User prompt
when pressing these coins, they fly towards the player and on collision, add the score and destroy themselves
User prompt
when an enemy is killed, it has a 50% chance to drop a silver_coin that is worth 5 points to the score when picked up and 10% chance to drop a gold_coin that is worth 10 points to the score when picked up, and a 40% chance to drop no coins, do it
User prompt
coins move too fast, i can't see them fix it
Code edit (1 edits merged)
Please save this source code
User prompt
coins should fly towards the player and collide, not fall off the map
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'down')' in or related to this line: 'coin.down = function () {' Line Number: 688
User prompt
Chance Logic: A random value is generated for each enemy defeat. If the random value is less than 0.5, a silver coin is dropped. If it is between 0.5 and 0.6, a gold coin is dropped. Otherwise, nothing is dropped.
Code edit (2 edits merged)
Please save this source code
User prompt
change the logic to 50% chance to drop a silver_coin, 10% chance to drop a gold coin and 40% chance to drop no coins
Code edit (2 edits merged)
Please save this source code
User prompt
change the logic to 50% chance to drop a silver_coin, 10% chance to drop a gold coin and 40% chance to drop nothing
User prompt
change the logic to 50% chance to drop a silver_coin, 10% chance to drop a gold coin and 40% chance to drop nothing
User prompt
add a logic that when a coin is pressed, it flies towards the player and adds 5 points to the score if its a silver_coin and 10 points if its a gold coin
User prompt
when an enemy is killed, it has a 90% chance to drop a silver_coin that is worth 5 points to the score when picked up and 10% chance to drop a gold_coin that is worth 10 points to the score when picked up, do it
User prompt
can you do 2.5/3
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'attackTimeout = setTimeout(function () {' Line Number: 423
Code edit (3 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'attackTimeout = setTimeout(function () {' Line Number: 401
Code edit (1 edits merged)
Please save this source code
User prompt
play throwsnd when player_throw is instantiated
User prompt
Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'attackTimeout = setTimeout(function () {' Line Number: 396
Code edit (1 edits merged)
Please save this source code
User prompt
make player_throw move faster
User prompt
cloudsmoke alpha to 75%
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Shape = Container.expand(function (options) { var self = Container.call(this); self.attachAsset('shape', { width: options.width, height: options.height, anchorX: options.anchorX || 0, anchorY: options.anchorY || 0, color: options.color || 0x66ff00, alpha: typeof options.alpha === 'number' ? options.alpha : 0 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Global Variables ****/ var jumpColGlobal = null; var isPressHeld = false; var pressHoldStartTime = 0; var pressDownX = 0; var pressDownY = 0; var attackTimeout = null; /**** * Score Setup ****/ var score = 0; var scoreTxt; function updateScoreDisplay() { game.removeChild(scoreTxt); scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; game.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 incrementScore() { score++; updateScoreDisplay(); } function createScoreText(value) { var shadow = new Text2(String(value), { size: 600, 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: 600, fill: 0xFF69B4, fontFamily: "Arial" }); main.name = "main"; main.anchor.set(0.5, 0); var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(main); return container; } scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); game.addChild(scoreTxt); /**** * Petals ****/ var petals = []; for (var i = 0; i < 50; i++) { var petal = new Container(); 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'; var playerSprite = visualContainer.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); player.addChild(visualContainer); player.x = 1024; player.y = 2732 - 250; game.addChild(player); /**** * Idle Animations ****/ 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(); /**** * Attack Collider ****/ var attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, alpha: 0.75 }); game.addChild(attackCol); attackCol.visible = false; attackCol.alpha = 0; /**** * Swap Player 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 { visualContainer.removeChildAt(0); } playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); visualContainer.scaleX = flip; player.x = x; player.y = y; if (newVisualId === 'player_jump') { flip = Math.random() < 0.5 ? -1 : 1; visualContainer.scaleX = flip; jumpColGlobal = LK.getAsset('jumpcol', { anchorX: 0.5, anchorY: 0.5, x: x, y: y + player.height / 2, alpha: 0 }); game.addChild(jumpColGlobal); tween(jumpColGlobal, { y: jumpColGlobal.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(jumpColGlobal, { y: 2732 - 250 + player.height / 2 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { jumpColGlobal.destroy(); jumpColGlobal = null; } }); } }); } if (typeof onDone === 'function') { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } } /**** * Input Logic * Prevent melee attacks while jumping—but allow projectile throws. ****/ var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; game.down = function (x, y) { if (isSequenceRunning) { return; } isPressHeld = true; pressHoldStartTime = Date.now(); pressDownX = x; pressDownY = y; // Jump if tapped in top 2/3 and not already jumping. if (y < 2732 * 2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // Dust effect for 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() { for (var j = 0; j < 10; j++) { var pp = 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(pp); tween(pp, { alpha: 0, x: pp.x + (Math.random() * 200 - 100), y: pp.y + Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { pp.destroy(); } }); } // Reset input flags upon landing. isJumping = false; isPressHeld = false; // <-- Added to allow new attacks after landing. swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); var v = player.findChildByName('visual'); if (v) { var dir = v.scaleX < 0 ? -1 : 1; tween(v, { scaleX: dir * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(v, { scaleX: dir * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } } }); } }); // If jumping, do not schedule melee attack. return; } // If player is already jumping, do not schedule a melee attack. if (isJumping) { return; } // Attack if tapped in bottom 1/3 (non-jumping case). isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); LK.getSound('retroslash').play(); 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 }); } }); } attackTimeout = LK.setTimeout(function () { if (isPressHeld) { isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); attackCol.width = 180; attackCol.height = 180; attackCol.x = flip === -1 ? 