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remember there can only be one instance at a time of player_idle player_attackf01 and player_attackf02 on screen
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add a failsafe
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toggle a boolean when clicking to prevent multiple clicking instances
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disable clicking until the sequence is over
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do not instantiate on the playspace player_fattack01 and player_fattack02 when the game is loader
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make sure there can always be one instance of player_idle, player_attackf01 and player_attackf02 on screen.
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make sure everytime player_idle is visible on screen the breathing is activated ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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then i want it to swap again 0.5 later to player_idle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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then, 0.5 seconds later, i want it to swap to player_attackf02 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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i want player_idle asset to destroy itself and replace itself with player_attackf01 when i click on the playspace
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it doesn't change it, fix it
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it doesn't swap
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lets try again, when function attack is called swap player_idle with player_attackf01 at the same position, same scale, same everything
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fix it
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lets try again, when function attack is called swap the visuals of player_idle with player_attackf01
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fix it
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Please fix the bug: 'Uncaught TypeError: player.setTexture is not a function' in or related to this line: 'player.setTexture(LK.getAsset('player_attackf01', {}));' Line Number: 26
Code edit (1 edits merged)
Please save this source code
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function attack() { player.setAsset('player_attackf01'); LK.setTimeout(function () { player.setAsset('player_attackf02'); LK.setTimeout(function () { player.setAsset('player_idle'); }, 500); }, 500); } // Player initialization (corrected if needed) var player = LK.getAsset('player_idle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.down = function (x, y, obj) { attack(); }; game.addChild(player);
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Please fix the bug: 'Uncaught TypeError: player.setTexture is not a function' in or related to this line: 'player.setTexture(LK.getAsset('player_attackf01', {}));' Line Number: 25
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function attack() { player.setAsset('player_attackf01'); LK.setTimeout(function () { player.setAsset('player_attackf02'); LK.setTimeout(function () { player.setAsset('player_idle'); }, 500); }, 500); }
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it doesn't animate properly, it disappears
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function attack() { player.asset = 'player_attackFake1'; setTimeout(function() { player.asset = 'player_attackFake2'; setTimeout(function() { player.asset = 'player_idle'; }, 500); }, 500); }
Code edit (1 edits merged)
Please save this source code
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update the current player's asset instead of instantiating a new one every time.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Create a new class for the player_attackf01 asset var PlayerAttack = Container.expand(function () { var self = Container.call(this); // Attach the player_attackf01 asset to the PlayerAttack class var playerAttackGraphics = self.attachAsset('player_attackf01', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ // Mouse or touch down on the game object var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Create a new instance of the player_idle asset var player = LK.getAsset('player_idle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add the player to the game game.addChild(player); // Import the tween plugin // Simulate breathing with player_idle by scaling it up and down tween(player, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Repeat the animation tween(player, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Repeat the animation tween(player, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: onFinish }); } }); } }); } }); // Mouse or touch down on the game object game.down = function (x, y, obj) { // Disable further clicks until the sequence is over game.down = function () {}; // Destroy the player_idle asset player.destroy(); // Create a new instance of the PlayerAttack class var playerAttack = new PlayerAttack(); // Position the player_attackf01 asset at the center of the screen playerAttack.x = 2048 / 2; playerAttack.y = 2732 / 2; // Add the player_attackf01 asset to the game game.addChild(playerAttack); // After 0.5 seconds, replace player_attackf01 with player_attackf02 LK.setTimeout(function () { // Destroy player_attackf01 playerAttack.destroy(); // Create a new instance of player_attackf02 var playerAttack2 = LK.getAsset('player_attackf02', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add player_attackf02 to the game game.addChild(playerAttack2); // After 0.5 seconds, replace player_attackf02 with player_idle LK.setTimeout(function () { // Destroy player_attackf02 playerAttack2.destroy(); // Create a new instance of player_idle var playerIdle = LK.getAsset('player_idle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add player_idle to the game game.addChild(playerIdle); // Simulate breathing with player_idle by scaling it up and down tween(playerIdle, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(playerIdle, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: onFinish }); } }); }, 500); }, 500); // Re-enable clicking after the sequence is over game.down = function (x, y, obj) { // Destroy the player_idle asset player.destroy(); // Create a new instance of the PlayerAttack class var playerAttack = new PlayerAttack(); // Position the player_attackf01 asset at the center of the screen playerAttack.x = 2048 / 2; playerAttack.y = 2732 / 2; // Add the player_attackf01 asset to the game game.addChild(playerAttack); // After 0.5 seconds, replace player_attackf01 with player_attackf02 LK.setTimeout(function () { // Destroy player_attackf01 playerAttack.destroy(); // Create a new instance of player_attackf02 var playerAttack2 = LK.getAsset('player_attackf02', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add player_attackf02 to the game game.addChild(playerAttack2); // After 0.5 seconds, replace player_attackf02 with player_idle LK.setTimeout(function () { // Destroy player_attackf02 playerAttack2.destroy(); // Create a new instance of player_idle var playerIdle = LK.getAsset('player_idle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); // Add player_idle to the game game.addChild(playerIdle); // Simulate breathing with player_idle by scaling it up and down tween(playerIdle, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { tween(playerIdle, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: onFinish }); } }); }, 500); }, 500); }; };
===================================================================
--- original.js
+++ change.js
@@ -76,8 +76,10 @@
}
});
// Mouse or touch down on the game object
game.down = function (x, y, obj) {
+ // Disable further clicks until the sequence is over
+ game.down = function () {};
// Destroy the player_idle asset
player.destroy();
// Create a new instance of the PlayerAttack class
var playerAttack = new PlayerAttack();
@@ -131,5 +133,63 @@
}
});
}, 500);
}, 500);
+ // Re-enable clicking after the sequence is over
+ game.down = function (x, y, obj) {
+ // Destroy the player_idle asset
+ player.destroy();
+ // Create a new instance of the PlayerAttack class
+ var playerAttack = new PlayerAttack();
+ // Position the player_attackf01 asset at the center of the screen
+ playerAttack.x = 2048 / 2;
+ playerAttack.y = 2732 / 2;
+ // Add the player_attackf01 asset to the game
+ game.addChild(playerAttack);
+ // After 0.5 seconds, replace player_attackf01 with player_attackf02
+ LK.setTimeout(function () {
+ // Destroy player_attackf01
+ playerAttack.destroy();
+ // Create a new instance of player_attackf02
+ var playerAttack2 = LK.getAsset('player_attackf02', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+ });
+ // Add player_attackf02 to the game
+ game.addChild(playerAttack2);
+ // After 0.5 seconds, replace player_attackf02 with player_idle
+ LK.setTimeout(function () {
+ // Destroy player_attackf02
+ playerAttack2.destroy();
+ // Create a new instance of player_idle
+ var playerIdle = LK.getAsset('player_idle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 2732 / 2
+ });
+ // Add player_idle to the game
+ game.addChild(playerIdle);
+ // Simulate breathing with player_idle by scaling it up and down
+ tween(playerIdle, {
+ scaleX: 1.05,
+ scaleY: 1.05
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(playerIdle, {
+ scaleX: 1.0,
+ scaleY: 1.0
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut,
+ onFinish: onFinish
+ });
+ }
+ });
+ }, 500);
+ }, 500);
+ };
};
\ No newline at end of file
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