User prompt
If godmode is active and ls asset touch mario the ls asset should spinning out the map in the left bottom corner ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add dog sound to the game
User prompt
Add sifting movement to enemy3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add shaking animation to enemy3 enemies ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a a little shaking to the enemy3 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add check to limit number of active enemies at once!
User prompt
There is a bug in enemy loadings. They stucking in the edges before moving in
User prompt
NOT ONLY SHOULD THERE BE A BIG PAUSE AT THE BEGINNING OF THE GAME WHEN ENEMY CHARGES, BUT ALSO KEEP YOUR DISTANCE, DON'T LET 3 OR MORE ENEMIES CHARGES AT THE SAME TIME!
User prompt
Increase the delay between two enemy assets to avoid overlaping!
User prompt
Move up the enemy3 by 450 units
User prompt
Move up the enemy3 by 400 units
User prompt
Move up the enemy3 by 300 units
User prompt
Move up the enemy3 by 200 units
User prompt
Ensure the enemy3 is attack from the right bottom corner of the map
User prompt
Decrease it more
User prompt
I asked that decrease the ls asset bouncing back power ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Decrease the ls asset bouncing on the center
User prompt
Ensure ls asset is bouncing down from the right top corner of the map
User prompt
Why not spinning all ls assets?
User prompt
Ensure every ls asset spinning!
User prompt
Move mario left by 200 units and avoid move back to the center
User prompt
Ensure ls asset is spinning in left direction ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add ls asset to the map as anemy
User prompt
Add jjb asset to the map as anemy
User prompt
The timer does not count 1 just disappear at 2. Fix 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.enemyType = enemyType; // Apply spinning animation to 'ls' enemy type if (enemyType === 'ls') { // Start spinning animation in left (counter-clockwise) direction tween(enemyGraphics, { rotation: Math.PI * 2 * -1 // Negative for left/counter-clockwise direction }, { duration: 2000, // 2 seconds for a full rotation easing: tween.linear, repeat: Infinity, // Use Infinity instead of loop: true for continuous spinning loop: true // Continuous spinning }); } self.update = function () { // Special behavior for ls asset - bounce down from top right if (self.enemyType === 'ls') { // Add vertical movement properties first time if (self.verticalSpeed === undefined) { self.verticalSpeed = 3; // Initial downward speed self.gravity = 0.1; // Gravity effect self.bounceStrength = 2; // How strong the bounce is // Start from top-right corner self.y = 100; // Near top self.x = 2048 + 100; // Off right edge } // Apply gravity to vertical speed self.verticalSpeed += self.gravity; self.y += self.verticalSpeed; // Bounce when hitting bottom at 3/4 of the screen height instead of center if (self.y > 2732 * 0.75) { // Bounce at 3/4 screen height self.y = 2732 * 0.75; self.verticalSpeed = -self.verticalSpeed * (self.bounceStrength * 0.5); // Further lower bounce power // Reduce bounce strength even more quickly self.bounceStrength *= 0.7; } // Horizontal movement self.x -= self.speed; } else { // Original behavior for other enemy types self.x -= self.speed; } // Destroy when off screen if (self.x < -50) { self.destroy(); } }; return self; // Return self to make the class inheritable }); // Define a class for displaying the God Mode text var GodModeText = Container.expand(function () { var self = Container.call(this); // Create the text var godModeText = new Text2('GOD MODE', { size: 80, fill: 0xFF8C00 // Orange color }); godModeText.anchor.set(0.5, 0.5); self.addChild(godModeText); // Initialize with invisible state godModeText.alpha = 0; // Create timer text var timerText = new Text2('', { size: 60, fill: 0xFF8C00 // Orange color for timer }); timerText.anchor.set(0.5, 0.5); timerText.y = 80; // Position below the GOD MODE text self.addChild(timerText); // Initialize timer value self.timerValue = 5; // 5 seconds duration self.timerInterval = null; // Method to show the animation self.showAnimation = function () { // Play god mode sound LK.getSound('godmode').play(); // Stop any existing animations tween.stop(godModeText); // Reset and start the timer self.timerValue = 5; timerText.setText(self.timerValue); timerText.alpha = 1; // Clear