User prompt
add a button that allows the player to kill all enemies in the room
User prompt
Current Room Music Stop: It looks like currentRoomMusic.stop() is called correctly when checking if the room is cleared. However, you’re setting currentRoomMusic = null before you play the "room cleared" sound. This could inadvertently affect how subsequent room music is handled.
User prompt
put a button on screen that kills all enemies in current level.
User prompt
How do I make the game stop playing music when the last enemy is killed if it is not doing it when I ask?
User prompt
do that
User prompt
End the current rooms music when the last enemy is killed in each room respectively.
User prompt
Create a sound asset for each room that plays when all enemies in each room respectively are killed.
User prompt
Take out retro-synth wave music asset played at end of round.
User prompt
Make the enemies face the hero and move towards the hero. They have the same boundaries of the room as the hero does.
User prompt
Faster
User prompt
Make it much slower
User prompt
Make it a lot slower
User prompt
Make it cycle faster
User prompt
Add 2 more frames to enemy movement
User prompt
Do that
User prompt
Please fix the bug: 'TypeError: enemyGraphics.setTexture is not a function' in or related to this line: 'enemyGraphics.setTexture(LK.getAsset(self.animationFrames[self.currentFrame], {}).texture);' Line Number: 69
User prompt
You could try something like: create an animation for the enemy that has 2 frames that loop, with a 100 miliseconds delay between each frame. Start with enemy_run1 as the first frame, and enemy_run2 as second frame. Repeat this cycle continously to create a looping animation when the enemy is in the Walking state
User prompt
Please fix the bug: 'TypeError: enemyGraphics.setTexture is not a function' in or related to this line: 'enemyGraphics.setTexture(LK.getAsset(frames[frameIndex], {}).texture);' Line Number: 67
User prompt
Create an animation for the enemy that has 4 frames that loop, with a 100 miliseconds delay between each frame. Start with enemy_run1 as the first frame, and go through them until the last forth frame enemy_run4. repeat this cycle continously to create a looping animation when the enemy is in the Walking state
User prompt
create an animation for the enemy that has 4 frames that loop, with a 100 miliseconds delay between each frame. Start with enemy_run1 as the first frame, and go through them until the last forth frame enemy_run4. repeat this cycle continously to create a looping animation when the enemy is in the Walking state
User prompt
Please fix the bug: 'Timeout.tick error: Enemy is not defined' in or related to this line: 'var enemy = new Enemy();' Line Number: 354
User prompt
Do those things
User prompt
create an animation for the enemy that has 4 frames that loop, with a 100 miliseconds delay between each frame. Start with enemy_run1 as the first frame, and go through them until the last forth frame enemy_run4. repeat this cycle continously to create a looping animation when the enemy is in the Walking state
User prompt
Test the enemy's walking animation to ensure it loops smoothly and matches the enemy's movement speed. Adjust the frame rate or movement speed if the animation feels too fast or too slow.
User prompt
Make the walking animation play only while the enemy is moving.
