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Fix counter false counting bugs
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Fix counter bugs
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Move the counter left by 70 units
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Move the counter left by 80 units
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Move the counter left by 92 units
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Move the counter left by 123 units
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Decrease the size of the counter to the half
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Move the score counter 300 units to the left
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Move the counter left by 500 units
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Add to the top center of the map a 'Defeated opponents:' score counter.
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Flashing faster the powerup asset
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Animate powerup asset to flashing shiny effect ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Player invulnerable as long as animation is turned on
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The animation is not turned on when the game starts. It only turns on when the player touches the power asset
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Ensure if player touch power asset then the effect is turn on for 5 seconds
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Change the animated effect looking to more fiery
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Add to the game power asset
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Change the effect to yellow
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Could you add animated dragon ball lightning effect to mario ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Avoid having the same enemies one after the other, always coming in turns
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Ensure enemy assets cannot overlap each other
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Avoid enemies overlap
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Make bigger distance between enemies loading
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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!
/**** * 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 * enemy.width; 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(); };
/****
* 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 * enemy.width;
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();
};
Ghiblis style
Ghibli style but more realistic
Ghibli style
NeonYellow powerup logo. In-Game asset. 2d. High contrast. No shadows
Running Sith jar-jar binks in ghibli style. In-Game asset. 2d. High contrast. No shadows
Shark with lasergun on his head, sideview, ghibli style. In-Game asset. 2d. High contrast. No shadows
White textbubble with thin black frame. 'Run away! A killer rabbit!' text in bubble. In-Game asset. 2d. High contrast. No shadows
Remove 3. Stripe from the shoe and the kit