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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
Code edit (1 edits merged)
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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 ****/ // 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 ****/ // Log player position to verify /* UPDATED COIN SPAWN FUNCTION - This version recalculates the normalized vector toward the player on every update, ensuring that coins continuously adjust their direction to head towards the player. - The player is at (1024, 2732 - 250) = (1024, 2482). */ console.log("Player initial position: (".concat(player.x, ", ").concat(player.y, ")")); // Place the player at the horizontal center and near the bottom (offset upward by 250). function spawnCoin(coinType, x, y, scoreValue) { var coin = new Container(); coin.attachAsset(coinType, { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); // Set coin speed (adjust as needed) var speed = 5; // Continuously recalc the direction toward the player. coin.update = function () { // Log current positions and velocity console.log("Coin Position: (".concat(coin.x.toFixed(2), ", ").concat(coin.y.toFixed(2), ")")); console.log("Player Position: (".concat(player.x.toFixed(2), ", ").concat(player.y.toFixed(2), ")")); console.log("Velocity: (".concat((dx * speed).toFixed(2), ", ").concat((dy * speed).toFixed(2), ")")); // Update position by adding velocity components. var dx = player.x - coin.x; var dy = player.y - coin.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 1) { dx /= distance; dy /= distance; } // Update position by adding velocity components. coin.x += dx * speed; coin.y += dy * speed; // If the coin reaches the player, update score and destroy coin. if (player.intersects(coin)) { score += scoreValue; updateScoreDisplay(); coin.destroy(); } }; game.addChild(coin); } // For the jump collider /**** * Global Variables ****/ 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) /**** * Score Setup ****/ var score = 0; var scoreTxt; // container for the score text 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 the score display. 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; } // Build the score text container once. 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); // Place the player at the horizontal center and near the bottom (offset upward by 250). player.x = 1024; player.y = 2732 - 250; // i.e. (1024, 2482) 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 ****/ var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; game.down = function (x, y) { if (isSequenceRunning) { return; } isPressHeld = true; pressHoldStartTime = Date.now(); pressDownX = x; // record where the press started pressDownY = y; // record where the press started // Jump if tapped in the top 2/3 of the screen. if (y < 2732 * 2.5 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // Create dust effect for the 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() { // Create landing dust effect. 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(); } }); } isJumping = 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; } // Attack if tapped in the bottom 1/3. 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 }); } }); } LK.setTimeout(function () { swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); // Set up the melee attack collider. 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 ****/ var enemies = []; function spawnEnemy() { var e = new Container(); // Create a shape child for the enemy hitbox. 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 ****/ var projectiles = []; function spawnProjectile(targetX, targetY) { var proj = new Container(); proj.attachAsset('player_throw', { anchorX: 0.5, anchorY: 0.5 }); LK.getSound('throwsnd').play(); // Instantiate cloudsmoke at the projectile's initial position. 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); // Tween for a pop/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 the player to the press location. var dx = targetX - player.x; var dy = targetY - player.y; 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 which side of the player the target is. proj.scaleX = targetX < player.x ? -1 : 1; proj.distanceTraveled = 0; proj.maxDistance = 1000; projectiles.push(proj); game.addChild(proj); } /**** * Main Update Loop ****/ game.update = function () { // Check for long press for projectile spawn. 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; 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; } // Check collision with enemies. for (var ei = enemies.length - 1; ei >= 0; ei--) { var enemy = enemies[ei]; if (proj.intersects(enemy)) { // '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) { var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); continue; } // Check collision with the jump collider. if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) { handleEnemyJumpHit(e, i); continue; } // Check collision with the melee attack collider. if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i, 'melee'); } // If the enemy intersects with the player (when not jumping or attacking), trigger game over. if (!isJumping && !attackCol.visible && e.intersects(player)) { LK.showGameOver(); } } }; /**** * Enemy Hit Logic (Attack and Projectile) * attackType should be '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; // Determine coin drop. var dropChance = Math.random(); if (dropChance < 0.5) { // 50% chance to drop a silver coin. spawnCoin('silver_coin', enemy.x, enemy.y, 5); } else if (dropChance < 0.6) { // 10% chance to drop a gold coin. spawnCoin('gold_coin', enemy.x, enemy.y, 10); } } } }); } }); } }); } /**** * Enemy Hit Logic (Jump Collider) * When hit by the jump collider, the enemy flies off-screen. ****/ 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 Function ****/ 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 Tracking ****/ game.up = function (x, y) { isPressHeld = false; pressHoldStartTime = 0; };
===================================================================
--- original.js
+++ change.js
@@ -29,33 +29,45 @@
/****
* Game Code
****/
-// Updated coin spawn function using tween so coins fly smoothly to the player.
