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Remove all the enemies and their logic
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When the player loses a life take away a heart
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The only thing that gives score should be the enemies hitting the left edge
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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.
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The player doesn't hit the enemies
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Get rid of the old enemies and add new ones with hit boxes
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Move the hearts wup a bit
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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.
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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
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make it a fancy cyberpunk font
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Put an on-screen score display at the top right
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The enemies still aren't hitting the player
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The enemies aren't colliding
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Make the game background color a really dark purple to hide the seam
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Okay, that looks good. Every now and then I see a seam in the tiling. Fix it, please.
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Make the top backgrounds 1366x1366 and make sure they tile based on that width
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Make them 1024
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Can you make the top backgrounds 2048x2048
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Make a single speed variable that controls background scroll speed and enemies
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Make the hitbox on the enemies smaller
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Make the player and enemies 50% bigger āŖš” Consider importing and using the following plugins: @upit/tween.v1
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The street scrolling background should be three images that are different from the top scrolling background
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Make the street textures distinct from the other backgrounds
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Move the player back about 500 pixels
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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; // 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()); // Flash the score text with animation when enemy reaches left edge tween(scoreText, { scaleX: 1.2, scaleY: 1.2, tint: 0xFFFFFF }, { duration: 300, onFinish: function onFinish() { tween(scoreText, { scaleX: 1, scaleY: 1, tint: 0x00FFFF }, { duration: 300 }); } }); } } // 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 heart asset var heartShape = heart.attachAsset('heart', { 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 = -120; // Position hearts higher above player's head self.hearts.push(heart); self.addChild(heart); } }; // Method to update hearts display based on current lives self.updateHearts = function () { for (var i = 0; i < self.hearts.length; i++) { self.hearts[i].visible = i < self.lives; } }; // 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(); } } } // Update enemy's last intersection state currentEnemy.lastIntersecting = currentIntersecting; } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -172,22 +172,28 @@
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', {
+ // Create a red heart shape using a heart asset
+ var heartShape = heart.attachAsset('heart', {
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
+ heart.y = -120; // Position hearts higher above player's head
self.hearts.push(heart);
self.addChild(heart);
}
};
+ // Method to update hearts display based on current lives
+ self.updateHearts = function () {
+ for (var i = 0; i < self.hearts.length; i++) {
+ self.hearts[i].visible = i < self.lives;
+ }
+ };
// Initialize hearts when player is created
self.createHearts();
self.update = function () {
if (self.isJumping) {
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