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Update as needed with: self.hit = function () { if (!self.isHit && !self.isDying) { self.isHit = true; self.throwBackSpeed = 25; // Increased from 15 for stronger throwback self.throwBackDistance = 0; // Remove the velocityY change since animation will handle vertical movement self.hitTimer = 10; // Short hit animation duration (about 1/6 second at 60fps) } }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Continue throwback throughout hit and death animations self.x += self.throwBackSpeed; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.throwBackSpeed *= 0.95; // Slower decay for longer throwback // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Decrease hit timer self.hitTimer--; // Transition to death animation sooner if (self.hitTimer <= 0) { self.isHit = false; self.isDying = true; self.deathTimer = 30; // Half second hold at 60fps } } else if (self.isDying) { // Continue throwback during death animation self.x += self.throwBackSpeed; self.throwBackSpeed *= 0.95; // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1); self.sprites[dieOffset + dieFrame].alpha = 1; // Only start counting down death timer when we reach last frame if (dieFrame === self.dieAnimation.length - 1) { self.deathTimer--; } // After timer expires, fade out if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } else { // Original movement and animation code... } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
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Update as needed with: self.update = function() { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Handle throw back motion self.x += self.throwBackSpeed; self.throwBackDistance += Math.abs(self.throwBackSpeed); self.throwBackSpeed *= 0.9; // Slow down the throw // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Once throw back is complete, start death animation if (self.throwBackDistance >= self.maxThrowBack || Math.abs(self.throwBackSpeed) < 0.1) { self.isHit = false; self.isDying = true; self.deathTimer = 30; // About half a second at 60fps console.log("Transitioning to death animation"); // Debug log } } else if (self.isDying) { // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.min(Math.floor((30 - self.deathTimer) / 7.5), self.dieAnimation.length - 1); console.log("Death animation frame:", dieFrame); // Debug log self.sprites[dieOffset + dieFrame].alpha = 1; // Count down death timer self.deathTimer--; // After timer expires, fade out if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } else { // Original movement and run animation code... self.x -= self.speed; if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; if (!self.checkPlatformCollision()) { // Let them fall if not on platform } } if (self.type === 'goblin') { self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } self.sprites[self.runFrame].alpha = 1; } } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
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Update with: // In game.update, modify the enemy collision check for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); var playerBounds = player.getBounds(); var enemyBounds = enemies[j].getBounds(); if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { if (player.isAttacking) { // Hit the enemy if player is attacking enemies[j].hit(); // Add score if not already passed if (!enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } else if (!enemies[j].isHit && !enemies[j].isDying) { // Only die from enemy touch if enemy isn't already hit/dying 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()); } }
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Update with: self.update = function() { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } if (self.isHit) { // Handle throw back motion self.x += self.throwBackSpeed; self.throwBackDistance += self.throwBackSpeed; self.throwBackSpeed *= 0.9; // Slow down the throw // Show hit animation var hitOffset = self.runAnimation.length; self.sprites[hitOffset].alpha = 1; // Once throw back is complete, start death animation if (self.throwBackDistance >= self.maxThrowBack) { self.isHit = false; self.isDying = true; self.deathTimer = 30; // About half a second at 60fps } } else if (self.isDying) { // Handle death animation var dieOffset = self.runAnimation.length + self.hitAnimation.length; var dieFrame = Math.floor((30 - self.deathTimer) / 7.5); // 30 frames / 4 animations ≈ 7.5 if (dieFrame < self.dieAnimation.length) { self.sprites[dieOffset + dieFrame].alpha = 1; } // Count down death timer self.deathTimer--; // After timer expires, fade out if (self.deathTimer <= 0) { self.alpha -= 0.1; if (self.alpha <= 0) { self.destroy(); } } } else { // Original movement and animation code // Move left self.x -= self.speed; // Original platform and gravity code if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; if (!self.checkPlatformCollision()) { // Let them fall if not on platform } } // Handle run animation if (self.type === 'goblin') { self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } self.sprites[self.runFrame].alpha = 1; } } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
