Code edit (3 edits merged)
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Please fix the bug: 'TypeError: self.sprites[self.runFrame] is undefined' in or related to this line: 'self.sprites[self.runFrame].alpha = 1;' Line Number: 135
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Please fix the bug: 'TypeError: self.sprites[self.runFrame] is undefined' in or related to this line: 'self.sprites[self.runFrame].alpha = 1;' Line Number: 108
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Please fix the bug: 'TypeError: self.sprites is undefined' in or related to this line: 'for (var i = 0; i < self.sprites.length; i++) {' Line Number: 62
Code edit (4 edits merged)
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set background color to black
Code edit (1 edits merged)
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Code edit (1 edits merged)
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Please fix the bug: 'TypeError: LK.timeout is not a function' in or related to this line: 'LK.timeout(function () {' Line Number: 105
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Please fix the bug: 'TypeError: game.getTime is not a function' in or related to this line: 'var currentTime = game.getTime();' Line Number: 87
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Please fix the bug: 'TypeError: LK.getTime is not a function' in or related to this line: 'self.jumpStartTime = LK.getTime(); // Record when jump started' Line Number: 129
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Please fix the bug: 'TypeError: game.getTime is not a function' in or related to this line: 'self.jumpStartTime = game.getTime(); // Record when jump started' Line Number: 129
Code edit (7 edits merged)
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 109
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Refactor the player class to properly use the run animation when not jumping.
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 59
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Reduce the speed of the frame change in the run animation
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 62
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 62
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 61
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 't.length')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 59
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Slow down the speed of the run animation by half
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Please fix the bug: 'undefined is not an object (evaluating 'self.runAnimation[self.runFrame]')' in or related to this line: 'self.attachAsset(self.runAnimation[self.runFrame], {' Line Number: 38
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Remove the default player asset from the player class and use the run animation by default.
/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> var Player = Container.expand(function () { var self = Container.call(this); // Animation properties self.runAnimation = ['playerrun1', 'playerrun2', 'playerrun3', 'playerrun4', 'playerrun5', 'playerrun6']; self.jumpAnimation = ['playerjump1', 'playerjump2', 'playerjump3']; self.runFrame = 0; self.animationSpeed = 0.08; self.animationCounter = 0; self.sprites = []; self.groundY = 2732 / 2; // Store the ground position // Pre-attach all animation frames but make only the first one visible // First add run animation sprites for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); // Set all frames except the first to be invisible sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Then add jump animation sprites for (var i = 0; i < self.jumpAnimation.length; i++) { var sprite = self.attachAsset(self.jumpAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); // Set all jump frames to invisible initially sprite.alpha = 0; self.sprites.push(sprite); } // Movement properties self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; // Added to track jump animation phases self.jumpStartTime = 0; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Handle jumping physics and animation if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Get jump frame index offset var jumpOffset = self.runAnimation.length; // Determine jump animation based on velocity and time var currentTime = game.getTime(); if (currentTime - self.jumpStartTime < 100) { // Brief initial jump1 phase (first 100ms) self.sprites[jumpOffset + 0].alpha = 1; // jump1 } else if (self.velocityY < 0) { // Going up - show jump2 self.sprites[jumpOffset + 1].alpha = 1; // jump2 } else if (self.velocityY > 0 && self.y < self.groundY - 5) { // Going down but not near landing - show jump3 self.sprites[jumpOffset + 2].alpha = 1; // jump3 } else if (self.y >= self.groundY - 5) { // About to land - show jump1 briefly self.sprites[jumpOffset + 0].alpha = 1; // jump1 // Make sure player doesn't go below ground if (self.y > self.groundY) { self.y = self.groundY; } // Schedule return to running after a brief moment LK.timeout(function () { self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; self.y = self.groundY; // Ensure player is at exact ground level }, 50); // Very short duration for jump1 at the end } } else { // Run animation when not jumping self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; // Update to next frame self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } // Show current run frame self.sprites[self.runFrame].alpha = 1; } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; self.jumpState = "start"; self.jumpStartTime = game.getTime(); // Record when jump started } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ //<Assets used in the game will automatically appear here> var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { player.update(); // Spawn enemies //enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); }; var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { player.update(); // Spawn enemies //enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -22,12 +22,12 @@
// Animation properties
self.runAnimation = ['playerrun1', 'playerrun2', 'playerrun3', 'playerrun4', 'playerrun5', 'playerrun6'];
self.jumpAnimation = ['playerjump1', 'playerjump2', 'playerjump3'];
self.runFrame = 0;
- self.jumpFrame = 0;
self.animationSpeed = 0.08;
self.animationCounter = 0;
self.sprites = [];
+ self.groundY = 2732 / 2; // Store the ground position
// Pre-attach all animation frames but make only the first one visible
// First add run animation sprites
for (var i = 0; i < self.runAnimation.length; i++) {
var sprite = self.attachAsset(self.runAnimation[i], {
@@ -53,8 +53,9 @@
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
self.jumpState = "none"; // Added to track jump animation phases
+ self.jumpStartTime = 0;
self.update = function () {
// Hide all sprites first
for (var i = 0; i < self.sprites.length; i++) {
self.sprites[i].alpha = 0;
@@ -62,40 +63,35 @@
// Handle jumping physics and animation
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7;
- // Determine jump animation based on velocity and position
- if (self.velocityY < -10) {
- // Initial phase - show jump1
- if (self.jumpState !== "start") {
- self.jumpState = "start";
- }
- self.sprites[self.runAnimation.length + 0].alpha = 1; // jump1
- } else if (self.velocityY < 5) {
+ // Get jump frame index offset
+ var jumpOffset = self.runAnimation.length;
+ // Determine jump animation based on velocity and time
+ var currentTime = game.getTime();
+ if (currentTime - self.jumpStartTime < 100) {
+ // Brief initial jump1 phase (first 100ms)
+ self.sprites[jumpOffset + 0].alpha = 1; // jump1
+ } else if (self.velocityY < 0) {
// Going up - show jump2
- if (self.jumpState !== "up") {
- self.jumpState = "up";
+ self.sprites[jumpOffset + 1].alpha = 1; // jump2
+ } else if (self.velocityY > 0 && self.y < self.groundY - 5) {
+ // Going down but not near landing - show jump3
+ self.sprites[jumpOffset + 2].alpha = 1; // jump3
+ } else if (self.y >= self.groundY - 5) {
+ // About to land - show jump1 briefly
+ self.sprites[jumpOffset + 0].alpha = 1; // jump1
+ // Make sure player doesn't go below ground
+ if (self.y > self.groundY) {
+ self.y = self.groundY;
}
- self.sprites[self.runAnimation.length + 1].alpha = 1; // jump2
- } else {
- // Going down - show jump3
- if (self.jumpState !== "down") {
- self.jumpState = "down";
- }
- self.sprites[self.runAnimation.length + 2].alpha = 1; // jump3
- }
- // Check if landing
- if (self.y >= 2732 / 2) {
- // Player has landed - show jump1 briefly before resuming run
- self.sprites[self.runAnimation.length + 0].alpha = 1; // jump1
- self.jumpState = "land";
// Schedule return to running after a brief moment
- LK.setTimeout(function () {
- self.y = 2732 / 2;
+ LK.timeout(function () {
self.isJumping = false;
self.velocityY = 0;
self.jumpState = "none";
- }, 100);
+ self.y = self.groundY; // Ensure player is at exact ground level
+ }, 50); // Very short duration for jump1 at the end
}
} else {
// Run animation when not jumping
self.animationCounter += self.animationSpeed;
@@ -112,8 +108,9 @@
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
self.jumpState = "start";
+ self.jumpStartTime = game.getTime(); // Record when jump started
}
};
});
2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows..
A gold coin. 8 bit pixel art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Dark and moody dungeon background. Infinite repeatable texture. 8 bit pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A ruby. Pixel art.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A wooden arrow with white feathers and a steel arrow head. Horizontal. Pixel art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
backgroundmusic1
Music
playerjump
Sound effect
swordslash
Sound effect
jarbreak
Sound effect
enemyhit
Sound effect
eyeballhit
Sound effect
coincollect
Sound effect
woodbreak
Sound effect
coinbounce
Sound effect
potion
Sound effect
playerouch
Sound effect
bowfiring
Sound effect
arrowfire
Sound effect
arrowpickup
Sound effect
gameover
Sound effect