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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!
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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
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* 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;
};
});
// Define a class for the dragon ball lightning effect
var LightningEffect = Container.expand(function () {
var self = Container.call(this);
// Create lightning bolts
self.bolts = [];
var colors = [0xFF4500, 0xFF8C00, 0xFFA500, 0xFFD700]; // Fire colors: red-orange, dark orange, orange, gold
// Create multiple lightning bolts around Mario
for (var i = 0; i < 8; i++) {
// More flame particles
var bolt = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 30 + Math.random() * 15,
// Larger flames
scaleY: 40 + Math.random() * 20 // Taller flames
});
bolt.tint = colors[Math.floor(Math.random() * colors.length)];
bolt.alpha = 0.8; // More visible
bolt.rotation = Math.random() * Math.PI * 2;
bolt.distance = 60 + Math.random() * 30; // Closer to character
bolt.speed = 0.05 + Math.random() * 0.08; // Slower movement for flame effect
bolt.flameRise = 0.3 + Math.random() * 0.3; // Add rising effect for flames
bolt.originalScale = {
x: bolt.scale.x,
y: bolt.scale.y
};
self.bolts.push(bolt);
}
// Animate the lightning
self.animate = function () {
// Stop any existing animations
for (var i = 0; i < self.bolts.length; i++) {
tween.stop(self.bolts[i]);
}
// Start new animations
for (var i = 0; i < self.bolts.length; i++) {
var bolt = self.bolts[i];
// Randomize the bolt appearance
bolt.rotation = Math.random() * Math.PI * 2;
bolt.scale.x = bolt.originalScale.x * (0.8 + Math.random() * 0.4);
bolt.scale.y = bolt.originalScale.y * (0.8 + Math.random() * 0.4);
// Animate the bolt with flame effect
tween(bolt, {
alpha: 0.3 + Math.random() * 0.6,
scaleX: bolt.originalScale.x * (0.6 + Math.random() * 0.5),
scaleY: bolt.originalScale.y * (0.9 + Math.random() * 0.4)
}, {
duration: 400 + Math.random() * 300,
easing: tween.sinusoidalInOut,
onFinish: function () {
// Create a callback closure to maintain the correct bolt reference
var currentBolt = bolt;
return function () {
// Animate back with flickering flame effect
tween(currentBolt, {
alpha: 0.7 + Math.random() * 0.3,
scaleX: currentBolt.originalScale.x * (0.7 + Math.random() * 0.4),
scaleY: currentBolt.originalScale.y * (1.0 + Math.random() * 0.5) // Taller flames
}, {
duration: 350 + Math.random() * 250,
easing: tween.sinusoidalOut
});
};
}()
});
}
};
self.update = function () {
// Position the flame bolts around and rising from Mario
for (var i = 0; i < self.bolts.length; i++) {
var bolt = self.bolts[i];
var angle = bolt.rotation + self.parent.rotation + bolt.speed * LK.ticks;
bolt.x = Math.cos(angle) * bolt.distance;
// Add rising effect for flames
var riseEffect = Math.sin(LK.ticks * 0.05 + i) * 5;
bolt.y = Math.sin(angle) * bolt.distance - bolt.flameRise * (LK.ticks % 60) % 40 + riseEffect;
}
// Periodically refresh animations with random timing for natural flame effect
if (LK.ticks % 30 === 0 || Math.random() < 0.01) {
// Sometimes randomly animate for flickering
self.animate();
}
};
return self;
});
//<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;
// Add the lightning effect
self.lightning = self.addChild(new LightningEffect());
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;
}
}
// Update the lightning effect
if (self.lightning) {
self.lightning.update();
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
// Activate lightning effect animation with a more intense glow when jumping
if (self.lightning) {
// Intensify the lightning effect
for (var i = 0; i < self.lightning.bolts.length; i++) {
var bolt = self.lightning.bolts[i];
tween(bolt, {
alpha: 0.95,
scaleX: bolt.originalScale.x * 1.8,
scaleY: bolt.originalScale.y * 2.2,
// Taller flames for jump boost
tint: 0xFF3000 // Bright red-orange flame color
}, {
duration: 350,
easing: tween.backOut
});
}
// Reset to normal after a short time
LK.setTimeout(function () {
self.lightning.animate();
}, 500);
}
}
};
});
// Define a class for power-ups
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerGraphics = self.attachAsset('powerup', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.floatOffset = 0;