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Update with: if (self.type === 'goblin') { // Setup all animations self.runAnimation = ['goblinrun1', 'goblinrun2', 'goblinrun3', 'goblinrun4', 'goblinrun5', 'goblinrun6', 'goblinrun7', 'goblinrun8']; // Pre-attach all animation frames // Run animation for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } // Hit animation for (var i = 0; i < self.hitAnimation.length; i++) { var sprite = self.attachAsset(self.hitAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = 0; self.sprites.push(sprite); } // Die animation for (var i = 0; i < self.dieAnimation.length; i++) { var sprite = self.attachAsset(self.dieAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = 0; self.sprites.push(sprite); } }
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Update with: self.update = function() { // Move left self.x -= self.speed; // Handle platform-based movement if (self.currentPlatform) { var platformHalfWidth = 500; var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { self.isOnGround = false; self.currentPlatform = null; self.velocityY = 0.1; // Start falling with a small initial velocity } } // Apply gravity if not on ground if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; // Check for ANY platform collision while falling var foundPlatform = false; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformHalfWidth = 500; if (self.x >= platform.x - platformHalfWidth && self.x <= platform.x + platformHalfWidth && self.y <= platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) { // Land on this platform self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.currentPlatform = platform; self.velocityY = 0; foundPlatform = true; break; } } // Only check for ground if no platform was found and we want ground behavior // Remove this section to let enemies fall off the screen } // Handle animations for goblin if (self.type === 'goblin') { // Animation code remains unchanged } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } };
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Update with: self.checkPlatformCollision = function() { var onAnyPlatform = false; var platformHalfWidth = 500; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // Check if enemy is above the platform and falling down toward it if (self.x >= leftEdge && self.x <= rightEdge && self.velocityY > 0 && // Must be falling down self.y < platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) { // Landing on the platform onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.velocityY = 0; return true; } } return false; };
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Update with: if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; // Check for platform collision while falling if (!self.checkPlatformCollision()) { // Remove the ground check - no more ground reset // Let them continue falling if they don't hit a platform } }
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Update with: if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; // Check for platform collision while falling self.checkPlatformCollision(); // No ground collision check - let them fall off screen }
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Update with: enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Only spawn enemies if there are valid platforms available var availablePlatforms = platforms.filter(function(p) { // Look for platforms that are just off-screen to the right return p.x > 2048 - 100 && p.x < 2048 + 300; }); // Only spawn an enemy if we have a platform to put it on if (availablePlatforms.length > 0) { var enemy = new Enemy('goblin'); var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; enemy.x = platform.x; // Spawn directly above the platform enemy.y = platform.y - ENEMY_PLATFORM_OFFSET; enemy.currentPlatform = platform; enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.floor(Math.random() * 150) + 100; // Slightly longer intervals enemySpawnCounter = 0; } else { // No valid platforms, just reset counter but don't spawn enemySpawnCounter = Math.max(0, enemySpawnCounter - 20); // Back up a bit to try again soon } }
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Update with: if (availablePlatforms.length > 0) { var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; enemy.y = platform.y - 250; // Change to: enemy.y = platform.y - ENEMY_PLATFORM_OFFSET; enemy.currentPlatform = platform; } else { enemy.y = 2732 / 1.5; // Ground level }
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Update with: if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - ENEMY_PLATFORM_OFFSET; // Changed from 250 self.isOnGround = true; self.velocityY = 0; return true; } }
