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Add logging at each play(), stop(), and loop setting to verify that the music commands are triggering as expected. This will show if the play() command isn’t executing or if stop() is called prematurely.
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Double-check that currentMusic is globally accessible and not being reassigned elsewhere. If currentMusic is overwritten or nullified, the music won’t play. Log currentMusic after each assignment to confirm that the correct track is being set and retained.
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Ensure that the game.onReady event is fully initialized before calling startGameMusic(). Add a slight delay within game.onReady to make sure everything is loaded correctly before starting the music, as timing issues sometimes prevent assets from loading fully.
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Before any room transition, ensure that playRoomMusic(1); is called directly in game.onReady with sufficient delay to confirm initial playback.
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Ensure that the room1_music asset is correctly loaded. You can also test by temporarily replacing room1_music with RetroSynth-Wave in the playRoomMusic(1); call to see if any sound plays.
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Move the playRoomMusic(1); call to different points within the game.onReady method, or add a brief delay (e.g., 500 milliseconds) after game initialization to allow all assets to load properly.
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Double-check the currentMusic.loop = true; and currentMusic.play(); lines. Also, confirm that currentMusic is defined and that the sound file ID matches the intended track for Room 1.
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Ensure that the playRoomMusic(1) function is explicitly called right after game initialization and check if currentMusic is set to the correct audio file.
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The initial room music (Room 1) does not play immediately when the game starts. What can I do to fix this fully?
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To ensure that the music plays correctly, `startGameMusic()` should be placed within a callback or event handler that is triggered once the game is fully initialized, such as `game.onReady`. This ensures that all necessary assets are loaded and ready to be used when the music is started. By doing this, you can avoid premature calls to play music, ensuring that the initial room music plays as expected when the game begins.
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Ensure that the startGameMusic() function is called only after all assets have fully loaded. This may require placing startGameMusic() within a game-ready event or callback, such as game.onReady() if available. The AI should add startGameMusic() in a section of code that executes only once the game has fully initialized.
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Update playRoomMusic to include checks and set loop = true each time it plays a room track. Example: function playRoomMusic(roomNumber) { // Stop any currently playing music if (currentMusic) { currentMusic.stop(); } // Select room-specific music and set it to loop switch (roomNumber) { case 1: currentMusic = LK.getSound('room1_music'); break; case 2: currentMusic = LK.getSound('room2_music'); break; case 3: currentMusic = LK.getSound('room3_music'); break; case 4: currentMusic = LK.getSound('room4_music'); break; case 5: currentMusic = LK.getSound('room5_music'); break; default: currentMusic = null; } if (currentMusic) { currentMusic.loop = true; currentMusic.play(); console.log(`Playing music for room ${roomNumber}`); } }
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Add logging statements within playRoomMusic to confirm which track is selected and whether it plays correctly. After calling playRoomMusic at the start or during transitions, log the roomNumber and currentMusic to confirm they are correctly updated.
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Wrap startGameMusic() in a function that waits for the game to fully initialize, if possible, to avoid premature calls. Example: Place startGameMusic() in a game.onReady() or similar callback if supported, to ensure assets are loaded.
