User prompt
Remove all the enemies and their logic
User prompt
When the player loses a life take away a heart
User prompt
The only thing that gives score should be the enemies hitting the left edge
User prompt
All enemies should have the following behaviors: When they hit the left edge of the screen they add 1 to the score. When they hit the player they take away 1 heart.
User prompt
The player doesn't hit the enemies
User prompt
Get rid of the old enemies and add new ones with hit boxes
User prompt
Move the hearts wup a bit
User prompt
The player should start with three lives, displayed as little hearts above their head. Every time they hit an enemy take away a heart. When they hit 0 they die.
User prompt
Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(scoreText, 0.8, {' Line Number: 189 āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
make it a fancy cyberpunk font
User prompt
Put an on-screen score display at the top right
User prompt
The enemies still aren't hitting the player
User prompt
The enemies aren't colliding
User prompt
Make the game background color a really dark purple to hide the seam
User prompt
Okay, that looks good. Every now and then I see a seam in the tiling. Fix it, please.
User prompt
Make the top backgrounds 1366x1366 and make sure they tile based on that width
User prompt
Make them 1024
User prompt
Can you make the top backgrounds 2048x2048
User prompt
Make a single speed variable that controls background scroll speed and enemies
User prompt
Make the hitbox on the enemies smaller
User prompt
Make the player and enemies 50% bigger āŖš” Consider importing and using the following plugins: @upit/tween.v1
User prompt
The street scrolling background should be three images that are different from the top scrolling background
User prompt
Make the street textures distinct from the other backgrounds
User prompt
Move the player back about 500 pixels
User prompt
Now add another set of backgrounds for the bottom part of the screen, these will be street
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for scrolling backgrounds var Background = Container.expand(function () { var self = Container.call(this); self.speed = 3; self.asset = null; self.init = function (assetName, startX) { self.asset = self.attachAsset(assetName, { anchorX: 0, anchorY: 0 }); self.x = startX; self.y = 0; }; self.update = function () { self.x -= gameSpeed; // If background has moved completely off screen to the left, reposition it to the right if (self.x <= -1366) { self.x = 1366 * 2; } }; return self; }); // 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, scaleX: 1.5, scaleY: 1.5 }); self.hit = false; // Flag to track if this enemy has already hit the player self.passed = false; // Flag to track if player has passed this enemy self.lastX = 0; // Track last X position for collision detection self.lastIntersecting = false; // Track last intersection state // Create a proper hitbox for collision detection self.hitbox = new Container(); self.addChild(self.hitbox); // Set the hitbox size based on enemy graphics (smaller than visual for better gameplay) var hitboxWidth = enemyGraphics.width * 0.5; var hitboxHeight = enemyGraphics.height * 0.5; self.hitbox.width = hitboxWidth; self.hitbox.height = hitboxHeight; // Center the hitbox on the enemy self.hitbox.x = -hitboxWidth / 2; self.hitbox.y = -hitboxHeight / 2; // Initialize enemy position and properties self.init = function (x, y, type) { self.x = x; self.y = y; self.lastX = x; // Different enemy types can be implemented here if (type === "fast") { self.speed = gameSpeed * 1.2; enemyGraphics.tint = 0xFF0000; // Red for faster enemies } else if (type === "slow") { self.speed = gameSpeed * 0.8; enemyGraphics.tint = 0x00FF00; // Green for slower enemies } else { self.speed = gameSpeed; } return self; }; self.update = function () { // Save last position for transition detection self.lastX = self.x; // Move enemy based on game speed self.x -= gameSpeed; // Remove enemy when it goes off screen if (self.x < -150) { self.destroy(); } }; return self; }); // Define a class for special red enemies that move faster and are worth more points var RedEnemy = Enemy.expand(function () { var self = Enemy.call(this); // Override the init method to customize the red enemy var parentInit = self.init; self.init = function (x, y) { // Call parent init with custom type parentInit.call(self, x, y, "fast"); // Additional custom properties for red enemies self.pointValue = 2; // Worth more points // Make the enemy bob up and down for added challenge self.baseY = y; self.amplitude = 50; // Vertical movement range self.frequency = 0.05; // Speed of oscillation self.time = Math.random() * 100; // Random starting phase return self; }; // Override the update method to add vertical movement var parentUpdate = self.update; self.update = function () { // Call parent update to handle horizontal