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Update with: // In the game update function, replace the simple intersection check: if (player.intersects(enemies[j])) { // With a more precise hitbox check: var playerBounds = player.getBounds(); var enemyBounds = enemies[j].getBounds(); if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } }
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Update player class with: // Add bounding box properties self.hitboxWidth = 100; // Smaller than the 600px animation frames self.hitboxHeight = 150; // Adjusted for player height // Add method to get actual collision bounds self.getBounds = function() { return { left: self.x - self.hitboxWidth/2, right: self.x + self.hitboxWidth/2, top: self.y - self.hitboxHeight/2, bottom: self.y + self.hitboxHeight/2 }; };
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Update enemy class with: // Add bounding box properties self.hitboxWidth = 80; // Smaller than the 150px sprite width self.hitboxHeight = 120; // Adjusted for goblin height // Update collision check method self.getBounds = function() { return { left: self.x - self.hitboxWidth/2, right: self.x + self.hitboxWidth/2, top: self.y - self.hitboxHeight/2, bottom: self.y + self.hitboxHeight/2 }; };
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Update with: if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy('goblin'); // or 'basic' for original enemy enemy.x = 2048; // Randomly choose a platform to spawn on var availablePlatforms = platforms.filter(p => p.x > 2048 - 100 && p.x < 2048 + 100); if (availablePlatforms.length > 0) { var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; enemy.y = platform.y - 250; enemy.currentPlatform = platform; } else { enemy.y = 2732 / 1.5; // Ground level } enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; }
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Update with: var Enemy = Container.expand(function (type) { var self = Container.call(this); // Enemy properties self.type = type || 'basic'; self.speed = 5; self.isOnGround = true; self.velocityY = 0; self.currentPlatform = null; self.groundY = 2732 / 1.5; // Same as player ground Y // Animation properties for goblin self.runAnimation = []; self.runFrame = 0; self.animationSpeed = 0.08; self.animationCounter = 0; self.sprites = []; // Initialize based on enemy type if (self.type === 'goblin') { // Setup goblin animations self.runAnimation = ['goblinrun1', 'goblinrun2', 'goblinrun3', 'goblinrun4', 'goblinrun5', 'goblinrun6', 'goblinrun7', 'goblinrun8']; // Pre-attach all animation frames for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } } else { // Basic enemy (original version) var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); } self.checkPlatformCollision = function() { var onAnyPlatform = false; var platformHalfWidth = 500; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; if (self.x >= leftEdge && self.x <= rightEdge) { if (Math.abs(self.y - (platform.y - 250)) < 5) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - 250; self.isOnGround = true; self.velocityY = 0; return true; } } } return false; }; self.update = function () { // Move left self.x -= self.speed; // Handle platform-based movement if (self.currentPlatform) { var platformHalfWidth = 500; var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { self.isOnGround = false; self.currentPlatform = null; self.velocityY = 0.1; } } // Apply gravity if not on ground if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; // Check for platform collision while falling if (!self.checkPlatformCollision()) { // Check for ground collision if (self.y >= self.groundY) { self.y = self.groundY; self.isOnGround = true; self.velocityY = 0; } } } // Handle animations for goblin if (self.type === 'goblin') { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Update animation self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } // Show current frame self.sprites[self.runFrame].alpha = 1; } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } }; });
/**** * Classes ****/ var Enemy = Container.expand(function (type) { var self = Container.call(this); // Enemy properties self.type = type || 'basic'; self.speed = 7; self.isOnGround = true; self.velocityY = 0; self.currentPlatform = null; self.groundY = 2732 / 1.5; // Same as player ground Y // Add bounding box properties self.hitboxWidth = 80; // Smaller than the 150px sprite width self.hitboxHeight = 120; // Adjusted for goblin height // Animation properties for goblin self.runAnimation = []; self.runFrame = 0; self.animationSpeed = 0.08; self.animationCounter = 0; self.sprites = []; // Initialize based on enemy type if (self.type === 'goblin') { // Setup goblin animations self.runAnimation = ['goblinrun1', 'goblinrun2', 'goblinrun3', 'goblinrun4', 