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Move score setup to the top
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replace: updateScoreDisplay(score + 1); witH: updateScoreDisplay(); // clean and clear
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remove the parameter entirely. Just make updateScoreDisplay() handle the score++ on its own, and always use the global score.
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declare score as a global variable, that score is local to the function.
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incrementing the global score variable in your updateScoreDisplay() function.
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Update createScoreText() function createScoreText(value) { scoreShadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); scoreShadow.anchor.set(0.5, 0); scoreShadow.x = 4; scoreShadow.y = 4; scoreText = new Text2(String(value), { size: 300, fill: 0xFF69B4, fontFamily: "Arial" }); scoreText.anchor.set(0.5, 0); var container = new Container(); container.x = 1024; container.y = 50; container.addChild(scoreShadow); container.addChild(scoreText); return container; }
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update these globals var score = 0; var scoreTxt; var scoreText; var scoreShadow;
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Update score with animation like this: function updateScoreDisplay(newValue) { score = newValue; scoreShadow.text = String(score); scoreText.text = String(score); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function () { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } āŖš” Consider importing and using the following plugins: @upit/tween.v1
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replace: LK.gui.top.addChild(scoreTxt); with: game.addChild(scoreTxt); // Just for testing
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Replace this: score += 1; LK.gui.top.removeChild(scoreTxt); scoreTxt = createScoreText(score); LK.gui.top.addChild(scoreTxt); With this: score += 1; LK.gui.top.removeChild(scoreTxt); scoreTxt = createScoreText(score); LK.gui.top.addChild(scoreTxt); // š Flashy pop animation 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 }); } }); āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Add this after LK.gui.top.addChild(scoreTxt);: 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 }); } }); āŖš” Consider importing and using the following plugins: @upit/tween.v1
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for the score not appearing in bright flashy pink, the styled score container wasn't being rebuilt on update. You need to use your createScoreText() function again when updating the score to reapply styles. fix it
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Please fix the bug: 'ReferenceError: updateScoreText is not defined' in or related to this line: 'updateScoreText(score + 1);' Line Number: 447
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Replace this: var scoreTxt = new Text2(String(score), { ... }); with: var scoreTxt = createScoreText(score); LK.gui.top.addChild(scoreTxt);
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Replace your current updateScoreText function with this: function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, // Shadow color fontFamily: "Arial" }); shadow.anchor.set(0.5, 0); shadow.x = 4; // Offset shadow for depth shadow.y = 4; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, // Bright flashy pink fontFamily: "Arial" }); text.anchor.set(0.5, 0); var container = new Container(); container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(text); return container; }
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Please fix the bug: 'Uncaught TypeError: player.findChildByName is not a function' in or related to this line: 'var visual = player.findChildByName('visual');' Line Number: 289
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In the game.down function, inside the retroslash section (after phase 1): // Phase 1: player_attackf01 swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); // š Apply stretch var visual = player.findChildByName('visual'); if (visual) { tween(visual, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { tween(visual, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } āŖš” Consider importing and using the following plugins: @upit/tween.v1
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When applying stretch tween (e.g., during attack), do this: var visual = player.findChildByName('visual'); if (visual) { tween(visual, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { tween(visual, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Replace this: player = new Container(); playerSprite = player.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); With this: player = new Container(); var visualContainer = new Container(); // Inner container playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); visualContainer.name = 'visual'; // so we can find it later player.addChild(visualContainer); Then replace: player.scaleX = flip; with: visualContainer.scaleX = flip;
