User prompt
do it
User prompt
attach attackcol to player
User prompt
similar to jumpcol, attach attackcol
User prompt
attackcol stays on the ground when player jumps, it should follow
User prompt
attack col doesn't follow the sprite
User prompt
attack col should follow if player is jumping
Code edit (1 edits merged)
Please save this source code
User prompt
Modify spawnEnemy() like this: function spawnEnemy() { var e = new Container(); var gfx = e.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); // Manually define hit area to match the enemy visual e.hitArea = { x: -gfx.width / 2, y: -gfx.height / 2, width: gfx.width, height: gfx.height }; // 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; function bounce() { tween(e, { y: baseY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: function () { tween(e, { y: baseY }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce }); } }); } bounce(); enemies.push(e); game.addChild(e); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add a shape to the enemy container to define its bounds
User prompt
give enemys a hitbox
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: scoreTxt.getChildByName is not a function' in or related to this line: 'scoreTxt.getChildByName('main').text = String(score);' Line Number: 37
User prompt
Please fix the bug: 'ReferenceError: updateScoreDisplay is not defined' in or related to this line: 'updateScoreDisplay();' Line Number: 464
User prompt
Please fix the bug: 'ReferenceError: incrementScore is not defined' in or related to this line: 'incrementScore();' Line Number: 461
Code edit (1 edits merged)
Please save this source code
User prompt
it still says 0 fix it
User prompt
everytime i kill an enemy, the score animates the tween but the score doesn't update, it remains 0, fix it
User prompt
everytime i kill an enemy, the score animates the tween but doesn't update, fix it
User prompt
alright, go and try to fix it, and if you fail at fixing it, im going to roll my eyes
User prompt
you literally removed the score, its not ont he screen anymore
User prompt
analyze the entire code and figure out why the score does not increment by 1 when an enemy is killed, it just says 0 everytime
User prompt
analyze the entire code and figure out why the score does not increment by 1 when an enemy is killed
User prompt
do this: /**** * Assets ****/ LK.init.shape('attackcol', {width:100, height:100, color:0x73156d, shape:'box'}) LK.init.shape('jumpcol', {width:125, height:125, color:0xded3a3, shape:'box'}) LK.init.image('bg01', {width:2048, height:2732, id:'67f16aeafea00654a40ebe8c'}) LK.init.image('dust', {width:25, height:25, id:'67f29c70a4d3a157fb76e528'}) LK.init.image('enemy01', {width:200, height:209, id:'67f173478fd230f408b76381'}) LK.init.image('petals', {width:50, height:42.77, id:'67f16f058fd230f408b762fb'}) LK.init.image('player_attackf01', {width:250, height:250, id:'67f12ddfa5275af3ed14c076'}) LK.init.image('player_attackf02', {width:400, height:253.13, id:'67f12e1ea5275af3ed14c07c'}) LK.init.image('player_idle', {width:250, height:287, id:'67f12d94a5275af3ed14c073'}) LK.init.image('player_jump', {width:225, height:329.62, id:'67f29dbca4d3a157fb76e532'}) LK.init.music('bgm', {volume:0.5, start:0, end:1, id:'67f16ea58fd230f408b762f2'}) LK.init.sound('hup', {volume:0.5, start:0, end:1, id:'67f29e26a4d3a157fb76e53a'}) LK.init.sound('retroslash', {volume:0.1, start:0, end:1, id:'67f1670adc4b721488c54014'}) LK.init.sound('slimedeath', {volume:0.5, start:0.242, end:1, id:'67f17cc98fd230f408b76475'}) /**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Score Setup ****/ var score = 0; var scoreTxt; 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; } function incrementScore() { score++; updateScoreDisplay(); } function updateScoreDisplay() { var shadow = scoreTxt.findChildByName("shadow"); var 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("⚠️ Score text children not found."); } } /**** * Scene Setup ****/ LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); // Init scoreTxt AFTER bg is added scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; game.addChild(scoreTxt);
User prompt
call updateScoreDisplay() after the first kill to verify it works.
