User prompt
You created the enemy run assets, but you didn't make the enemy rotate through the assets
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Enemy needs walking animation
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Create a new enemy class with an animated movement system using 5 distinct frames (enemy_move1, enemy_move2, enemy_move3, enemy_move4, enemy_move5). Ensure the following: The enemy uses these 5 frames to animate continuously when moving. The frames cycle through regularly (every 5 ticks). Include logic for the enemy to move smoothly towards the hero when they are within a specific range. Ensure the animation always loops through the frames when the enemy is moving, without getting stuck. The update function should ensure the enemy animates consistently whenever it is active. Enemy Spawning: "Set up enemies to spawn in random groups of 3 or 5 from one of four positions: the middle of the right wall, the middle of the top wall, the middle of the bottom wall, or the middle of the left wall. Spawning should occur every 2 to 4 seconds, with a random interval, similar to SmashTV-style gameplay. Each group of enemies should animate and move towards the hero once spawned." Additional Requirements: "Ensure multiple enemy instances can be spawned in different rooms, each animating correctly and moving independently. Enemies should always animate during movement, and the spawning logic should create a continuous sense of action and challenge, similar to an arcade shoot-em-up."
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (currentRoom.enemies.length === 0 && !currentRoom.isCleared) {' Line Number: 190
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (currentRoom.enemies.length === 0 && !currentRoom.isCleared) {' Line Number: 190
User prompt
Please fix the bug: 'ReferenceError: checkRoomCleared is not defined' in or related to this line: 'checkRoomCleared();' Line Number: 438
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Remove all enemy-related assets and code, including enemy movement logic, animation frames, and any references to enemy instances. Ensure that any dependencies on enemies in other parts of the game are also removed.
User prompt
Modify the Enemy class so that the running animation (enemy_run1, enemy_run2, enemy_run3, enemy_run4) cycles continuously at a regular interval. Set the frame to change every 5 ticks. Do not include any conditions for updating the frame, such as checking movement or activity status. Ensure that self.frameCounter increments every time self.update() is called, and when self.frameCounter reaches 5, reset it to 0 and increment the current frame. Update enemyGraphics texture to show the current frame. Ensure the self.update() method is called regularly for each enemy, even if the enemy is not actively moving.
User prompt
Remove any conditions in the Enemy class that prevent the running animation from playing. Make the animation frames (enemy_run1, enemy_run2, enemy_run3, enemy_run4) update every 5 ticks by continuously cycling through them. Do not use any conditions like checking movement (dx, dy) or active status (self.active) to control when the animation updates. The animation should always update every 5 ticks, regardless of what the enemy is doing
User prompt
Remove the dx !== 0 || dy !== 0 condition that currently controls frame updates. Instead, make the frame update depend solely on whether the enemy is active. Set the frame to update every 5 ticks to ensure smooth, continuous animation.
User prompt
emove Frame Interval Dependence: Instead of depending on a frameInterval that might miss updates, we'll tie the frame updates directly to enemy activity, allowing smoother transitions.
User prompt
Fix the Enemy class so that the running animation (enemy_run1, enemy_run2, enemy_run3, enemy_run4) always plays smoothly when the enemy is moving. The animation should loop continuously when the enemy is active, and it should update even if the distance (dx and dy) is close to zero but the enemy is still technically in motion. Reduce the frameInterval to 5 for a more dynamic animation, and ensure that the animation frame advances regularly whenever the enemy is active. Additionally, remove any conditions that unnecessarily prevent the animation from updating, ensuring the enemies always appear animated while moving.
User prompt
I don't see the enemy running at all
User prompt
wayyy to fast, slow it down a lot
User prompt
still cycling to fast
User prompt
Enemy is cycling to fast
User prompt
cycle enemy through the enemy_run assets as it moves
User prompt
Ensure the enemies use the running animation (enemy_run1, enemy_run2, enemy_run3, enemy_run4) properly. The animation should continuously cycle between these frames whenever the enemy is moving. Make sure each frame is visible in sequence during the enemy's movement, at a consistent pace, to give the appearance of running. If the enemy stops moving, the animation should pause at the current frame.
User prompt
Please make sure that the enemy character uses all four frames (enemy_run1, enemy_run2, enemy_run3, enemy_run4) for a running animation while moving. The animation should continuously cycle through these frames as the enemy moves toward the hero. Make sure that the enemies look like they are actually running during gameplay.
User prompt
Please remove all instances of roomMusic1, roomMusic2, roomMusic3, roomMusic4, and roomMusic5 from the code. Replace references to these music assets with room1_music, room2_music, room3_music, room4_music, and room5_music respectively.
