as the total number of enemies to spawn and the kill goal required to clear the room. These can be stored in a room object or class. 2. **Track Enemy Spawns**: Maintain a counter for the number of enemies spawned in the current room. This counter should be incremented each time a new enemy is spawned. 3. **Limit Enemy Spawns**: Before spawning a new enemy, check if the current number of spawned enemies has reached the room's spawn limit. If it has, prevent further spawning. 4. **Display Remaining Enemies**: Create a text display that shows the number of remaining enemies in the room. This display should update whenever an enemy is defeated. 5. **Update Enemy Count**: Each time an enemy is defeated, decrement the counter for remaining enemies and update the display. Also, check if the kill goal has been reached. 6. **Check Kill Goal**: After updating the enemy count, check if the player has reached the kill goal. If the goal is met, trigger a transition to the next room or display a message indicating the room is cleared. 7. **Event Listeners**: Use event listeners to handle enemy defeats and update the enemy count. These listeners should be attached to the enemy objects or the game loop. 8. **Global Variables**: Store the enemy count and spawn limit as global variables or within the room object to ensure they are accessible throughout the game code.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = hero.x - self.x;' Line Number: 48
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'spawnLimit')' in or related to this line: 'var enemySpawnLimit = currentRoom.spawnLimit;' Line Number: 155
User prompt
Seems like the game isn't loading anymore
User prompt
To implement an enemy spawn limit for each room, along with a countdown of remaining enemies and a specific kill goal for the player, you can follow these steps: 1. **Define Room Parameters**: For each room, define parameters such as the total number of enemies to spawn and the kill goal required to clear the room. These can be stored in a room object or class. 2. **Track Enemy Spawns**: Maintain a counter for the number of enemies spawned in the current room. This counter should be incremented each time a new enemy is spawned. 3. **Limit Enemy Spawns**: Before spawning a new enemy, check if the current number of spawned enemies has reached the room's spawn limit. If it has, prevent further spawning. 4. **Display Remaining Enemies**: Create a text display that shows the number of remaining enemies in the room. This display should update whenever an enemy is defeated. 5. **Update Enemy Count**: Each time an enemy is defeated, decrement the counter for remaining enemies and update the display. Also, check if the kill goal has been reached. 6. **Check Kill Goal**: After updating the enemy count, check if the player has reached the kill goal. If the goal is met, trigger a transition to the next room or display a message indicating the room is cleared. 7. **Event Listeners**: Use event listeners to handle enemy defeats and update the enemy count. These listeners should be attached to the enemy objects or the game loop. 8. **Global Variables**: Store the enemy count and spawn limit as global variables or within the room object to ensure they are accessible throughout the game code.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var dx = hero.x - self.x;' Line Number: 48
User prompt
Enemies appear on the screen at the start all over and don't move, what is this glitch?
/**** * 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 () { if (!self.active) { return; } // Check if enemy is active // Move enemy toward hero if not too close if (typeof hero !== 'undefined') { var dx = hero.x - self.x; var dy = hero.y - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30 && dist < 500) { // Activate if within 500 units // Keep some distance self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } } }; }); // 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 = heroGraphics.addChild(LK.getAsset('sword', { anchorX: 0.5, anchorY: 0.5 })); // Position the sword further in front of the hero using fixed offsets self.swordGraphics.x = heroGraphics.width / 2 + 20; // Adjusted x position self.swordGraphics.y = 0; // 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.health = 100; // Starting health 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--; } // Ensure sword follows hero's rotation self.swordGraphics.rotation = 0; // Handle attack animation if (self.isAttacking) { // Show the sword self.swordGraphics.visible = true; 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 ****/ // Display room number // Room class representing individual rooms var Room = function Room(number) { this.number = number; this.enemies = []; this.isCleared = false; this.spawnLimit = Math.min(10 + this.number * 2, 30); // Cap enemy count this.killGoal = Math.floor(this.spawnLimit * 0.8); // Set kill goal to 80% of spawn limit this.enemiesSpawned = 0; this.enemiesKilled = 0; // Configure room based on its number for difficulty scaling this.init = function () { for (var i = 0; i < this.spawnLimit; i++) { this.spawnEnemy(); } }; this.spawnEnemy = function () { if (this.enemiesSpawned < this.spawnLimit) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = Math.random() * 2732; enemy.active = true; // Ensure enemy is active enemy.health = 10; // Initialize enemy health enemy.health = 10; // Initialize enemy health this.enemies.push(enemy); game.addChild(enemy); // Ensure enemy is added to the game this.enemiesSpawned++; } }; this.init(); }; // Initialize the current room only once var currentRoom = new Room(1); var roomDisplay = new Text2('Room: ' + currentRoom.number + ' | Enemies: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled), { size: 50, fill: "#ffffff" }); roomDisplay.anchor.set(0.5, 0); roomDisplay.x = 1024; roomDisplay.y = 20; LK.gui.top.addChild(roomDisplay); function updateRoomDisplay() { roomDisplay.setText('Room: ' + currentRoom.number + ' | Enemies: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled)); } // Update