self.collected = false;
// Make power-up glow with tween animation
tween(powerGraphics, {
alpha: 0.7
}, {
duration: 1000,
easing: tween.sinusoidalInOut,
loop: true,
yoyo: true
});
self.update = function () {
// Move power-up from right to left
self.x -= self.speed;
// Floating up and down motion
self.floatOffset += 0.05;
self.y = self.originalY + Math.sin(self.floatOffset) * 20;
// Remove if off screen
if (self.x < -100) {
self.destroy();
}
};
return self;
});
/****
* 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;
// Initialize power-ups
var powerups = [];
var powerupSpawnInterval = 300;
var powerupSpawnCounter = 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) {
// Define enemy types
var enemyTypes = ['enemy', 'enemy1', 'enemy2', 'enemy3'];
// Keep track of the last enemy type to avoid repetition
if (!game.lastEnemyTypeIndex) {
game.lastEnemyTypeIndex = -1;
}
var i = 0;
var _spawnEnemy = function spawnEnemy() {
// Get a new enemy type that is different from the last one
var availableTypes = [];
for (var t = 0; t < enemyTypes.length; t++) {
if (t !== game.lastEnemyTypeIndex) {
availableTypes.push({
index: t,
type: enemyTypes[t]
});
}
}
// Randomly select from available types
var selectedType = availableTypes[Math.floor(Math.random() * availableTypes.length)];
game.lastEnemyTypeIndex = selectedType.index;
var enemy = new Enemy(selectedType.type);
enemy.x = 2048 + i * 6 * enemy.width; // Six times the distance between enemies to completely avoid overlap
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;
}
// Spawn power-ups
powerupSpawnCounter++;
if (powerupSpawnCounter >= powerupSpawnInterval) {
var powerup = new PowerUp();
powerup.x = 2048 + 200; // Start a bit off screen
powerup.y = 2732 / 2 - 200; // Above the players level
powerup.originalY = powerup.y; // Store original Y for floating animation
powerup.lastWasIntersecting = false; // For tracking intersection
powerups.push(powerup);
game.addChild(powerup);
// Randomize the spawn interval for the next power-up
powerupSpawnInterval = Math.floor(Math.random() * 400) + 300;
powerupSpawnCounter = 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());
}
}
// Update power-ups
for (var k = powerups.length - 1; k >= 0; k--) {
var powerup = powerups[k];
powerup.update();
// Check for collision with Mario
var currentIntersecting = Mario.intersects(powerup);
if (!powerup.lastWasIntersecting && currentIntersecting) {
// Power-up collected - apply effect
powerup.collected = true;
// Apply power-up effect
Mario.life = Math.min(1, Mario.life + 0.3); // Restore 30% of life
// Flash effect when collecting power-up
LK.effects.flashObject(Mario, 0xFFD700, 500);
// Enhance lightning effect temporarily
if (Mario.lightning) {
for (var i = 0; i < Mario.lightning.bolts.length; i++) {
var bolt = Mario.lightning.bolts[i];
tween(bolt, {
alpha: 1,
scaleX: bolt.originalScale.x * 2.5,
scaleY: bolt.originalScale.y * 3,
// Extra tall flames for power-up effect
tint: 0xFF2500 // Bright fire color
}, {
duration: 600,
easing: tween.backOut
});
}
// Reset to normal after a short time
LK.setTimeout(function () {
Mario.lightning.animate();
}, 1000);
}
// Remove the power-up
powerup.destroy();
powerups.splice(k, 1);
}
// Update tracking state
if (powerup) {
powerup.lastWasIntersecting = currentIntersecting;
}
}
// 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
@@ -38,22 +38,25 @@
var LightningEffect = Container.expand(function () {
var self = Container.call(this);
// Create lightning bolts
self.bolts = [];
- var colors = [0xFFFF00, 0xFFFF00, 0xFFFF00, 0xFFFF00];
+ var colors = [0xFF4500, 0xFF8C00, 0xFFA500, 0xFFD700]; // Fire colors: red-orange, dark orange, orange, gold
// Create multiple lightning bolts around Mario
- for (var i = 0; i < 5; i++) {
+ for (var i = 0; i < 8; i++) {
+ // More flame particles
var bolt = self.attachAsset('enemy2', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 25 + Math.random() * 10,
- scaleY: 25 + Math.random() * 10
+ scaleX: 30 + Math.random() * 15,
+ // Larger flames
+ scaleY: 40 + Math.random() * 20 // Taller flames
});
bolt.tint = colors[Math.floor(Math.random() * colors.length)];
- bolt.alpha = 0.7;
