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The coins should be on one level
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Please fix the bug: 'TypeError: undefined is not an object (evaluating 'coins[k].destroy')' in or related to this line: 'coins[k].destroy();' Line Number: 307
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Add a score bar add coins add a running and jumping animations and for the monsters too ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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RIGHT AND LEFT NO JUMPING REMOVE JUMPING ENTIRLY BUT ON THE JUMP BUTTON ASAP
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make jumping a bit lower
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The right and left buttons should not trigger jumps
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Make an up button in the middle
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Make it so when you Touch the right or left buttons it doesn’t trigger jumping
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Move the right and left buttons more upwards so people can see the buttons
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Please add right and left buttons with right and left moving mechanisms
Remix started
Copy Mario vs Monsters
/**** * Classes ****/ 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(); } }; }); // Define a class for the left button var LeftButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('leftButton', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.isPressed) { player.x -= player.speed; } }; self.down = function (x, y, obj) { self.isPressed = true; }; self.up = function (x, y, obj) { self.isPressed = false; }; }); //<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', { anchorX: 0.5, anchorY: 0.5 }); 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; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); // Define a class for the right button var RightButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('rightButton', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { if (self.isPressed) { player.x += player.speed; } }; self.down = function (x, y, obj) { self.isPressed = true; }; self.up = function (x, y, obj) { self.isPressed = false; }; }); // Define a class for the up button var UpButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('upButton', { anchorX: 0.5, anchorY: 0.5 }); buttonGraphics.rotation = -Math.PI / 2; // Rotate 90 degrees counter-clockwise to point up self.down = function (x, y, obj) { player.jump(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ 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()); // Initialize left and right buttons var leftButton = game.addChild(new LeftButton()); leftButton.x = 100; leftButton.y = 2732 - 300; // Move the button 200 pixels upwards var rightButton = game.addChild(new RightButton()); rightButton.x = 2048 - 100; rightButton.y = 2732 - 300; // Move the button 200 pixels upwards var upButton = game.addChild(new UpButton()); upButton.x = 2048 / 2; // Center horizontally upButton.y = 2732 - 300; // Same vertical position as other buttons 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(); leftButton.update(); rightButton.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) { if (!leftButton.isPressed && !rightButton.isPressed && obj !== upButton && obj !== leftButton && obj !== rightButton) { player.jump(); } };
===================================================================
--- original.js
+++ change.js
@@ -172,8 +172,8 @@
}
};
// Handle player jump
game.down = function (x, y, obj) {
- if (!leftButton.isPressed && !rightButton.isPressed && obj !== upButton) {
+ if (!leftButton.isPressed && !rightButton.isPressed && obj !== upButton && obj !== leftButton && obj !== rightButton) {
player.jump();
}
};
\ No newline at end of file
2D Platformer Background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A cool monster like 16 by 16 pixelated character no background shadows and highlights. In-Game asset. 2d. High contrast. No shadows. 2d pixelated in game asset
A cool platformer like 16 by 16 pixelated character no background shadows and highlights. In-Game asset. 2d. High contrast. No shadows. 2d pixelated in game asset no horns
A cool coin like 16 by 16 pixelated character no background shadows and highlights. In-Game asset. 2d. High contrast. No shadows. 2d pixelated in game asset