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Replace this (broken code in updateScoreDisplay()): var shadow = scoreTxt.findChildByName("shadow"); var text = scoreTxt.findChildByName("main"); with: var shadow = scoreTxt.children[0]; // shadow var text = scoreTxt.children[1]; // main text
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Please fix the bug: 'scoreTxt.findChildByName is not a function' in or related to this line: 'var shadow = scoreTxt.findChildByName("shadow");' Line Number: 44
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Please fix the bug: 'scoreTxt.findChildByName is not a function' in or related to this line: 'var shadow = scoreTxt.findChildByName("shadow");' Line Number: 44
User prompt
Please fix the bug: 'scoreTxt.findChildByName is not a function' in or related to this line: 'var shadow = scoreTxt.findChildByName("shadow");' Line Number: 44
User prompt
Please fix the bug: 'scoreTxt.findChildByName is not a function' in or related to this line: 'var shadow = scoreTxt.findChildByName("shadow");' Line Number: 44
User prompt
Please fix the bug: 'scoreTxt.findChildByName is not a function' in or related to this line: 'var shadow = scoreTxt.findChildByName("shadow");' Line Number: 44
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Please fix the bug: 'scoreTxt.findChildByName is not a function' in or related to this line: 'var shadow = scoreTxt.findChildByName("shadow");' Line Number: 44
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Right after adding the score, try updating it and enlarging it to force visibility: LK.gui.top.addChild(scoreTxt); updateScoreDisplay(); // π test it immediately scoreTxt.scaleX = 3; scoreTxt.scaleY = 3; βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
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If youβre using: game.addChild(scoreTxt); OR LK.gui.top.addChild(scoreTxt); Only do one of them β and do not re-add it later.
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function updateScoreDisplay() { score++; const shadow = scoreTxt.findChildByName("shadow"); const text = scoreTxt.findChildByName("main"); if (shadow && text) { shadow.text = String(score); text.text = String(score); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function () { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } else { console.warn("β οΈ Score text children not found."); } } βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); shadow.name = "shadow"; shadow.anchor.set(0.5, 0); shadow.x = 4; shadow.y = 4; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, fontFamily: "Arial" }); text.name = "main"; text.anchor.set(0.5, 0); var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(text); return container; }
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function updateScoreDisplay() { score++; console.log('Score updated to:', score); // β TEMP DEBUG LINE if (scoreTxt && scoreTxt.children && scoreTxt.children.length === 2) { scoreTxt.children[0].text = String(score); // Shadow scoreTxt.children[1].text = String(score); // Main tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function () { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } else { console.warn("β οΈ scoreTxt is misconfigured:", scoreTxt); } } βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Make sure you only have this once after createScoreText(): var scoreTxt = createScoreText(score); game.addChild(scoreTxt); // β ONLY ONCE
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Remove the extra game.addChild(scoreTxt);
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You should absolutely keep: js Copy Edit game.addChild(scoreTxt); // β YES, this works with your layout And DO NOT use: js Copy Edit LK.gui.top.addChild(scoreTxt); // β REMOVE THIS
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REMOVE THIS LINE ENTIRELY: game.addChild(scoreTxt); // β remove this ONLY KEEP: LK.gui.top.addChild(scoreTxt); // β correct
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the score is not updated properly when i destroy an enemy fix it
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delete: Ensure score is incremented when an enemy goes offscreen
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Please fix the bug: 'TypeError: scoreTxt.setText is not a function' in or related to this line: 'scoreTxt.setText(String(score)); // Ensure score display updates correctly' Line Number: 44
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so fix it
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THE SCORE DOES NOT ANIMATE ANYMORE NOR DOES WHEN DESTROYING AN ENEMY GOES UP BY 1 FIX IT
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scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0;
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Add the score display immediately after it's created
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jumpcol alpha1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ // Init Game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var score = 0; // β Define score FIRST var scoreTxt = createScoreText(score); // β Then use it // game.addChild(scoreTxt); // β YES, this works with your layout LK.gui.top.addChild(scoreTxt); updateScoreDisplay(); // π test it immediately scoreTxt.scaleX = 3; scoreTxt.scaleY = 3; function updateScoreDisplay() { score++; var shadow = scoreTxt.children[0]; // shadow var text = scoreTxt.children[1]; // main text if (shadow && text) { shadow.text = String(score); text.text = String(score); tween(scoreTxt, { scaleX: 1.5, scaleY: 1.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); } else { console.warn("β οΈ scoreTxt is misconfigured:", scoreTxt); } } // Assets LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); // Petals var petals = []; for (var i = 0; i < 50; i++) { var petal = new Container(); var petalSprite = petal.attachAsset('petals', { anchorX: 0.5, anchorY: 0.5, rotation: Math.random() * Math.PI * 2 }); petal.x = Math.random() * 2048; petal.y = Math.random() * 2732; petal.speedY = Math.random() * 2 + 1; petal.speedX = Math.random() * 2 - 1; petal.update = function () { this.y += this.speedY; this.x += this.speedX; if (this.y > 2732) { this.y = -50; this.x = Math.random() * 2048; } }; petals.push(petal); game.addChild(petal); } // Player setup var player = new Container(); var visualContainer = new Container(); // Inner container var playerSprite = visualContainer.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); visualContainer.name = 'visual'; // so we can find it later player.addChild(visualContainer); player.x = 1024; player.y = 2732 - 250; game.addChild(player); 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(); var isSequenceRunning = false; var isJumping = false; var playerState = 'idle'; var attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }); game.addChild(attackCol); attackCol.visible = false; // hide initially function swapPlayerVisual(newVisualId, x, y) { var flip = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 1; var onDone = arguments.length > 4 ? arguments[4] : undefined; // Find existing visual container var visualContainer = player.findChildByName('visual'); if (visualContainer) { // Remove old visual sprite visualContainer.removeChildAt(0); } else { // Create new visual container if it doesn't exist visualContainer = new Container(); visualContainer.name = 'visual'; player.addChild(visualContainer); } // Attach new visual sprite playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); visualContainer.scaleX = flip; player.x = x; player.y = y; // Special case: jump visual includes a jump collider if (newVisualId === 'player_jump') { var jumpCol = LK.getAsset('jumpcol', { anchorX: 0.5, anchorY: 0.5, x: x, y: y + player.height / 2, alpha: 1 }); game.addChild(jumpCol); tween(jumpCol, { y: jumpCol.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { tween(jumpCol, { y: 2732 - 250 + player.height / 2 }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { return jumpCol.destroy(); } }); } }); } if (onDone) { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } } // Main input handler game.down = function (x, y) { if (isSequenceRunning) { return; } // π¦ Jump input (upper 2/3 screen) if (y < 2732 * 2 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // π¨ Create dust particles on jump for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + Math.random() * 100 - 50, y: player.y + Math.random() * 100 - 50 }); game.addChild(p); tween(p, { alpha: 0, x: p.x + Math.random() * 200 - 100, y: p.y - Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { return 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() { // π¨ Landing dust for (var i = 0; i < 10; i++) { var p = LK.getAsset('dust', { anchorX: 0.5, anchorY: 0.5, x: player.x + Math.random() * 100 - 50, y: player.y + Math.random() * 100 - 50 }); game.addChild(p); tween(p, { alpha: 0, x: p.x + Math.random() * 200 - 100, y: p.y + Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { return p.destroy(); } }); } isJumping = false; swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); var visual = player.findChildByName('visual'); if (visual) { // Get current direction (1 or -1) var direction = visual.scaleX < 0 ? -1 : 1; // Apply stretch relative to facing direction tween(visual, { scaleX: direction * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(visual, { scaleX: direction * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } } }); } }); return; } // βοΈ Attack input (bottom 1/3) isSequenceRunning = true; var flip = x < 1024 ? -1 : 1; // Phase 1: player_attackf01 swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip); LK.getSound('retroslash').play(); // π Apply stretch var visual = player.findChildByName('visual'); if (visual) { tween(visual, { scaleX: flip * 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(visual, { scaleX: flip * 1.0, scaleY: 1.0 }, { duration: 100 }); } }); } LK.setTimeout(function () { // Phase 2: player_attackf02 swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip); // Create slash collider attackCol.x = flip === -1 ? 874 : 1174; attackCol.y = 2732 - 250; attackCol.scaleX = flip; attackCol.visible = true; // End attack LK.setTimeout(function () { if (attackCol) { attackCol.visible = false; } swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () { startBreathingAnimation(); startTiltAnimation(); }); isSequenceRunning = false; playerState = 'idle'; }, 250); }, 250); }; function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); shadow.name = "shadow"; shadow.anchor.set(0.5, 0); shadow.x = 4; shadow.y = 4; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, fontFamily: "Arial" }); text.name = "main"; text.anchor.set(0.5, 0); var container = new Container(); container.name = "scoreTxt"; container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(text); return container; } // β Enemies array var enemies = []; function spawnEnemy() { var e = new Container(); var gfx = e.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); // Random spawn from left or right var fromLeft = Math.random() < 0.5; e.x = fromLeft ? -gfx.width / 2 : 2048 + gfx.width / 2; e.y = 2732 - 225; e.speedX = fromLeft ? Math.random() * 4 + 2 : -(Math.random() * 4 + 2); gfx.scaleX = fromLeft ? 1 : -1; // Bounce animation var baseY = e.y; var bounceTween; function bounce() { bounceTween = tween(e, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function onFinish() { bounceTween = tween(e, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } e.bounceTween = bounceTween; bounce(); enemies.push(e); game.addChild(e); } LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000); // Random interval // β Game loop game.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { var e = enemies[i]; e.x += e.speedX; // Remove if offscreen if (e.x < -300 || e.x > 2048 + 300) { e.destroy(); var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); continue; } // Check for attack hit if (attackCol.visible && e.intersects(attackCol)) { LK.getSound('slimedeath').play(); // Cancel bounce if (e.bounceTween && typeof e.bounceTween.cancel === 'function') { e.bounceTween.cancel(); } tween(e, { tint: 0xFF0000 }, { duration: 0, onFinish: function onFinish() { tween(e, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { tween(e, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { updateScoreDisplay(); // β Do this first var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); } }); } }); } }); } // Optional: game over on collision with player (optional, restore if needed) // if (e.intersects(player)) { // LK.showGameOver(); // } } }; 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; }; Container.prototype.findChildByName = function (name) { for (var i = 0; i < this.children.length; i++) { if (this.children[i].name === name) { return this.children[i]; } } return null; };
===================================================================
--- original.js
+++ change.js
@@ -22,10 +22,10 @@
scoreTxt.scaleX = 3;
scoreTxt.scaleY = 3;
function updateScoreDisplay() {
score++;
- var shadow = scoreTxt.findChildByName("shadow");
- var text = scoreTxt.findChildByName("main");
+ var shadow = scoreTxt.children[0]; // shadow
+ var text = scoreTxt.children[1]; // main text
if (shadow && text) {
shadow.text = String(score);
text.text = String(score);
tween(scoreTxt, {
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