'goblinrun5', 'goblinrun6', 'goblinrun7', 'goblinrun8']; // Pre-attach all animation frames for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } } else { // Basic enemy (original version) var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); } self.checkPlatformCollision = function () { var onAnyPlatform = false; var platformHalfWidth = 500; for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // First check if we're on a platform (exact position check) if (self.x >= leftEdge && self.x <= rightEdge) { if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.isOnGround = true; self.velocityY = 0; return true; } // NEW CODE: Check for passing through platform during fall // This detects if the enemy will cross the platform in the next frame if (self.velocityY > 0 && // Must be falling down self.y < platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) { self.y = platform.y - ENEMY_PLATFORM_OFFSET; self.velocityY = 0; self.isOnGround = true; self.currentPlatform = platform; return true; } } } return false; }; // Update collision check method self.getBounds = function () { return { left: self.x - self.hitboxWidth / 2, right: self.x + self.hitboxWidth / 2, top: self.y - self.hitboxHeight / 2, bottom: self.y + self.hitboxHeight / 2 }; }; self.update = function () { // Move left self.x -= self.speed; // Handle platform-based movement if (self.currentPlatform) { var platformHalfWidth = 500; var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { self.isOnGround = false; self.currentPlatform = null; self.velocityY = 0.1; } } // Apply gravity if not on ground if (!self.isOnGround) { self.velocityY += 0.7; self.y += self.velocityY; // Check for platform collision while falling if (!self.checkPlatformCollision()) { // Remove the ground check - no more ground reset // Let them continue falling if they don't hit a platform } } // Handle animations for goblin if (self.type === 'goblin') { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Update animation self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } // Show current frame self.sprites[self.runFrame].alpha = 1; } // Destroy if off screen if (self.x < -50 || self.y > 2732) { self.destroy(); } }; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.passed = false; self.update = function () { self.x -= self.speed; if (self.x < -500) { // Increased value to ensure platforms are fully off-screen 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 * 0.9; // Move ground much lower to allow falling from all platforms // Add bounding box properties self.hitboxWidth = 100; // Smaller than the 600px animation frames self.hitboxHeight = 150; // Adjusted for player height // Platform collision properties self.isOnGround = true; self.currentPlatform = null; // 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; // Keeping the original jump height self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; // Added to track jump animation phases self.jumpStartTime = 0; // Add method to get actual collision bounds self.getBounds = function () { return { left: self.x - self.hitboxWidth / 2, right: self.x + self.hitboxWidth / 2, top: self.y - self.hitboxHeight / 2, bottom: self.y + self.hitboxHeight / 2 }; }; self.update = function () { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // IMPORTANT: Platform collision check - runs EVERY frame var onAnyPlatform = false; var platformHalfWidth = 500; // half of platform width (1000/2) // First, check platform collisions for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var leftEdge = platform.x - platformHalfWidth; var rightEdge = platform.x + platformHalfWidth; // Check if player is within horizontal bounds of platform if (self.x >= leftEdge && self.x <= rightEdge) { // If we're at platform height and not jumping if (Math.abs(self.y - (platform.y - 250)) < 5 && !self.isJumping) { onAnyPlatform = true; self.currentPlatform = platform; self.y = platform.y - 250; self.isOnGround = true; self.velocityY = 0; break; } } } // Handle falling state if (!onAnyPlatform && !self.isJumping) { self.isOnGround = false; self.currentPlatform = null; // Apply gravity if (self.velocityY === 0) { self.velocityY = 0.1; } self.velocityY += 0.1; self.y += self.velocityY; // Ground collision check comes AFTER falling movement if (self.y >= self.groundY) { // Reached the bottom of the screen - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Apply gravity if not on a platform and not actively jumping if (!self.isOnGround && !self.isJumping) { self.velocityY += 0.7; self.y += self.velocityY; // Show falling animation (using jump3) var jumpOffset = self.runAnimation.length; self.sprites[jumpOffset + 2].alpha = 1; // jump3 // Check for platform collisions while falling self.checkPlatformCollision(); } // Check if player has fallen off the bottom of the screen if (self.