movement parentUpdate.call(self); // Add vertical bobbing motion self.time += 1; self.y = self.baseY + Math.sin(self.time * self.frequency) * self.amplitude; }; return self; }); // Define a class for special green enemies that are slower but harder to jump over var GreenEnemy = Enemy.expand(function () { var self = Enemy.call(this); // Override the init method to customize the green enemy var parentInit = self.init; self.init = function (x, y) { // Call parent init with custom type parentInit.call(self, x, y, "slow"); // Additional custom properties for green enemies self.taller = true; // Taller hit box // Make the hitbox taller for green enemies if (self.hitbox) { self.hitbox.height *= 1.5; self.hitbox.y = -self.hitbox.height / 2; } return self; }; return self; }); //<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, scaleX: 1.5, scaleY: 1.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.lives = 3; // Initialize player with 3 lives self.hearts = []; // Array to store heart icons self.createHearts = function () { // Create three hearts above player's head for (var i = 0; i < self.lives; i++) { var heart = new Container(); // Create a red heart shape using a circle var heartShape = heart.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3, tint: 0xFF0000 // Red color for hearts }); heart.x = (i - 1) * 50; // Position hearts horizontally (-50, 0, 50) heart.y = -150; // Position hearts higher above player's head self.hearts.push(heart); self.addChild(heart); } }; // Initialize hearts when player is created self.createHearts(); self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 * 0.55 + 400) { // Ground level at 55% of screen height (45% from bottom) + 400px down self.y = 2732 * 0.55 + 400; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); // Define a class for street backgrounds (bottom part) var StreetBackground = Container.expand(function () { var self = Container.call(this); self.speed = 3; self.asset = null; self.init = function (assetName, startX) { self.asset = self.attachAsset(assetName, { anchorX: 0, anchorY: 0, scaleY: 0.5 // Make the background half height }); self.x = startX; self.y = 2732 * 0.5; // Position in the bottom half of the screen }; self.update = function () { self.x -= gameSpeed; // If background has moved completely off screen to the left, reposition it to the right if (self.x <= -2048) { self.x = 2048 * 2 - gameSpeed; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1A0933 // Dark purple background }); /**** * Game Code ****/ // Game speed control variable var gameSpeed = 5; // Create three scrolling backgrounds for the top part var backgrounds = []; // Create three scrolling backgrounds for the bottom part (street) var streetBackgrounds = []; // Create each background and position them for (var i = 0; i < 3; i++) { var bg = new Background(); bg.init('background' + (i + 1), i * 1366); backgrounds.push(bg); game.addChild(bg); // Create street backgrounds using different assets var streetBg = new StreetBackground(); streetBg.init('street' + (i + 1), i * 2048); streetBackgrounds.push(streetBg); game.addChild(streetBg); } // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2 - 500; // Move player back 500 pixels player.y = 2732 * 0.55 + 400; // Position player at 45% from bottom of screen + 400px down // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score with cyberpunk styling var scoreText = new Text2('Score: 0', { size: 80, fill: 0x00FFFF, // Cyan color for cyberpunk neon effect stroke: 0xFF00FF, // Magenta stroke for contrast strokeThickness: 5, // Thick stroke for glow effect dropShadow: true, dropShadowColor: 0x00FFFF, // Cyan shadow dropShadowBlur: 10, dropShadowAngle: Math.PI / 4, dropShadowDistance: 6, letterSpacing: 3 // Spacing between letters for futuristic look }); // Add the score text to the game GUI at the top right of the screen LK.gui.topRight.addChild(scoreText); // Anchor the text to the right side scoreText.anchor.set(1, 0); // Add padding from the right edge scoreText.x = -20; scoreText.y = 20; // Create a pulsating glow effect for the cyberpunk score display function pulseScoreText() { tween(scoreText, { strokeThickness: 8, dropShadowBlur: 15 }, { duration: 800, onFinish: function onFinish() { tween(scoreText, { strokeThickness: 5, dropShadowBlur: 10 }, { duration: 800, onFinish: pulseScoreText }); } }); } pulseScoreText(); // Handle game updates game.update = function () { // Increase game speed as score increases for difficulty progression gameSpeed = 5 + Math.min(LK.getScore() / 10, 5); // Cap at max 10 speed // Update scrolling backgrounds for (var i = 0; i < backgrounds.length; i++) { backgrounds[i].update(); } // Update street backgrounds for (var i = 0; i < streetBackgrounds.length; i++) { streetBackgrounds[i].update(); } player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy; var randomValue = Math.random(); // Create different