User prompt
add an effect when jumping ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the jumper higher
User prompt
instead of 1/3 of the quadrant check the 2/3
User prompt
// Check if the tap is in the upper 1/3 of the screen if (y < 2732 / 3) { // Prevent multiple jumps if (!isJumping) { isJumping = true; // Jump up tween(player, { y: player.y - 400 // Jump height }, { duration: 300, easing: tween.easeOut, onFinish: function () { // Fall down tween(player, { y: 2732 - 250 // Back to ground level }, { duration: 300, easing: tween.bounceOut, onFinish: function () { isJumping = false; } }); } }); } return; // Exit so we don’t trigger attack when jumping } var isJumping = false; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Fix taphelp not showing up at game start
User prompt
Fix it
User prompt
Taphelp is not visible when the game loads, fix it
User prompt
Taphelp should be visible at start
User prompt
Lower their positions to the bottom of the playspac
User prompt
Lower them
User prompt
Instantiate taphelp on the edges of the screen at game start with an alpha of 25%
User prompt
I don't see them at game start, they appear when I destroy an enemy, fix it
User prompt
Make sure taphelp is above bg01
User prompt
Instantiate taphelp on the edges of the screen for 3 seconds at game start with an alpha of 25%
User prompt
Make it bright flashy pink right away
User prompt
Change it as well for the createscoretext
User prompt
Change the font color of the score to a bright flashy pink
User prompt
animate the score popping or scaling when it increases ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
make the score & createScoreText() bigger
User prompt
game.addChild(scoreTxt); // instead of LK.gui.top.addChild(scoreTxt)
User prompt
Update createScoreText() like this: function createScoreText(value) { var shadow = new Text2(String(value), { size: 200, fill: 0x000000, fontFamily: "Arial" }); shadow.anchor.set(0.5, 0.5); shadow.x = 1; shadow.y = 1; var text = new Text2(String(value), { size: 200, fill: 0xFFFFFF, fontFamily: "Arial" }); text.anchor.set(0.5, 0.5); var container = new Container(); container.addChild(shadow); container.addChild(text); // 👇 Set container position to center of screen container.x = 2048 / 2; container.y = 2732 / 2; // 👇 Set anchor of container itself if supported if (container.anchor) { container.anchor.set(0.5, 0.5); } return container; }
User prompt
game.addChild(scoreTxt); // instead of LK.gui.top.addChild(scoreTxt) scoreTxt.x = LK.width / 2; scoreTxt.y = LK.height / 2;
User prompt
Update createScoreText() function like this: function createScoreText(value) { var shadow = new Text2(String(value), { size: 200, fill: 0x000000, fontFamily: "Arial" }); shadow.anchor.set(0.5, 0.5); shadow.x = 1; shadow.y = 1; var text = new Text2(String(value), { size: 200, fill: 0xFFFFFF, fontFamily: "Arial" }); text.anchor.set(0.5, 0.5); var container = new Container(); container.addChild(shadow); container.addChild(text); // 💥 THIS is what was missing! container.x = 2048 / 2; container.y = 2732 / 2; return container; }
User prompt
add a scale bounce pop animation to the score every time it updates ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
function updateScoreText(value) { // Remove old text from game if (scoreTxt && scoreTxt.parent) { game.removeChild(scoreTxt); } // Create a new score text container scoreTxt = createScoreText(value); scoreTxt.scale.set(1); // reset scale // Add to game at center game.addChild(scoreTxt); // Animate scale pop (enlarge then shrink back) tween(scoreTxt, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, easing: tween.easeOut, onFinish: function () { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.bounceOut }); } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** 
* 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: 300,
		fill: 0x000000,
		fontFamily: "Arial"
	});
	shadow.anchor.set(0.5, 0);
	shadow.x = 1;
	shadow.y = 1;
	var text = new Text2(String(value), {
		size: 300,
		fill: 0xFF69B4,
		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);
	// Apply a pop and scale effect to the score text
	tween(scoreTxt, {
		scaleX: 1.5,
		scaleY: 1.5
	}, {
		duration: 100,
		easing: tween.easeOut,
		onFinish: function onFinish() {
			tween(scoreTxt, {
				scaleX: 1.0,
				scaleY: 1.0
			}, {
				duration: 100,
				easing: tween.easeIn
			});
		}
	});
}
// 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)) {
			var 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, {
				scaleX: 1.3,
				scaleY: 1.3
			}, {
				duration: 50,
				onFinish: function onFinish() {
					// Shrink and fade out
					tween(enemy, {
						scaleX: 0.5,
						scaleY: 0.5,
						alpha: 0
					}, {
						duration: 100,
						onFinish: function onFinish() {
							enemy.destroy();
						}
					});
				}
			});
			LK.setScore(LK.getScore() + 1);
			updateScoreText(LK.getScore());
			continue;
		}
		// 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: 300,
	fill: 0xFF69B4,
	// Bright flashy pink
	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 the player is jumping
var isJumping = 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
	}
	// Check if the tap is in the upper 2/3 of the screen
	if (y < 2732 * 2 / 3) {
		// Prevent multiple jumps
		if (!isJumping) {
			isJumping = true;
			// Jump up
			tween(player, {
				y: player.y - 600 // Increased jump height
			}, {
				duration: 300,
				easing: tween.easeOut,
				onFinish: function onFinish() {
					// Fall down
					tween(player, {
						y: 2732 - 250 // Back to ground level
					}, {
						duration: 300,
						easing: tween.bounceOut,
						onFinish: function onFinish() {
							isJumping = false;
						}
					});
				}
			});
		}
		return; // Exit so we don’t trigger attack when jumping
	}
	// 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
@@ -355,9 +355,9 @@
 		if (!isJumping) {
 			isJumping = true;
 			// Jump up
 			tween(player, {
-				y: player.y - 400 // Jump height
+				y: player.y - 600 // Increased jump height
 			}, {
 				duration: 300,
 				easing: tween.easeOut,
 				onFinish: function onFinish() {
 
 
 
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