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var playerSprite = null; Create a swapPlayerVisual() function that only changes the visual inside player: function swapPlayerVisual(visualId) { if (playerSprite) { player.removeChild(playerSprite); playerSprite.destroy(); } playerSprite = player.attachAsset(visualId, { anchorX: 0.5, anchorY: 0.5 }); } Update your player setup like this: var player = new Container(); player.x = 2048 / 2; player.y = 2732 - 250; swapPlayerVisual('player_idle'); game.addChild(player); Update all attack and jump logic to use swapPlayerVisual() instead of creating new assets directly:
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make jumpcol invisible
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if its attached, it should follow the jumping animation
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attach jumpcol to the bottom of player_jump
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Track the state: Add a simple playerState variable
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Update your jump and attack logic
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Create a function to swap the visual
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// Replace this: var player = LK.getAsset('player_idle', { ... }); // With this: var player = new Container(); var playerSprite = player.attachAsset('player_idle', { anchorX: 0.5, anchorY: 0.5 }); player.x = 2048 / 2; player.y = 2732 - 250; game.addChild(player);
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do it faster because i still see two player idle
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Replace this section: if (!isPlayerIdleOnScreen) { player = LK.getAsset('player_idle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250 }); game.addChildAt(player, 1); isPlayerIdleOnScreen = true; } With this: // Remove existing player before spawning new idle version if (player && !player.destroyed) { player.destroy(); } player = LK.getAsset('player_idle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250 }); game.addChildAt(player, 1); isPlayerIdleOnScreen = true;
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there can only be one player_idle visuals active at once
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do not create a new player_idle when landing
Code edit (1 edits merged)
Please save this source code
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play hup sound when player jumps
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use the player_jump image when jumping and then revert back to player_idle when landing
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make the jumper a bit slower and animate the character so it doesn't feel stiff
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add a squash and stretch animation when jumping and landing
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use dust instead of petals for the visual effect
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its not very obvious, make it more obvious
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add a visual effect and particle when jumping and landing
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add an effect when jumping ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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make the jumper higher
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instead of 1/3 of the quadrant check the 2/3
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// Check if the tap is in the upper 1/3 of the screen if (y < 2732 / 3) { // Prevent multiple jumps if (!isJumping) { isJumping = true; // Jump up tween(player, { y: player.y - 400 // Jump height }, { duration: 300, easing: tween.easeOut, onFinish: function () { // Fall down tween(player, { y: 2732 - 250 // Back to ground level }, { duration: 300, easing: tween.bounceOut, onFinish: function () { isJumping = false; } }); } }); } return; // Exit so we don’t trigger attack when jumping } var isJumping = false; ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Fix taphelp not showing up at game start
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Enemy = Container.expand(function (spawnFromLeft) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy01', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = Math.random() * 4 + 2; // Random speed between 2 and 6 // Flip visual and set direction based on spawn side if (spawnFromLeft) { self.x = -enemyGraphics.width / 2; // start offscreen left self.speedX = Math.random() * 4 + 2; // Random speed between 2 and 6 enemyGraphics.scaleX = -1; // default facing right } else { self.x = 2048 + enemyGraphics.width / 2; // start offscreen right self.speedX = -(Math.random() * 4 + 2); // Random speed between -2 and -6 enemyGraphics.scaleX = 1 * Math.abs(enemyGraphics.scaleX); // ensure correct flip to face left } self.y = 2732 - 225; self.update = function () { self.x += self.speedX; if (self.x < -enemyGraphics.width / 2 || self.x > 2048 + enemyGraphics.width / 