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)
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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)
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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)
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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 (3 edits merged)
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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)
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User prompt
make player_throw move faster
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cloudsmoke alpha to 75%
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0.5 seconds instead of 0.1
User prompt
make a tween out of cloudsmoke, add a pop and a disappear after 0.1 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
add 50% transparency to cloud smoke
User prompt
cloudsmoke should instantiate where player_throw appears which is next to the player_idle, why is it not working? fix it
User prompt
instantiate cloudsmoke where player_throw is created
/**** * 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 ****/ // Note: gold_coin asset is used for coin drops. /**** * 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; /**** * 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 * (Melee attacks are allowed regardless of jumping.) ****/ 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; isSequenceRunning = false; 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 }); } }); } } }); } }); return; } // For non-jump attacks, continue as before. 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 for jumping so 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; targetY = spawnY + 200; } 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; // Coin drop logic: 50% silver, 10% gold, 40% nothing. var dropChance = Math.random(); var coin = null; if (dropChance < 0.5) { // 50% chance, drop silver coin. coin = LK.getAsset('silver_coin', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y }); coin.value = 5; } else if (dropChance < 0.6) { // 10% chance, drop gold coin. coin = LK.getAsset('gold_coin', { anchorX: 0.5, anchorY: 0.5, x: enemy.x, y: enemy.y }); coin.value = 10; } if (coin) { game.addChild(coin); coin.down = function () { var dx = player.x - this.x; var dy = player.y - this.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist !== 0) { dx /= dist; dy /= dist; } var speed = 10; this.vx = dx * speed; this.vy = dy * speed; this.isMovingToPlayer = true; }; coin.update = function () { if (this.isMovingToPlayer) { this.x += this.vx; this.y += this.vy; if (this.intersects(player)) { score += this.value; updateScoreDisplay(); this.destroy(); } } }; } } } }); } }); } }); } /**** * 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
@@ -5,18 +5,17 @@
/****
* Classes
****/
-// Basic Shape class (so "Shape" is defined)
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 // invisible shape
+ alpha: typeof options.alpha === 'number' ? options.alpha : 0
});
return self;
});
@@ -29,32 +28,31 @@
/****
* Game Code
****/
+// Note: gold_coin asset is used for coin drops.
/****
* Global Variables
****/
// For the jump collider
var jumpColGlobal = null;
// For projectile input tracking
var isPressHeld = false;
var pressHoldStartTime = 0;
-var pressDownX = 0; // track where the press started (X)
-var pressDownY = 0; // track where the press started (Y)
+var pressDownX = 0;
+var pressDownY = 0;
+var attackTimeout = null;
/****
* Score Setup
****/
var score = 0;
-var scoreTxt; // container for the score text
+var scoreTxt;
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);
- // Add tween animation to score display
tween(scoreTxt, {
scaleX: 1.5,
scaleY: 1.5
}, {
@@ -99,9 +97,8 @@
container.addChild(shadow);
container.addChild(main);
return container;
}
-// build the score text container once
scoreTxt = createScoreText(score);
scoreTxt.scaleX = 1.0;
scoreTxt.scaleY = 1.0;
LK.playMusic('bgm', {
@@ -155,9 +152,9 @@
player.x = 1024;
player.y = 2732 - 250;
game.addChild(player);
/****
-* Idle animations
+* Idle Animations
****/
function startBreathingAnimation() {
tween(player, {
scaleX: 1.05,
@@ -204,9 +201,9 @@
}
startBreathingAnimation();
startTiltAnimation();
/****
-* Attack collider
+* Attack Collider
****/
var attackCol = LK.getAsset('attackcol', {
anchorX: 0.5,
anchorY: 0.5,
@@ -215,9 +212,9 @@
game.addChild(attackCol);
attackCol.visible = false;
attackCol.alpha = 0;
/****
-* Swap player sprite
+* 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;
@@ -274,9 +271,10 @@
onDone();
}
}
/****
-* Input logic
+* Input Logic
+* (Melee attacks are allowed regardless of jumping.)
****/
var isSequenceRunning = false;
var isJumping = false;
var playerState = 'idle';
@@ -285,16 +283,16 @@
return;
}
isPressHeld = true;
pressHoldStartTime = Date.now();
- pressDownX = x; // remember where the press happened
- pressDownY = y; // remember where the press happened
- // Jump if tapped in top 2/3
- if (y < 2732 * 2.5 / 3 && !isJumping) {
+ 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
+ // Dust effect for jump.
for (var i = 0; i < 10; i++) {
var p = LK.getAsset('dust', {
anchorX: 0.5,
anchorY: 0.5,
@@ -324,9 +322,8 @@
}, {
duration: 300,
easing: tween.bounceOut,
onFinish: function onFinish() {
- // landing dust effect
for (var j = 0; j < 10; j++) {
var pp = LK.getAsset('dust', {
anchorX: 0.5,
anchorY: 0.5,
@@ -344,9 +341,12 @@
pp.destroy();
}
});
}
+ // Reset input flags upon landing.
isJumping = false;
+ isPressHeld = false;
+ isSequenceRunning = false;
swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () {
startBreathingAnimation();
startTiltAnimation();
});
@@ -373,9 +373,9 @@
}
});
return;
}
- // Attack if tapped in bottom 1/3
+ // For non-jump attacks, continue as before.
isSequenceRunning = true;
var flip = x < 1024 ? -1 : 1;
swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip);
LK.getSound('retroslash').play();
@@ -395,37 +395,53 @@
});
}
});
}
- LK.setTimeout(function () {
- swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip);
- // bigger/visible collider, offset so you see it overlapping
- 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);
+ 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);
};
/****
-* Enemies array + spawn
+* 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();
- // shape child as the "hitbox"
var hitbox = new Shape({
width: 200,
height: 209,
anchorX: 0.5,
@@ -469,8 +485,9 @@
}
LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000);
/****
* NEW CODE: Projectile Logic
+* Modified for jumping so projectiles spawn from a lower point and aim downward.
