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
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Fix errors
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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
User prompt
Update the size in createScoreText() to match the initial scoreTxt size (200)
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make the score bigger
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move the score lower
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function updateScoreText(value) { // Remove old text from the game game.removeChild(scoreTxt); // Create a new score text container with shadow scoreTxt = createScoreText(value); // Center it in the playspace scoreTxt.x = 2048 / 2; scoreTxt.y = 2732 / 2; // Add it back to the stage game.addChild(scoreTxt); }
User prompt
Replace this: // Add the score text to the GUI overlay at the top-center of the screen LK.gui.top.addChild(scoreTxt); With this: // Set position to center of playspace scoreTxt.x = 2048 / 2; scoreTxt.y = 2732 / 2; // Add the score text directly to the game stage game.addChild(scoreTxt);
/**** * 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: function onFinish() { // Repeat the bounce function tween(self, { y: originalY - 50 // Move enemy up by 50 pixels again }, { duration: 500, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function onFinish: bounce }); } }); } }); }); 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)) { tween(enemies[i], { tint: 0xFF0000 }, { duration: 100, onFinish: function (enemy) { // Capture the enemy instance in the closure return function () { enemy.destroy(); LK.getSound('slimedeath').play(); LK.setScore(LK.getScore() + 1); // Increase score by 1 updateScoreText(LK.getScore()); // Update score display enemies.splice(enemies.indexOf(enemy), 1); // Remove enemy from array }; }(enemies[i]) }); 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
@@ -152,18 +152,18 @@
tween(enemies[i], {
tint: 0xFF0000
}, {
duration: 100,
- onFinish: function (index) {
- // Capture the index in the closure
+ onFinish: function (enemy) {
+ // Capture the enemy instance in the closure
return function () {
- enemies[index].destroy();
+ enemy.destroy();
LK.getSound('slimedeath').play();
LK.setScore(LK.getScore() + 1); // Increase score by 1
updateScoreText(LK.getScore()); // Update score display
- enemies.splice(index, 1); // Remove enemy from array
+ enemies.splice(enemies.indexOf(enemy), 1); // Remove enemy from array
};
- }(i)
+ }(enemies[i])
});
continue; // Skip further checks for this enemy
}
// Check for intersection between enemy and player_idle
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