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
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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 the background to implement parallax scrolling var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); self.speed = 2; self.update = function () { self.x -= self.speed; if (self.x <= -2048) { self.x = 2048; } }; }); var Background2 = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0, anchorY: 0 }); self.speed = 2; self.update = function () { self.x -= self.speed; if (self.x <= -2048) { self.x = 2048; } }; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.passed = false; self.runFrames = ['enemy1', 'enemy2']; self.runFrameIndex = 0; self.runFrameCounter = 0; self.runFrameDelay = 15; // 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 (enemyGraphics) { enemyGraphics.destroy(); } enemyGraphics = newGraphics; }; self.update = function () { self.x -= self.speed; self.runFrameCounter++; if (self.runFrameCounter >= self.runFrameDelay) { self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length; self.swapSprite(self.runFrames[self.runFrameIndex]); self.runFrameCounter = 0; } 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 = 10; // 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 ****/ // Initialize the backgrounds with the new classes var background = game.addChild(new Background()); background.x = 0; background.y = 0; var background2 = game.addChild(new Background2()); background2.x = 2048; background2.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 () { background.update(); background2.update(); 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
@@ -82,9 +82,9 @@
self.velocityY = 0;
self.runFrames = ['player_run1', 'player_run2', 'player_run3'];
self.runFrameIndex = 0;
self.runFrameCounter = 0;
- self.runFrameDelay = 15;
+ self.runFrameDelay = 10;
// Helper function to swap sprites safely
self.swapSprite = function (newAsset) {
// Attach new sprite first
var newGraphics = self.attachAsset(newAsset, {