any existing timer if (self.timerInterval) { LK.clearInterval(self.timerInterval); } // Start countdown timer self.timerInterval = LK.setInterval(function () { self.timerValue -= 1; timerText.setText(self.timerValue); if (self.timerValue < 0) { LK.clearInterval(self.timerInterval); self.timerInterval = null; } }, 1000); // Animate in tween(godModeText, { alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.elasticOut, onFinish: function onFinish() { // Pulse animation while visible tween(godModeText, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.sinusoidalInOut, yoyo: true, loop: true }); // Hide after 3 seconds LK.setTimeout(function () { // Stop the pulse animation tween.stop(godModeText); // Stop and hide the timer if (self.timerInterval) { LK.clearInterval(self.timerInterval); self.timerInterval = null; } tween(timerText, { alpha: 0 }, { duration: 300, easing: tween.easeIn }); // Animate out tween(godModeText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 500, easing: tween.easeIn }); }, 3000); } }); }; return self; }); // Define a class for the life counter var LifeCounter = Container.expand(function () { var self = Container.call(this); // Create a simple white line instead of using an asset var lineGraphics = LK.getAsset('enemy2', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048, scaleY: 10, tint: 0xFFFFFF // White color }); self.addChild(lineGraphics); self.width = 2048; // Full width self.update = function () { // Update the width of the line based on Mario's life lineGraphics.scale.x = 2048 * Mario.life; }; }); // Define a class for the dragon ball lightning effect var LightningEffect = Container.expand(function () { var self = Container.call(this); // Set active status flag self.isActive = false; // Create lightning bolts self.bolts = []; var colors = [0xFFFF00, 0xFFFF00, 0xFFFF00, 0xFFFF00]; // Create multiple lightning bolts around Mario for (var i = 0; i < 5; i++) { var bolt = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5, scaleX: 25 + Math.random() * 10, scaleY: 25 + Math.random() * 10 }); bolt.tint = colors[Math.floor(Math.random() * colors.length)]; bolt.alpha = 0; // Start with invisible bolts bolt.rotation = Math.random() * Math.PI * 2; bolt.distance = 80 + Math.random() * 40; bolt.speed = 0.1 + Math.random() * 0.1; 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 pulse 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) }, { duration: 300 + Math.random() * 400, easing: tween.easeOut, onFinish: function () { // Create a callback closure to maintain the correct bolt reference var currentBolt = bolt; return function () { // Animate back 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) }, { duration: 300 + Math.random() * 400, easing: tween.easeIn }); }; }() }); } }; self.update = function () { // Position the lightning bolts around 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; // Make bolts invisible when effect is not active if (!self.isActive) { bolt.alpha = 0; } // Ensure bolts remain visible when effect is active else if (self.isActive && bolt.alpha < 0.7) { bolt.alpha = 0.7 + Math.random() * 0.3; } } // Periodically refresh animations only when not in active state if (LK.ticks % 30 === 0 && self.isActive) { 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; // Play jump sound LK.getSound('jump').play(); // Activate lightning effect animation with a more intense glow when jumping, but only if lightning is already active if (self.lightning && self.lightning.isActive) { // 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 }, { duration: 300, easing: tween.elasticOut }); } // 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 and add shiny flashing effect tween(powerGraphics, { alpha: 0.7, tint: 0xffffff }, { duration: 1000, easing: tween.sinusoidalInOut, loop: true, yoyo: true }); // Add shiny flashing effect function createShinyEffect() { // Tween to bright yellow-white (shiny effect) tween(powerGraphics, { tint: 0xffffff, alpha: 1, scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Tween back to normal gold tween(powerGraphics, { tint: 0xffd700, alpha: 0.8, scaleX: 1.0, scaleY: 1.0 }, { duration: 250, easing: tween.easeIn, onFinish: function onFinish() { // Schedule next flash after a shorter random delay LK.setTimeout(createShinyEffect, 300 + Math.random() * 400); } }); } }); } // Start the shiny effect sequence LK.setTimeout(createShinyEffect, 200 + Math.random() * 300); 