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move the coins to x 1024 and y 50
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fix it
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move the coins towards the score when they are pressed
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move the coins to the player when they are pressed
Code edit (3 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'console.log("Player initial position: (".concat(player.x, ", ").concat(player.y, ")"));' Line Number: 65
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Log your coin’s (x, y), the player’s (x, y), and the velocity each frame. If the velocity sign is backward, flip your direction calculation. Double‐check that (1024, 2482) is truly where the engine thinks the play
Code edit (1 edits merged)
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make the coins fly here: the `player_idle` position is centered horizontally at **x = 1024** and positioned vertically at **y = 2482**.
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make the coins fly there
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the tween animation is good, but the player is not created at that position
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add a press event for the coins, when pressed, they tween pop animation towards the current player position ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
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The coins are “flying off” because the coin’s velocity isn’t being properly initialized at the right time. The nested definition of coin.update means that the coin.down function (responsible for setting the movement vector) is defined but never executed. When it eventually gets (mis)triggered, it applies a high-speed impulse (multiplied by 10) that sends the coins racing past the player and off the visible screen. By restructuring the code to call coin.down immediately upon coin creation—and by possibly lowering the speed—you should achieve a more controlled coin attraction effect.
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FLY TOWARDS THE FREAKING PLAYER POSITION NOT OFF THE SCREEN LMAO
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it still doesn't work, fix it
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fix ti
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when pressing these coins, they fly towards the player and on collision, add the score and destroy themselves
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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
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coins move too fast, i can't see them fix it
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coins should fly towards the player and collide, not fall off the map
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'down')' in or related to this line: 'coin.down = function () {' Line Number: 688
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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ /**** * Coin Class ****/ var Coin = Container.expand(function (options) { var self = Container.call(this); self.attachAsset(options.assetId, { anchorX: 0.5, anchorY: 0.5, x: options.x, y: options.y }); self.value = options.value; return self; }); /**** * game.up: Reset Press Info. ****/ // 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 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Use gold_coin for the 10% drop. /**** * Global Variables ****/ var jumpColGlobal = null; // For the jump collider var isPressHeld = false; // For projectile input tracking var pressHoldStartTime = 0; var pressDownX = 0; // Track where the press started (X) var pressDownY = 0; // Track where the press started (Y) var attackTimeout = null; // To delay melee attack /**** * 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% chance silver, 10% chance gold, 40% chance nothing. var dropChance = Math.random(); var coin = null; if (dropChance < 0.5) { coin = new Coin({ assetId: 'silver_coin', x: enemy.x, y: enemy.y, value: 5 }); } else if (dropChance < 0.6) { coin = new Coin({ assetId: 'gold_coin', x: enemy.x, y: enemy.y, value: 10 }); } if (coin) { game.addChild(coin); // Use a tween to animate the coin snappily toward the player. tween(coin, { x: player.x, y: player.y }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { score += coin.value; updateScoreDisplay(); coin.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; }; /* End of Script */
===================================================================
--- original.js
+++ change.js
@@ -665,9 +665,9 @@
tween(coin, {
x: player.x,
y: player.y
}, {
- duration: 200,
+ duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
score += coin.value;
updateScoreDisplay();
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