Code edit (3 edits merged)
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enemy shoudl also have several images like player to replicate movement. enemy will have 2
Code edit (4 edits merged)
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player image shoudl last a little longe before the next one appears so that there are no gaps between them
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how can we make mario not have glitches? maybe wait a little longer before swaping images in run animation?
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now make sure background is continuous
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add lateral paralx scrolling to seem like player is moving
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reduce jump height
Code edit (1 edits merged)
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destroy the previous image of the player when the new one appears
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remove player idle
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for player image user player_run1 player_run2 and player_run3, alternating one after the other in a loop like a sprite
Remix started
Copy Mario vs Monsters
/**** * Classes ****/ // 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 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<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_idle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.runFrames = ['player_run1', 'player_run2', 'player_run3']; self.runFrameIndex = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } else { // Animate running self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length; playerGraphics = self.attachAsset(self.runFrames[self.runFrameIndex], { anchorX: 0.5, anchorY: 0.5 }); } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; // Change to jump sprite playerGraphics = self.attachAsset('player_jump', { anchorX: 0.5, anchorY: 0.5 }); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; 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--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -19,16 +19,18 @@
//<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', {
+ var playerGraphics = self.attachAsset('player_idle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
+ self.runFrames = ['player_run1', 'player_run2', 'player_run3'];
+ self.runFrameIndex = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
@@ -37,14 +39,26 @@
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
+ } else {
+ // Animate running
+ self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length;
+ playerGraphics = self.attachAsset(self.runFrames[self.runFrameIndex], {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
+ // Change to jump sprite
+ playerGraphics = self.attachAsset('player_jump', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
}
};
});
@@ -74,9 +88,9 @@
var enemySpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
size: 100,
- fill: "#ffffff"
+ fill: 0xFFFFFF
});
// Add the score text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;