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; // Play background music LK.playMusic('music1', { loop: true }); // Initialize player var Mario = game.addChild(new Player()); Mario.x = 2048 / 2 - 200; // Position Mario 200 units to the left of center 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 // Create life percentage text var lifePercentText = new Text2('100%', { size: 40, fill: 0x7FFF00 // Bright neon green to match the life bar }); // Add the life percentage text to the GUI LK.gui.topRight.addChild(lifePercentText); // Position the text lifePercentText.anchor.set(1, 0); // Right align lifePercentText.x = -20; // Add right margin lifePercentText.y = 20; // Add top margin // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Initialize power-ups var powerups = []; var powerupSpawnInterval = 300; var powerupSpawnCounter = 0; // Create GodModeText instance var godModeText = game.addChild(new GodModeText()); godModeText.x = 2048 / 2; // Center horizontally godModeText.y = 2732 / 2 - 700; // Position above the center (moved up by 300 units) // Create a new Text2 object to display the score var scoreLabelText = new Text2('Defeated opponents: ', { size: 40, fill: 0xFFFFFF }); var scoreText = new Text2('0', { size: 50, fill: 0xFFFFFF }); // Add the score label and text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreLabelText); LK.gui.top.addChild(scoreText); // Position the label and score text scoreLabelText.anchor.set(1, 0); // Right align the label scoreText.anchor.set(0, 0); // Left align the score scoreLabelText.x = 2048 / 2 - 880; // Position to the left of center, moved 880 units left scoreLabelText.y = 20; // Add a small top margin scoreText.x = 2048 / 2 - 840; // Position to the right of center, moved 840 units left scoreText.y = 10; // Add a small top margin // Handle game updates game.update = function () { Mario.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Define enemy types var enemyTypes = ['enemy', 'enemy1', 'enemy2', 'enemy3', 'jjb', 'ls']; // 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++) { // Skip enemy2 type which is too small to be visible (4x4) if (t !== game.lastEnemyTypeIndex && enemyTypes[t] !== 'enemy2') { 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.lightning && Mario.lightning.isActive) { // Mario jumped on top of the enemy or has active lightning shield, destroy the enemy enemies[j].destroy(); enemies.splice(j, 1); // Add points for defeating enemy if (Mario.lightning && Mario.lightning.isActive) { // Add 2 points when defeating with lightning shield LK.setScore(LK.getScore() + 2); scoreText.setText(LK.getScore()); } else if (Mario.isJumping) { // Add 1 point when jumping on enemy LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } else { Mario.life -= 0.005; // Decrease Mario's life by 0.5% if (Mario.life <= 0) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } } // 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); // Show God mode text animation for 3 seconds godModeText.showAnimation(); // Play god mode sound LK.getSound('godmode').play(); // Enhance lightning effect for 5 seconds if (Mario.lightning) { // Set effect active flag Mario.lightning.isActive = true; 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 }, { duration: 500, easing: tween.elasticOut }); } // Update timer with the godmode duration (5 seconds) godModeText.timerValue = 5; // Reset to normal after 5 seconds (5000ms) LK.setTimeout(function () { Mario.lightning.isActive = false; Mario.lightning.animate(); }, 5000); } // 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(); // Update life percentage text lifePercentText.setText(Math.round(Mario.life * 100) + '%'); }; // Handle player jump game.down = function (x, y, obj) { Mario.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -47,11 +47,11 @@
// Bounce when hitting bottom at 3/4 of the screen height instead of center
if (self.y > 2732 * 0.75) {
// Bounce at 3/4 screen height
self.y = 2732 * 0.75;
- self.verticalSpeed = -self.verticalSpeed * (self.bounceStrength * 0.7); // Lower bounce power
- // Reduce bounce strength more quickly
- self.bounceStrength *= 0.8;
+ self.verticalSpeed = -self.verticalSpeed * (self.bounceStrength * 0.5); // Further lower bounce power
+ // Reduce bounce strength even more quickly
+ self.bounceStrength *= 0.7;
}
// Horizontal movement
self.x -= self.speed;
} else {
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