User prompt
game.addChild(scoreTxt); scoreTxt.x = 2048 / 2; scoreTxt.y = 2732 / 2; var shadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); var text = new Text2(String(value), { size: 300, fill: 0xFFFFFF, fontFamily: "Arial" });
User prompt
center the score and the create score text in the middle of the screen
User prompt
Replace this block in your collision check: // Fade out over 0.1 seconds (100 ms), then destroy tween(enemy, { alpha: 0 }, { duration: 100, onFinish: function onFinish() { enemy.destroy(); } }); With this: // Quick scale pop effect tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { // Shrink and fade out tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function () { enemy.destroy(); } }); } }); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Replace this block: if (attackCol && enemies[i].intersects(attackCol)) { enemies[i].destroy(); LK.getSound('slimedeath').play(); LK.setScore(LK.getScore() + 1); // Increase score by 1 updateScoreText(LK.getScore()); // Update score display enemies.splice(i, 1); // Remove enemy from array continue; // Skip further checks for this enemy } With this improved version: if (attackCol && enemies[i].intersects(attackCol)) { let enemy = enemies[i]; enemies.splice(i, 1); // Remove from array first to avoid duplicate checks // Optional: freeze movement before effect enemy.update = function () {}; // Stop movement LK.getSound('slimedeath').play(); // Apply red tint enemy.tint = 0xFF0000; // Fade out over 0.1 seconds (100 ms), then destroy tween(enemy, { alpha: 0 }, { duration: 100, onFinish: function () { enemy.destroy(); } }); LK.setScore(LK.getScore() + 1); updateScoreText(LK.getScore()); continue; } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[i].destroy();'
User prompt
Add a fading red color effect with a lenght of 0.1 seconds to the enemy before destruction ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Something broke, not all enemy's destroy now, fix it
User prompt
Make sure all enemy's including classes and children fade out with the red color ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[index].destroy();' Line Number: 173
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[i].destroy();' Line Number: 171
User prompt
Before destroying enemy give it a fading red color over 0.1 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[index].destroy();' Line Number: 173
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[index].destroy();' Line Number: 173
User prompt
Fix errors
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[i].destroy();' Line Number: 171
User prompt
Before destroying enemy give it a fading red color over 0.1 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Make sure enemy01 and enemy class are destroyed correctly
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[index].destroy();' Line Number: 172
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'enemies[i].destroy();' Line Number: 171
User prompt
Over 0.1 seconds instead
User prompt
Before destroying enemy01 give it a fading red color over 0.5 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make sure the bouncing loops ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
give enemyclass a bouncing animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
adjust the speed and frequency of the enemyclass randomly
User prompt
move scoretext and createscoretext in the center of the playspace
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (spawnFromLeft) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 5; // Flip visual and set direction based on spawn side if (spawnFromLeft) { self.x = -enemyGraphics.width / 2; // start offscreen left self.speedX = 5; // move right enemyGraphics.scaleX = -1; // default facing right } else { self.x = 2048 + enemyGraphics.width / 2; // start offscreen right self.speedX = -5; // move left enemyGraphics.scaleX = 1 * Math.abs(enemyGraphics.scaleX); // ensure correct flip to face left } self.y = 2732 - 225; self.update = function () { self.x += self.speedX; if (self.x < -enemyGraphics.width / 2 || self.x > 2048 + 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 ****/ function createScoreText(value) { var shadow = new Text2(String(value), { size: 200, fill: 0x000000, fontFamily: "Arial" }); shadow.anchor.set(0.5, 0.5); shadow.x = 2048 / 2 + 1; // Center horizontally with offset shadow.y = 2732 / 2 + 1; // Center vertically with offset var text = new Text2(String(value), { size: 200, fill: 0xFFFFFF, fontFamily: "Arial" }); text.anchor.set(0.5, 0.5); text.x = 2048 / 2; // Center horizontally text.y = 2732 / 2; // Center vertically var container = new Container(); container.addChild(shadow); container.addChild(text); return container; } function updateScoreText(value) { // Remove old text from GUI LK.gui.top.removeChild(scoreTxt); // Create a new score text container with shadow scoreTxt = createScoreText(value); LK.gui.top.addChild(scoreTxt); } // Declare attackCol in the global scope var attackCol = null; var enemies = []; // Function to spawn a new enemy function spawnEnemy() { var spawnFromLeft = Math.random() < 0.5; // 50/50 chance var enemy = new Enemy(spawnFromLeft); 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(); // Check for intersection between enemy and