User prompt
good, make the super combo 5x bigger and appears up the screen
User prompt
good, but super combo asset appears replcing the score for 1 second.
User prompt
make the super combo asset appears changing the score for the asset, including size, it replaces for the 1 second to the super combo asset, and super combo sound make it 4x louder
User prompt
add the background music asset to the game, the punch sound effect, and the super combo asset and sound (It appears every 10 enemies defeated)
User prompt
the flash effect when enemy is defeated must be something like a fast white effect on screen.
User prompt
now make a effect of player asset as animation, something like a small bouncing on the asset, and a flash effect when enemy is punched
User prompt
now make a background thing so i can easily change the asset
User prompt
now make enemy appear fully on screen
User prompt
enemy is a little higher than player (like floating) make it match player in the floor, and make it appear fully in the screen
User prompt
good, now make the enemy asset image fit in the screen, because the asset is slightly leaving from the screen, also make it turn the asset image (reverse image) to left (staring player) when on right
User prompt
the enemy are teleporting left and right and the game over isnt working, make it workkkkkkkkkkk
User prompt
the 2 second thing isnt working, make it work
User prompt
okay good, now if enemy stays more than 2 seconds on screen, game over
User prompt
Good! awesome!, but the enemies are accumulating (under the sprite another spawn), i want one enemie per time.
Initial prompt
Tappy Fighter!
/**** 
* Classes
****/ 
// Enemy class
var Enemy = Container.expand(function (side) {
	var self = Container.call(this);
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.side = side;
	self.update = function () {
		// Enemies do not move
	};
});
//<Assets used in the game will automatically appear here>
// Fighter class
var Fighter = Container.expand(function () {
	var self = Container.call(this);
	var fighterGraphics = self.attachAsset('fighter', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.update = function () {
		// Fighter does not move
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize variables
var fighter;
var enemies = [];
var score = 0;
var scoreTxt;
// Initialize game elements
function initGame() {
	// Create and position the background
	var background = game.addChild(LK.getAsset('background', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 2732 / 2
	}));
	// Create and position the fighter in the middle of the screen
	fighter = new Fighter();
	fighter.x = 2048 / 2;
	fighter.y = 2732 / 2;
	game.addChild(fighter);
	// Add bouncing animation to the fighter
	var bounceDirection = 1;
	fighter.update = function () {
		// Change the y position of the fighter
		this.y += 2 * bounceDirection;
		// Reverse the direction if the fighter reaches the top or bottom of the bounce
		if (this.y > 2732 / 2 + 10 || this.y < 2732 / 2 - 10) {
			bounceDirection *= -1;
		}
	};
	// Create score text
	scoreTxt = new Text2('0', {
		size: 150,
		fill: "#ffffff"
	});
	scoreTxt.anchor.set(0.5, 0);
	LK.gui.top.addChild(scoreTxt);
	// Spawn enemies at intervals
	LK.setInterval(spawnEnemy, 2000);
}
// Spawn an enemy on the left or right side
function spawnEnemy() {
	// If an enemy already exists, do not spawn a new one
	if (enemies.length > 0) {
		return;
	}
	var side = Math.random() < 0.5 ? 'left' : 'right';
	var enemy = new Enemy(side);
	if (side === 'left') {
		enemy.x = 100;
		enemy.scale.x = 1; // face right
	} else {
		enemy.x = 2048 - 100;
		enemy.scale.x = -1; // face left
	}
	enemy.y = fighter.y; // adjust y position to match the player's position
	enemies.push(enemy);
	game.addChild(enemy);
	// Set a timeout to trigger game over if the enemy is not defeated within 2 seconds
	enemy.timeout = LK.setTimeout(function () {
		if (enemies.includes(enemy)) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
			enemies.splice(enemies.indexOf(enemy), 1);
			enemy.destroy();
		}
	}, 2000);
}
// Handle touch events
game.down = function (x, y, obj) {
	var game_position = game.toLocal(obj.global);
	if (game_position.x < 2048 / 2) {
		handleAttack('left');
	} else {
		handleAttack('right');
	}
};
// Handle attack
function handleAttack(side) {
	for (var i = enemies.length - 1; i >= 0; i--) {
		if (enemies[i].side === side) {
			LK.clearTimeout(enemies[i].timeout);
			// Add flash effect
			LK.effects.flashScreen(0xffffff, 100);
			enemies[i].destroy();
			enemies.splice(i, 1);
			score++;
			scoreTxt.setText(score);
			break;
		}
	}
}
// Initialize game
initGame();
// Update game state
game.update = function () {
	// No additional update logic needed for this simple game
}; ===================================================================
--- original.js
+++ change.js
@@ -117,9 +117,9 @@
 	for (var i = enemies.length - 1; i >= 0; i--) {
 		if (enemies[i].side === side) {
 			LK.clearTimeout(enemies[i].timeout);
 			// Add flash effect
-			LK.effects.flashObject(enemies[i], 0xff0000, 500);
+			LK.effects.flashScreen(0xffffff, 100);
 			enemies[i].destroy();
 			enemies.splice(i, 1);
 			score++;
 			scoreTxt.setText(score);