2) { self.destroy(); } }; // Add a bouncing animation to the enemy var originalY = self.y; // Store the original y-coordinate tween(self, { y: originalY - 50 // Move enemy up by 50 pixels }, { duration: 500, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function onFinish: function bounce() { // Reverse the tween to create a continuous bounce effect tween(self, { y: originalY // Move enemy back to original y-coordinate }, { duration: 500, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function onFinish: function onFinish() { // Repeat the bounce function tween(self, { y: originalY - 50 // Move enemy up by 50 pixels again }, { duration: 500, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function onFinish: bounce }); } }); } }); }); var Petal = Container.expand(function () { var self = Container.call(this); var petalGraphics = self.attachAsset('petals', { anchorX: 0.5, anchorY: 0.5, rotation: Math.random() * Math.PI * 2 // Random rotation for each petal }); self.speedY = Math.random() * 2 + 1; // Random speed for falling self.speedX = Math.random() * 2 - 1; // Random horizontal drift self.update = function () { self.y += self.speedY; self.x += self.speedX; // Reset position if petal goes off screen if (self.y > 2732) { self.y = -50; self.x = Math.random() * 2048; } }; }); // Create a new class for the player_attackf01 asset var PlayerAttack = Container.expand(function () { var self = Container.call(this); // Attach the player_attackf01 asset to the PlayerAttack class var playerAttackGraphics = self.attachAsset('player_attackf01', { anchorX: 0.5, anchorY: 0.5 }); }); /**** * Initialize Game ****/ // Mouse or touch down on the game object var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function swapPlayerVisual(visualId) { if (playerSprite) { player.removeChild(playerSprite); playerSprite.destroy(); } playerSprite = player.attachAsset(visualId, { anchorX: 0.5, anchorY: 0.5 }); } function createScoreText(value) { var shadow = new Text2(String(value), { size: 300, fill: 0x000000, fontFamily: "Arial" }); shadow.anchor.set(0.5, 0); shadow.x = 1; shadow.y = 1; var text = new Text2(String(value), { size: 300, fill: 0xFF69B4, fontFamily: "Arial" }); text.anchor.set(0.5, 0); var container = new Container(); container.addChild(shadow); container.addChild(text); return container; } function updateScoreText(value) { // Remove old text from GUI LK.gui.top.removeChild(scoreTxt); // Create a new score text container with shadow scoreTxt = createScoreText(value); LK.gui.top.addChild(scoreTxt); // Apply a pop and scale effect to the score 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 }); } }); } // Declare attackCol in the global scope var attackCol = null; var enemies = []; // Function to spawn a new enemy function spawnEnemy() { var spawnFromLeft = Math.random() < 0.5; // 50/50 chance var enemy = new Enemy(spawnFromLeft); enemies.push(enemy); game.addChild(enemy); } // Set an interval to spawn enemies with random frequency between 1 and 3 seconds LK.setInterval(spawnEnemy, Math.random() * 2000 + 1000); // Update function to move enemies game.update = function () { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); // Check for intersection between enemy and attackCol if (attackCol && enemies[i].intersects(attackCol)) { var enemy = enemies[i]; enemies.splice(i, 1); // Remove from array first to avoid duplicate checks // Optional: freeze movement before effect enemy.update = function () {}; // Stop movement LK.getSound('slimedeath').play(); // Apply red tint enemy.tint = 0xFF0000; // Fade out over 0.1 seconds (100 ms), then destroy tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function onFinish() { // Shrink and fade out tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function onFinish() { enemy.destroy(); } }); } }); LK.setScore(LK.getScore() + 1); updateScoreText(LK.getScore()); continue; } // Check for intersection between enemy and player_idle if (enemies[i].intersects(player)) { // Trigger game over LK.showGameOver(); // Show score updateScoreText(LK.getScore()); } // Remove enemy from array if destroyed if (enemies[i].destroyed) { enemies.splice(i, 1); } } }; // Create a score text object and set its initial value to 0 var scoreTxt = new Text2('0', { size: 300, fill: 0xFF69B4, // Bright flashy pink stroke: 0x000000, // Ensure black linestroke strokeThickness: 5 // Set thickness of the linestroke }); // Center the score text horizontally, anchor point set at the middle of its top edge scoreTxt.anchor.set(0.5, 0); // Sets anchor to the center of the top edge of the text // Add the score text to the GUI overlay at the top-center of the screen LK.gui.top.addChild(scoreTxt); LK.playMusic('bgm', { loop: true }); // Create and place bg01 on the playspace at gamestart behind player var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 }); game.addChild(bg01); // Create a new instance of the player_idle asset var player = new Container(); player.x = 2048 / 2; player.y = 2732 - 250; swapPlayerVisual('player_idle'); game.addChild(player); // Boolean to