User prompt
I asked you to delay enemies loading with 1 second to avoid overlaping and duplicated enemies! FIX IT!
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Avoid multipled enemies loading at the same time
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You are not loading more enemy asset to the game after 40. Why? Fix it!
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Ensure enemies attacking in waves and don't leave more than 4 seconds of idle time between loading enemies
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Ensure move enemy waves in the game.
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Move godModeText up by 50 units
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Move godModeText up by 100 units
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Move godModeText up by 100 units
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Move the godmode text and counter up by 200 units
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Scale up the SHARKNADO text size to 3x
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Scale up the SHARKNADO text to 5x using tween ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Scale up the sharknado text to 3x ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move the sharknado text down by 100 units
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Move the sharknado text under the defeated enemies text
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Rename opponent text to enemy
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Please fix the bug: 'Cannot set properties of undefined (setting 'dropShadow')' in or related to this line: 'sharknadoText.style.dropShadow = true;' Line Number: 455
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Ensure while ls asset is active in the map then show up a Chrome-silver-black title 'SHARKNADO!' under the defeated opponents text
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Move the sharknado! Text horizontaly to the middle
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Ensure if ls asset is loaded in the map then show up a Chrome-silver-black title 'SHARKNADO!'
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Ensure sharknado text is not active when ls asset is not in the map
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Move the godmode text and number up by 333 units
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Ensure if ls asset is loaded in the map then show up a Chrome-silver-black title 'SHARKNADO'
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If godmode is active and enemy3 asset touch mario then enemy3 asset spinning out from the map in direction right top corner of the map
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If godmode is active and enemy3 asset touch mario then ls asset spinning out from the map in direction right top corner of the map
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If godmode is active and ls asset touch mario then ls asset spinning out from the map in direction right top corner of the map
/**** * 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 } // Track if this asset is in the spinning out state if (self.spinningOut) { // Move toward right top corner var targetX = 2048 + 200; var targetY = -200; // Calculate direction vector var dirX = targetX - self.x; var dirY = targetY - self.y; // Normalize and apply speed var length = Math.sqrt(dirX * dirX + dirY * dirY); if (length > 0) { dirX = dirX / length * (self.spinSpeed || 15); dirY = dirY / length * (self.spinSpeed || 15); } // Move toward target self.x += dirX; self.y += dirY; // Increase rotation speed self.children[0].rotation += 0.2; } else { // Normal behavior when not spinning out // 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 * 0.3); // Even lower bounce power // Reduce bounce strength much more quickly self.bounceStrength *= 0.5; } // Horizontal movement self.x -= self.speed; } } else if (self.enemyType === 'enemy3') { // Special behavior for enemy3 - attack from right bottom corner if (self.initialPosition === undefined) { // Set initial position at right bottom corner self.x = 2048 + 100; // Off right edge self.y = 2732 - 550; // Bottom of screen with small margin, moved up by 450 units self.initialPosition = true; } // Move diagonally up-left (towards Mario) self.x -= self.speed * 1.2; self.y -= self.speed * 0.6; } 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; }); // Define a class for displaying the SHARKNADO title var SharknadoTitle = Container.expand(function () { var self = Container.call(this); // Create the text with chrome-silver-black styling var sharknadoText = new Text2('SHARKNADO!', { size: 240, fill: 0xDDDDDD, // Silver base color dropShadow: true, dropShadowColor: 0x333333, // Dark shadow for 3D effect dropShadowDistance: 3 }); // Set anchor to center horizontally sharknadoText.anchor.set(0.5, 0.5); self.addChild(sharknadoText); // Initialize as invisible self.visible = false; // Method to show the title self.show = function () { if (self.visible) return; // Already visible self.visible = true; // Clear any existing animations tween.stop(sharknadoText); // Reset and animate in sharknadoText.alpha = 0; sharknadoText.scale.set(0.5, 0.5); // Animate in with chrome shine effect tween(sharknadoText, { alpha: 1, scaleX: 1.1, scaleY: 1.1 }, { duration: 500, easing: tween.elasticOut, onFinish: function onFinish() { // Add pulsing animation tween(sharknadoText, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.sinusoidalInOut, yoyo: true, loop: true }); } }); }; // Method to hide the title self.hide = function () { if (!self.visible) return; // Already hidden // Stop any existing animations tween.stop(sharknadoText); // Animate out tween(sharknadoText, { alpha: 0, scaleX: 0.8, scaleY: 0.8 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { self.visible = false; } }); }; 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 - 900; // Position above the center (moved up by 500 units) // Create a new Text2 object to display the score var scoreLabelText = new Text2('Defeated enemies: ', { size: 40, fill: 0xFFFFFF }); var scoreText = new Text2('0', { size: 50, fill: 0xFFFFFF }); // Create the SHARKNADO title var sharknadoTitle = game.addChild(new SharknadoTitle()); sharknadoTitle.x = 2048 / 2; // Center horizontally sharknadoTitle.y = scoreText.y + 200; // Position further below the score text (moved down by 100 units) // 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++; // Define maximum number of active enemies allowed at once var maxEnemies = 5; if (enemySpawnCounter >= enemySpawnInterval && enemies.length < maxEnemies) { // 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() { // Check if we reached the maximum number of enemies if (enemies.length >= maxEnemies) { return; // Don't spawn more enemies if we reached the limit } // 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 * 8 * enemy.width; // Eight times the distance between enemies to completely avoid overlap enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); i++; if (i < enemyTypes.length && enemies.length < maxEnemies) { LK.setTimeout(_spawnEnemy, 3500); // Increase delay to 3.5 seconds 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])) { // Special handling for 'ls' or 'enemy3' assets during God mode if ((enemies[j].enemyType === 'ls' || enemies[j].enemyType === 'enemy3') && Mario.lightning && Mario.lightning.isActive) { // Start the spinning out animation if not already spinning if (!enemies[j].spinningOut) { enemies[j].spinningOut = true; enemies[j].spinSpeed = 15; // Speed at which it flies out // Play dog sound when ls or enemy3 starts spinning out LK.getSound('dog').play(); // Increase rotation animation tween(enemies[j].children[0], { rotation: Math.PI * 10 }, { duration: 2000, easing: tween.linear }); // Add points for special effect LK.setScore(LK.getScore() + 3); // Bonus points for this special effect scoreText.setText(LK.getScore()); } // Don't remove from array yet - let it spin out of screen } else 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; }); // Check if there's any active ls asset in the map to show/hide SHARKNADO title var hasActiveLS = false; for (var i = 0; i < enemies.length; i++) { if (enemies[i].enemyType === 'ls' && enemies[i].x > -50 && enemies[i].x < 2048 + 50) { hasActiveLS = true; break; } } // Show or hide SHARKNADO title based on ls asset presence if (hasActiveLS) { sharknadoTitle.show(); } else { sharknadoTitle.hide(); } // 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
@@ -541,9 +541,9 @@
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)
+godModeText.y = 2732 / 2 - 900; // Position above the center (moved up by 500 units)
// Create a new Text2 object to display the score
var scoreLabelText = new Text2('Defeated enemies: ', {
size: 40,
fill: 0xFFFFFF
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