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When you set player.scaleX = 1 for right-facing attacks, and then tween scaleX to 1.3, it just scales wider. But when facing left (scaleX = -1), scaling to -1.3 both stretches and maintains the flip. This directional difference causes the right-facing stretch to visually do almost nothing. fix it āŖš” Consider importing and using the following plugins: @upit/tween.v1
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tween(player, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { tween(player, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); āŖš” Consider importing and using the following plugins: @upit/tween.v1
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// Get current direction (1 or -1) var direction = player.scaleX < 0 ? -1 : 1; // Apply stretch relative to facing direction tween(player, { scaleX: direction * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: () => { tween(player, { scaleX: direction * 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: () => player.destroy() }); } }); āŖš” Consider importing and using the following plugins: @upit/tween.v1
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// Get current direction (1 or -1) var direction = player.scaleX < 0 ? -1 : 1; // Apply stretch relative to facing direction tween(player, { scaleX: direction * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: () => { tween(player, { scaleX: direction * 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: () => player.destroy() }); } }); āŖš” Consider importing and using the following plugins: @upit/tween.v1
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Restart Animations Only for Idle State Inside your attack/jump logic, only call breathing and tilt animations if returning to idle: swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); });
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Then update your enemy kill logic in game.update(): if (attackCol && e.intersects(attackCol)) { LK.getSound('slimedeath').play(); enemies.splice(i, 1); // Remove early to avoid rechecking // Cancel bounce if (e.bounceTween && typeof e.bounceTween.cancel === 'function') { e.bounceTween.cancel(); } // Flash red + destroy with style tween(e, { tint: 0xFF0000 }, { duration: 0, onFinish: () => { tween(e, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: () => { tween(e, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: () => e.destroy() }); } }); } }); updateScoreText(score + 1); }
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ // Init Game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Assets LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); // Petals var petals = []; for (var i = 0; i < 50; i++) { var petal = new Container(); var petalSprite = petal.attachAsset('petals', { anchorX: 0.5, anchorY: 0.5, rotation: Math.random() * Math.PI * 2 }); petal.x = Math.random() * 2048; petal.y = Math.random() * 2732; petal.speedY = Math.random() * 2 + 1; petal.speedX = Math.random() * 2 - 1; petal.update = function () { this.y += this.speedY; this.x += this.speedX; if (this.y > 2732) { this.y = -50; this.x = Math.random() * 2048; } }; petals.push(petal); game.addChild(petal); } // Player setup var player = new Container(); var visualContainer = new Container(); // Inner container var playerSprite = visualContainer.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); visualContainer.name = 'visual'; // so we can find it later player.addChild(visualContainer); player.x = 1024; player.y = 2732 - 250; game.addChild(player); 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 }); } }); } function startTiltAnimation() { tween(player, { rotation: Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: -Math.PI / 32 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: 0 }, { duration: 500, easing: tween.easeInOut, onFinish: startTiltAnimation }); } }); } }); } startBreathingAnimation(); startTiltAnimation(); var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; var attackCol = null; function swapPlayerVisual(newVisualId, x, y) { var flip = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; var onDone = arguments.length > 4 ? arguments[4] : undefined; // Remove old container if (player && !player.destroyed) { game.removeChild(player); player.destroy(); } // Create new container and sprite player = new Container(); var visualContainer = new Container(); // Inner container playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); visualContainer.name = 'visual'; // so we can find it later visualContainer.scaleX = flip; player.addChild(visualContainer); player.x = x; player.y = y; game.addChild(player); // Special case: jump visual includes a jump collider if (newVisualId === 'player_jump') { var jumpCol = LK.getAsset('jumpcol', { anchorX: 0.5, anchorY: 0.5, x: x, y: y + player.height / 2, alpha: 0 }); game.addChild(jumpCol); tween(jumpCol, { y: jumpCol.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(jumpCol, { y: 2732 - 250 + player.height / 2 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { return jumpCol.destroy(); } }); } }); } if (onDone) { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } } // Main input handler game.down = function (x, y) { if (isSequenceRunning) { return; } // š¦ Jump input (upper 2/3 screen) if (y < 2732 * 2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // šØ Create dust particles on jump for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + Math.random() * 100 - 50, y: player.y + Math.random() * 100 - 50 }); game.addChild(p); tween(p, { alpha: 0, x: p.x + Math.random() * 200 - 100, y: p.y - Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { return p.destroy(); } }); } tween(player, { y: player.