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every few seconds spawn enemy01 in intervals make them move across the screen. make sure they are above bg01
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every few seconds spawn enemy01 in intervals make them move across the screen.
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every few seconds spawn enemy01 in intervals make them move across the screen.
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make sure enemy01 is at the same y coordinate as player
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every few seconds spawn enemy01 outside of the left or right side of the playspace and make them move towards the opposite side of the playspace until they leave it and destroy themselves
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make sure enemy01 is above the bg01
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every few seconds spawn enemy01 outside of the left or right side of the playspace and make them move towards the opposite side of the playspace until they leave it and destroy themselves
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add a black linestroke to the score
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add a score in the top center of the playspace
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all the petals have the same orientation, fix it
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make sure the petals are not in the same x direction
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create a shower of petals
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are they animated falling down? i dont see them fix it
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if they would be, i would see them, fix it
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Every few seconds, continuously spawn petals of random size and direction at the top of the screen, let them drift downward to create a falling effect, and delete them once they're off-screen.
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"Spawn petals of different sizes and directions at the top of the play area, move them downward, and destroy them once they're off-screen.
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"Spawn petals of different sizes and directions at the top of the play area, move them downward, and destroy them once they're off-screen.
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make sure petals are above bg01
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"Spawn petals of different sizes and directions at the top of the play area, move them downward, and destroy them once they're off-screen.
Code edit (1 edits merged)
Please save this source code
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when the game starts play bgm and loop it
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x: 2048 / 2, y: 2732 - 250 for player_idle, player_attackf01&02
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adjust to match player_idle coordinates because right now its teleporting
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adjust player_attackf01 & 02 to match player_idle coordinates
Code edit (1 edits merged)
Please save this source code
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -2; // Move left across the screen self.update = function () { self.x += self.speedX; // Reset position if enemy goes off screen if (self.x < -100) { self.x = 2048 + 100; self.y = Math.random() * 2732; } }; }); var Petal = Container.expand(function () { var self = Container.call(this); var petalGraphics = self.attachAsset('petals', { anchorX: 0.5, anchorY: 0.5, rotation: Math.random() * Math.PI * 2 // Random rotation for each petal }); self.speedY = Math.random() * 2 + 1; // Random speed for falling self.speedX = Math.random() * 2 - 1; // Random horizontal drift self.update = function () { self.y += self.speedY; self.x += self.speedX; // Reset position if petal goes off screen if (self.y > 2732) { self.y = -50; self.x = Math.random() * 2048; } }; }); // 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 ****/ var enemies = []; // Create a score text object and set its initial value to 0 var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF, // Optional (this is the default string) stroke: 0x000000, // Add black linestroke strokeThickness: 5 // Set thickness of the linestroke }); // Center the score text horizontally, anchor point set at the middle of its top edge scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text // Add the score text to the GUI overlay at the top-center of the screen LK.gui.top.addChild(scoreTxt); LK.playMusic('bgm', { loop: true }); // Create and place bg01 on the playspace at gamestart behind player var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(bg01); // 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 - 250 // Set player_idle coordinates to center horizontally and slightly above bottom }); // Boolean to track if the sequence is running var isSequenceRunning = false; // Boolean to track if player_idle is on screen var isPlayerIdleOnScreen = false; // Add the player to the game game.addChild(player); isPlayerIdleOnScreen = true; // Create a shower of petals var petals = []; for (var i = 0; i < 50; i++) { var petal = new Petal(); petal.x = Math.random() * 2048; petal.y = Math.random() * 