room display when transitioning to the next room function transitionToNextRoom() { // Remove existing room entities for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); // Remove enemy from the array } currentRoom.enemies = []; // Create a new room with increased difficulty currentRoom = new Room(currentRoom.number + 1); currentRoom.enemies.forEach(function (enemy) { enemy.active = true; // Reset active state enemy.health = 10; // Reset health enemy.x = Math.random() * 2048; // Reset position enemy.y = Math.random() * 2732; game.addChild(enemy); // Ensure enemy is added to the game }); hero.canExitRoom = false; // Reset exit permission for the new room updateRoomDisplay(); } // Initialize arrows array to keep track of arrows var arrows = []; // 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")); currentRoom.enemies.forEach(function (enemy) { enemy.active = game.enemyActive; }); } // Function to check if the room is cleared function checkRoomCleared() { if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) { currentRoom.isCleared = true; console.log("Room Cleared! Entering Room " + (currentRoom.number + 1)); // Play transition sound var transitionSound = LK.getAsset('RetroSynth-Wave', {}); transitionSound.play(); // Enable room transition by allowing exits hero.canExitRoom = true; // Allow hero to exit the room } } function transitionToNewRoom(entrySide) { // Reset hero position based on entry side if (entrySide === 'top') { hero.y = 2732 - 10; } else if (entrySide === 'bottom') { hero.y = 10; } else if (entrySide === 'left') { hero.x = 2048 - 10; } else if (entrySide === 'right') { hero.x = 10; } // Clear current enemies and set up the new room transitionToNextRoom(); hero.canExitRoom = false; // Disable exit until next room is cleared } // Function to transition to the next room // Initialize game variables var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Create a text display for the hero's health var healthText = new Text2('Health: ' + hero.health, { size: 50, fill: "#ffffff" }); healthText.anchor.set(0.5, 0); LK.gui.top.addChild(healthText); // 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(); // Check if hero can exit and is near an exit edge if (hero.canExitRoom) { if (hero.y < 10 || hero.y > 2732 - 10 || hero.x < 10 || hero.x > 2048 - 10) { var entrySide = hero.y < 10 ? 'bottom' : hero.y > 2732 - 10 ? 'top' : hero.x < 10 ? 'right' : 'left'; transitionToNewRoom(entrySide); } } // 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; // Rotate hero to face the direction of the mouse cursor hero.rotation = Math.atan2(moveTarget.y - hero.y, moveTarget.x - hero.x); } // Update arrows for (var j = arrows.length - 1; j >= 0; j--) { arrows[j].update(); // Check if arrow hits any enemy for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { var hitDx = currentRoom.enemies[i].x - arrows[j].x; var hitDy = currentRoom.enemies[i].y - arrows[j].y; var hitDist = Math.sqrt(hitDx * hitDx + hitDy * hitDy); if (hitDist < 60) { // Assuming enemy radius is 60 currentRoom.enemies[i].health -= arrows[j].damage; if (currentRoom.enemies[i].health <= 0) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); currentRoom.enemiesKilled++; updateRoomDisplay(); if (currentRoom.enemiesKilled >= currentRoom.killGoal) { console.log("Kill goal reached! Room cleared."); transitionToNextRoom(); } } arrows[j].destroy(); arrows.splice(j, 1); break; } } } // Update enemies only if they are active if (game.enemyActive) { for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { if (currentRoom.enemies[i].active) { currentRoom.enemies[i].update(); } // Move enemy toward hero if not too close var dx = hero.x - currentRoom.enemies[i].x; var dy = hero.y - currentRoom.enemies[i].y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 30 && dist < 500) { // Activate if within 500 units // Keep some distance currentRoom.enemies[i].x += dx / dist * currentRoom.enemies[i].speed; currentRoom.enemies[i].y += dy / dist * currentRoom.enemies[i].speed; } // Check if enemy is close enough to damage the hero if (dist < 50) { // Assuming proximity threshold is 50 hero.health -= 1; // Reduce hero's health healthText.setText('Health: ' + hero.health); // Update health display // Check if hero's health reaches zero if (hero.health <= 0) { LK.showGameOver(); // Trigger game over } } // Check if enemy is hit by sword if (hero.isAttacking && hero.attackCooldown > 25) { // Only check during attack frames var hitDx = currentRoom.enemies[i].x - (hero.x + Math.cos(hero.rotation) * (hero.attackRange / 2)); var hitDy = currentRoom.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 currentRoom.enemies[i].health -= hero.attackDamage; if (currentRoom.enemies[i].health <= 0) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); // Remove enemy from the array } } } if (currentRoom.enemies[i] && currentRoom.enemies[i].y > 2732) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); } } } // Check if the room is cleared after enemies are updated checkRoomCleared(); }; // Function to spawn enemies function spawnEnemy() { if (currentRoom.enemiesSpawned < currentRoom.spawnLimit) { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 0; currentRoom.enemies.push(enemy); game.addChild(enemy); currentRoom.enemiesSpawned++; } } // Removed interval to spawn enemies to prevent continuous spawning // 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 } // 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
@@ -192,11 +192,11 @@
function checkRoomCleared() {
if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) {
currentRoom.isCleared = true;
console.log("Room Cleared! Entering Room " + (currentRoom.number + 1));
- // Play transition music
- var transitionMusic = LK.getAsset('transitionMusic', {});
- transitionMusic.play();
+ // Play transition sound
+ var transitionSound = LK.getAsset('RetroSynth-Wave', {});
+ transitionSound.play();
// Enable room transition by allowing exits
hero.canExitRoom = true; // Allow hero to exit the room
}
}
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