+// Log player position to verify
+/*
+ UPDATED COIN SPAWN FUNCTION
+ - This version recalculates the normalized vector toward the player on every update,
+ ensuring that coins continuously adjust their direction to head towards the player.
+ - The player is at (1024, 2732 - 250) = (1024, 2482).
+*/
+console.log("Player initial position: (".concat(player.x, ", ").concat(player.y, ")"));
+// Place the player at the horizontal center and near the bottom (offset upward by 250).
function spawnCoin(coinType, x, y, scoreValue) {
var coin = new Container();
coin.attachAsset(coinType, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
- // Tween the coin to move from its spawn point to the player's center.
- tween(coin, {
- x: player.x,
- y: player.y
- }, {
- duration: 500,
- easing: tween.easeInOut,
- onFinish: function onFinish() {
- // When the tween finishes, update the score and remove the coin.
- score += scoreValue;
- updateScoreDisplay();
- coin.destroy();
- }
- });
- // In case the coin collides with the player before the tween is complete.
+ // Set coin speed (adjust as needed)
+ var speed = 5;
+ // Continuously recalc the direction toward the player.
coin.update = function () {
+ // Log current positions and velocity
+ console.log("Coin Position: (".concat(coin.x.toFixed(2), ", ").concat(coin.y.toFixed(2), ")"));
+ console.log("Player Position: (".concat(player.x.toFixed(2), ", ").concat(player.y.toFixed(2), ")"));
+ console.log("Velocity: (".concat((dx * speed).toFixed(2), ", ").concat((dy * speed).toFixed(2), ")"));
+ // Update position by adding velocity components.
+ var dx = player.x - coin.x;
+ var dy = player.y - coin.y;
+ var distance = Math.sqrt(dx * dx + dy * dy);
+ if (distance > 1) {
+ dx /= distance;
+ dy /= distance;
+ }
+ // Update position by adding velocity components.
+ coin.x += dx * speed;
+ coin.y += dy * speed;
+ // If the coin reaches the player, update score and destroy coin.
if (player.intersects(coin)) {
score += scoreValue;
updateScoreDisplay();
coin.destroy();
@@ -78,16 +90,16 @@
****/
var score = 0;
var scoreTxt; // container for the score text
function updateScoreDisplay() {
- // Remove the old scoreTxt from the game
+ // Remove the old scoreTxt from the game.
game.removeChild(scoreTxt);
- // Create a new score container with the updated score
+ // 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
+ // Add tween animation to the score display.
tween(scoreTxt, {
scaleX: 1.5,
scaleY: 1.5
}, {
@@ -184,13 +196,14 @@
anchorX: 0.5,
anchorY: 0.5
});
player.addChild(visualContainer);
+// Place the player at the horizontal center and near the bottom (offset upward by 250).
player.x = 1024;
-player.y = 2732 - 250;
+player.y = 2732 - 250; // i.e. (1024, 2482)
game.addChild(player);
/****
-* Idle animations
+* Idle Animations
****/
function startBreathingAnimation() {
tween(player, {
scaleX: 1.05,
@@ -320,14 +333,14 @@
isPressHeld = true;
pressHoldStartTime = Date.now();
pressDownX = x; // record where the press started
pressDownY = y; // record where the press started
- // Jump if tapped in top 2/3 of the screen.
+ // Jump if tapped in the top 2/3 of the screen.
if (y < 2732 * 2.5 / 3 && !isJumping) {
isJumping = true;
LK.getSound('hup').play();
swapPlayerVisual('player_jump', player.x, player.y);
- // Dust effect for the jump.