User prompt
Do that
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Make music
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'self.currentFrame = 0;' Line Number: 74
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'undefined')' in or related to this line: 'enemyGraphics.width = self.animationFrames[self.currentFrame].width;' Line Number: 64
User prompt
Try something different
/**** * 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); // Initialize animation frames for running self.animationFrames = [LK.getAsset('enemy_run1', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run2', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run3', { anchorX: 0.5, anchorY: 0.5 }), LK.getAsset('enemy_run4', { anchorX: 0.5, anchorY: 0.5 })]; self.currentFrame = 0; var enemyGraphics = self.attachAsset('enemy_run1', { anchorX: 0.5, anchorY: 0.5 }); enemyGraphics.width = self.animationFrames[self.currentFrame].width; enemyGraphics.height = self.animationFrames[self.currentFrame].height; self.frameInterval = 10; // Change frame every 10 ticks self.frameCounter = 0; self.health = 10; self.speed = 2; 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 < 2500) { // Activate if within 500 units // Keep some distance self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } // Update animation frame only if moving if (dx !== 0 || dy !== 0) { self.frameCounter++; if (self.frameCounter >= self.frameInterval) { self.frameCounter = 0; self.currentFrame = (self.currentFrame + 1) % self.animationFrames.length; enemyGraphics.texture = self.animationFrames[self.currentFrame].texture; enemyGraphics.width = self.animationFrames[self.currentFrame].width; enemyGraphics.height = self.animationFrames[self.currentFrame].height; } } else { self.frameCounter = 0; // Reset frame counter if not moving } } }; }); // 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 ****/ function stopRoomMusic() { if (currentRoomMusic) { currentRoomMusic.stop(); } } var currentRoomMusic; function playRoomMusic(roomNumber) { if (currentRoomMusic) { currentRoomMusic.stop(); } switch (roomNumber) { case 1: currentRoomMusic = LK.getSound('room1_music'); break; case 2: currentRoomMusic = LK.getSound('room2_music'); break; case 3: currentRoomMusic = LK.getSound('room3_music'); break; case 4: currentRoomMusic = LK.getSound('room4_music'); break; case 5: currentRoomMusic = LK.getSound('room5_music'); break; default: currentRoomMusic = null; } if (currentRoomMusic) { currentRoomMusic.play(); } } function initializeFirstRoomMusic() { currentRoomMusic = LK.getSound('room1_music'); currentRoomMusic.play({ loop: true, fade: { start: 0, end: 1, duration: 1000 } }); } initializeFirstRoomMusic(); // Play background music with fade-in effect LK.playMusic('room1_music', { fade: { start: 0, end: 1, duration: 1000 } }); // 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 // Define spawn points for enemies var spawnPoints = { leftCenter: { x: wallThickness, y: roomHeight / 2 }, rightCenter: { x: roomWidth - wallThickness, y: roomHeight / 2 }, topCenter: { x: roomWidth / 2, y: wallThickness }, bottomCenter: { x: roomWidth / 2, y: roomHeight - wallThickness } }; // 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 = 50; // Set kill goal to 50 enemies this.enemiesSpawned = 0; this.enemiesKilled = 0; // Configure room based on its number for difficulty scaling this.init = function () { var self = this; var spawnInterval = LK.setInterval(function () { if (self.enemiesSpawned < 50) { self.spawnEnemy(); } else { LK.clearInterval(spawnInterval); } }, Math.random() * 1000 + 1000); // Random interval between 1-2 seconds }; this.spawnEnemy = function () { if (this.enemiesSpawned < 50) { // Spawn limit set to 50 var spawnKeys = Object.keys(spawnPoints); var spawnIndex = Math.floor(Math.random() * spawnKeys.length); var spawnPoint = spawnPoints[spawnKeys[spawnIndex]]; for (var i = 0; i < 2; i++) { // Spawn in groups of two var enemy = new Enemy(); enemy.x = spawnPoint.x; enemy.y = spawnPoint.y; enemy.active = true; // Ensure enemy is active 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; function transitionToNextRoom() { playRoomMusic(currentRoom.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)); stopRoomMusic(); // 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 stopRoomMusic(); transitionToNextRoom(); playRoomMusic(currentRoom.number); 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 / 2; // 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
@@ -72,8 +72,10 @@
enemyGraphics.texture = self.animationFrames[self.currentFrame].texture;
enemyGraphics.width = self.animationFrames[self.currentFrame].width;
enemyGraphics.height = self.animationFrames[self.currentFrame].height;
}
+ } else {
+ self.frameCounter = 0; // Reset frame counter if not moving
}
}
};
});
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