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Please fix the bug: 'Uncaught ReferenceError: currentMusic is not defined' in or related to this line: 'if (currentMusic) {' Line Number: 342
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Define Room-Specific Music Tracks: Make sure each room has a unique music asset initialized, e.g., room1Music, room2Music, etc., with loop settings. Play Music on Game Start: Add a call to play Room 1’s music immediately after initializing the game. // Play Room 1 music at game start function startGameMusic() { playRoomMusic(1); } // Call this at the end of game initialization startGameMusic(); Function to Play Room-Specific Music: Create a function to handle music for each room based on the room number. This function should stop any currently playing music before starting the new track. var currentMusic; function playRoomMusic(roomNumber) { // Stop any currently playing music if (currentMusic) { currentMusic.stop(); } // Start room-specific music based on room number switch(roomNumber) { case 1: currentMusic = LK.getSound('room1Music'); // Ensure 'room1Music' is the asset ID break; case 2: currentMusic = LK.getSound('room2Music'); break; case 3: currentMusic = LK.getSound('room3Music'); break; case 4: currentMusic = LK.getSound('room4Music'); break; case 5: currentMusic = LK.getSound('room5Music'); break; default: currentMusic = null; } // Start the music and set to loop if applicable if (currentMusic) { currentMusic.loop = true; currentMusic.play(); } } Loop Music for Each Room: Confirm each roomXMusic asset has looping enabled, either through the asset settings or by setting currentMusic.loop = true within playRoomMusic. Stop Music When Room is Completed: Add logic to stop music when a room is cleared. In the checkRoomCleared function, after confirming a room is completed, stop the current music. function checkRoomCleared() { if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) { currentRoom.isCleared = true; console.log("Room Cleared! Entering Room " + (currentRoom.number + 1)); // Stop room music if (currentMusic) { currentMusic.stop(); } // Play victory music if desired var victoryMusic = LK.getSound('RetroSynth-Wave'); victoryMusic.play(); // Enable room transition hero.canExitRoom = true; updateRoomDisplay(); } } Call playRoomMusic on Room Transition: In the transitionToNewRoom function, call playRoomMusic with the new room number after resetting room settings. function transitionToNewRoom(entrySide) { transitionToNextRoom(); // Play music for the new room playRoomMusic(currentRoom.number); hero.canExitRoom = false; }
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Why isn’t Room 1 music playing at the start of the game?
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Please fix the bug: 'Uncaught ReferenceError: currentRoomMusic is not defined' in or related to this line: 'if (currentRoomMusic) {' Line Number: 337
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Why isn’t Room 1 music playing at the start of the game? Explanation to the AI: Room 1 music should begin playing immediately when the game starts, but it currently does not. Could there be an issue with how the playRoomMusic(1); function is being called or initialized
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Move the playRoomMusic(1); function call to ensure it is triggered immediately when the game initializes, after setting up the initial room background.
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Ensure Room 1 Music Starts Immediately: Confirm that the room 1 music is set to play as soon as the game starts.
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The issue with the room1_music not playing at the start may stem from the timing and structure of the playRoomMusic function and the initialization of currentRoom at the game's start. Here are some adjustments you can try to ensure room1_music plays correctly when the game begins: Move the playRoomMusic Call After Room Initialization: In the current code, playRoomMusic(1); is called immediately after initializing currentRoom, which may not allow enough time for the sound asset to start correctly. Place this call after the background setup and any other initializations. Verify currentRoomMusic is Correctly Defined and Playing: Ensure that currentRoomMusic.play(); is invoked right after setting currentRoomMusic in the playRoomMusic function to avoid potential timing issues. Here’s how you might reorganize the relevant parts of the code: // Initialize the first room and play music after full setup currentRoom = new Room(1); // Set the initial background when the game starts var initialBgImage = LK.getAsset('backgroundImage1', { anchorX: 0.5, anchorY: 0.5 }); initialBgImage.x = 2048 / 2; initialBgImage.y = 2732 / 2; game.addChildAt(initialBgImage, 0); // Add at the bottom layer game.background = initialBgImage; // Store background reference for future transitions // Now play the initial room's music playRoomMusic(1);
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To apply this: Remove the currentRoomMusic.play() call from where it’s currently defined. In the game initialization section (after setting currentRoom), call playRoomMusic(1) directly to ensure room1_music plays once the game starts. Here’s how this should look: // Initialize the current room only once var currentRoom = new Room(1); playRoomMusic(1); // Ensure room 1's music starts right after initialization
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Room1_music is not playing in first room.