/**** * 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 enemy character var Enemy = Container.expand(function () { var self = Container.call(this); // Attach the first frame of the enemy running animation var enemyGraphics = self.attachAsset('enemy_run1', { anchorX: 0.5, anchorY: 0.5 }); // Store animation frames var frames = [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 })]; // Initialize animation variables var currentFrame = 0; var frameDelay = 30; // 500ms delay at 60FPS var frameCounter = 0; // Update function to handle animation self.update = function () { frameCounter++; if (frameCounter >= frameDelay) { frameCounter = 0; // Remove current frame and add the next frame self.removeChild(enemyGraphics); currentFrame = (currentFrame + 1) % frames.length; enemyGraphics = self.addChild(frames[currentFrame]); } // Calculate direction towards the hero var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Normalize direction and move towards the hero if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; self.rotation = Math.atan2(dy, dx); // Face the hero } // Restrict movement within room boundaries if (self.x < wallThickness) { self.x = wallThickness; } if (self.x > roomWidth - wallThickness) { self.x = roomWidth - wallThickness; } if (self.y < wallThickness) { self.y = wallThickness; } if (self.y > roomHeight - wallThickness) { self.y = roomHeight - wallThickness; } }; return self; }); // 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(); // Add sword attack on tap/click; // Create a button to kill all enemies in the room var killAllButton = LK.getAsset('button', { anchorX: 0.5, anchorY: 0.5 }); killAllButton.x = 150; // Position on the left side killAllButton.y = 2732 - 300; // Adjust position game.addChild(killAllButton); // Add event listener for kill all button killAllButton.down = function (x, y, obj) { // Kill all enemies in the current room for (var i = currentRoom.enemies.length - 1; i >= 0; i--) { currentRoom.enemies[i].destroy(); currentRoom.enemies.splice(i, 1); currentRoom.enemiesKilled++; } updateRoomDisplay(); checkRoomCleared(); }; 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); } // 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 = []; // Function to check if the room is cleared function checkRoomCleared() { if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) { // Play room cleared sound var roomClearedSound = LK.getSound('room' + currentRoom.number + '_music'); if (roomClearedSound) { roomClearedSound.play(); } currentRoom.isCleared = true; console.log("Room Cleared! Entering Room " + (currentRoom.number + 1)); stopRoomMusic(); // 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 for (var i = 0; i < currentRoom.enemies.length; i++) { currentRoom.enemies[i].update(); } // Check if the room is cleared after enemies are updated checkRoomCleared(); }; // Function to spawn enemies function spawnEnemy() { if (currentRoom.enemiesSpawned < currentRoom.spawnLimit) {} } // 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
@@ -266,9 +266,28 @@
}
});
}
initializeFirstRoomMusic();
-// Play background music with fade-in effect
+// Add sword attack on tap/click;
+// Create a button to kill all enemies in the room
+var killAllButton = LK.getAsset('button', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+killAllButton.x = 150; // Position on the left side
+killAllButton.y = 2732 - 300; // Adjust position
+game.addChild(killAllButton);
+// Add event listener for kill all button
+killAllButton.down = function (x, y, obj) {
+ // Kill all enemies in the current room
+ for (var i = currentRoom.enemies.length - 1; i >= 0; i--) {
+ currentRoom.enemies[i].destroy();
+ currentRoom.enemies.splice(i, 1);
+ currentRoom.enemiesKilled++;
+ }
+ updateRoomDisplay();
+ checkRoomCleared();
+};
LK.playMusic('room1_music', {
fade: {
start: 0,
end: 1,
@@ -303,26 +322,8 @@
arrows.push(arrow);
game.addChild(arrow);
}
};
-// Add a button to kill all enemies in the current level
-var killAllButton = LK.getAsset('button', {
- anchorX: 0.5,
- anchorY: 0.5
-});
-killAllButton.x = 2048 - 150; // Position above the attack button
-killAllButton.y = 2732 - 450; // Adjust position
-game.addChild(killAllButton);
-// Add event listener for kill all button
-killAllButton.down = function (x, y, obj) {
- currentRoom.enemies.forEach(function (enemy) {
- enemy.destroy();
- });
- currentRoom.enemies = [];
- currentRoom.enemiesKilled = currentRoom.spawnLimit;
- updateRoomDisplay();
- checkRoomCleared();
-};
// Background images for different rooms
// Array of background images for different rooms
var roomBackgroundImages = ['backgroundImage1',
// Replace with actual image asset IDs
@@ -476,15 +477,13 @@
var arrows = [];
// Function to check if the room is cleared
function checkRoomCleared() {
if (currentRoom.enemiesKilled >= currentRoom.killGoal && !currentRoom.isCleared) {
- stopRoomMusic();
// Play room cleared sound
- var roomClearedSound = LK.getSound('room' + currentRoom.number + '_cleared');
+ var roomClearedSound = LK.getSound('room' + currentRoom.number + '_music');
if (roomClearedSound) {
roomClearedSound.play();
}
- currentRoomMusic = null; // Ensure the current room music reference is cleared
currentRoom.isCleared = true;
console.log("Room Cleared! Entering Room " + (currentRoom.number + 1));
stopRoomMusic();
// Enable room transition by allowing exits
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