874 : 1174; attackCol.y = 2732 - 250; attackCol.scaleX = flip; attackCol.visible = true; LK.setTimeout(function () { if (attackCol) { attackCol.visible = false; } swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); isSequenceRunning = false; playerState = 'idle'; }, 250); } }, 250); }; /**** * game.up: Reset press info. ****/ game.up = function (x, y) { if (isPressHeld) { var holdDuration = Date.now() - pressHoldStartTime; if (holdDuration > 500 && attackTimeout) { clearTimeout(attackTimeout); attackTimeout = null; } } isPressHeld = false; pressHoldStartTime = 0; }; /**** * Enemies Array + Spawn ****/ var enemies = []; function spawnEnemy() { var e = new Container(); var hitbox = new Shape({ width: 200, height: 209, anchorX: 0.5, anchorY: 0.5, color: 0x00FF00, alpha: 0 }); hitbox.x = 0; hitbox.y = 0; e.addChild(hitbox); var gfx = e.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); 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; 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); } LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000); /**** * NEW CODE: Projectile Logic * Modified so that if the player is jumping, projectiles spawn from a lower point and aim downward. ****/ var projectiles = []; function spawnProjectile(targetX, targetY) { var proj = new Container(); proj.attachAsset('player_throw', { anchorX: 0.5, anchorY: 0.5 }); LK.getSound('throwsnd').play(); var spawnX = player.x; var spawnY = player.y; if (isJumping) { spawnY = player.y + 100; // Adjust as needed. targetY = spawnY + 200; // Force downward. } proj.x = spawnX; proj.y = spawnY; var dx = targetX - spawnX; var dy = targetY - spawnY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist !== 0) { dx /= dist; dy /= dist; } var speed = 25; proj.vx = dx * speed; proj.vy = dy * speed; proj.scaleX = targetX < player.x ? -1 : 1; proj.distanceTraveled = 0; proj.maxDistance = 1000; projectiles.push(proj); game.addChild(proj); } /**** * Main Update ****/ game.update = function () { if (isPressHeld) { var holdDuration = Date.now() - pressHoldStartTime; if (holdDuration > 500) { console.log("Long press detected, spawn projectile!"); isPressHeld = false; spawnProjectile(pressDownX, pressDownY); } } for (var p = projectiles.length - 1; p >= 0; p--) { var proj = projectiles[p]; proj.x += proj.vx; proj.y += proj.vy; var stepDist = Math.sqrt(proj.vx * proj.vx + proj.vy * proj.vy); proj.distanceTraveled += stepDist; if (proj.distanceTraveled > proj.maxDistance) { projectiles.splice(p, 1); proj.destroy(); continue; } if (proj.x < -100 || proj.x > 2148 || proj.y < -100 || proj.y > 2832) { projectiles.splice(p, 1); proj.destroy(); continue; } for (var ei = enemies.length - 1; ei >= 0; ei--) { var enemy = enemies[ei]; if (proj.intersects(enemy)) { handleEnemyHit(enemy, ei, 'throw'); projectiles.splice(p, 1); proj.destroy(); break; } } } for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.x += e.speedX; if (e.x < -300 || e.x > 2048 + 300) { var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); continue; } if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) { handleEnemyJumpHit(e, i); continue; } if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i, 'melee'); } if (!isJumping && !attackCol.visible && e.intersects(player)) { LK.showGameOver(); } } }; /**** * Enemy Hit Logic (Melee or Throw) ****/ function handleEnemyHit(enemy, index, attackType) { if (!enemies.includes(enemy)) { return; } LK.getSound('slimedeath').play(); if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { var idx = enemies.indexOf(enemy); if (idx !== -1) { enemies.splice(idx, 1); } enemy.destroy(); if (!enemy.scoreCounted) { if (attackType === 'melee') { score += 2; } else if (attackType === 'throw') { score += 1; } else { score++; } updateScoreDisplay(); enemy.scoreCounted = true; } } }); } }); } }); } /**** * Enemy Hit Logic for Jump Collider ****/ function handleEnemyJumpHit(enemy, index) { if (!enemies.includes(enemy)) { return; } LK.getSound('boing').play(); if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { var targetX = enemy.x < 1024 ? -300 : 2048 + 300; var targetY = enemy.y - 600; tween(enemy, { x: targetX, y: targetY, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { var idx = enemies.indexOf(enemy); if (idx !== -1) { enemies.splice(idx, 1); } enemy.destroy(); if (!enemy.scoreCounted) { score += 3; updateScoreDisplay(); enemy.scoreCounted = true; } } }); } }); } /**** * 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; }; /**** * game.up: Reset Press Info ****/ game.up = function (x, y) { isPressHeld = false; pressHoldStartTime = 0; };
===================================================================
--- original.js
+++ change.js
@@ -13,9 +13,9 @@
height: options.height,
anchorX: options.anchorX || 0,
anchorY: options.anchorY || 0,
color: options.color || 0x66ff00,
- alpha: typeof options.alpha === 'number' ? options.alpha : 0 // invisible shape
+ alpha: typeof options.alpha === 'number' ? options.alpha : 0
});
return self;
});
@@ -31,21 +31,19 @@
****/
/****
* Global Variables
****/
-// For the jump collider
var jumpColGlobal = null;
-// For projectile input tracking
var isPressHeld = false;
var pressHoldStartTime = 0;
var pressDownX = 0;
var pressDownY = 0;
-var attackTimeout = null; // To delay melee attack
+var attackTimeout = null;
/****
* Score Setup
****/
var score = 0;
-var scoreTxt; // container for the score text
+var scoreTxt;
function updateScoreDisplay() {
game.removeChild(scoreTxt);
scoreTxt = createScoreText(score);
scoreTxt.scaleX = 1.0;
@@ -340,9 +338,11 @@
pp.destroy();
}
});
}
+ // Reset input flags upon landing.