User prompt
Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.scaleX = 1.0;' Line Number: 39
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Initialize Game
****/
// Init Game
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// 1) Make the score variable
/****
* Score Setup
****/
var score = 0;
// 2) We'll store the score text container here
var scoreTxt;
// This function updates the visible text (shadow + main)
// whenever the score changes:
function updateScoreDisplay() {
// If no scoreTxt container, do nothing
if (!scoreTxt) {
return;
}
// Attempt to find the text objects
var mainText = scoreTxt.findChildByName('main');
var shadowText = scoreTxt.findChildByName('shadow');
if (mainText && shadowText) {
// Convert current score to string
mainText.text = String(score);
shadowText.text = String(score);
// Optional tween effect (makes the text pulse briefly)
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('⚠️ Could not find "main"/"shadow" text in scoreTxt.');
}
}
// Call this each time you want to add to the score:
function incrementScore() {
score++;
updateScoreDisplay();
}
// A helper to build the text container once at startup:
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 main = new Text2(String(value), {
size: 300,
fill: 0xFF69B4,
fontFamily: "Arial"
});
main.name = "main";
main.anchor.set(0.5, 0);
// container to hold both texts
var container = new Container();
container.name = "scoreTxt";
container.x = 1024;
container.y = 50;
// add shadow + main text
container.addChild(shadow);
container.addChild(main);
return container;
}
// Create the score text container once, at the start:
scoreTxt = createScoreText(score);
scoreTxt.scaleX = 1.0;
scoreTxt.scaleY = 1.0;
// Play background music
LK.playMusic('bgm', {
loop: true
});
/****
* Add Background
****/
var bg01 = LK.getAsset('bg01', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
});
game.addChild(bg01);
// Add the score text after the background, so it's on top:
game.addChild(scoreTxt);
// 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;
// The standard update for drifting petals
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 container
var player = new Container();
var visualContainer = new Container();
visualContainer.name = 'visual';
// Attach the 'idle' player sprite by default
var playerSprite = visualContainer.attachAsset('player_idle', {
anchorX: 0.5,
anchorY: 0.5
});
player.addChild(visualContainer);
// Position the player
player.x = 1024;
player.y = 2732 - 250;
game.addChild(player);
/****
* Idle animations (breathing + tilt)
****/
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
});
}
});
}
});
}
// Start them once at the beginning:
startBreathingAnimation();
startTiltAnimation();
// Sequence control
var isSequenceRunning = false;
var isJumping = false;
var playerState = 'idle';
// Attack collider
var attackCol = LK.getAsset('attackcol', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
});
player.addChild(attackCol);
attackCol.visible = false; // hidden until attacking
/****
* Swap the player's visual 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 {
// remove old sprite
visualContainer.removeChildAt(0);
}
// attach new sprite
playerSprite = visualContainer.attachAsset(newVisualId, {
anchorX: 0.5,
anchorY: 0.5
});
visualContainer.scaleX = flip;
// update position
player.x = x;
player.y = y;
// special case: jump includes 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() {
jumpCol.destroy();
}
});
}
});
}
if (typeof onDone === 'function') {
if (newVisualId === 'player_idle') {
startBreathingAnimation();
startTiltAnimation();
}
onDone();
}
}
/****
* Main input (touch) logic
****/
game.down = function (x, y) {
if (isSequenceRunning) {
return;
}
// Jump if tapped in top 2/3
if (y < 2732 * 2 / 3 && !isJumping) {
isJumping = true;
LK.getSound('hup').play();
swapPlayerVisual('player_jump', player.x, player.y);
// 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() {
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() {
// 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() {
p.destroy();
}
});
}
isJumping = false;
swapPlayerVisual('player_idle', 1024, 2732 - 250, 1, function () {
startBreathingAnimation();
startTiltAnimation();
});
// small "squash" effect after landing
var visual = player.findChildByName('visual');
if (visual) {
var direction = visual.scaleX < 0 ? -1 : 1;
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;
}
// Attack if tapped in bottom 1/3
isSequenceRunning = true;
var flip = x < 1024 ? -1 : 1;
// Attack phase 1
swapPlayerVisual('player_attackf01', 1024, 2732 - 250, flip);
LK.getSound('retroslash').play();
// small "stretch" effect
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 () {
// Attack phase 2
swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip);
// collider
attackCol.x = flip === -1 ? -150 : 150;
attackCol.y = 2732 - 250;
attackCol.scaleX = flip;
attackCol.visible = true;
// revert to idle
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();
// attach the enemy sprite
var gfx = e.attachAsset('enemy01', {
anchorX: 0.5,
anchorY: 0.5
});
// define its hit area so intersects() works as intended
e.hitArea = {
x: -gfx.width / 2,
y: -gfx.height / 2,
width: gfx.width,
height: gfx.height
};
// 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);
// flip the sprite if from right side
gfx.scaleX = fromLeft ? 1 : -1;
// simple bounce
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);
}
// spawn enemies on an interval
LK.setInterval(spawnEnemy, Math.random() * 1500 + 1000);
// Main update 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) {
var index = enemies.indexOf(e);
if (index !== -1) {
enemies.splice(index, 1);
}
e.destroy();
continue;
}
// check for collisions
if (attackCol.visible && e.intersects(attackCol)) {
handleEnemyHit(e, i);
}
}
};
/****
* Enemy hit logic
****/
function handleEnemyHit(enemy, index) {
// Double-check the array
if (!enemies.includes(enemy)) {
return;
}
LK.getSound('slimedeath').play();
// cancel bounce if any
if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') {
enemy.bounceTween.cancel();
}
// Red + slight scale up
tween(enemy, {
tint: 0xFF0000
}, {
duration: 0,
onFinish: function onFinish() {
tween(enemy, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 50,
onFinish: function onFinish() {
// shrink away + fade
tween(enemy, {
scaleX: 0.5,
scaleY: 0.5,
alpha: 0
}, {
duration: 100,
onFinish: function onFinish() {
// remove from array if still present
if (enemies.includes(enemy)) {
enemies.splice(index, 1);
enemy.destroy();
incrementScore();
}
}
});
}
});
}
});
}
/****
* "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;
}; ===================================================================
--- original.js
+++ change.js
@@ -391,9 +391,9 @@
LK.setTimeout(function () {
// Attack phase 2
swapPlayerVisual('player_attackf02', 1024, 2732 - 250, flip);
// collider
- attackCol.x = flip === -1 ? 874 : 1174;
+ attackCol.x = flip === -1 ? -150 : 150;
attackCol.y = 2732 - 250;
attackCol.scaleX = flip;
attackCol.visible = true;
// revert to idle
high definition super nintendo background of a japanese sakura tree forest Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d snes dust particle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
silver coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gold coin, $ sign on it, snes art. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
snes white feather. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
white 3d questionmark with a shadow. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
caligraphy paper front facing flat. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
the letters 'Ready' in 3d with a japanese cartoon cherry blossom flair. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
picture of a cute enemy slime monster inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
picture of a cute fat and large enemy slime monster inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
picture of a cute enemy slime monster wearing a shield infront of its face inspired by dragon quest and ragnarok online. In-Game asset. 2d. High contrast. No shadows
picture of a cute massive enemy king metal slime monster inspired by dragon quest and ragnarok online.. In-Game asset. 2d. High contrast. No shadows