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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) {