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move enemy and player 150 pixels higher
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player starting position in the y axis should be the same as the one its going to keep on moving in the game after jumping. same for enemy
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when we update starting position of player we should also update the position where they normally move
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move player and enemy 200 pixels higher
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player and enemy should be 100 pixiels higher, where the floor is
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nice, can you now triple the size of the player and the enemy
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now only 40 pixels higher
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actually move them both 100 pixels higher
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player and enemy starting position and movement should be 200 pixels from the bottom of the screen
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Please fix the bug: 'enemy is not defined' in or related to this line: 'enemy.y = 2732 / 2;' Line Number: 169
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player and enemy should be 500 pixels down
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add 3 different backgrounds to use in paraxl scrolling and they should be changed randomly
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transitioning from one frame to the other should be smooth and have not white or transparent space between them
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enemy shoudl also have several images like player to replicate movement. enemy will have 2
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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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/**** * Classes ****/ // Define a class for the background to implement parallax scrolling var Background = Container.expand(function () { var self = Container.call(this); var backgrounds = ['background1', 'background2', 'background3']; var randomBackground = backgrounds[Math.floor(Math.random() * backgrounds.length)]; var backgroundGraphics = self.attachAsset(randomBackground, { 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 backgrounds = ['background1', 'background2', 'background3']; var randomBackground = backgrounds[Math.floor(Math.random() * backgrounds.length)]; var backgroundGraphics = self.attachAsset(randomBackground, { 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 = 30; self.swapSprite = function (newAsset) { var newGraphics = self.attachAsset(newAsset, { anchorX: 0.5, anchorY: 0.5 }); 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 with modified sprite swapping var Player = Container.expand(function () { var self = Container.call(this); // Use two sprites for seamless transitions var currentSprite = self.attachAsset('player_run1', { anchorX: 0.5, anchorY: 0.5, visible: true }); var nextSprite = self.attachAsset('player_run1', { anchorX: 0.5, anchorY: 0.5, visible: false }); self.currentAsset = 'player_run1'; // Track the current asset 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 = 15; // Adjusted for smoother animation // Helper function to swap sprites using attach and destroy self.swapSprite = function (newAsset) { if (self.currentAsset !== newAsset) { // Attach new sprite and make it visible nextSprite = self.attachAsset(newAsset, { anchorX: 0.5, anchorY: 0.5, visible: true }); // Hide and destroy the old sprite currentSprite.visible = false; currentSprite.destroy(); // Update references currentSprite = nextSprite; self.currentAsset = newAsset; } }; self.update = function () { if (self.isJumping) { // Handle jumping physics self.y += self.velocityY; self.velocityY += 0.8; // Gravity if (self.y >= 2732 / 2) { // Landed on ground self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; self.swapSprite(self.runFrames[self.runFrameIndex]); // Back to run animation } } 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'); // Switch to jump sprite self.runFrameCounter = 0; // Reset for smooth transition on landing } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var enemy = new Enemy(); enemy.y = 2732 / 2; var background = game.addChild(new Background()); background.x = 0; background.y = 0; var background2 = game.addChild(new Background2()); background2.x = 2048; background2.y = 0; var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 - 200; var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; game.update = function () { background.update(); background2.update(); player.update(); enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 - 200; enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } 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); } } }; game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -161,9 +161,9 @@
background2.x = 2048;
background2.y = 0;
var player = game.addChild(new Player());
player.x = 2048 / 2;
-player.y = 500;
+player.y = 2732 - 200;
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
var scoreText = new Text2('0', {
@@ -180,9 +180,9 @@
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
var enemy = new Enemy();
enemy.x = 2048;
- enemy.y = 2732 / 2;
+ enemy.y = 2732 - 200;
enemies.push(enemy);
game.addChild(enemy);
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;