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player,player1,player2 ve player3 görsellerini gif animasyonu gibi göster
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player ve player1 görsellerini gif animasyonu gibi göster
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player ve player1 görsellerini arka arkaya animasyonlu göster
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'id')' in or related to this line: 'if (playerGraphics.id === 'player') {' Line Number: 48
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player ve player1 görsellerini animasyonlu gibi sırayla göster
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ground nesnesi daha hızlı kaysın
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ground nesnesi kayan arkaplan olsun.
Code edit (2 edits merged)
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ground nesnesini ekranın en üstünde göster
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ground nesnesi dikeyde ekranın tam ortasında yer alsın. background nesnesini oyundan sil
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background gerçek boyutunda ekranda görünsün. dikey eksende tam ortada görünsün
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arkaplanı açık gri renk yap
Remix started
Copy Mario vs Monsters
/**** * 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> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); // Create an array of player sprites for the animation var playerSprites = ['player', 'player1', 'player2', 'player3']; // Set the initial sprite var playerGraphics = self.attachAsset(playerSprites[0], { anchorX: 0.5, anchorY: 0.5 }); // Set the initial frame index self.frameIndex = 0; // Set the frame rate for the animation self.frameRate = 10; // Set the counter for the animation self.counter = 0; self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } // Increment the counter self.counter++; // If the counter has reached the frame rate, update the frame if (self.counter >= self.frameRate) { // Reset the counter self.counter = 0; // Increment the frame index self.frameIndex++; // If the frame index has reached the end of the sprites array, reset it if (self.frameIndex >= playerSprites.length) { self.frameIndex = 0; } // Update the player graphic with the new sprite playerGraphics = self.attachAsset(playerSprites[self.frameIndex], { anchorX: 0.5, anchorY: 0.5 }); } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xD3D3D3 // Light gray background }); /**** * Game Code ****/ var ground1 = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 0.5 })); ground1.x = 0; ground1.y = 2732 / 2; var ground2 = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 0.5 })); ground2.x = ground1.width; ground2.y = 2732 / 2; // 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(); // Update ground ground1.x -= 10; ground2.x -= 10; if (ground1.x <= -ground1.width) { ground1.x = ground2.x + ground2.width; } if (ground2.x <= -ground2.width) { ground2.x = ground1.x + ground1.width; } // 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
@@ -19,22 +19,25 @@
//<Assets used in the game will automatically appear here>
// Define a class for the player character
var Player = Container.expand(function () {
var self = Container.call(this);
- var playerGraphics = self.attachAsset('player', {
+ // Create an array of player sprites for the animation
+ var playerSprites = ['player', 'player1', 'player2', 'player3'];
+ // Set the initial sprite
+ var playerGraphics = self.attachAsset(playerSprites[0], {
anchorX: 0.5,
anchorY: 0.5
});
- var player1Graphics = self.attachAsset('player1', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- player1Graphics.visible = false; // Initially hide player1 asset
+ // Set the initial frame index
+ self.frameIndex = 0;
+ // Set the frame rate for the animation
+ self.frameRate = 10;
+ // Set the counter for the animation
+ self.counter = 0;
self.speed = 5;
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
- self.animationCounter = 0; // Counter for animation frames
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
@@ -44,14 +47,25 @@
self.isJumping = false;
self.velocityY = 0;
}
}
- // Animate player
- self.animationCounter++;
- if (self.animationCounter % 10 === 0) {
- // Change asset every 10 frames
- playerGraphics.visible = !playerGraphics.visible;
- player1Graphics.visible = !player1Graphics.visible;
+ // Increment the counter
+ self.counter++;
+ // If the counter has reached the frame rate, update the frame
+ if (self.counter >= self.frameRate) {
+ // Reset the counter
+ self.counter = 0;
+ // Increment the frame index
+ self.frameIndex++;
+ // If the frame index has reached the end of the sprites array, reset it
+ if (self.frameIndex >= playerSprites.length) {
+ self.frameIndex = 0;
+ }
+ // Update the player graphic with the new sprite
+ playerGraphics = self.attachAsset(playerSprites[self.frameIndex], {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
}
};
self.jump = function () {
if (!self.isJumping) {