User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var popGraphics = self.attachAsset('pop', {' Line Number: 68
User prompt
Please fix the bug: 'Uncaught TypeError: dynamicAssets[t].push is not a function' in or related to this line: 'var pop = LK.getAsset('pop', {' Line Number: 163
User prompt
Every time a bubble is destroyed, please show first the pop asset during 0.5 seconds and then destroy it
User prompt
If I double jump because I'm on a bubble, destroy the bubble
Code edit (1 edits merged)
Please save this source code
User prompt
Allow double jumping if the dragon is intersecting a bubble
User prompt
You can jump again if you are already jumping, unless you are on top of a floor or a bubble
User prompt
Please fix the bug: 'LK.require is not a function' in or related to this line: 'var tween = LK.require("@upit/tween.v1");' Line Number: 71 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'then')' in or related to this line: 'tween(dragon, {' Line Number: 127 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ok after the dragon finished jumping, it should fall back to the original position before jumping.
User prompt
Ok the dragon jump - please use a smooth animation using the tween plugin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
If I click twice quickly with the mouse, the dragon should jump
Code edit (1 edits merged)
Please save this source code
User prompt
You can only shoot one bubble per second.
Code edit (1 edits merged)
Please save this source code
User prompt
Ok the bubbles should be thrown from the dragon to the right, if the dragon is looking right, and to the left, if it's looking left.
User prompt
Currently the dragon is looking right. If the dragon X position is bigger than the the screen width / 2 (that is, dragon.x > width/2) then mirror (rotate) the dragon so that it faces left.
User prompt
The dragon should move left or right following the mouse X position.
User prompt
The dragon should start on top of the floor
Code edit (1 edits merged)
Please save this source code
User prompt
Add a floor to the bottom of the screen, made of several "floor" assets
Initial prompt
Bubble Dragons
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Class for Bubbles var Bubble = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('bubble', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -5; self.update = function () { self.x += self.speed; }; }); //<Assets used in the game will automatically appear here> // Class for the Dragon character var Dragon = Container.expand(function () { var self = Container.call(this); var dragonGraphics = self.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); self.isIntersectingBubble = false; // Add a variable to track if the dragon is intersecting a bubble self.shootBubble = function () { var bubble = new Bubble(); bubble.x = self.x + 200; bubble.y = self.y; // If the dragon is looking right, the bubble should move to the right if (self.scale.x == 1) { bubble.speed = 5; } else { // If the dragon is looking left, the bubble should move to the left bubble.speed = -5; } game.addChild(bubble); bubbles.push(bubble); }; }); // Class for Enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Enemy movement logic }; }); // Class for Pop var Pop = Container.expand(function () { var self = Container.call(this); var popGraphics = self.attachAsset('pop', { anchorX: 0.5, anchorY: 0.5 }); self.addChild(popGraphics); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ //<Assets used in the game will automatically appear here> // Handle mouse move events to move the dragon game.move = function (x, y, obj) { dragon.x = x; if (dragon.x > 1024) { dragon.scale.x = -1; } else { dragon.scale.x = 1; } }; var dragon = game.addChild(new Dragon()); dragon.x = 1024; // Center horizontally dragon.y = 2732 - 50 - dragon.height / 2; // Position the dragon on top of the floor var bubbles = []; var enemies = []; // Handle game updates game.update = function () { // Update bubbles for (var i = bubbles.length - 1; i >= 0; i--) { var bubble = bubbles[i]; bubble.update(); if (bubble.y < -50) { bubble.destroy(); bubbles.splice(i, 1); } } // Check for bubble-enemy collisions for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; for (var j = bubbles.length - 1; j >= 0; j--) { var bubble = bubbles[j]; if (bubble.intersects(enemy)) { // Capture enemy enemy.destroy(); enemies.splice(i, 1); bubble.destroy(); bubbles.splice(j, 1); break; } } } // Check if the dragon is intersecting a bubble for (var i = 0; i < bubbles.length; i++) { if (dragon.intersects(bubbles[i])) { dragon.isIntersectingBubble = true; break; } else { dragon.isIntersectingBubble = false; } } }; // Handle touch events for shooting bubbles var lastShot = 0; var lastClick = 0; var isJumping = false; // Add a variable to track if the dragon is jumping game.down = function (x, y, obj) { var now = Date.now(); if (now - lastShot > 500) { dragon.shootBubble(); lastShot = now; } if (now - lastClick < 200 && (!isJumping || dragon.isIntersectingBubble)) { // Only allow the dragon to jump if it is not already jumping or if it is intersecting a bubble isJumping = true; // Set isJumping to true when the dragon starts jumping // Make the dragon jump using a smooth animation tween(dragon, { y: dragon.y - 200 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // After the jump, make the dragon fall back to the original position tween(dragon, { y: 2732 - 50 - dragon.height / 2 }, { duration: 500, easing: tween.easeIn, onFinish: function onFinish() { isJumping = false; // Set isJumping to false when the dragon finishes jumping } }); } }); // If the dragon is intersecting a bubble, show the pop asset before destroying the bubble if (dragon.isIntersectingBubble) { for (var i = 0; i < bubbles.length; i++) { if (dragon.intersects(bubbles[i])) { var pop = game.addChild(new Pop()); pop.x = bubbles[i].x; pop.y = bubbles[i].y; bubbles[i].destroy(); bubbles.splice(i, 1); LK.setTimeout(function () { pop.destroy(); }, 500); break; } } } } lastClick = now; }; // Add a floor to the bottom of the screen for (var i = 0; i < 21; i++) { var floor = LK.getAsset('floor', { anchorX: 0.5, anchorY: 0.5, x: i * 100, y: 2732 - 50 }); game.addChild(floor); }
===================================================================
--- original.js
+++ change.js
@@ -59,8 +59,9 @@
var popGraphics = self.attachAsset('pop', {
anchorX: 0.5,
anchorY: 0.5
});
+ self.addChild(popGraphics);
});
/****
* Initialize Game
A pixel slime, funny, looking right. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
brick, brown color, pixel style. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
Draw wings to the dragon
better wings, pixel style, more contrasted, more visible, blue color
A pixel based enemy from the world of Bubble Bobble. It should be ghost-like. Make it very 80s 90s like in pixel, arcade style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
A pixel based enemy from the world of Bubble Bobble. It should be blob like. Make it very 80s 90s like in pixel, arcade style.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a similar image. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
a pixel clouds background, with mountains, full height full width Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows