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move it higher again
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move it higher again
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move it higher again
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move it lower
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move it higher, its not centered
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center the score and the shadow in the center of the playspace
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make the score twice bigger
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make sure the score has a tween animation ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make sure to only add 1 to the score when an enemy is killed
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function updateScoreDisplay() { // Remove the old scoreTxt from the game game.removeChild(scoreTxt); // Create a new score container with the updated score scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; game.addChild(scoreTxt); }
User prompt
function updateScoreDisplay() { if (!scoreTxt) { return; } // Remove the old scoreTxt game.removeChild(scoreTxt); // Create a new one with the updated score scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; game.addChild(scoreTxt); }
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// Comment out the tween for testing: // tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { ... });
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mainText.text = String(score); shadowText.text = String(score); if (typeof mainText.refresh === 'function') { mainText.refresh(); } if (typeof shadowText.refresh === 'function') { shadowText.refresh(); }
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force refresh text2 after every destroyed enemy
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Move the scoreboard to a very different location
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Comment out the entire scoreTxt creation (or set scoreTxt.visible = false;).
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Verify that the scoreTxt has the right children and that updating .text actually changes the displayed number.
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'Timeout.tick error: Shape is not defined' in or related to this line: 'var hitbox = new Shape({' Line Number: 440
Code edit (1 edits merged)
Please save this source code
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do it
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attach attackcol to player
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similar to jumpcol, attach attackcol
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attackcol stays on the ground when player jumps, it should follow
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attack col doesn't follow the sprite
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ // Init Game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Score Setup ****/ // 1) Make the score variable var score = 0; // 2) We'll store the score text container here var scoreTxt; // This function updates the visible text (shadow + main) // whenever the score changes: function updateScoreDisplay() { // If no scoreTxt container, do nothing if (!scoreTxt) { return; } // Attempt to find the text objects var mainText = scoreTxt.findChildByName('main'); var shadowText = scoreTxt.findChildByName('shadow'); if (mainText && shadowText) { // Convert current score to string mainText.text = String(score); shadowText.text = String(score); // Optional tween effect (makes the text pulse briefly) 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 }); } }); } else { console.warn('⚠️ Could not find "main"/"shadow" text in scoreTxt.'); } } // Call this each time you want to add to the score: function incrementScore() { score++; updateScoreDisplay(); } // A helper to build the text container once at startup: function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); shadow.name = "shadow"; shadow.anchor.set(0.5, 0); shadow.x = 4; shadow.y = 4; var main = new Text2(String(value), { size: 300, fill: 0xFF69B4, fontFamily: "Arial" }); main.name = "main"; main.anchor.set(0.5, 0); // container to hold both texts var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; // add shadow + main text container.addChild(shadow); container.addChild(main); return container; } // Create the score text container once, at the start: scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; // Play background music LK.playMusic('bgm', { loop: true }); /**** * Add Background ****/ var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); // Add the score text after the background, so it's on top: game.addChild(scoreTxt); /**** * 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(); visualContainer.name = 'visual'; // Attach the 'idle' player sprite by default var playerSprite = visualContainer.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); player.addChild(visualContainer); // Position the player player.x = 1024; player.y = 2732 - 250; game.addChild(player); /**** * Idle animations (breathing + tilt) ****/ 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 }); } }); } }); } // Start them once at the beginning: startBreathingAnimation(); startTiltAnimation(); var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; // Attack collider var attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); game.addChild(attackCol); attackCol.visible = false; // hidden until attacking /**** * Swap the player's visual sprite ****/ function swapPlayerVisual(newVisualId, x, y) { var flip = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; var onDone = arguments.length > 4 ? arguments[4] : undefined; var visualContainer = player.findChildByName('visual'); if (!visualContainer) { visualContainer = new Container(); visualContainer.name = 'visual'; player.addChild(visualContainer); } else { // remove old sprite visualContainer.removeChildAt(0); } // attach new sprite playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); visualContainer.scaleX = flip; // update position player.x = x; player.y = y; // special case: jump includes 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: 1 }); 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() { jumpCol.destroy(); } }); } }); } if (typeof onDone === 'function') { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } } /**** * Main input (touch) logic ****/ game.down = function (x, y) { if (isSequenceRunning) { return; } // Jump if tapped in top 2/3 if (y < 2732 * 