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the player final explosion should use its own sprite.
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When the player loses their last life replace them with a new explosion sprite that grows in size and gets transparent over 1.5 seconds. After the 1.5 seconds show the game over screen. Stop the scrolling during this time. āŖš” Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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Add a sound that triggers when the bomb is ready
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Use a different sound for when an enemy is hit than the player
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Add randomness to missile spawn positions with a range between player max jump height and lower limit
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Remove the missile rotation
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Make the missiles spawn at least 200 pixels higher
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make the player bomb and the missile use different sprites
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When the player hits 1500 points have missiles start launching from the right side of the screen. They should spawn at least 300 pixels above the player's character but no higher than their maximum jump height. The missiles should have a warning indicator appear at the right edge of the screen at the y position that the missile is about to launch from. After 1 second the indicator goes away and the missile launches. The missile should travel from right to left at 1.5x the scroll speed
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.bombReadyText.style.fill = 0xFF0000;' Line Number: 347
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For the bomb, make an indicator at the bottom of the screen to show the bomb is ready. After a bomb is launched it should take 4 seconds to reload.
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When an enemy is destroyed play a sound effect
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When the enemy is hit by a bomb use that same explosion.
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The explosion that spawns when the enemy is hit should be a different image than the other explosion and it should scroll at the same rate as the background
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If the player hits the enemy destroy the enemy and spawn an explosion graphic for 1 second where they were āŖš” Consider importing and using the following plugins: @upit/tween.v1
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If the player hits the jump button again mid-jump it should drop a bomb that falls to the ground and explodes. If it hits and enemy it destroys the enemy for 500 points. The player can only launch one bomb while in the air, it resets when they hit the ground.
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Add a sound for when the player loses a life
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Don't spawn any enemies for 5 seconds at the start of the game
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Take the hearts and make them bigger and have them fixed in the middle of the screen near the bottom
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Play a sound when the player jumps
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Add a variable for floor level (Y position) and have the enemies and the player both spawn at that point
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The enemies should have their own sprite
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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.
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Remove all the enemies and their logic
/**** * 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); // Create enemy using proper enemy sprite var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); // Track last position and collision state self.lastX = 0; self.lastCollided = false; self.update = function () { // Store last position before updating self.lastX = self.x; // Move at the same speed as background self.x -= gameSpeed; // Check if enemy hits left edge of screen if (self.lastX > 0 && self.x <= 0) { // Add 100 to score LK.setScore(LK.getScore() + 100); scoreText.setText('Score: ' + LK.getScore()); // Remove this enemy self.parent.removeChild(self); } // Check collision with player if not previously collided if (!self.lastCollided && self.intersects(player)) { // Set collision flag to prevent multiple hits self.lastCollided = true; // Reduce player lives if (player.lives > 0) { player.lives--; // Update heart display if (player.hearts.length > 0 && player.hearts[player.lives]) { player.removeChild(player.hearts[player.lives]); player.hearts.splice(player.lives, 1); } // Flash player to indicate damage LK.effects.flashObject(player, 0xFF0000, 500); // Game over if no lives left if (player.lives <= 0) { LK.showGameOver(); } } } }; 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 heart shape 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 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 >= floorLevel) { // Return to floor level self.y = floorLevel; 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; // Floor level variable (Y position for player and enemies) var floorLevel = 2732 * 0.55 + 400; // 55% of screen height + 400px down // Track enemies var enemies = []; // 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 = floorLevel; // Position player at the floor level // 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 if (LK.ticks % 180 === 0) { // Spawn enemy every 3 seconds (180 frames at 60fps) var enemy = new Enemy(); enemy.x = 2048; // Start at right edge of screen enemy.y = floorLevel; // Position at floor level enemy.lastX = enemy.x; // Initialize lastX game.addChild(enemy); } // Update all enemies var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Enemy) { children[i].update(); } } // Update score display scoreText.setText('Score: ' + LK.getScore()); }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -116,11 +116,11 @@
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;
+ if (self.y >= floorLevel) {
+ // Return to floor level
+ self.y = floorLevel;
self.isJumping = false;
self.velocityY = 0;
}
}
@@ -167,8 +167,10 @@
* Game Code
****/
// Game speed control variable
var gameSpeed = 5;
+// Floor level variable (Y position for player and enemies)
+var floorLevel = 2732 * 0.55 + 400; // 55% of screen height + 400px down
// Track enemies
var enemies = [];
// Create three scrolling backgrounds for the top part
var backgrounds = [];
@@ -188,9 +190,9 @@
}
// 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
+player.y = floorLevel; // Position player at the floor level
// Create a new Text2 object to display the score with cyberpunk styling
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0x00FFFF,
@@ -250,9 +252,9 @@
if (LK.ticks % 180 === 0) {
// Spawn enemy every 3 seconds (180 frames at 60fps)
var enemy = new Enemy();
enemy.x = 2048; // Start at right edge of screen
- enemy.y = player.y; // Same Y position as player
+ enemy.y = floorLevel; // Position at floor level
enemy.lastX = enemy.x; // Initialize lastX
game.addChild(enemy);
}
// Update all enemies
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