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(player, { y: 2732 - 250 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { // šØ Landing dust for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + Math.random() * 100 - 50, y: player.y + Math.random() * 100 - 50 }); game.addChild(p); tween(p, { alpha: 0, x: p.x + Math.random() * 200 - 100, y: p.y + Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { return p.destroy(); } }); } isJumping = false; swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); var visual = player.findChildByName('visual'); if (visual) { // Get current direction (1 or -1) var direction = visual.scaleX < 0 ? -1 : 1; // Apply stretch relative to facing direction tween(visual, { scaleX: direction * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(visual, { scaleX: direction * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } } }); } }); return; } // āļø Attack input (bottom 1/3) isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; // Phase 1: player_attackf01 swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); LK.getSound('retroslash').play(); // š Apply stretch var visual = player.findChildByName('visual'); if (visual) { tween(visual, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(visual, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } LK.setTimeout(function () { // Phase 2: player_attackf02 swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); // Create slash collider attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, x: flip === -1 ? 874 : 1174, y: 2732 - 250, alpha: 0 }); attackCol.scaleX = flip; game.addChild(attackCol); // End attack LK.setTimeout(function () { if (attackCol) { attackCol.destroy(); attackCol = null; } swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); isSequenceRunning = false; playerState = 'idle'; }, 250); }, 250); }; // ā Score setup var score = 0; var scoreTxt = createScoreText(score); LK.gui.top.addChild(scoreTxt); 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 }); } }); function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, // Shadow color fontFamily: "Arial" }); shadow.anchor.set(0.5, 0); shadow.x = 4; // Offset shadow for depth shadow.y = 4; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, // Bright flashy pink fontFamily: "Arial" }); text.anchor.set(0.5, 0); var container = new Container(); container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(text); return container; } // ā Enemies array var enemies = []; function spawnEnemy() { var e = new Container(); var gfx = e.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); // Random spawn from left or right var fromLeft = Math.random() < 0.5; e.x = fromLeft ? -gfx.width / 2 : 2048 + gfx.width / 2; e.y = 2732 - 225; e.speedX = fromLeft ? Math.random() * 4 + 2 : -(Math.random() * 4 + 2); gfx.scaleX = fromLeft ? 1 : -1; // Bounce animation var baseY = e.y; var bounceTween; function bounce() { bounceTween = tween(e, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function onFinish() { bounceTween = tween(e, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } e.bounceTween = bounceTween; bounce(); enemies.push(e); game.addChild(e); } LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000); // Random interval // ā Game loop game.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.x += e.speedX; // Remove if offscreen if (e.x < -300 || e.x > 2048 + 300) { e.destroy(); enemies.splice(i, 1); continue; } // Check for attack hit if (attackCol && e.intersects(attackCol)) { LK.getSound('slimedeath').play(); enemies.splice(i, 1); // Remove early to avoid rechecking // Cancel bounce if (e.bounceTween && typeof e.bounceTween.cancel === 'function') { e.bounceTween.cancel(); } // Flash red + destroy with style tween(e, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { tween(e, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(e, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { return e.destroy(); } }); } }); } }); score += 1; LK.gui.top.removeChild(scoreTxt); scoreTxt = createScoreText(score); LK.gui.top.addChild(scoreTxt); } // Optional: game over on collision with player (optional, restore if needed) // if (e.intersects(player)) { // LK.showGameOver(); // } } }; Container.prototype.findChildByName = function (name) { for (var i = 0; i < this.children.length; i++) { if (this.children[i].name === name) { return this.children[i]; } } return null; };
===================================================================
--- original.js
+++ change.js
@@ -316,8 +316,24 @@
// ā
Score setup
var score = 0;
var scoreTxt = createScoreText(score);
LK.gui.top.addChild(scoreTxt);
+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
+ });
+ }
+});
function createScoreText(value) {
var shadow = new Text2(String(value), {
size: 300,
fill: 0x000000,
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