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when the enemyclass collides with player_attackf02, destroy enemy
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the enemy class should be at the same Y coordinates as enemy01
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make it spawn outside of the playspace in intervals and make them go towards the opposite side of the playspace and destroy them
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Please fix the bug: 'Cannot read properties of undefined (reading 'width')' in or related to this line: 'var enemy = LK.getAsset('enemy01', {' Line Number: 100
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enemy01 should spawn on the edge of the playspace
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Please fix the bug: 'playerAttack2 is not defined' in or related to this line: 'if (enemy.intersects(playerAttack2)) {' Line Number: 214
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when it collides with player_attackf02 destroy enemy01
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when it collides with player_idle trigger game over and show the score
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do not Make enemy move back to the original x-coordinate
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make it go accross the entire lenght of the playspace
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ok the tween is good but the enemy is not moving, keep the bounce effect and make it move accross the screen βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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move enemy accross the screen until it leaves the playspace and destroy it
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Please fix the bug: 'playerAttack2 is not defined' in or related to this line: 'if (playerAttack2 && enemy && !enemy.destroyed && playerAttack2.intersects(enemy)) {' Line Number: 34
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when player_attackf02 collides with enemy01, destroy enemy01
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make it bounce indefinitly
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make sure it bounces at returns to its original y coordinates
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its not bouncing, its flying off the screen
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animate enemy01 with tween to give it a bouncy effect βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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create enemy01 next to player_idle
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enemy01 is not above bg01 fix it
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make sure enemy01 is above bg01
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instantiate enemy01 in the center of the playspace
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i dont see it on screen fix it
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every few seconds spawn enemy01 in intervals make them move across the screen. make sure they are above bg01
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ 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 ****/ // 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); // Instantiate enemy01 in the center of the playspace var enemy01 = LK.getAsset('enemy01', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(enemy01); 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(); } // 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
@@ -45,8 +45,16 @@
/****
* Game Code
****/
+// 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);
// Instantiate enemy01 in the center of the playspace
var enemy01 = LK.getAsset('enemy01', {
anchorX: 0.5,
anchorY: 0.5,
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