2732; petals.push(petal); game.addChild(petal); } // 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 }); } }); } }); } }); // Update petals for (var i = 0; i < petals.length; i++) { petals[i].update(); } // Update enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); } // Spawn enemies at intervals if (LK.ticks % 180 === 0) { // Every 3 seconds at 60 FPS var enemy = new Enemy(); enemy.x = 2048 + 100; // Start off-screen to the right enemy.y = Math.random() * 2732; // Random vertical position enemies.push(enemy); game.addChild(enemy); } // Mouse or touch down on the game object game.down = function (x, y, obj) { // Check if the sequence is already running if (isSequenceRunning) { return; // Exit if the sequence is already running } // Set the sequence running flag to true isSequenceRunning = true; // Destroy the player_idle asset if it exists if (player) { player.destroy(); isPlayerIdleOnScreen = false; } // Determine if the click is on the left or right portion of the playspace var isLeftClick = x < 2048 / 2; // Create a new instance of the PlayerAttack class var playerAttack = new PlayerAttack(); // Play the 'retroslash' sound LK.getSound('retroslash').play(); // Flip the player visuals if clicked on the left portion if (isLeftClick) { playerAttack.scaleX = -1; } // Position the player_attackf01 asset at the same position as player_idle playerAttack.x = 2048 / 2; playerAttack.y = 2732 - 250; // Set player_attackf01 coordinates to match player_idle // Add the player_attackf01 asset to the game game.addChild(playerAttack); // After 0.15 seconds, replace player_attackf01 with player_attackf02 LK.setTimeout(function () { // Destroy player_attackf01 playerAttack.destroy(); // Create a new instance of player_attackf02 at the same position as player_idle var playerAttack2 = LK.getAsset('player_attackf02', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250 // Set player_attackf02 coordinates to match player_idle }); // Flip the player visuals if clicked on the left portion for player_attackf02 if (isLeftClick) { playerAttack2.scaleX = -1; } // Add player_attackf02 to the game game.addChild(playerAttack2); // After 0.15 seconds, replace player_attackf02 with player_idle LK.setTimeout(function () { // Destroy player_attackf02 playerAttack2.destroy(); // Check if player_idle is already on screen if (!isPlayerIdleOnScreen) { // Reuse the existing player instance for player_idle player = LK.getAsset('player_idle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250 // Set player_idle coordinates to center horizontally and slightly above bottom after attack sequence }); // Add player_idle to the game game.addChildAt(player, 1); isPlayerIdleOnScreen = true; } // Define the breathing animation function var startBreathingAnimation = function startBreathingAnimation() { 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: startBreathingAnimation }); } }); }; // Start the breathing animation startBreathingAnimation(); // Simulate breathing with player_idle by scaling it up and down var startBreathingAnimation = function startBreathingAnimation() { 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: startBreathingAnimation }); } }); }; startBreathingAnimation(); // Set the sequence running flag to false isSequenceRunning = false; isPlayerIdleOnScreen = true; }, 250); }, 250); };
===================================================================
--- original.js
+++ change.js
@@ -15,10 +15,10 @@
self.speedX = -2; // Move left across the screen
self.update = function () {
self.x += self.speedX;
// Reset position if enemy goes off screen
- if (self.x < -50) {
- self.x = 2048 + 50;
+ if (self.x < -100) {
+ self.x = 2048 + 100;
self.y = Math.random() * 2732;
}
};
});
@@ -61,8 +61,9 @@
/****
* Game Code
****/
+var enemies = [];
// Create a score text object and set its initial value to 0
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF,
@@ -92,10 +93,8 @@
anchorY: 0.5,
x: 2048 / 2,
y: 2732 - 250 // Set player_idle coordinates to center horizontally and slightly above bottom
});
-// Array to keep track of enemies
-var enemies = [];
// Boolean to track if the sequence is running
var isSequenceRunning = false;
// Boolean to track if player_idle is on screen
var isPlayerIdleOnScreen = false;
@@ -161,10 +160,10 @@
// Spawn enemies at intervals
if (LK.ticks % 180 === 0) {
// Every 3 seconds at 60 FPS
var enemy = new Enemy();
- enemy.x = 2048 + 50; // Start off-screen to the right
- enemy.y = Math.random() * 2732;
+ enemy.x = 2048 + 100; // Start off-screen to the right
+ enemy.y = Math.random() * 2732; // Random vertical position
enemies.push(enemy);
game.addChild(enemy);
}
// Mouse or touch down on the game object
high definition super nintendo background of a japanese sakura tree forest Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d snes dust particle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
silver coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
snes white feather. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
add a wooden shield
white 3d questionmark with a shadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
caligraphy paper front facing flat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the letters 'Ready' in 3d with a japanese cartoon cherry blossom flair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
add eyebrows