track if the sequence is running var isSequenceRunning = false; // Variable to track the player's current state var playerState = 'idle'; // Possible states: 'idle', 'jumping', 'attacking' // Boolean to track if the player is jumping var isJumping = false; // Boolean to track if player_idle is on screen var isPlayerIdleOnScreen = false; // Add the player to the game game.addChild(player); isPlayerIdleOnScreen = true; // Create a new instance of the enemy01 asset var enemy = LK.getAsset('enemy01', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2 + 300, // Position enemy next to player_idle y: 2732 - 225 // Align enemy with player_idle vertically }); // Destroy the enemy immediately to remove it from the playspace enemy.destroy(); // Add a bouncy tween effect to enemy01 var originalY = enemy.y; // Store the original y-coordinate tween(enemy, { y: originalY - 50 // Move enemy up by 50 pixels }, { duration: 500, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function onFinish: function bounce() { // Reverse the tween to create a continuous bounce effect tween(enemy, { y: originalY // Move enemy back to original y-coordinate }, { duration: 500, // Duration of 500ms easing: tween.bounceInOut, // Bouncy easing function onFinish: function onFinish() { // Repeat the bounce effect tween(enemy, { y: originalY - 50 }, { duration: 500, easing: tween.bounceInOut, onFinish: bounce // Repeat the bounce function }); } }); } }); // Create a shower of petals var petals = []; for (var i = 0; i < 50; i++) { var petal = new Petal(); petal.x = Math.random() * 2048; petal.y = Math.random() * 2732; petals.push(petal); game.addChild(petal); } // Import the tween plugin // Simulate breathing with player_idle by scaling it up and down 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: function onFinish() { // Repeat the animation tween(player, { scaleX: 1.05, scaleY: 1.05 }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Repeat the animation tween(player, { scaleX: 1.0, scaleY: 1.0 }, { duration: 1000, easing: tween.easeInOut, onFinish: onFinish }); } }); } }); } }); // Add a simple animation to the player to make it feel less stiff tween(player, { rotation: Math.PI / 16 // Slight tilt }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: -Math.PI / 16 // Tilt to the opposite side }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { rotation: 0 // Return to original position }, { duration: 500, easing: tween.easeInOut, onFinish: onFinish }); } }); } }); // Update petals for (var i = 0; i < petals.length; i++) { petals[i].update(); } // Mouse or touch down on the game object game.down = function (x, y, obj) { // Check if the sequence is already running if (isSequenceRunning) { return; // Exit if the sequence is already running } // Check if the tap is in the upper 2/3 of the screen if (y < 2732 * 2 / 3) { // Prevent multiple jumps if (!isJumping) { isJumping = true; // Play 'hup' sound when player jumps LK.getSound('hup').play(); // Switch to player_jump image swapPlayerVisual('player_jump'); // Add visual effect for jump LK.effects.flashObject(player, 0xFFFFFF, 100); // Flash white for 100ms // Add enhanced particle effect for jump for (var i = 0; i < 10; i++) { var jumpParticle = 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(jumpParticle); tween(jumpParticle, { alpha: 0, x: jumpParticle.x + Math.random() * 200 - 100, y: jumpParticle.y - Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { jumpParticle.destroy(); } }); } tween(player, { y: player.y - 600 // Increased jump height }, { duration: 500, //{3p} // Slower jump speed easing: tween.easeOut, onFinish: function onFinish() { // Fall down tween(player, { y: 2732 - 250 // Back to ground level }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { // Add visual effect for landing LK.effects.flashObject(player, 0xFFFFFF, 100); // Flash white for 100ms // Add enhanced particle effect for landing for (var i = 0; i < 10; i++) { var landParticle = 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(landParticle); tween(landParticle, { alpha: 0, x: landParticle.x + Math.random() * 200 - 100, y: landParticle.y + Math.random() * 200 }, { duration: 500, onFinish: function onFinish() { landParticle.destroy(); } }); } // Revert back to player_idle image swapPlayerVisual('player_idle'); isJumping = false; } }); } }); } return; // Exit so we don’t trigger attack when jumping } // Set the sequence running flag to true isSequenceRunning = true; // Function to swap the player's visual function swapPlayerVisual(newVisualId, x, y) { // Destroy the current player visual if it exists if (player) { player.destroy(); } // Create a new player visual player = LK.getAsset(newVisualId, { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(player); // Attach jumpcol to the bottom of player_jump if (newVisualId === 'player_jump') { var jumpCol = LK.getAsset('jumpcol', { anchorX: 0.5, anchorY: 0.5, x: x, y: y + player.height / 2 }); jumpCol.alpha = 0; game.addChild(jumpCol); // Ensure jumpcol follows the player during the jump animation tween(jumpCol, { y: jumpCol.y - 600 // Match the player's jump height }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { // Fall down with the player tween(jumpCol, { y: 2732 - 250 + player.height / 2 // Back to ground level }, { duration: 300, easing: tween.bounceOut, onFinish: function onFinish() { jumpCol.destroy(); // Clean up after landing } }); } }); } } // Destroy the player_idle asset if it exists if (player) { player.destroy(); isPlayerIdleOnScreen = false; } // Determine if the click is on the left or right portion of the playspace var isLeftClick = x < 2048 / 2; // Create a new instance of the PlayerAttack class var playerAttack = new PlayerAttack(); // Play the 'retroslash' sound LK.getSound('retroslash').play(); // Flip the player visuals if clicked on the left portion if (isLeftClick) { playerAttack.scaleX = -1; } // Position the player_attackf01 asset at the same position as player_idle playerAttack.x = 2048 / 2; playerAttack.y = 2732 - 250; // Set player_attackf01 coordinates to match player_idle // Add the player_attackf01 asset to the game game.addChild(playerAttack); // After 0.15 seconds, replace player_attackf01 with player_attackf02 LK.setTimeout(function () { // Destroy player_attackf01 playerAttack.destroy(); // Create a new instance of player_attackf02 at the same position as player_idle var playerAttack2 = LK.getAsset('player_attackf02', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 - 250 // Set player_attackf02 coordinates to match player_idle }); // Instantiate attackcol over player_attackf02 attackCol = LK.getAsset('attackcol', { anchorX: 0.5, anchorY: 0.5, x: isLeftClick ? playerAttack2.x - 150 : playerAttack2.x + 150, y: playerAttack2.y }); // Set attackCol invisible by adjusting its alpha property attackCol.alpha = 0; // Add attackCol to the game to ensure intersection checks are valid game.addChild(attackCol); // Flip the player visuals if clicked on the left portion for player_attackf02 if (isLeftClick) { playerAttack2.scaleX = -1; attackCol.scaleX = -1; } // Add player_attackf02 to the game game.addChild(playerAttack2); // After 0.15 seconds, replace player_attackf02 with player_idle LK.setTimeout(function () { // Destroy player_attackf02 playerAttack2.destroy(); // Destroy attackCol when player_attackf02 is destroyed if (attackCol) { attackCol.destroy(); attackCol = null; } // Remove existing player before spawning new idle version swapPlayerVisual('player_idle'); isPlayerIdleOnScreen = true; // Define the breathing animation function var startBreathingAnimation = 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 }); } }); }; // Start the breathing animation startBreathingAnimation(); // Simulate breathing with player_idle by scaling it up and down var startBreathingAnimation = 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 }); } }); }; startBreathingAnimation(); // Set the sequence running flag to false isSequenceRunning = false; isPlayerIdleOnScreen = true; }, 250); }, 250); };
===================================================================
--- original.js
+++ change.js
@@ -103,8 +103,18 @@
/****
* Game Code
****/
+function swapPlayerVisual(visualId) {
+ if (playerSprite) {
+ player.removeChild(playerSprite);
+ playerSprite.destroy();
+ }
+ playerSprite = player.attachAsset(visualId, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+}
function createScoreText(value) {
var shadow = new Text2(String(value), {
size: 300,
fill: 0x000000,
@@ -235,14 +245,11 @@
});
game.addChild(bg01);
// Create a new instance of the player_idle asset
var player = new Container();
-var playerSprite = player.attachAsset('player_idle', {
- anchorX: 0.5,
- anchorY: 0.5
-});
player.x = 2048 / 2;
player.y = 2732 - 250;
+swapPlayerVisual('player_idle');
game.addChild(player);
// Boolean to track if the sequence is running
var isSequenceRunning = false;
// Variable to track the player's current state
@@ -384,9 +391,9 @@
isJumping = true;
// Play 'hup' sound when player jumps
LK.getSound('hup').play();
// Switch to player_jump image
- swapPlayerVisual('player_jump', 2048 / 2, player.y);
+ swapPlayerVisual('player_jump');
// Add visual effect for jump
LK.effects.flashObject(player, 0xFFFFFF, 100); // Flash white for 100ms
// Add enhanced particle effect for jump
for (var i = 0; i < 10; i++) {
@@ -444,16 +451,9 @@
}
});
}
// Revert back to player_idle image
- player.destroy();
- player = LK.getAsset('player_idle', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: 2048 / 2,
- y: 2732 - 250
- });
- game.addChild(player);
+ swapPlayerVisual('player_idle');
isJumping = false;
}
});
}
@@ -566,12 +566,9 @@
attackCol.destroy();
attackCol = null;
}
// Remove existing player before spawning new idle version
- if (player && !player.destroyed) {
- player.destroy();
- }
- swapPlayerVisual('player_idle', 2048 / 2, 2732 - 250);
+ swapPlayerVisual('player_idle');
isPlayerIdleOnScreen = true;
// Define the breathing animation function
var startBreathingAnimation = function startBreathingAnimation() {
tween(player, {
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