attackCol if (attackCol && enemies[i].intersects(attackCol)) { enemies[i].destroy(); LK.getSound('slimedeath').play(); LK.setScore(LK.getScore() + 1); // Increase score by 1 updateScoreText(LK.getScore()); // Update score display enemies.splice(i, 1); // Remove enemy from array continue; // Skip further checks for this enemy } // Check for intersection between enemy and player_idle if (enemies[i].intersects(player)) { // Trigger game over LK.showGameOver(); // Show score updateScoreText(LK.getScore()); } // 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: 200, fill: 0xFFFFFF, // Optional (this is the default string) stroke: 0x000000, // Ensure 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, 0.5); // Sets anchor to the center of the text scoreTxt.x = 2048 / 2; // Center horizontally scoreTxt.y = 2732 / 2; // Center vertically // 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 }); // Destroy the enemy immediately to remove it from the playspace enemy.destroy(); // 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 }); // Instantiate attackcol over player_attackf02 attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, x: isLeftClick ? playerAttack2.x - 150 : playerAttack2.x + 150, y: playerAttack2.y }); // Set attackCol invisible by adjusting its alpha property attackCol.alpha = 0; // Add attackCol to the game to ensure intersection checks are valid game.addChild(attackCol); // 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); // 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 if (attackCol) { attackCol.destroy(); attackCol = null; } // 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); };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function (spawnFromLeft) {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy01', {
anchorX: 0.5,
anchorY: 0.5
});
self.speedX = 5;
// Flip visual and set direction based on spawn side
if (spawnFromLeft) {
self.x = -enemyGraphics.width / 2; // start offscreen left
self.speedX = 5; // move right
enemyGraphics.scaleX = -1; // default facing right
} else {
self.x = 2048 + enemyGraphics.width / 2; // start offscreen right
self.speedX = -5; // move left
enemyGraphics.scaleX = 1 * Math.abs(enemyGraphics.scaleX); // ensure correct flip to face left
}
self.y = 2732 - 225;
self.update = function () {
self.x += self.speedX;
if (self.x < -enemyGraphics.width / 2 || self.x > 2048 + 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
****/
function createScoreText(value) {
var shadow = new Text2(String(value), {
size: 200,
fill: 0x000000,
fontFamily: "Arial"
});
shadow.anchor.set(0.5, 0.5);
shadow.x = 2048 / 2 + 1; // Center horizontally with offset
shadow.y = 2732 / 2 + 1; // Center vertically with offset
var text = new Text2(String(value), {
size: 200,
fill: 0xFFFFFF,
fontFamily: "Arial"
});
text.anchor.set(0.5, 0.5);
text.x = 2048 / 2; // Center horizontally
text.y = 2732 / 2; // Center vertically
var container = new Container();
container.addChild(shadow);
container.addChild(text);
return container;
}
function updateScoreText(value) {
// Remove old text from GUI
LK.gui.top.removeChild(scoreTxt);
// Create a new score text container with shadow
scoreTxt = createScoreText(value);
LK.gui.top.addChild(scoreTxt);
}
// Declare attackCol in the global scope
var attackCol = null;
var enemies = [];
// Function to spawn a new enemy
function spawnEnemy() {
var spawnFromLeft = Math.random() < 0.5; // 50/50 chance
var enemy = new Enemy(spawnFromLeft);
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();
// Check for intersection between enemy and attackCol
if (attackCol && enemies[i].intersects(attackCol)) {
enemies[i].destroy();
LK.getSound('slimedeath').play();
LK.setScore(LK.getScore() + 1); // Increase score by 1
updateScoreText(LK.getScore()); // Update score display
enemies.splice(i, 1); // Remove enemy from array
continue; // Skip further checks for this enemy
}
// Check for intersection between enemy and player_idle
if (enemies[i].intersects(player)) {
// Trigger game over
LK.showGameOver();
// Show score
updateScoreText(LK.getScore());
}
// 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: 200,
fill: 0xFFFFFF,
// Optional (this is the default string)
stroke: 0x000000,
// Ensure 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, 0.5); // Sets anchor to the center of the text
scoreTxt.x = 2048 / 2; // Center horizontally
scoreTxt.y = 2732 / 2; // Center vertically
// 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
});
// Destroy the enemy immediately to remove it from the playspace
enemy.destroy();
// 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
});
// Instantiate attackcol over player_attackf02
attackCol = LK.getAsset('attackcol', {
anchorX: 0.5,
anchorY: 0.5,
x: isLeftClick ? playerAttack2.x - 150 : playerAttack2.x + 150,
y: playerAttack2.y
});
// Set attackCol invisible by adjusting its alpha property
attackCol.alpha = 0;
// Add attackCol to the game to ensure intersection checks are valid
game.addChild(attackCol);
// 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);
// 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
if (attackCol) {
attackCol.destroy();
attackCol = null;
}
// 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);
};
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