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add +1 to score when enemyclass is destroyed
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you've broken the game, fix it
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enemy class should spawn from either side of the playspace not always the same side
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make sure enemyclass spawns from either side of the playspace and adjust its sprite oritentation accordingly
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// Destroy attackCol when player_attackf02 is destroyed attackCol.destroy(); attackCol = null;
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Make sure attackCol is added to the same parent (like game.addChild) so that intersection checks are valid.
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when enemyclass intersects with player_idle, trigger game over, show score
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remove enemy01 from the playspace
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Remove the var keyword when you create attackCol inside the attack sequence:
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Please fix the bug: 'ReferenceError: attackCol is not defined' in or related to this line: 'if (attackCol && enemies[i].intersects(attackCol)) {' Line Number: 94
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its not working nor is it being detected
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destroy enemy01 when it intersects with attackcol
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its not working fix it
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when enemyclass intersects with attackcol, destroy enemy
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when player_attackf02 is flipped, attackcol is at the wrong coordinates, it should be more to the left
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'scaleX')' in or related to this line: 'attackCol.scaleX = -1;' Line Number: 272
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flip it when player_attackf02 is flipped
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a little bit further
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again further
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again further
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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
/**** * 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 = 5; // Speed at which the enemy moves across the screen self.update = function () { self.x -= self.speedX; // Destroy the enemy if it moves off the left side of the screen if (self.x < -enemyGraphics.width / 2) { self.destroy(); } }; }); 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 ****/ // Array to keep track of enemies var enemies = []; // Function to spawn a new enemy function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2048 + enemy.width / 2; // Start just outside the right edge of the screen enemy.y = 2732 - 225; // Align enemy with enemy01 vertically enemies.push(enemy); game.addChild(enemy); } // Set an interval to spawn enemies every 2 seconds LK.setInterval(spawnEnemy, 2000); // Update function to move enemies game.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Remove enemy from array if destroyed if (enemies[i].destroyed) { enemies.splice(i, 1); } } }; // 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, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function 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, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function onFinish: function onFinish() { // Repeat the bounce effect tween(enemy, { y: originalY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce // Repeat the bounce 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; attackCol.scaleX = -1; } // Add player_attackf02 to the game game.addChild(playerAttack2); // Instantiate attackcol over player_attackf02 var attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, x: playerAttack2.x + 150, y: playerAttack2.y }); game.addChild(attackCol); // After 0.15 seconds, replace player_attackf02 with player_idle LK.setTimeout(function () { // Destroy player_attackf02 playerAttack2.destroy(); // Destroy attackCol when player_attackf02 is destroyed attackCol.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
@@ -255,8 +255,9 @@
});
// Flip the player visuals if clicked on the left portion for player_attackf02
if (isLeftClick) {
playerAttack2.scaleX = -1;
+ attackCol.scaleX = -1;
}
// Add player_attackf02 to the game
game.addChild(playerAttack2);
// Instantiate attackcol over player_attackf02
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