User prompt
the player final explosion should use its own sprite.
User prompt
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
User prompt
Add a sound that triggers when the bomb is ready
User prompt
Use a different sound for when an enemy is hit than the player
User prompt
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
User prompt
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
User prompt
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
User prompt
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.
User prompt
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
User prompt
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.
User prompt
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 bombs dropped by player var Bomb = Container.expand(function () { var self = Container.call(this); // Create bomb graphic var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); // Track last position and explosion state self.lastY = 0; self.hasExploded = false; self.velocityY = 10; // Update bomb position and check for ground collision self.update = function () { // Store last position before updating self.lastY = self.y; // Apply gravity self.velocityY += 0.8; self.y += self.velocityY; // Check if bomb hits the ground if (self.lastY < floorLevel && self.y >= floorLevel) { self.explode(); } }; // Handle explosion effect and enemy destruction self.explode = function () { if (self.hasExploded) { return; } self.hasExploded = true; // Play explosion sound LK.getSound('explosion').play(); // Create explosion graphic var explosion = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); explosion.x = self.x; explosion.y = floorLevel; game.addChild(explosion); // Check for enemies in explosion radius var enemyHit = false; var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Enemy) { var enemy = children[i]; // Simple distance check for explosion radius var dx = enemy.x - self.x; var dy = enemy.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 150) { // Explosion radius // Create player hit explosion at enemy's position using playerHitExplosion asset var enemyExplosion = new Container(); var enemyExplosionGraphic = enemyExplosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); enemyExplosion.x = enemy.x; enemyExplosion.y = enemy.y; enemyExplosion.scrollSpeed = gameSpeed; // Store the current game speed enemyExplosion.update = function () { // Make explosion scroll with background enemyExplosion.x -= enemyExplosion.scrollSpeed; }; game.addChild(enemyExplosion); // Animate explosion growing and fading out tween(enemyExplosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(enemyExplosion); } }); // Remove enemy game.removeChild(enemy); enemyHit = true; // Play explosion sound when enemy is destroyed LK.getSound('explosion').play(); // Add 500 points for destroying enemy with bomb LK.setScore(LK.getScore() + 500); scoreText.setText('Score: ' + LK.getScore()); } } } // Remove bomb game.removeChild(self); // Fade out and remove explosion after 500ms tween(explosion, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 500, onFinish: function onFinish() { game.removeChild(explosion); } }); }; 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; // Create player hit explosion at enemy's position using different asset var explosion = new Container(); var explosionGraphic = explosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); explosion.x = self.x; explosion.y = self.y; explosion.scrollSpeed = gameSpeed; // Store the current game speed explosion.update = function () { // Make explosion scroll with background explosion.x -= explosion.scrollSpeed; }; game.addChild(explosion); // Play explosion sound LK.getSound('explosion').play(); // Animate explosion growing and fading out tween(explosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(explosion); } }); // Remove enemy from game self.parent.removeChild(self); // Reduce player lives if (player.lives > 0) { player.lives--; // Play sound when life is lost LK.getSound('lifeLost').play(); // Update heart display if (player.hearts.length > 0 && player.hearts[player.lives]) { game.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; }); // Define a class for missiles that launch at player var Missile = Container.expand(function () { var self = Container.call(this); // Create missile graphic using dedicated missile asset var missileGraphics = self.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.2, rotation: -Math.PI / 2 // Rotate to point horizontally }); // Track missile properties self.warningTime = 60; // 1 second warning at 60fps self.isWarning = true; // Start in warning state self.scrollSpeed = 0; // Will be set when missile is created // Create warning indicator self.warningIndicator = new Container(); var warningGraphic = self.warningIndicator.attachAsset('missile', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.0, rotation: -Math.PI / 2, // Rotate to point horizontally tint: 0xFF0000 // Red color for warning }); // Add warning text self.warningText = new Text2('!', { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); self.warningText.anchor.set(0.5, 0.5); self.warningIndicator.addChild(self.warningText); // Update method for missile behavior self.update = function () { if (self.isWarning) { // During warning phase, just count down self.warningTime--; // Make warning indicator blink self.warningIndicator.alpha = Math.floor(self.warningTime / 10) % 2 === 0 ? 1.0 : 0.3; // When warning time ends, start moving missile if (self.warningTime <= 0) { self.isWarning = false; game.removeChild(self.warningIndicator); } } else { // Move missile from right to left at 1.5x scroll speed self.x -= self.scrollSpeed; // Check if missile is off screen if (self.x < -50) { if (self.parent) { self.parent.removeChild(self); } return; } // Check for collision with player if (self.intersects(player) && player.lives > 0) { // Create explosion var explosion = new Container(); var explosionGraphic = explosion.attachAsset('playerHitExplosion', { anchorX: 0.5, anchorY: 0.5, alpha: 0.9, scaleX: 0.1, scaleY: 0.1 }); explosion.x = self.x; explosion.y = self.y; explosion.scrollSpeed = gameSpeed; explosion.update = function () { explosion.x -= explosion.scrollSpeed; }; game.addChild(explosion); // Play explosion sound LK.getSound('explosion').play(); // Animate explosion tween(explosionGraphic, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(explosion); } }); // Reduce player lives player.lives--; // Play sound when life is lost LK.getSound('lifeLost').play(); // Update heart display if (player.hearts.length > 0 && player.hearts[player.lives]) { game.