enemy types based on probability if (randomValue < 0.2) { // 20% chance for red fast enemies enemy = new RedEnemy(); enemy.init(2048, 2732 * 0.55 + 400); } else if (randomValue < 0.4) { // 20% chance for green tall enemies enemy = new GreenEnemy(); enemy.init(2048, 2732 * 0.55 + 400); } else { // 60% chance for normal enemies enemy = new Enemy(); enemy.init(2048, 2732 * 0.55 + 400, "normal"); } 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--) { var currentEnemy = enemies[j]; // Update enemy position and properties currentEnemy.update(); // Track transition from not intersecting to intersecting for collision detection var currentIntersecting = player.intersects(currentEnemy.hitbox); // Only trigger collision on the first frame of intersection if (!currentEnemy.lastIntersecting && currentIntersecting && !currentEnemy.hit) { // Mark this enemy as already hit the player to prevent multiple hits currentEnemy.hit = true; // Decrease player lives player.lives--; // Flash screen red to indicate damage LK.effects.flashScreen(0xff0000, 500); // Remove a heart from display if (player.hearts.length > 0 && player.lives >= 0) { var heart = player.hearts[player.lives]; if (heart) { // Animate heart disappearing tween(heart, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300 }); } } // Check if player has no more lives if (player.lives <= 0) { LK.showGameOver(); } } // Player passes an enemy (crossing from left of enemy to right of enemy) else if (player.x > currentEnemy.x && player.x <= currentEnemy.lastX && !currentEnemy.passed) { currentEnemy.passed = true; // Different enemy types give different points var pointsToAdd = currentEnemy.pointValue || 1; LK.setScore(LK.getScore() + pointsToAdd); // Update score with cyberpunk animation effect scoreText.setText('Score: ' + LK.getScore()); // Flash the score text with brighter color when points are earned // Use different colors based on point value if (pointsToAdd > 1) { scoreText.tint = 0xFF0000; // Red for higher value enemies } else { scoreText.tint = 0xFFFFFF; // White for normal enemies } tween(scoreText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onFinish: function onFinish() { tween(scoreText, { scaleX: 1, scaleY: 1, tint: 0x00FFFF }, { duration: 300 }); } }); } // Update enemy's last intersection state currentEnemy.lastIntersecting = currentIntersecting; } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -37,26 +37,98 @@
scaleX: 1.5,
scaleY: 1.5
});
self.hit = false; // Flag to track if this enemy has already hit the player
- // Create a smaller hitbox for collision detection
+ self.passed = false; // Flag to track if player has passed this enemy
+ self.lastX = 0; // Track last X position for collision detection
+ self.lastIntersecting = false; // Track last intersection state
+ // Create a proper hitbox for collision detection
self.hitbox = new Container();
self.addChild(self.hitbox);
- // Set the hitbox size based on enemy graphics
- self.hitbox.width = enemyGraphics.width * 0.6; // 60% of the enemy width
- self.hitbox.height = enemyGraphics.height * 0.6; // 60% of the enemy height
+ // Set the hitbox size based on enemy graphics (smaller than visual for better gameplay)
+ var hitboxWidth = enemyGraphics.width * 0.5;
+ var hitboxHeight = enemyGraphics.height * 0.5;
+ self.hitbox.width = hitboxWidth;
+ self.hitbox.height = hitboxHeight;
// Center the hitbox on the enemy
- self.hitbox.x = -self.hitbox.width / 2;
- self.hitbox.y = -self.hitbox.height / 2;
- self.passed = false; // Flag to track if player has passed this enemy
- self.speed = 5;
+ self.hitbox.x = -hitboxWidth / 2;
+ self.hitbox.y = -hitboxHeight / 2;
+ // Initialize enemy position and properties
+ self.init = function (x, y, type) {
+ self.x = x;
+ self.y = y;
+ self.lastX = x;
+ // Different enemy types can be implemented here
+ if (type === "fast") {
+ self.speed = gameSpeed * 1.2;
+ enemyGraphics.tint = 0xFF0000; // Red for faster enemies
+ } else if (type === "slow") {
+ self.speed = gameSpeed * 0.8;
+ enemyGraphics.tint = 0x00FF00; // Green for slower enemies
+ } else {
+ self.speed = gameSpeed;
+ }
+ return self;
+ };
self.update = function () {
+ // Save last position for transition detection
+ self.lastX = self.x;
+ // Move enemy based on game speed
self.x -= gameSpeed;
- if (self.x < -50) {
+ // Remove enemy when it goes off screen
+ if (self.x < -150) {
self.destroy();
}
};
+ return self;
});
+// Define a class for special red enemies that move faster and are worth more points
+var RedEnemy = Enemy.expand(function () {
+ var self = Enemy.call(this);
+ // Override the init method to customize the red enemy
+ var parentInit = self.init;
+ self.init = function (x, y) {
+ // Call parent init with custom type
+ parentInit.call(self, x, y, "fast");
+ // Additional custom properties for red enemies
+ self.pointValue = 2; // Worth more points
+ // Make the enemy bob up and down for added challenge