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Room 1 music is playing on room 2. the game should initiate with room1 music
/**** * 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 = 3; self.joystick = null; // Reference to the Joystick object self.update = function () { var direction = this.joystick ? this.joystick.getDirection() : { x: 0, y: 0 }; var nextX = this.x + direction.x * this.speed; var nextY = this.y + direction.y * this.speed; // Restrict movement within boundaries unless at entrances if (nextX < wallThickness && !(nextY >= entrances.left.yStart && nextY <= entrances.left.yEnd)) { nextX = wallThickness; } else if (nextX > roomWidth - wallThickness && !(nextY >= entrances.right.yStart && nextY <= entrances.right.yEnd)) { nextX = roomWidth - wallThickness; } if (nextY < wallThickness && !(nextX >= entrances.top.xStart && nextX <= entrances.top.xEnd)) { nextY = wallThickness; } else if (nextY > roomHeight - wallThickness && !(nextX >= entrances.bottom.xStart && nextX <= entrances.bottom.xEnd)) { nextY = roomHeight - wallThickness; } // Update hero position this.x = nextX; this.y = nextY; // Ensure sword follows hero's rotation if (self.isAttacking) { // Zelda-style sword swing animation with a wide arc var swingProgress = (self.attackDuration - self.attackCooldown) / self.attackDuration; self.swordGraphics.rotation = Math.sin(swingProgress * Math.PI) * 1.2; // Wider arc self.swordGraphics.x = heroGraphics.width / 2 + Math.cos(swingProgress * Math.PI) * 30; // Move sword in arc self.swordGraphics.y = Math.sin(swingProgress * Math.PI) * 30; // Move sword in arc self.attackCooldown--; if (self.attackCooldown <= 0) { self.isAttacking = false; self.swordGraphics.rotation = 0; // Reset sword position } } else { self.swordGraphics.rotation = 0; } }; }); // Joystick class representing the on-screen joystick for movement var Joystick = Container.expand(function () { var self = Container.call(this); // Attach joystick background and handle images with centering var joystickBackground = self.attachAsset('joystickBackground', { anchorX: 0.5, anchorY: 0.5 }); var joystickHandle = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); // Position joystick in the bottom-left corner, adjusting for touch screens self.x = joystickBackground.width / 2 + 100; self.y = 2732 - joystickBackground.height / 2 - 100; var maxRadius = 100; var isDragging = false; // Handle dragging logic self.down = function (x, y, obj) { isDragging = true; }; self.move = function (x, y, obj) { if (isDragging) { var localPos = self.toLocal(obj.global); var dx = localPos.x; var dy = localPos.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > maxRadius) { var angle = Math.atan2(dy, dx); dx = maxRadius * Math.cos(angle); dy = maxRadius * Math.sin(angle); } joystickHandle.x = dx; joystickHandle.y = dy; } }; self.up = function (x, y, obj) { isDragging = false; joystickHandle.x = 0; joystickHandle.y = 0; }; self.getDirection = function () { var magnitude = Math.sqrt(joystickHandle.x * joystickHandle.x + joystickHandle.y * joystickHandle.y); if (magnitude > 0) { return { x: joystickHandle.x / magnitude, y: joystickHandle.y / magnitude }; } return { x: 0, y: 0 }; // Centered joystick means no movement }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Init game with black background }); /**** * Game Code ****/ // Create an attack button asset var attackButton = LK.getAsset('attackIcon', { anchorX: 0.5, anchorY: 0.5 }); attackButton.x = 2048 - 150; // Position above the weapon switch button attackButton.y = 2732 - 300; // Adjust position game.addChild(attackButton); // Add event listener for attack button attackButton.down = function (x, y, obj) { if (hero.weaponType === 1) { // Sword attack logic hero.isAttacking = true; hero.attackCooldown = hero.attackDuration; // Swing sword animation hero.swordGraphics.rotation = -0.5; // Start swing LK.setTimeout(function () { hero.swordGraphics.rotation = 0.5; // End swing }, hero.attackDuration * 10); // Duration of swing } else if (hero.weaponType === 2) { // Bow attack logic var arrow = new Arrow(); arrow.x = hero.x; arrow.y = hero.y; arrow.rotation = hero.rotation; // Match hero's facing direction arrows.push(arrow); game.addChild(arrow); } }; // Background images for different rooms // Array of background images for different rooms var roomBackgroundImages = ['backgroundImage1', // Replace with actual image asset IDs 'backgroundImage2', 'backgroundImage3', 'backgroundImage4', 'backgroundImage5']; // Room boundary dimensions var roomWidth = 2048; var roomHeight = 2732; var wallThickness = 400; // Wall thickness around the room var entranceWidth = 200; // Width of each entrance at middle of edges // Coordinates for entrance areas (assuming entrances are centered on each wall) var entrances = { top: { xStart: (roomWidth - entranceWidth) / 2, xEnd: (roomWidth + entranceWidth) / 2, y: wallThickness }, bottom: { xStart: (roomWidth - entranceWidth) / 2, xEnd: (roomWidth + entranceWidth) / 2, y: roomHeight - wallThickness }, left: { yStart: (roomHeight - entranceWidth) / 2, yEnd: (roomHeight + entranceWidth) / 2, x: wallThickness }, right: { yStart: (roomHeight - entranceWidth) / 2, yEnd: (roomHeight + entranceWidth) / 2, x: roomWidth - wallThickness } }; // Room class representing individual rooms // Display room number 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); // Set the initial background when the game starts var initialBgImage = LK.getAsset('backgroundImage1', { anchorX: 0.5, anchorY: 0.5 }); initialBgImage.x = 2048 / 2; initialBgImage.y = 2732 / 2; game.addChildAt(initialBgImage, 0); // Add at the bottom layer game.background = initialBgImage; // Store background reference for future transitions // Room display setup var roomDisplay = new Text2('Room: ' + currentRoom.number + ' | Enemies Left: ' + (currentRoom.spawnLimit - currentRoom.enemiesKilled), { size: 50, fill: "#ffffff" }); roomDisplay.x = 1828; // Position near the top-right corner roomDisplay.y = 20; game.addChild(roomDisplay); // Add directly to the game layer // Update display text function updateRoomDisplay() { var enemiesLeft = currentRoom.spawnLimit - currentRoom.enemiesKilled; roomDisplay.setText('Room: ' + currentRoom.number + ' | Enemies Left: ' + enemiesLeft); healthText.setText('Health: ' + hero.health); // Also update health display console.log("Updating room display: Room " + currentRoom.number + ", Enemies Left: " + enemiesLeft); // Debug log } var currentRoomMusic; var currentMusic; // Define currentMusic variable in the global scope // Play room1 music at game start function startGameMusic() { playRoomMusic(1); console.log("Game Start: Room Number 1, Music Track:", currentMusic ? currentMusic.id : "None"); } game.onReady = function () { startGameMusic(); }; function playRoomMusic(roomNumber) { // Stop any currently playing music if (currentMusic) { currentMusic.stop(); } // Start room-specific music based on room number switch (roomNumber) { case 1: currentMusic = LK.getSound('room1_music'); break; case 2: currentMusic = LK.getSound('room2_music'); break; case 3: currentMusic = LK.getSound('room3_music'); break; case 4: currentMusic = LK.getSound('room4_music'); break; case 5: currentMusic = LK.getSound('room5_music'); break; default: currentMusic = null; } // Log the selected room number and music track console.log("Selected Room Number:", roomNumber); console.log("Current Music Track:", currentMusic ? currentMusic.id : "None"); // Start the music and set to loop if applicable if (currentMusic) { currentMusic.loop = true; currentMusic.play(); console.log("Playing Music Track:", currentMusic.id); } } // Update room display when transitioning to the next room function transitionToNextRoom() { playRoomMusic(currentRoom.number); // Play music based on room number // Clear previous background if it exists if (game.background) { game.removeChild(game.background); } // Remove existing room entities for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { if (currentRoom.enemies[i]) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); } } currentRoom.enemies = []; // Create a new room with increased difficulty currentRoom = new Room(currentRoom.number + 1); // Update background based on the current room number var bgImageIndex = (currentRoom.number - 1) % roomBackgroundImages.length; var bgImage = LK.getAsset(roomBackgroundImages[bgImageIndex], { anchorX: 0.5, anchorY: 0.5 }); bgImage.x = 2048 / 2; bgImage.y = 2732 / 2; game.addChildAt(bgImage, 0); // Add at the bottom layer game.background = bgImage; // Store background reference for next transition 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 currentRoom.isCleared = false; // Reset