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Double the distance between two enemy to avoid overlap
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Increase enemy delay time to 2 seconds before loading the next one enemy asset!
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Increase enemy asset loading delay time to 2 seconds
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increase enemy delay time to 1.5 seconds
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Ensure enemy assets never cover each other in loading and display order. Delay 1 second between them
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avoid enemies covering each other
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Ensure enemies never cover each other in display order
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ensure that enemies never cover each other in loading order
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add 1 second delay between every single one enemies loading
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you did not added more enemies to the game logic
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add enemy2 to the enemy class
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add enemy3 to the enemy game class
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do it
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add to the game load the second enemy
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i didn't say that replace enemy asset to enemy1 asset in display order or spawn. fix it
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do it
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Please fix the bug: 'ReferenceError: Enemy3 is not defined' in or related to this line: 'var enemy = new Enemy3();' Line Number: 116
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the enemy loading order will be this: first is enemy asset, second is enemy1 asset, third is enemy3 asset
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Add to enemy1 asset to the enemy game class
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do it
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move the live counter right by 100 units
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rotate life counter by 90 degrees and move it to the left side edge of the map
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Add to the game collision event. If mario jump on top of enemy then the enemy is dissapear feom the map
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Move down Mario by 200 units. Also move down Mario jumping start point to this downer point.
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Move down mario by 200 units
/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function (enemyType) { var self = Container.call(this); var enemyGraphics = self.attachAsset(enemyType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for the life counter var LifeCounter = Container.expand(function () { var self = Container.call(this); var lifeGraphics = self.attachAsset('life', { anchorX: 0.0, anchorY: 0.0 }); self.width = 2048; // Full width self.update = function () { // Update the width of the life counter based on Mario's life self.width = 2048 * Mario.life; }; }); //<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 MarioGraphics = self.attachAsset('Mario', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 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; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * 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 Mario = game.addChild(new Player()); Mario.x = 2048 / 2; Mario.y = 2732 / 2; Mario.life = 1; // Initialize Mario's life to 1 (100%) // Initialize the life counter and add it to the game var lifeCounter = game.addChild(new LifeCounter()); lifeCounter.y = 0; // Position it at the top of the screen // 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 () { Mario.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemyTypes = ['enemy', 'enemy1', 'enemy2', 'enemy3']; var i = 0; var _spawnEnemy = function spawnEnemy() { var enemy = new Enemy(enemyTypes[i]); enemy.x = 2048 + i * 2 * enemy.width; // Double the distance between enemies enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); i++; if (i < enemyTypes.length) { LK.setTimeout(_spawnEnemy, 2000); // Add 2 seconds delay between each enemy spawn } }; _spawnEnemy(); // 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 (Mario.intersects(enemies[j])) { if (Mario.isJumping) { // Mario jumped on top of the enemy, destroy the enemy enemies[j].destroy(); enemies.splice(j, 1); } else { Mario.life -= 0.005; // Decrease Mario's life by 0.5% if (Mario.life <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } else if (Mario.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } // Sort enemies by their x position to ensure they never cover each other in display order enemies.sort(function (a, b) { return a.x - b.x; }); // Update the life counter lifeCounter.update(); }; // Handle player jump game.down = function (x, y, obj) { Mario.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -107,9 +107,9 @@
var enemyTypes = ['enemy', 'enemy1', 'enemy2', 'enemy3'];
var i = 0;
var _spawnEnemy = function spawnEnemy() {
var enemy = new Enemy(enemyTypes[i]);
- enemy.x = 2048 + i * enemy.width;
+ enemy.x = 2048 + i * 2 * enemy.width; // Double the distance between enemies
enemy.y = 2732 / 2;
enemies.push(enemy);
game.addChild(enemy);
i++;