User prompt
Add an enemy that moves at the same speed as the background scroll and spawns on the right edge of the screen at the same y coordinate as the player. When it hits the player take away one heart. If it hits the left edge of the screen add 100 to the player score.
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 ↪💡 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 ↪💡 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
/****
* 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;
// Add to score when enemy reaches left edge of screen
if (self.x <= 0 && self.lastX > 0) {
LK.setScore(LK.getScore() + 1);
// Update score text display
if (scoreText) {
scoreText.setText('Score: ' + LK.getScore());
}
}
// 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);
// When player collides with enemy, reduce lives
if (!currentEnemy.lastIntersecting && currentIntersecting && !currentEnemy.hit) {
// Mark this enemy as already collided with the player
currentEnemy.hit = true;
// Player takes damage when hitting enemy
if (player.lives > 0) {
player.lives--;
// Update heart display
if (player.hearts[player.lives]) {
player.hearts[player.lives].visible = false;
}
// Visual feedback for taking damage
LK.effects.flashScreen(0xFF0000, 300); // Red flash indicates damage
// Game over when no lives left
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
@@ -73,8 +73,16 @@
// Save last position for transition detection
self.lastX = self.x;
// Move enemy based on game speed
self.x -= gameSpeed;
+ // Add to score when enemy reaches left edge of screen
+ if (self.x <= 0 && self.lastX > 0) {
+ LK.setScore(LK.getScore() + 1);
+ // Update score text display
+ if (scoreText) {
+ scoreText.setText('Score: ' + LK.getScore());
+ }
+ }
// Remove enemy when it goes off screen
if (self.x < -150) {
self.destroy();
}
@@ -330,18 +338,26 @@
// Update enemy position and properties
currentEnemy.update();
// Track transition from not intersecting to intersecting for collision detection
var currentIntersecting = player.intersects(currentEnemy.hitbox);
- // We still detect the collision, but we don't apply any damage
+ // When player collides with enemy, reduce lives
if (!currentEnemy.lastIntersecting && currentIntersecting && !currentEnemy.hit) {
// Mark this enemy as already collided with the player
currentEnemy.hit = true;
- // Instead of taking damage, the player automatically jumps over enemies
- if (!player.isJumping) {
- player.jump();
+ // Player takes damage when hitting enemy
+ if (player.lives > 0) {
+ player.lives--;
+ // Update heart display
+ if (player.hearts[player.lives]) {
+ player.hearts[player.lives].visible = false;
+ }
+ // Visual feedback for taking damage
+ LK.effects.flashScreen(0xFF0000, 300); // Red flash indicates damage
+ // Game over when no lives left
+ if (player.lives <= 0) {
+ LK.showGameOver();
+ }
}
- // Visual feedback that collision was detected but no damage taken
- LK.effects.flashScreen(0x00FF00, 300); // Green flash indicates safe collision
}
// 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;
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
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
Make it pixel art style
Make it pixel art style
Make this pixel art style
Make this pixel art style and give it a bit of a tail on the top as if it is flying downwards.
Make this look like pixel art
Neon pink heart. Pixel art style. Slight neon blue outer glow. In-Game asset. 2d. High contrast. No shadows
Pixel font in yellow that says "Tap to Jump". In-Game asset. 2d. High contrast. No shadows
Pixel font in yellow that says "Tap Again to Attack". In-Game asset. 2d. High contrast. No shadows