+ self.baseY = y;
+ self.amplitude = 50; // Vertical movement range
+ self.frequency = 0.05; // Speed of oscillation
+ self.time = Math.random() * 100; // Random starting phase
+ return self;
+ };
+ // Override the update method to add vertical movement
+ var parentUpdate = self.update;
+ self.update = function () {
+ // Call parent update to handle horizontal movement
+ parentUpdate.call(self);
+ // Add vertical bobbing motion
+ self.time += 1;
+ self.y = self.baseY + Math.sin(self.time * self.frequency) * self.amplitude;
+ };
+ return self;
+});
+// Define a class for special green enemies that are slower but harder to jump over
+var GreenEnemy = Enemy.expand(function () {
+ var self = Enemy.call(this);
+ // Override the init method to customize the green enemy
+ var parentInit = self.init;
+ self.init = function (x, y) {
+ // Call parent init with custom type
+ parentInit.call(self, x, y, "slow");
+ // Additional custom properties for green enemies
+ self.taller = true; // Taller hit box
+ // Make the hitbox taller for green enemies
+ if (self.hitbox) {
+ self.hitbox.height *= 1.5;
+ self.hitbox.y = -self.hitbox.height / 2;
+ }
+ return self;
+ };
+ return self;
+});
//<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);
@@ -229,23 +301,41 @@
player.update();
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
- var enemy = new Enemy();
- enemy.x = 2048;
- enemy.y = 2732 * 0.55 + 400; // Spawn enemies at 45% from bottom of screen + 400px down
+ var enemy;
+ var randomValue = Math.random();
+ // Create different enemy types based on probability
+ if (randomValue < 0.2) {
+ // 20% chance for red fast enemies
+ enemy = new RedEnemy();
+ enemy.init(2048, 2732 * 0.55 + 400);
+ } else if (randomValue < 0.4) {
+ // 20% chance for green tall enemies
+ enemy = new GreenEnemy();
+ enemy.init(2048, 2732 * 0.55 + 400);
+ } else {
+ // 60% chance for normal enemies
+ enemy = new Enemy();
+ enemy.init(2048, 2732 * 0.55 + 400, "normal");
+ }
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].hitbox) && !enemies[j].hit) {
+ var currentEnemy = enemies[j];
+ // Update enemy position and properties
+ currentEnemy.update();
+ // Track transition from not intersecting to intersecting for collision detection
+ var currentIntersecting = player.intersects(currentEnemy.hitbox);
+ // Only trigger collision on the first frame of intersection
+ if (!currentEnemy.lastIntersecting && currentIntersecting && !currentEnemy.hit) {
// Mark this enemy as already hit the player to prevent multiple hits
- enemies[j].hit = true;
+ currentEnemy.hit = true;
// Decrease player lives
player.lives--;
// Flash screen red to indicate damage
LK.effects.flashScreen(0xff0000, 500);
@@ -266,15 +356,24 @@
// Check if player has no more lives
if (player.lives <= 0) {
LK.showGameOver();
}
- } else if (player.x > enemies[j].x && !enemies[j].passed) {
- enemies[j].passed = true;
- LK.setScore(LK.getScore() + 1);
+ }
+ // Player passes an enemy (crossing from left of enemy to right of enemy)
+ else if (player.x > currentEnemy.x && player.x <= currentEnemy.lastX && !currentEnemy.passed) {
+ currentEnemy.passed = true;
+ // Different enemy types give different points
+ var pointsToAdd = currentEnemy.pointValue || 1;
+ LK.setScore(LK.getScore() + pointsToAdd);
// Update score with cyberpunk animation effect
scoreText.setText('Score: ' + LK.getScore());
// Flash the score text with brighter color when points are earned
- scoreText.tint = 0xFFFFFF;
+ // Use different colors based on point value
+ if (pointsToAdd > 1) {
+ scoreText.tint = 0xFF0000; // Red for higher value enemies
+ } else {
+ scoreText.tint = 0xFFFFFF; // White for normal enemies
+ }
tween(scoreText, {
scaleX: 1.2,
scaleY: 1.2
}, {
@@ -289,8 +388,10 @@
});
}
});
}
+ // Update enemy's last intersection state
+ currentEnemy.lastIntersecting = currentIntersecting;
}
};
// Handle player jump
game.down = function (x, y, obj) {
cyberpunk pixel art asphalt street. In-Game asset. 2d. High contrast. No shadows, street debris
cyberpunk pixel art asphalt street. In-Game asset. 2d. High contrast. No shadows, street debris
Neon pink techno heart. In-Game asset. 2d. High contrast. No shadows
Side view, angry cyberpunk robot, looking left. full body, cute but aggro In-Game asset. 2d. High contrast. No shadows
Side view, cute female cyberpunk robot, looking right, full body, chibi, riding in a hover sphere with energy glow at bottom, hands on controls In-Game asset. 2d. High contrast. No shadows
cyberpunk explosion with the word "ouch" in the middle. sparks. In-Game asset. 2d. High contrast. No shadows
Glowing energy sphere. Spherical. Yellow and blue. In-Game asset. 2d. High contrast. No shadows
digital explosion, burnt orange neon blue, pixels, sparks. In-Game asset. 2d. High contrast. No shadows
digital explosion. squares. pixels. chaos. neon. sparks. In-Game asset. 2d. High contrast. No shadows