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Add the score display immediately after it's created
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jumpcol alpha1
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attackcol alpha 1
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Replace this block: onFinish: function onFinish() { var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); updateScoreDisplay(); } With this: onFinish: function onFinish() { updateScoreDisplay(); // ✅ Do this first const index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); }
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Move updateScoreDisplay() before destroying the enemy
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Replace your if (attackCol.visible && e.intersects(attackCol)) block with this: 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 () { tween(e, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { tween(e, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function () { // ✅ Remove after animation const index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); updateScoreDisplay(); } }); } }); } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move the splice and score update inside the final onFinish of the animation — after the enemy is truly gone.
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make sure attackCol.visible is being used to make sure the attack window is active.
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call updateScoreDisplay() outside the onFinish() anymore.
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show attack col and jump col
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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(); enemies.splice(i, 1); continue; } // Check for attack hit if (attackCol && attackCol.visible && e.intersects(attackCol)) { LK.getSound('slimedeath').play(); // Cancel bounce animation if (e.bounceTween && typeof e.bounceTween.cancel === 'function') { e.bounceTween.cancel(); } // Flash red and destroy with style tween(e, { tint: 0xFF0000 }, { duration: 0, onFinish: function () { tween(e, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { tween(e, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function () { const index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); updateScoreDisplay(); } }); } }); } }); } } };
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Replace this section: enemies.splice(i, 1); // Remove early to avoid rechecking With this inside the innermost onFinish(): const index = enemies.indexOf(e); if (index !== -1) enemies.splice(index, 1); e.destroy(); updateScoreDisplay(); And remove the original enemies.splice(i, 1) — let the onFinish() handle both destroying and score updating at the right moment.
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Then when the attack happens: js Copy Edit attackCol.x = flip === -1 ? 874 : 1174; attackCol.y = 2732 - 250; attackCol.scaleX = flip; attackCol.visible = true; After the attack ends: js Copy Edit attackCol.visible = false;
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Create the attackCol once and move it instead of destroying/recreating every time: attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }); game.addChild(attackCol); attackCol.visible = false; // hide initially
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Update swapPlayerVisual() to not recreate the player container function swapPlayerVisual(newVisualId, x, y, flip = 1, onDone) { const oldVisual = player.findChildByName('visual'); if (oldVisual) { oldVisual.destroy(); // Remove the old visual sprite } var visualContainer = new Container(); playerSprite = visualContainer.attachAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5 }); visualContainer.name = 'visual'; visualContainer.scaleX = flip; player.addChild(visualContainer); player.x = x; player.y = y; // Special case for 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: 0 }); game.addChild(jumpCol); tween(jumpCol, { y: jumpCol.y - 600 }, { duration: 500, easing: tween.easeOut, onFinish: function () { tween(jumpCol, { y: 2732 - 250 + player.height / 2 }, { duration: 300, easing: tween.bounceOut, onFinish: function () { jumpCol.destroy(); } }); } }); } if (onDone) { if (newVisualId === 'player_idle') { startBreathingAnimation(); startTiltAnimation(); } onDone(); } }
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Add the score last: Ensure the score container is added to the stage after backgrounds, tilemaps, or any game objects that might overlap. This guarantees it’s drawn on top.
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make sure the score is above bg01
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/**** * Game Code ****/ var score = 0; // ✅ Define score FIRST var scoreTxt = createScoreText(score); // ✅ Then use it game.addChild(scoreTxt);
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Make sure the score is only declared and initialized once — near the top: reemove the duplicated score block near the bottom:
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var score = 0; // ✅ Define this first var scoreTxt = createScoreText(score); // ✅ Then use it game.addChild(scoreTxt);
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remove the second var score = 0;
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move the score declaration above scoreTxt var score = 0; // ✅ Define score first var scoreTxt = createScoreText(score); game.addChild(scoreTxt);
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Remove this duplicate declaration: // ❌ REMOVE this line completely: var score = 0;
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any idea why enemies do not destroy themselves after being attacked and it does not update the score by 1? can u fix it
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put this above the updateScoreDisplay() function: var score = 0; var scoreTxt = createScoreText(score); game.addChild(scoreTxt); then define: function updateScoreDisplay() { score++; scoreTxt.children[0].text = String(score); // Update shadow text scoreTxt.children[1].text = String(score); // Update main text 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 }); } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ // Init Game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var score = 0; // ✅ Define score FIRST var scoreTxt = createScoreText(score); // ✅ Then use it LK.gui.top.addChild(scoreTxt); // Add score display to the GUI overlay immediately after creation function updateScoreDisplay() { score++; scoreTxt.children[0].text = String(score); // Update shadow text scoreTxt.children[1].text = String(score); // Update main text 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 }); } }); } // 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; } // 🦘 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); // 💨 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() { // 💨 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; } // ⚔️ 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(); // 🌟 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, // Shadow color fontFamily: "Arial" }); shadow.anchor.set(0.5, 0); shadow.x = 4; // Offset shadow for depth shadow.y = 4; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, // Bright flashy pink fontFamily: "Arial" }); text.anchor.set(0.5, 0); var container = new Container(); container.x = 1024; container.y = 50; container.addChild(shadow); container.addChild(text); return container; } // ✅ 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 game.addChild(scoreTxt); // ✅ 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(); updateScoreDisplay(); 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(); // ✅ 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; };
===================================================================
--- original.js
+++ change.js
@@ -15,8 +15,9 @@
* Game Code
****/
var score = 0; // ✅ Define score FIRST
var scoreTxt = createScoreText(score); // ✅ Then use it
+LK.gui.top.addChild(scoreTxt); // Add score display to the GUI overlay immediately after creation
function updateScoreDisplay() {
score++;
scoreTxt.children[0].text = String(score); // Update shadow text
scoreTxt.children[1].text = String(score); // Update main text
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