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // 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 = Date.now(); 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) { // Going down - show jump3 self.sprites[jumpOffset + 2].alpha = 1; // jump3 // Check for landing on platforms while falling during a jump self.checkPlatformCollision(); } // End jump if hitting the original ground (for backward compatibility) if (self.y >= self.groundY && !self.currentPlatform) { self.y = self.groundY; self.isJumping = false; self.velocityY = 0; self.jumpState = "none"; self.isOnGround = true; } } else if (self.isOnGround) { // Run animation when on a platform or ground 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; } // If on a platform, check if we're still above it if (self.currentPlatform) { // Use the constant platformWidth value var platformHalfWidth = platformWidth / 2; // Use platformWidth constant var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth; if (!stillOnPlatform) { var foundAnotherPlatform = false; for (var i = 0; i < platforms.length; i++) { var otherPlatform = platforms[i]; if (otherPlatform === self.currentPlatform) { continue; } var otherHalfWidth = platformWidth / 2; // Use platformWidth constant if (self.x > otherPlatform.x - otherHalfWidth && self.x < otherPlatform.x + otherHalfWidth) { // We found another platform directly below player self.currentPlatform = otherPlatform; foundAnotherPlatform = true; break; } } // Only fall if we didn't find another platform if (!foundAnotherPlatform) { self.isOnGround = false; self.currentPlatform = null; // Start falling with initial velocity - ALWAYS apply gravity regardless of height self.velocityY = 0.1; } } } }; self.jump = function () { if (self.isOnGround) { self.isJumping = true; self.isOnGround = false; self.velocityY = -self.jumpHeight; self.jumpState = "start"; self.jumpStartTime = Date.now(); self.currentPlatform = null; } else if (self.isJumping && self.velocityY < 10) { // Allow for a small double-jump to reach higher platforms // Only if not falling too fast self.velocityY = -self.jumpHeight * 0.7; self.jumpStartTime = Date.now(); } }; self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformHalfWidth = platform.width / 2; // The offset should match exactly how the player aligns with the lower platform initially var playerPlatformOffset = 250; // This is the exact offset between player.y and lowPlatformHeight // Check if player is above the platform and falling if (self.velocityY > 0 && // Must be falling down self.y < platform.y - playerPlatformOffset && self.y + self.velocityY >= platform.y - playerPlatformOffset && self.x > platform.x - platformHalfWidth && self.x < platform.x + platformHalfWidth) { // Land on the platform with the exact same positioning as on the low platform self.y = platform.y - playerPlatformOffset; self.velocityY = 0; self.isJumping = false; self.isOnGround = true; self.currentPlatform = platform; return; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ var GAME_WIDTH = 2048; var ENEMY_PLATFORM_OFFSET = 210; // Adjust this value var platforms = []; var platformWidth = 1000; // Define platform width based on asset size var platformSpawnInterval = 60; var platformSpawnCounter = 0; var platformOverlap = 50; var platformSpeed = 5; // Define platform speed globally var platformSpawnInterval = 190; // = (1000 - 50) / 5 = 190 // Define the two fixed platform heights var lowPlatformHeight = 2732 / 1.5 + 250; // Regular height (player.y + 250) var highPlatformHeight = lowPlatformHeight - 600; // High platform (600 pixels higher) var minPlatformsInSequence = 5; // Minimum platforms in a sequence var maxPlatformsInSequence = 10; // Maximum platforms in a sequence var platformsUntilNextChange = 5; // Initial longer ground sequence var currentPlatformHeight = lowPlatformHeight; var lastPlatformHeight = lowPlatformHeight; // Simple toggle for alternating platform heights var useHighPlatform = false; var platformGap = 200; // Gap between platforms var lastPlatformX = 0; // Track the last platform position //<Assets used in the game will automatically appear here> var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, alpha: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 4.5; player.y = 2732 / 1.5; // 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; // Initialize the game with starting platforms function initializeGame() { // Create initial platforms at the low level for (var i = 0; i < 5; i++) { var platform = new Platform(); if (i === 0) { // First platform centered on player platform.x = player.x; } else { // Position with slight overlap platform.x = lastPlatformX + platformWidth - platformOverlap; } platform.y = lowPlatformHeight; platforms.push(platform); game.addChild(platform); lastPlatformX = platform.x; } lastPlatformHeight = lowPlatformHeight; player.isOnGround = true; player.currentPlatform = platforms[0]; } initializeGame(); // Handle game updates