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.passed = false; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player_run1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 30; self.isJumping = false; self.velocityY = 0; self.runFrames = ['player_run1', 'player_run2', 'player_run3']; self.runFrameIndex = 0; self.runFrameCounter = 0; self.runFrameDelay = 8; // Helper function to swap sprites safely self.swapSprite = function (newAsset) { // Attach new sprite first var newGraphics = self.attachAsset(newAsset, { anchorX: 0.5, anchorY: 0.5 }); // Destroy old sprite after new one is in place if (playerGraphics) { playerGraphics.destroy(); } playerGraphics = newGraphics; }; self.update = function () { if (self.isJumping) { // Handle jumping physics self.y += self.velocityY; self.velocityY += 0.8; if (self.y >= 2732 / 2) { // Landed on ground self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; self.swapSprite(self.runFrames[self.runFrameIndex]); } } else { // Handle running animation self.runFrameCounter++; if (self.runFrameCounter >= self.runFrameDelay) { self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length; self.swapSprite(self.runFrames[self.runFrameIndex]); self.runFrameCounter = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; self.swapSprite('player_jump'); } }; }); /**** * 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); enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies and check collisions 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()); } if (enemies[j].x < -50) { enemies.splice(j, 1); } } }; // Handle player jump on input game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -8,9 +8,9 @@
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
- self.passed = false; // Flag to track if player passed this enemy
+ self.passed = false;
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
@@ -23,56 +23,56 @@
var playerGraphics = self.attachAsset('player_run1', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 5; // Not used currently, but kept for potential horizontal movement
- self.jumpHeight = 50; // Higher jump for better feel
+ self.speed = 5;
+ self.jumpHeight = 30;
self.isJumping = false;
self.velocityY = 0;
self.runFrames = ['player_run1', 'player_run2', 'player_run3'];
self.runFrameIndex = 0;
- self.runFrameCounter = 0; // Counter to control animation speed
- self.runFrameDelay = 8; // Update run frame every 8 updates (~7.5 FPS at 60 FPS)
+ self.runFrameCounter = 0;
+ self.runFrameDelay = 8;
+ // Helper function to swap sprites safely
+ self.swapSprite = function (newAsset) {
+ // Attach new sprite first
+ var newGraphics = self.attachAsset(newAsset, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Destroy old sprite after new one is in place
+ if (playerGraphics) {
+ playerGraphics.destroy();
+ }
+ playerGraphics = newGraphics;
+ };
self.update = function () {
if (self.isJumping) {
// Handle jumping physics
self.y += self.velocityY;
- self.velocityY += 0.8; // Slightly stronger gravity
+ self.velocityY += 0.8;
if (self.y >= 2732 / 2) {
// Landed on ground
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
- // Switch back to running animation
- playerGraphics.destroy();
- playerGraphics = self.attachAsset(self.runFrames[self.runFrameIndex], {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ self.swapSprite(self.runFrames[self.runFrameIndex]);
}
} else {
// Handle running animation
self.runFrameCounter++;
if (self.runFrameCounter >= self.runFrameDelay) {
self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length;
- playerGraphics.destroy();
- playerGraphics = self.attachAsset(self.runFrames[self.runFrameIndex], {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ self.swapSprite(self.runFrames[self.runFrameIndex]);
self.runFrameCounter = 0;
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
- playerGraphics.destroy();
- playerGraphics = self.attachAsset('player_jump', {
- anchorX: 0.5,
- anchorY: 0.5
- });
+ self.swapSprite('player_jump');
}
};
});
@@ -93,13 +93,13 @@
background.x = 0;
background.y = 0;
// Initialize player
var player = game.addChild(new Player());
-player.x = 2048 / 2; // Center horizontally
-player.y = 2732 / 2; // Ground level
+player.x = 2048 / 2;
+player.y = 2732 / 2;
// Initialize enemies
var enemies = [];
-var enemySpawnInterval = 100; // Initial spawn interval
+var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
size: 100,
@@ -115,28 +115,26 @@
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
var enemy = new Enemy();
- enemy.x = 2048; // Start at right edge
- enemy.y = 2732 / 2; // Ground level
+ enemy.x = 2048;
+ enemy.y = 2732 / 2;
enemies.push(enemy);
game.addChild(enemy);
- // Randomize next spawn interval
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
// Update enemies and check collisions
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
- LK.effects.flashScreen(0xff0000, 1000); // Red flash on collision
+ 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());
}
- // Clean up destroyed enemies
if (enemies[j].x < -50) {
enemies.splice(j, 1);
}
}