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reduce score size
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Score is not being updated int he to right o the screen
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score should be on the top right of the screen
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show score in the ui
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Add score
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make sure flyinkoopas do not spawn in very low position and neither do coins.
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remove coin collection count
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remove score from game
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score is stil not working. Please fix it
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score is not working. Only get 1 point when I collect the first coin and then nothing. It hosul be very simple. Add 1 coin when a coin is ccolelcted
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score should be updated with coins
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flying koopa sould be the same size as koopa
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Update animations to use somthing like this: The key part is the Player class in the `Player` container. The code that defines sprite animations primarily involves: 1. **Frame Arrays**: The game uses arrays of sprite names to represent animation sequences: ```javascript self.runAnimation = ['playerrun1', 'playerrun2', 'playerrun3', 'playerrun4', 'playerrun5', 'playerrun6']; self.jumpAnimation = ['playerjump1', 'playerjump2', 'playerjump3']; self.attackAnimation = ['playerattack1', 'playerattack2', 'playerattack3', 'playerattack4', 'playerattack5']; ``` 2. **Pre-attaching Sprites**: All animation frames are loaded and attached to the player object with initial visibility settings: ```javascript for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } ``` 3. **Animation Timing**: The code uses counters and speed variables to control animation timing: ```javascript self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; } ``` 4. **Frame Switching**: In the update method, the code toggles sprite visibility based on the current state and animation frame: ```javascript for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Later in the code self.sprites[self.runFrame].alpha = 1; ``` This approach creates animation by rapidly switching between pre-loaded sprites rather than using a sprite sheet or modifying a single sprite. The same pattern is used for different animations (running, jumping, attacking) with appropriate frame selections based on the character's current state.
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Fix scoore not counting coins
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To mitigate flickering, ensure that sprite swapping is handled smoothly, possibly by preloading the next sprite before making the current one invisible, and by adjusting the frame delay to allow each frame to be visible for a sufficient amount of time
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Aply the same for enmeies
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Make player animation faster but re use sprites to not show flickering
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Use each frame twice for player movemnt
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When mario jumps on an enemy an kills it, make it bounce upwards a little
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Remove gauge bar, just amke mario jump on tap
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`self.runAnimation`
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Please fix the bug: 'Error: Invalid end type for property currentAsset: string' in or related to this line: 'tween(self, {' Line Number: 333
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Replace sprite swaping bby using animation function ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix animation of olayer ru no ing
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var nextSprite = LK.getAsset(newAsset, {' Line Number: 298
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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 = 3; self.update = function () { if (!game.playerDead) { 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 = 3; self.update = function () { if (!game.playerDead) { self.x -= self.speed; } if (self.x <= -2048) { self.x = 2048; } }; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = 3; self.collected = false; self.y = 2732 - 600; // Position coins higher than the ground self.update = function () { if (!game.playerDead) { self.x -= self.speed; } if (self.x < -100) { self.destroy(); } }; }); var Enemy = Container.expand(function () { var self = Container.call(this); self.runFrames = ['turtle1', 'turtle2']; self.sprites = []; // Pre-attach all sprites for (var i = 0; i < self.runFrames.length; i++) { var sprite = self.attachAsset(self.runFrames[i], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } self.speed = 6 + Math.random() * 2; self.passed = false; self.isJumping = false; self.velocityY = 0; self.groundY = 2732 - 400; // 400 pixels from bottom self.y = self.groundY; // Set initial position to ground level self.runFrameIndex = 0; self.runFrameCounter = 0; self.runFrameDelay = 15; self.showFrame = function (index) { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Show the appropriate sprite self.sprites[index].alpha = 1; }; self.update = function () { self.x -= self.speed + Math.floor(LK.ticks / 600) * 0.1; // Increase speed over time if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.5; // Gravity effect if (self.y > 2732) { self.destroy(); } } else { self.runFrameCounter++; if (self.runFrameCounter >= self.runFrameDelay) { self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length; self.showFrame(self.runFrameIndex); self.runFrameCounter = 0; } } if (self.x < -100) { self.destroy(); } }; }); var FlyKoopa = Container.expand(function () { var self = Container.call(this); self.runFrames = ['flykoopa1', 'flykoopa2']; self.sprites = []; // Pre-attach all sprites for (var i = 0; i < self.runFrames.length; i++) { var sprite = self.attachAsset(self.runFrames[i], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } self.speed = 4 + Math.random() * 2; self.runFrameIndex = 0; self.runFrameCounter = 0; self.runFrameDelay = 15; self.isJumping = false; self.velocityY = 0; self.showFrame = function (index) { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Show the appropriate sprite self.sprites[index].alpha = 1; }; self.update = function () { self.x -= self.speed; if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.5; // Gravity effect if (self.y > 2732) { self.destroy(); } } else { self.runFrameCounter++; if (self.runFrameCounter >= self.runFrameDelay) { self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length; self.showFrame(self.runFrameIndex); self.runFrameCounter = 0; } } if (self.x < -100) { self.destroy(); } }; }); var Goomba = Container.expand(function () { var self = Container.call(this); self.runFrames = ['goomba1', 'goomba2']; self.sprites = []; // Pre-attach all sprites for (var i = 0; i < self.runFrames.length; i++) { var sprite = self.attachAsset(self.runFrames[i], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } self.speed = 4 + Math.random() * 2; self.passed = false; self.isJumping = false; self.velocityY = 0; self.groundY = 2732 - 400; // 400 pixels from bottom self.y = self.groundY; // Set initial position to ground level self.runFrameIndex = 0; self.runFrameCounter = 0; self.runFrameDelay = 15; self.showFrame = function (index) { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Show the appropriate sprite self.sprites[index].alpha = 1; }; self.update = function () { self.x -= self.speed; if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.5; // Gravity effect if (self.y > 2732) { self.destroy(); } } else { self.runFrameCounter++; if (self.runFrameCounter >= self.runFrameDelay) { self.runFrameIndex = (self.runFrameIndex + 1) % self.runFrames.length; self.showFrame(self.runFrameIndex); self.runFrameCounter = 0; } } if (self.x < -100) { self.destroy(); } }; }); var Player = Container.expand(function () { var self = Container.call(this); self.runAnimation = ['player_run1', 'player_run2', 'player_run3']; self.jumpAnimation = ['player_jump']; self.currentState = 'running'; self.sprites = []; self.runFrame = 0; self.jumpFrame = 0; self.animationCounter = 0; self.animationSpeed = 0.1; // Pre-attach all sprites for (var i = 0; i < self.runAnimation.length; i++) { var sprite = self.attachAsset(self.runAnimation[i], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); sprite.alpha = i === 0 ? 1 : 0; self.sprites.push(sprite); } for (var j = 0; j < self.jumpAnimation.length; j++) { var jumpSprite = self.attachAsset(self.jumpAnimation[j], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); jumpSprite.alpha = 0; self.sprites.push(jumpSprite); } self.speed = 5 + Math.floor(LK.ticks / 600) * 0.1; // Increase speed over time self.jumpHeight = 25; self.isJumping = false; self.velocityY = 0; self.groundY = 2732 - 400; // 400 pixels from bottom self.y = self.groundY; // Set initial position to ground level self.runFrameDelay = 10; self.showFrame = function (frameType, index) { // Hide all sprites first for (var i = 0; i < self.sprites.length; i++) { self.sprites[i].alpha = 0; } // Show the appropriate sprite based on state and frame index if (frameType === 'run') { self.sprites[index].alpha = 1; } else if (frameType === 'jump') { self.sprites[self.runAnimation.length + index].alpha = 1; } }; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.3; // Show jump sprite self.showFrame('jump', 0); if (self.y >= self.groundY - 30) { if (self.y < 0) { // Prevent jump from exceeding the top of the screen self.y = 0; self.velocityY = 0; } if (!self.isDead) { self.y = self.groundY - 30; self.isJumping = false; self.velocityY = 0; self.currentState = 'running'; } } } else { // Running animation self.animationCounter += self.animationSpeed; if (self.animationCounter >= 1) { self.animationCounter = 0; self.runFrame = (self.runFrame + 1) % self.runAnimation.length; self.showFrame('run', self.runFrame); } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; LK.getSound('jump').play(); self.velocityY = -self.jumpHeight; self.currentState = 'jumping'; self.showFrame('jump', 0); } }; }); /**** * Initialize Game ****/ /**** *-Seperator- ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ LK.playMusic('theme'); 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 / 4; player.y = player.groundY - 30; // Use groundY for initial position and move 30 pixels higher var enemies = []; var enemySpawnInterval = 80; var enemySpawnCounter = 0; var coins = []; var coinSpawnInterval = Math.max(50, 150 - Math.floor(LK.ticks / 600)); // Decrease interval over time, minimum 50 var coinSpawnCounter = 0; var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 50; var coinIcon = LK.getAsset('coin', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.75 }); LK.gui.topRight.addChild(coinIcon); coinIcon.x = -150; // Offset from the right edge coinIcon.y = 100; var coinCounterText = new Text2('0', { size: 100, fill: 0xFFFFFF }); LK.gui.topRight.addChild(coinCounterText); coinCounterText.x = -50; // Offset from the right edge coinCounterText.y = 50; game.update = function () { background.update(); background2.update(); player.update(); enemySpawnCounter++; coinSpawnCounter++; if (coinSpawnCounter >= coinSpawnInterval) { var coin = new Coin(); coin.x = 2048 + Math.random() * 200; coin.y = Math.random() * (2732 - 100); // Random height up to the top of the screen coins.push(coin); game.addChild(coin); coinSpawnCounter = 0; } if (enemySpawnCounter >= enemySpawnInterval) { var enemyType = Math.random() < 0.33 ? 'Enemy' : Math.random() < 0.5 ? 'Goomba' : 'FlyKoopa'; var enemy; if (enemyType === 'Enemy') { enemy = new Enemy(); } else if (enemyType === 'Goomba') { enemy = new Goomba(); } else { enemy = new FlyKoopa(); enemy.y = Math.random() * (2732 - 200); // Random height up to the top of the screen } enemy.x = 2048 + Math.random() * 200; if (enemyType === 'FlyKoopa') { enemy.y = Math.random() * (2732 - 200); // Random height up to the top of the screen } else { enemy.y = enemy.groundY; // Use groundY for initial position } enemies.push(enemy); game.addChild(enemy); enemySpawnInterval = Math.max(20, Math.floor(Math.random() * 100) + 60 - Math.floor(LK.ticks / 600)); // Decrease interval over time, minimum 20 enemySpawnCounter = 0; } for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { if (!player.isDead && player.isJumping && player.velocityY > 0 && player.y < enemies[j].y) { // Player is falling and lands on enemy enemies[j].velocityY = -10; // Pop up effect for enemy player.velocityY = -15; // Bounce Mario upwards LK.getSound('stomp').play(); // Play stomp sound enemies[j].isJumping = true; enemies[j].canHarmPlayer = false; // Enemy can no longer harm player } else if (enemies[j].canHarmPlayer !== false) { if (!player.isDead && enemies[j].canHarmPlayer !== false) { LK.getSound('dead').play(); // Play dead sound player.isDead = true; game.playerDead = true; player.velocityY = -10; // Pop up effect similar to enemy player.isJumping = true; LK.setTimeout(function () { LK.showGameOver(); }, 3000); // Delay game over by 3 seconds } } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; } if (enemies[j].x < -100) { enemies.splice(j, 1); } } for (var k = coins.length - 1; k >= 0; k--) { coins[k].update(); if (player.intersects(coins[k])) { if (!coins[k].collected) { coins[k].collected = true; var currentScore = LK.getScore(); LK.setScore(currentScore + 5); // Increase score by 5 for collecting a coin scoreText.setText(LK.getScore().toString()); // Ensure scoreText is updated with the correct score var currentCoins = parseInt(coinCounterText.text || "0"); coinCounterText.setText((currentCoins + 1).toString()); // Update coin counter text LK.getSound('Coin').play(); // Play coin sound coins[k].destroy(); coins.splice(k, 1); } } } }; game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -429,11 +429,13 @@
coins[k].update();
if (player.intersects(coins[k])) {
if (!coins[k].collected) {
coins[k].collected = true;
- LK.setScore(LK.getScore() + 5); // Increase score by 5 for collecting a coin
+ var currentScore = LK.getScore();
+ LK.setScore(currentScore + 5); // Increase score by 5 for collecting a coin
scoreText.setText(LK.getScore().toString()); // Ensure scoreText is updated with the correct score
- coinCounterText.setText((parseInt(coinCounterText.text) + 1).toString()); // Update coin counter text
+ var currentCoins = parseInt(coinCounterText.text || "0");
+ coinCounterText.setText((currentCoins + 1).toString()); // Update coin counter text
LK.getSound('Coin').play(); // Play coin sound
coins[k].destroy();
coins.splice(k, 1);
}