game.update = function () { player.update(); // Check if we need to spawn a new sequence of platforms var lastPlatform = platforms[platforms.length - 1]; if (lastPlatform && lastPlatform.x < GAME_WIDTH + 500) { // Spawn further off-screen to prevent pop-in // Time to spawn a new sequence if (platformsUntilNextChange <= 0) { // Switch height currentPlatformHeight = currentPlatformHeight === lowPlatformHeight ? highPlatformHeight : lowPlatformHeight; // Generate new random sequence length platformsUntilNextChange = Math.floor(Math.random() * (maxPlatformsInSequence - minPlatformsInSequence + 1)) + minPlatformsInSequence; // Make ground sequences longer if (currentPlatformHeight === lowPlatformHeight) { platformsUntilNextChange += 5; } } // Spawn a single platform in the sequence var platform = new Platform(); platform.x = lastPlatform.x + (platformWidth - platformOverlap); platform.y = currentPlatformHeight; platforms.push(platform); game.addChild(platform); // Decrement the counter for each platform added platformsUntilNextChange--; } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { platforms[i].update(); // Remove platforms that are destroyed if (platforms[i].destroyed) { platforms.splice(i, 1); } } // Enemy handling (keep your existing enemy code) enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Only spawn enemies if there are valid platforms available var availablePlatforms = platforms.filter(function (p) { // Look for platforms that are just off-screen to the right return p.x > 2048 - 100 && p.x < 2048 + 300; }); // Only spawn an enemy if we have a platform to put it on if (availablePlatforms.length > 0) { var enemy = new Enemy('goblin'); var platform = availablePlatforms[Math.floor(Math.random() * availablePlatforms.length)]; enemy.x = platform.x; // Spawn directly above the platform enemy.y = platform.y - ENEMY_PLATFORM_OFFSET; enemy.currentPlatform = platform; enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.floor(Math.random() * 150) + 100; // Slightly longer intervals enemySpawnCounter = 0; } else { // No valid platforms, just reset counter but don't spawn enemySpawnCounter = Math.max(0, enemySpawnCounter - 20); // Back up a bit to try again soon } } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); var playerBounds = player.getBounds(); var enemyBounds = enemies[j].getBounds(); if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { 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
@@ -45,8 +45,9 @@
for (var i = 0; i < platforms.length; i++) {
var platform = platforms[i];
var leftEdge = platform.x - platformHalfWidth;
var rightEdge = platform.x + platformHalfWidth;
+ // First check if we're on a platform (exact position check)
if (self.x >= leftEdge && self.x <= rightEdge) {
if (Math.abs(self.y - (platform.y - ENEMY_PLATFORM_OFFSET)) < 5) {
onAnyPlatform = true;
self.currentPlatform = platform;
@@ -54,8 +55,19 @@
self.isOnGround = true;
self.velocityY = 0;
return true;
}
+ // NEW CODE: Check for passing through platform during fall
+ // This detects if the enemy will cross the platform in the next frame
+ if (self.velocityY > 0 &&
+ // Must be falling down
+ self.y < platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) {
+ self.y = platform.y - ENEMY_PLATFORM_OFFSET;
+ self.velocityY = 0;
+ self.isOnGround = true;
+ self.currentPlatform = platform;
+ return true;
+ }
}
}
return false;
};
@@ -77,32 +89,20 @@
var stillOnPlatform = self.x > self.currentPlatform.x - platformHalfWidth && self.x < self.currentPlatform.x + platformHalfWidth;
if (!stillOnPlatform) {
self.isOnGround = false;
self.currentPlatform = null;
- self.velocityY = 0.1; // Start falling with a small initial velocity
+ self.velocityY = 0.1;
}
}
// Apply gravity if not on ground
if (!self.isOnGround) {
self.velocityY += 0.7;
self.y += self.velocityY;
- // Check for ANY platform collision while falling
- var foundPlatform = false;
- for (var i = 0; i < platforms.length; i++) {
- var platform = platforms[i];
- var platformHalfWidth = 500;
- if (self.x >= platform.x - platformHalfWidth && self.x <= platform.x + platformHalfWidth && self.y <= platform.y - ENEMY_PLATFORM_OFFSET && self.y + self.velocityY >= platform.y - ENEMY_PLATFORM_OFFSET) {
- // Land on this platform
- self.y = platform.y - ENEMY_PLATFORM_OFFSET;
- self.isOnGround = true;
- self.currentPlatform = platform;
- self.velocityY = 0;
- foundPlatform = true;
- break;
- }
+ // Check for platform collision while falling
+ if (!self.checkPlatformCollision()) {
+ // Remove the ground check - no more ground reset
+ // Let them continue falling if they don't hit a platform
}
- // Only check for ground if no platform was found and we want ground behavior
- // Remove this section to let enemies fall off the screen
}
// Handle animations for goblin
if (self.type === 'goblin') {
// Hide all sprites first
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