isJumping = false;
+ isPressHeld = false; // <-- Added to allow new attacks after landing.
swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () {
startBreathingAnimation();
startTiltAnimation();
});
@@ -374,9 +374,9 @@
// If player is already jumping, do not schedule a melee attack.
if (isJumping) {
return;
}
- // Attack if tapped in bottom 1/3 (non-jumping case)
+ // Attack if tapped in bottom 1/3 (non-jumping case).
isSequenceRunning = true;
var flip = x < 1024 ? -1 : 1;
swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip);
LK.getSound('retroslash').play();
@@ -486,9 +486,9 @@
}
LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000);
/****
* NEW CODE: Projectile Logic
-* Modified for jumping so projectiles spawn from a lower point and aim downward.
+* Modified so that if the player is jumping, projectiles spawn from a lower point and aim downward.
****/
var projectiles = [];
function spawnProjectile(targetX, targetY) {
var proj = new Container();
@@ -496,20 +496,16 @@
anchorX: 0.5,
anchorY: 0.5
});
LK.getSound('throwsnd').play();
- // Determine the spawn position.
var spawnX = player.x;
var spawnY = player.y;
- // If the player is jumping, adjust spawnY to be near the bottom of the player
- // and force the targetY to be downward.
if (isJumping) {
spawnY = player.y + 100; // Adjust as needed.
targetY = spawnY + 200; // Force downward.
}
proj.x = spawnX;
proj.y = spawnY;
- // Calculate direction vector from spawn position to target.
var dx = targetX - spawnX;
var dy = targetY - spawnY;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist !== 0) {
@@ -518,9 +514,8 @@
}
var speed = 25;
proj.vx = dx * speed;
proj.vy = dy * speed;
- // Adjust scaleX based on target relative to player.
proj.scaleX = targetX < player.x ? -1 : 1;
proj.distanceTraveled = 0;
proj.maxDistance = 1000;
projectiles.push(proj);
@@ -529,18 +524,16 @@
/****
* Main Update
****/
game.update = function () {
- // Check hold duration for long press projectile.
if (isPressHeld) {
var holdDuration = Date.now() - pressHoldStartTime;
if (holdDuration > 500) {
console.log("Long press detected, spawn projectile!");
isPressHeld = false;
spawnProjectile(pressDownX, pressDownY);
}
}
- // Update projectiles.
for (var p = projectiles.length - 1; p >= 0; p--) {
var proj = projectiles[p];
proj.x += proj.vx;
proj.y += proj.vy;
@@ -555,21 +548,18 @@
projectiles.splice(p, 1);
proj.destroy();
continue;
}
- // Check collision with enemies.
for (var ei = enemies.length - 1; ei >= 0; ei--) {
var enemy = enemies[ei];
if (proj.intersects(enemy)) {
- // Use 'throw' attack type for projectiles.
handleEnemyHit(enemy, ei, 'throw');
projectiles.splice(p, 1);
proj.destroy();
break;
}
}
}
- // Update enemies.
for (var i = enemies.length - 1; i >= 0; i--) {
var e = enemies[i];
e.x += e.speedX;
if (e.x < -300 || e.x > 2048 + 300) {
@@ -579,18 +569,15 @@
}
e.destroy();
continue;
}
- // Check collision with jump collider.
if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) {
handleEnemyJumpHit(e, i);
continue;
}
- // Check collisions with melee attack collider.
if (attackCol.visible && e.intersects(attackCol)) {
handleEnemyHit(e, i, 'melee');
}
- // Check if enemy intersects with player (game over).
if (!isJumping && !attackCol.visible && e.intersects(player)) {
LK.showGameOver();
}
}
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