room cleared status updateRoomDisplay(); // Update the room display text } // 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)); // Stop room music if (currentMusic) { currentMusic.stop(); } // Play RetroSynth-Wave sound as victory music var retroSynthWaveSound = LK.getSound('RetroSynth-Wave'); retroSynthWaveSound.play(); // Enable room transition by allowing exits hero.canExitRoom = true; // Allow hero to exit the room updateRoomDisplay(); // Update the room display text } } 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(); // Play music for the new room playRoomMusic(currentRoom.number); console.log("Transition to Room Number:", currentRoom.number, "Music Track:", currentMusic ? currentMusic.id : "None"); 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; // Health display var healthText = new Text2('Health: ' + hero.health, { size: 50, fill: "#ffffff" }); healthText.x = 1024; healthText.y = 20; game.addChild(healthText); // Add directly to the game layer // Initialize hero movement variables // Removed moveTarget and moveSpeed to ensure movement is joystick-controlled only // Add Joystick to the game var joystick = game.addChild(new Joystick()); hero.joystick = joystick; // Link joystick to hero for movement control // Handle joystick events // Removed game.move event handler to ensure movement is joystick-controlled only // Removed game.down event handler to ensure movement is joystick-controlled only // Removed game.up event handler to ensure movement is joystick-controlled only // Function to handle game updates game.update = function () { // Continuously update hero position based on joystick input if (hero.joystick) { var direction = hero.joystick.getDirection(); if (direction.x !== 0 || direction.y !== 0) { hero.x += direction.x * hero.speed; hero.y += direction.y * hero.speed; hero.rotation = Math.atan2(direction.y, direction.x); // Update rotation to face movement direction } } 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); } } // 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.enemiesKilled++; currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); console.log("Enemy defeated. Total killed: " + currentRoom.enemiesKilled); updateRoomDisplay(); } if (arrows[j]) { 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 > hero.attackDuration / 2) { // 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.enemiesKilled++; currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); // Remove enemy from the array updateRoomDisplay(); } } } 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 // Removed tap-to-move behavior to ensure movement is joystick-controlled only // 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 = 2048 - switchWeaponZone.width / 2; // Center horizontally on the right side switchWeaponZone.y = 2732 / 2; // Center vertically 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 } }; // Add sword attack on tap/click
===================================================================
--- original.js
+++ change.js
@@ -310,8 +310,9 @@
var currentMusic; // Define currentMusic variable in the global scope
// Play room1 music at game start
function startGameMusic() {
playRoomMusic(1);
+ console.log("Game Start: Room Number 1, Music Track:", currentMusic ? currentMusic.id : "None");
}
game.onReady = function () {
startGameMusic();
};
@@ -339,12 +340,16 @@
break;
default:
currentMusic = null;
}
+ // Log the selected room number and music track
+ console.log("Selected Room Number:", roomNumber);
+ console.log("Current Music Track:", currentMusic ? currentMusic.id : "None");
// Start the music and set to loop if applicable
if (currentMusic) {
currentMusic.loop = true;
currentMusic.play();
+ console.log("Playing Music Track:", currentMusic.id);
}
}
// Update room display when transitioning to the next room
function transitionToNextRoom() {
@@ -427,8 +432,9 @@
// Clear current enemies and set up the new room
transitionToNextRoom();
// Play music for the new room
playRoomMusic(currentRoom.number);
+ console.log("Transition to Room Number:", currentRoom.number, "Music Track:", currentMusic ? currentMusic.id : "None");
hero.canExitRoom = false; // Disable exit until next room is cleared
}
// Function to transition to the next room
// Initialize game variables
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