+ // Create dust effect for the jump.
for (var i = 0; i < 10; i++) {
var p = LK.getAsset('dust', {
anchorX: 0.5,
anchorY: 0.5,
@@ -357,9 +370,9 @@
}, {
duration: 300,
easing: tween.bounceOut,
onFinish: function onFinish() {
- // Landing dust effect.
+ // Create landing dust effect.
for (var j = 0; j < 10; j++) {
var pp = LK.getAsset('dust', {
anchorX: 0.5,
anchorY: 0.5,
@@ -406,9 +419,9 @@
}
});
return;
}
- // Attack if tapped in the bottom 1/3 of the screen.
+ // Attack if tapped in the bottom 1/3.
isSequenceRunning = true;
var flip = x < 1024 ? -1 : 1;
swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip);
LK.getSound('retroslash').play();
@@ -430,9 +443,9 @@
});
}
LK.setTimeout(function () {
swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip);
- // Set the melee attack collider.
+ // Set up the melee attack collider.
attackCol.width = 180;
attackCol.height = 180;
attackCol.x = flip === -1 ? 874 : 1174;
attackCol.y = 2732 - 250;
@@ -522,9 +535,9 @@
y: proj.y,
alpha: 0.75
});
game.addChild(cloudSmoke);
- // Tween for pop and disappear effect.
+ // Tween for a pop/disappear effect.
tween(cloudSmoke, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
@@ -536,9 +549,9 @@
}
});
proj.x = player.x;
proj.y = player.y;
- // Calculate the normalized direction vector.
+ // Calculate direction from the player to the press location.
var dx = targetX - player.x;
var dy = targetY - player.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist !== 0) {
@@ -547,20 +560,20 @@
}
var speed = 25;
proj.vx = dx * speed;
proj.vy = dy * speed;
- // Adjust scaleX based on the target's side.
+ // Adjust scaleX based on which side of the player the target is.
proj.scaleX = targetX < player.x ? -1 : 1;
proj.distanceTraveled = 0;
proj.maxDistance = 1000;
projectiles.push(proj);
game.addChild(proj);
}
/****
-* Main Update
+* Main Update Loop
****/
game.update = function () {
- // Check for long press projectile spawn.
+ // Check for long press for projectile spawn.
if (isPressHeld) {
var holdDuration = Date.now() - pressHoldStartTime;
if (holdDuration > 500) {
console.log("Long press detected, spawn projectile!");
@@ -588,9 +601,9 @@
// 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.
+ // 'throw' attack type for projectiles.
handleEnemyHit(enemy, ei, 'throw');
projectiles.splice(p, 1);
proj.destroy();
break;
@@ -608,25 +621,25 @@
}
e.destroy();
continue;
}
- // Check collision with jump collider.
+ // Check collision with the jump collider.
if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) {
handleEnemyJumpHit(e, i);
continue;
}
- // Check collision with melee attack collider.
+ // Check collision with the melee attack collider.
if (attackCol.visible && e.intersects(attackCol)) {
handleEnemyHit(e, i, 'melee');
}
- // If enemy collides with player (game over), unless the player is jumping or attacking.
+ // If the enemy intersects with the player (when not jumping or attacking), trigger game over.
if (!isJumping && !attackCol.visible && e.intersects(player)) {
LK.showGameOver();
}
}
};
/****
-* Enemy Hit Logic (Attack/Projectile)
+* Enemy Hit Logic (Attack and Projectile)
* attackType should be 'melee' or 'throw'
****/
function handleEnemyHit(enemy, index, attackType) {
if (!enemies.includes(enemy)) {
@@ -668,9 +681,9 @@
score++;
}
updateScoreDisplay();
enemy.scoreCounted = true;
- // Coin drop logic.
+ // Determine coin drop.
var dropChance = Math.random();
if (dropChance < 0.5) {
// 50% chance to drop a silver coin.
spawnCoin('silver_coin', enemy.x, enemy.y, 5);
@@ -739,9 +752,9 @@
}
return null;
};
/****
-* game.up: Reset Press Variables
+* game.up: Reset Press Tracking
****/
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