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(); } // Remove missile if (self.parent) { self.parent.removeChild(self); } } } }; // Initialize missile with warning at the specified position self.init = function (yPosition) { // Position missile at right edge of screen self.x = 2048; self.y = yPosition; // Set missile speed to 1.5x the current game speed self.scrollSpeed = gameSpeed * 1.5; // Position warning indicator at the right edge self.warningIndicator.x = 2048; self.warningIndicator.y = yPosition; // Add warning indicator to game game.addChild(self.warningIndicator); }; 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.canDropBomb = true; // Track if player can drop a bomb self.activeBomb = null; // Reference to current active bomb self.bombCooldown = 0; // Track cooldown time for bomb reload self.bombReloadTime = 240; // 4 seconds at 60fps self.createHearts = function () { // Create three hearts in the middle of the screen near the bottom 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: 0.8, scaleY: 0.8, tint: 0xFF0000 // Red color for hearts }); // Calculate position in the middle of the screen heart.x = 2048 / 2 + (i - 1) * 150; // Center horizontally with wider spacing heart.y = 2732 - 200; // Position near the bottom of the screen // Remove heart from player and add to game so it stays fixed self.hearts.push(heart); game.addChild(heart); } }; // Initialize hearts when player is created self.createHearts(); // Create bomb indicator self.bombIndicator = new Container(); var bombGraphic = self.bombIndicator.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); // Add cooldown overlay (starts invisible) self.cooldownOverlay = LK.getAsset('bomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2, tint: 0x666666, alpha: 0.7 }); self.cooldownOverlay.y = 0; self.cooldownOverlay.height = 0; // Start with no overlay self.bombIndicator.addChild(self.cooldownOverlay); // Add text to show reload progress self.bombReadyText = new Text2('READY', { size: 40, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 4 }); // Initialize style explicitly to avoid "Cannot set properties of undefined" error self.bombReadyText.style = { fill: 0x00FF00 }; self.bombReadyText.anchor.set(0.5, 0); self.bombReadyText.y = 40; self.bombIndicator.addChild(self.bombReadyText); // Position bomb indicator at bottom of screen self.bombIndicator.x = 2048 / 2; self.bombIndicator.y = 2732 - 100; game.addChild(self.bombIndicator); 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.activeBomb = null; // Clear reference to active bomb } } // Handle bomb cooldown if (self.bombCooldown > 0) { self.bombCooldown--; // Update cooldown overlay height based on remaining cooldown var progress = self.bombCooldown / self.bombReloadTime; self.cooldownOverlay.height = bombGraphic.height * progress; self.cooldownOverlay.y = -(bombGraphic.height / 2) + self.cooldownOverlay.height / 2; // Update text to show progress if (self.bombCooldown <= 0) { self.canDropBomb = true; self.bombReadyText.setText('READY'); self.bombReadyText.style.fill = 0x00FF00; self.cooldownOverlay.height = 0; } else { var secondsLeft = Math.ceil(self.bombCooldown / 60); self.bombReadyText.setText(secondsLeft + 's'); self.bombReadyText.style.fill = 0xFF0000; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; // Play jump sound when player jumps LK.getSound('jump').play(); } else if (self.canDropBomb) { // Drop a bomb if in mid-air and haven't dropped one yet self.canDropBomb = false; self.bombCooldown = self.bombReloadTime; // Start cooldown timer (4 seconds) // Create new bomb var bomb = new Bomb(); bomb.x = self.x; bomb.y = self.y + 50; // Position slightly below player bomb.lastY = bomb.y; // Add bomb to game game.addChild(bomb); self.activeBomb = bomb; } }; }); // 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 (wait 5 seconds at the start - 300 frames at 60fps) if (LK.ticks > 300 && 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); } // Spawn missiles when player score reaches 1500 if (LK.getScore() >= 1500 && LK.ticks % 120 === 0) { // Every 2 seconds (120 frames) // Calculate a y-position for the missile // Should be at least 300px above player but no higher than max jump height var playerMaxHeight = floorLevel - player.jumpHeight * 6; // Approximate max jump height var minMissileHeight = player.y - 300; // At least 300px above player var maxMissileHeight = Math.max(playerMaxHeight, 300); // Don't go too high var missileY = Math.max(maxMissileHeight, minMissileHeight); // Ensure missile is within screen bounds missileY = Math.max(100, Math.min(missileY, floorLevel - 50)); // Create missile with warning var missile = new Missile(); missile.init(missileY); game.addChild(missile); } // Update all enemies and bombs var children = game.children.slice(); for (var i = 0; i < children.length; i++) { if (children[i] instanceof Enemy) { children[i].update(); } else if (children[i] instanceof Bomb) { children[i].update(); } else if (children[i] instanceof Missile) { children[i].update(); } else if (children[i].update && children[i].scrollSpeed !== undefined) { // Update any container with scrollSpeed (like our player hit explosions) 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
@@ -223,27 +223,29 @@
});
// Define a class for missiles that launch at player
var Missile = Container.expand(function () {
var self = Container.call(this);
- // Create missile graphic (using bomb asset for now but elongated)
- var missileGraphics = self.attachAsset('bomb', {
+ // Create missile graphic using dedicated missile asset
+ var missileGraphics = self.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 2.0,
- scaleY: 1.0,
- tint: 0xFF3300 // Orange-red color for missile
+ scaleX: 1.5,
+ scaleY: 1.2,
+ rotation: -Math.PI / 2 // Rotate to point horizontally
});
// Track missile properties
self.warningTime = 60; // 1 second warning at 60fps
self.isWarning = true; // Start in warning state
self.scrollSpeed = 0; // Will be set when missile is created
// Create warning indicator
self.warningIndicator = new Container();
- var warningGraphic = self.warningIndicator.attachAsset('bomb', {
+ var warningGraphic = self.warningIndicator.attachAsset('missile', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 1.0,
+ scaleX: 1.2,
scaleY: 1.0,
+ rotation: -Math.PI / 2,
+ // Rotate to point horizontally
tint: 0xFF0000 // Red color for warning
});
// Add warning text
self.warningText = new Text2('!', {
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