+ bolt.alpha = 0.8; // More visible
bolt.rotation = Math.random() * Math.PI * 2;
- bolt.distance = 80 + Math.random() * 40;
- bolt.speed = 0.1 + Math.random() * 0.1;
+ bolt.distance = 60 + Math.random() * 30; // Closer to character
+ bolt.speed = 0.05 + Math.random() * 0.08; // Slower movement for flame effect
+ bolt.flameRise = 0.3 + Math.random() * 0.3; // Add rising effect for flames
bolt.originalScale = {
x: bolt.scale.x,
y: bolt.scale.y
};
@@ -71,44 +74,47 @@
// Randomize the bolt appearance
bolt.rotation = Math.random() * Math.PI * 2;
bolt.scale.x = bolt.originalScale.x * (0.8 + Math.random() * 0.4);
bolt.scale.y = bolt.originalScale.y * (0.8 + Math.random() * 0.4);
- // Animate the bolt with pulse effect
+ // Animate the bolt with flame effect
tween(bolt, {
- alpha: 0.2 + Math.random() * 0.5,
- scaleX: bolt.originalScale.x * (0.7 + Math.random() * 0.6),
- scaleY: bolt.originalScale.y * (0.7 + Math.random() * 0.6)
+ alpha: 0.3 + Math.random() * 0.6,
+ scaleX: bolt.originalScale.x * (0.6 + Math.random() * 0.5),
+ scaleY: bolt.originalScale.y * (0.9 + Math.random() * 0.4)
}, {
- duration: 300 + Math.random() * 400,
- easing: tween.easeOut,
+ duration: 400 + Math.random() * 300,
+ easing: tween.sinusoidalInOut,
onFinish: function () {
// Create a callback closure to maintain the correct bolt reference
var currentBolt = bolt;
return function () {
- // Animate back
+ // Animate back with flickering flame effect
tween(currentBolt, {
- alpha: 0.6 + Math.random() * 0.4,
- scaleX: currentBolt.originalScale.x * (0.9 + Math.random() * 0.3),
- scaleY: currentBolt.originalScale.y * (0.9 + Math.random() * 0.3)
+ alpha: 0.7 + Math.random() * 0.3,
+ scaleX: currentBolt.originalScale.x * (0.7 + Math.random() * 0.4),
+ scaleY: currentBolt.originalScale.y * (1.0 + Math.random() * 0.5) // Taller flames
}, {
- duration: 300 + Math.random() * 400,
- easing: tween.easeIn
+ duration: 350 + Math.random() * 250,
+ easing: tween.sinusoidalOut
});
};
}()
});
}
};
self.update = function () {
- // Position the lightning bolts around Mario
+ // Position the flame bolts around and rising from Mario
for (var i = 0; i < self.bolts.length; i++) {
var bolt = self.bolts[i];
var angle = bolt.rotation + self.parent.rotation + bolt.speed * LK.ticks;
bolt.x = Math.cos(angle) * bolt.distance;
- bolt.y = Math.sin(angle) * bolt.distance;
+ // Add rising effect for flames
+ var riseEffect = Math.sin(LK.ticks * 0.05 + i) * 5;
+ bolt.y = Math.sin(angle) * bolt.distance - bolt.flameRise * (LK.ticks % 60) % 40 + riseEffect;
}
- // Periodically refresh animations
- if (LK.ticks % 30 === 0) {
+ // Periodically refresh animations with random timing for natural flame effect
+ if (LK.ticks % 30 === 0 || Math.random() < 0.01) {
+ // Sometimes randomly animate for flickering
self.animate();
}
};
return self;
@@ -152,14 +158,16 @@
// Intensify the lightning effect
for (var i = 0; i < self.lightning.bolts.length; i++) {
var bolt = self.lightning.bolts[i];
tween(bolt, {
- alpha: 0.9,
- scaleX: bolt.originalScale.x * 1.5,
- scaleY: bolt.originalScale.y * 1.5
+ alpha: 0.95,
+ scaleX: bolt.originalScale.x * 1.8,
+ scaleY: bolt.originalScale.y * 2.2,
+ // Taller flames for jump boost
+ tint: 0xFF3000 // Bright red-orange flame color
}, {
- duration: 300,
- easing: tween.elasticOut
+ duration: 350,
+ easing: tween.backOut
});
}
// Reset to normal after a short time
LK.setTimeout(function () {
@@ -338,13 +346,15 @@
for (var i = 0; i < Mario.lightning.bolts.length; i++) {
var bolt = Mario.lightning.bolts[i];
tween(bolt, {
alpha: 1,
- scaleX: bolt.originalScale.x * 2,
- scaleY: bolt.originalScale.y * 2
+ scaleX: bolt.originalScale.x * 2.5,
+ scaleY: bolt.originalScale.y * 3,
+ // Extra tall flames for power-up effect
+ tint: 0xFF2500 // Bright fire color
}, {
- duration: 500,
- easing: tween.elasticOut
+ duration: 600,
+ easing: tween.backOut
});
}
// Reset to normal after a short time
LK.setTimeout(function () {
Ghiblis style
Ghibli style but more realistic
Ghibli style
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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
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Orange framed rectangle with transparent middle. The rectangle A side is much longer than the B side.