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(); } }); } }); βͺπ‘ 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; } βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ 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 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
make sure the bouncing loops βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
User prompt
give enemyclass a bouncing animation βͺπ‘ 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 = Math.random() * 4 + 2; // Random speed between 2 and 6
	// Flip visual and set direction based on spawn side
	if (spawnFromLeft) {
		self.x = -enemyGraphics.width / 2; // start offscreen left
		self.speedX = Math.random() * 4 + 2; // Random speed between 2 and 6
		enemyGraphics.scaleX = -1; // default facing right
	} else {
		self.x = 2048 + enemyGraphics.width / 2; // start offscreen right
		self.speedX = -(Math.random() * 4 + 2); // Random speed between -2 and -6
		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();
		}
	};
	// Add a bouncing animation to the enemy
	var originalY = self.y; // Store the original y-coordinate
	tween(self, {
		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(self, {
				y: originalY // Move enemy back to original y-coordinate
			}, {
				duration: 500,
				// Duration of 500ms
				easing: tween.bounceInOut,
				// Bouncy easing function
				onFinish: bounce // Repeat the bounce function
			});
		}
	});
});
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);
	shadow.x = 1;
	shadow.y = 1;
	var text = new Text2(String(value), {
		size: 200,
		fill: 0xFFFFFF,
		fontFamily: "Arial"
	});
	text.anchor.set(0.5, 0);
	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 with random frequency between 1 and 3 seconds
LK.setInterval(spawnEnemy, Math.random() * 2000 + 1000);
// 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); // 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
});
// 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);
}; ===================================================================
--- original.js
+++ change.js
@@ -29,8 +29,30 @@
 		if (self.x < -enemyGraphics.width / 2 || self.x > 2048 + enemyGraphics.width / 2) {
 			self.destroy();
 		}
 	};
+	// Add a bouncing animation to the enemy
+	var originalY = self.y; // Store the original y-coordinate
+	tween(self, {
+		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(self, {
+				y: originalY // Move enemy back to original y-coordinate
+			}, {
+				duration: 500,
+				// Duration of 500ms
+				easing: tween.bounceInOut,
+				// Bouncy easing function
+				onFinish: bounce // Repeat the bounce function
+			});
+		}
+	});
 });
 var Petal = Container.expand(function () {
 	var self = Container.call(this);
 	var petalGraphics = self.attachAsset('petals', {
 
 
 
 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