2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // 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() { 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() { // 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() { p.destroy(); } }); } isJumping = false; swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); // small "squash" effect after landing var visual = player.findChildByName('visual'); if (visual) { var direction = visual.scaleX < 0 ? -1 : 1; 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; } // Attack if tapped in bottom 1/3 isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; // Attack phase 1 swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); LK.getSound('retroslash').play(); // small "stretch" effect var vis = player.findChildByName('visual'); if (vis) { tween(vis, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(vis, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } LK.setTimeout(function () { // Attack phase 2 swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); // collider attackCol.x = flip === -1 ? 874 : 1174; attackCol.y = 2732 - 250; attackCol.scaleX = flip; attackCol.visible = true; // revert to idle LK.setTimeout(function () { if (attackCol) { attackCol.visible = false; } swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); isSequenceRunning = false; playerState = 'idle'; }, 250); }, 250); }; /**** * Enemies array + spawn ****/ var enemies = []; function spawnEnemy() { var e = new Container(); // Attach a shape child as the "hitbox" var hitbox = new Shape({ width: 200, height: 209, anchorX: 0.5, anchorY: 0.5, color: 0x00FF00, // For debugging: comment out or set alpha=0 to hide alpha: 0 }); e.addChild(hitbox); // Then attach the actual sprite visually: 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); // Flip sprite if from right gfx.scaleX = fromLeft ? 1 : -1; // Simple bounce animation var baseY = e.y; function bounce() { tween(e, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function onFinish() { tween(e, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } bounce(); enemies.push(e); game.addChild(e); } // spawn enemies on an interval LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000); /**** * Main update 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) { var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); continue; } // check for collisions if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i); } } }; /**** * Enemy hit logic ****/ function handleEnemyHit(enemy, index) { // Double-check the array if (!enemies.includes(enemy)) { return; } LK.getSound('slimedeath').play(); // cancel bounce if any if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } // Red + slight scale up tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { // shrink away + fade tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { // remove from array if still present if (enemies.includes(enemy)) { enemies.splice(index, 1); enemy.destroy(); incrementScore(); // <--- increment & update } } }); } }); } }); } /**** * "findChildByName" helper ****/ 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
@@ -13,12 +13,12 @@
/****
* Game Code
****/
-// 1) Make the score variable
/****
* Score Setup
****/
+// 1) Make the score variable
var score = 0;
// 2) We'll store the score text container here
var scoreTxt;
// This function updates the visible text (shadow + main)
@@ -108,9 +108,11 @@
});
game.addChild(bg01);
// Add the score text after the background, so it's on top:
game.addChild(scoreTxt);
-// Petals
+/****
+* Petals
+****/
var petals = [];
for (var i = 0; i < 50; i++) {
var petal = new Container();
var petalSprite = petal.attachAsset('petals', {
@@ -121,9 +123,8 @@
petal.x = Math.random() * 2048;
petal.y = Math.random() * 2732;
petal.speedY = Math.random() * 2 + 1;
petal.speedX = Math.random() * 2 - 1;
- // The standard update for drifting petals
petal.update = function () {
this.y += this.speedY;
this.x += this.speedX;
if (this.y > 2732) {
@@ -133,9 +134,11 @@
};
petals.push(petal);
game.addChild(petal);
}
-// Player container
+/****
+* Player Setup
+****/
var player = new Container();
var visualContainer = new Container();
visualContainer.name = 'visual';
// Attach the 'idle' player sprite by default
@@ -197,9 +200,8 @@
}
// Start them once at the beginning:
startBreathingAnimation();
startTiltAnimation();
-// Sequence control
var isSequenceRunning = false;
var isJumping = false;
var playerState = 'idle';
// Attack collider
@@ -207,9 +209,9 @@
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
-player.addChild(attackCol);
+game.addChild(attackCol);
attackCol.visible = false; // hidden until attacking
/****
* Swap the player's visual sprite
****/
@@ -391,9 +393,9 @@
LK.setTimeout(function () {
// Attack phase 2
swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip);
// collider
- attackCol.x = flip === -1 ? -150 : 150;
+ attackCol.x = flip === -1 ? 874 : 1174;
attackCol.y = 2732 - 250;
attackCol.scaleX = flip;
attackCol.visible = true;
// revert to idle
@@ -415,28 +417,32 @@
****/
var enemies = [];
function spawnEnemy() {
var e = new Container();
- // attach the enemy sprite
+ // Attach a shape child as the "hitbox"
+ var hitbox = new Shape({
+ width: 200,
+ height: 209,
+ anchorX: 0.5,
+ anchorY: 0.5,
+ color: 0x00FF00,
+ // For debugging: comment out or set alpha=0 to hide
+ alpha: 0
+ });
+ e.addChild(hitbox);
+ // Then attach the actual sprite visually:
var gfx = e.attachAsset('enemy01', {
anchorX: 0.5,
anchorY: 0.5
});
- // define its hit area so intersects() works as intended
- e.hitArea = {
- x: -gfx.width / 2,
- y: -gfx.height / 2,
- width: gfx.width,
- height: gfx.height
- };
- // spawn from left or right
+ // Random spawn from left or right
var fromLeft = Math.random() < 0.5;
- e.x = fromLeft ? -gfx.width / 2 : 2048 + gfx.width / 2;
+ 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);
- // flip the sprite if from right side
+ // Flip sprite if from right
gfx.scaleX = fromLeft ? 1 : -1;
- // simple bounce
+ // Simple bounce animation
var baseY = e.y;
function bounce() {
tween(e, {
y: baseY - 50
@@ -459,9 +465,11 @@
game.addChild(e);
}
// spawn enemies on an interval
LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000);
-// Main update loop
+/****
+* Main update loop
+****/
game.update = function () {
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.x += e.speedX;
@@ -516,9 +524,9 @@
// remove from array if still present
if (enemies.includes(enemy)) {
enemies.splice(index, 1);
enemy.destroy();
- incrementScore();
+ incrementScore(); // <--- increment & update
}
}
});
}
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