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move it further
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destroy it when player_attackf02 is destroyed
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instantiate attackcol over player_attackf02
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fix it
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Please fix the bug: 'ReferenceError: playerAttack2 is not defined' in or related to this line: 'if (enemies[i].intersects(playerAttack2)) {' Line Number: 93
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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
/**** 
* 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 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 new instance of the enemy01 asset
var enemy = LK.getAsset('enemy01', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2 + 300,
	// Position enemy next to player_idle
	y: 2732 - 225 // Align enemy with player_idle vertically
});
// Add the enemy to the game
game.addChild(enemy);
// Add a bouncy tween effect to enemy01
var originalY = enemy.y; // Store the original y-coordinate
tween(enemy, {
	y: originalY - 50 // Move enemy up by 50 pixels
}, {
	duration: 500,
	easing: tween.bounceInOut,
	onFinish: function bounce() {
		// Reverse the tween to create a continuous bounce effect
		tween(enemy, {
			y: originalY // Move enemy back to original y-coordinate
		}, {
			duration: 500,
			easing: tween.bounceInOut,
			onFinish: function onFinish() {
				// Repeat the bounce effect
				tween(enemy, {
					y: originalY - 50
				}, {
					duration: 500,
					easing: tween.bounceInOut,
					onFinish: bounce // Repeat the bounce function
				});
			}
		});
	}
});
// Make enemy move across the screen
var originalX = enemy.x; // Store the original x-coordinate
tween(enemy, {
	x: 2048 - enemy.width / 2 // Move enemy to the right edge
}, {
	duration: 3000,
	// Duration of 3000ms
	easing: tween.linear,
	onFinish: function moveBack() {
		// Move enemy back to the original x-coordinate
		tween(enemy, {
			x: originalX
		}, {
			duration: 3000,
			easing: tween.linear,
			onFinish: function onFinish() {
				// Repeat the movement
				tween(enemy, {
					x: 2048 - enemy.width / 2
				}, {
					duration: 3000,
					easing: tween.linear,
					onFinish: moveBack // Repeat the moveBack function
				});
			}
		});
	}
});
// 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
 
 
 
 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
 
 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
 picture of a cute enemy slime monster inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
 picture of a cute fat and large enemy slime monster inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
 picture of a cute enemy slime monster wearing a shield infront of its face inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
 picture of a cute massive enemy king metal slime monster inspired by dragon quest and ragnarok online.. In-Game asset. 2d. High contrast. No shadows