****/
var projectiles = [];
function spawnProjectile(targetX, targetY) {
var proj = new Container();
@@ -478,65 +495,44 @@
anchorX: 0.5,
anchorY: 0.5
});
LK.getSound('throwsnd').play();
- // Instantiate cloudsmoke at the same position as the projectile
- proj.x = player.x;
- proj.y = player.y;
- var cloudSmoke = LK.getAsset('cloudsmoke', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: proj.x,
- y: proj.y,
- alpha: 0.75
- });
- game.addChild(cloudSmoke);
- // Add tween for pop and disappear effect
- tween(cloudSmoke, {
- scaleX: 1.5,
- scaleY: 1.5,
- alpha: 0
- }, {
- duration: 500,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- cloudSmoke.destroy();
- }
- });
- proj.x = player.x;
- proj.y = player.y;
- // Calculate direction from player to the press location.
- var dx = targetX - player.x;
- var dy = targetY - player.y;
+ var spawnX = player.x;
+ var spawnY = player.y;
+ if (isJumping) {
+ spawnY = player.y + 100;
+ targetY = spawnY + 200;
+ }
+ 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;
- // Adjust scaleX based on target relative to player
proj.scaleX = targetX < player.x ? -1 : 1;
proj.distanceTraveled = 0;
proj.maxDistance = 1000;
projectiles.push(proj);
game.addChild(proj);
}
/****
-* Main update
+* 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 all projectiles
for (var p = projectiles.length - 1; p >= 0; p--) {
var proj = projectiles[p];
proj.x += proj.vx;
proj.y += proj.vy;
@@ -551,21 +547,18 @@
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 the '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) {
@@ -575,26 +568,22 @@
}
e.destroy();
continue;
}
- // Check collision with jump collider first
if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) {
handleEnemyJumpHit(e, i);
continue;
}
- // Check collisions with attack collider (melee)
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();
}
}
};
/****
-* Enemy hit logic for both attack and projectile
-* attackType should be 'melee' or 'throw'
+* Enemy Hit Logic (Melee or Throw)
****/
function handleEnemyHit(enemy, index, attackType) {
if (!enemies.includes(enemy)) {
return;
@@ -635,62 +624,57 @@
score++;
}
updateScoreDisplay();
enemy.scoreCounted = true;
- // Determine coin drop
+ // Coin drop logic: 50% silver, 10% gold, 40% nothing.
var dropChance = Math.random();
- var coin;
+ var coin = null;
if (dropChance < 0.5) {
- // 50% chance to drop silver coin
+ // 50% chance, drop silver coin.
coin = LK.getAsset('silver_coin', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x,
y: enemy.y
});
coin.value = 5;
} else if (dropChance < 0.6) {
- // 10% chance to drop gold coin
+ // 10% chance, drop gold coin.
coin = LK.getAsset('gold_coin', {
anchorX: 0.5,
anchorY: 0.5,
x: enemy.x,
y: enemy.y
});
coin.value = 10;
- } else {
- // 40% chance to drop nothing
- coin = null;
}
if (coin) {
game.addChild(coin);
- }
- // Add logic to pick up the coin
- coin.down = function () {
- // Calculate direction from coin to player
- var dx = player.x - this.x;
- var dy = player.y - this.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist !== 0) {
- dx /= dist;
- dy /= dist;
- }
- var speed = 10;
- this.vx = dx * speed;
- this.vy = dy * speed;
- this.isMovingToPlayer = true;
- };
- coin.update = function () {
- if (this.isMovingToPlayer) {
- this.x += this.vx;
- this.y += this.vy;
- if (this.intersects(player)) {
- score += this.value;
- updateScoreDisplay();
- this.destroy();
+ coin.down = function () {
+ var dx = player.x - this.x;
+ var dy = player.y - this.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist !== 0) {
+ dx /= dist;
+ dy /= dist;
}
- }
- };
+ var speed = 10;
+ this.vx = dx * speed;
+ this.vy = dy * speed;
+ this.isMovingToPlayer = true;
+ };
+ coin.update = function () {
+ if (this.isMovingToPlayer) {
+ this.x += this.vx;
+ this.y += this.vy;
+ if (this.intersects(player)) {
+ score += this.value;
+ updateScoreDisplay();
+ this.destroy();
+ }
+ }
+ };
+ }
}
}
});
}
@@ -698,10 +682,9 @@
}
});
}
/****
-* Enemy hit logic for jump collider
-* When an enemy is hit by jumpCol, it will fly off the screen
+* Enemy Hit Logic for Jump Collider
****/
function handleEnemyJumpHit(enemy, index) {
if (!enemies.includes(enemy)) {
return;
@@ -740,9 +723,9 @@
}
});
}
/****
-* findChildByName helper
+* findChildByName Helper
****/
Container.prototype.findChildByName = function (name) {
for (var i = 0; i < this.children.length; i++) {
if (this.children[i].name === name) {
@@ -751,9 +734,9 @@
}
return null;
};
/****
-* game.up to reset press
+* game.up: Reset Press Info.
****/
game.up = function (x, y) {
isPressHeld = false;
pressHoldStartTime = 0;
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