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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
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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
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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.
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change the logic to 50% chance to drop a silver_coin, 10% chance to drop a gold coin and 40% chance to drop no coins
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change the logic to 50% chance to drop a silver_coin, 10% chance to drop a gold coin and 40% chance to drop nothing
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change the logic to 50% chance to drop a silver_coin, 10% chance to drop a gold coin and 40% chance to drop nothing
User prompt
add a logic that when a coin is pressed, it flies towards the player and adds 5 points to the score if its a silver_coin and 10 points if its a gold coin
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when an enemy is killed, it has a 90% 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, do it
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can you do 2.5/3
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'attackTimeout = setTimeout(function () {' Line Number: 423
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Please fix the bug: 'Uncaught TypeError: setTimeout is not a function' in or related to this line: 'attackTimeout = setTimeout(function () {' Line Number: 401
/**** * 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 ****/ function spawnCoin(coinType, x, y, scoreValue) { var coin = new Container(); coin.attachAsset(coinType, { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); coin.update = function () { if (player.intersects(coin)) { score += scoreValue; updateScoreDisplay(); coin.destroy(); } }; coin.down = function (x, y, obj) { tween(coin, { x: player.x, y: player.y }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { 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 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); player.x = 1024; player.y = 2732 - 250; 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; // remember where the press happened pressDownY = y; // remember where the press happened // Jump if tapped in top 2/3 if (y < 2732 * 2.5 / 3 && !isJumping) { isJumping = true; LK.getSound('hup').play(); swapPlayerVisual('player_jump', player.x, player.y); // dust effect 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 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 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); // bigger/visible collider, offset so you see it overlapping 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(); // shape child as the "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 same position as the projectile 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); // Add tween for pop and 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 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 target relative to player proj.scaleX = targetX < player.x ? -1 : 1; proj.distanceTraveled = 0; proj.maxDistance = 1000; projectiles.push(proj); game.addChild(proj); } /**** * Main update ****/ game.update = function () { // Check hold duration for long press projectile 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)) { // Use the '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 jump collider first if (jumpColGlobal && jumpColGlobal.visible && e.intersects(jumpColGlobal)) { handleEnemyJumpHit(e, i); continue; } // Check collisions with attack collider (melee) if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i, 'melee'); } // Check if enemy intersects with player (game over) if (!isJumping && !attackCol.visible && e.intersects(player)) { LK.showGameOver(); } } }; /**** * Enemy hit logic for both 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 for jump collider * When an enemy is hit by jumpCol, it will fly off the 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 ****/ 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 to reset press ****/ game.up = function (x, y) { isPressHeld = false; pressHoldStartTime = 0; };
===================================================================
--- original.js
+++ change.js
@@ -29,45 +29,37 @@
/****
* Game Code
****/
-// Updated coin spawn function with fixes applied
function spawnCoin(coinType, x, y, scoreValue) {
var coin = new Container();
coin.attachAsset(coinType, {
anchorX: 0.5,
anchorY: 0.5,
x: x,
y: y
});
- // Define a function to set the coin's velocity toward the player.
- coin.down = function () {
- var dx = player.x - coin.x;
- var dy = player.y - coin.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist !== 0) {
- dx /= dist;
- dy /= dist;
- }
- // Adjust the speed multiplier here as needed (reduced from 10 to 5)
- coin.vx = dx * 5;
- coin.vy = dy * 5;
- };
- // Immediately invoke the function to initialize the velocity.
- coin.down();
- // Set the coin's update function to move it and check for collision.
coin.update = function () {
- if (coin.vx !== undefined && coin.vy !== undefined) {
- coin.x += coin.vx;
- coin.y += coin.vy;
- }
- // Check collision with player and update the score if collided
if (player.intersects(coin)) {
score += scoreValue;
updateScoreDisplay();
coin.destroy();
}
};
+ coin.down = function (x, y, obj) {
+ tween(coin, {
+ x: player.x,
+ y: player.y
+ }, {
+ duration: 500,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ score += scoreValue;
+ updateScoreDisplay();
+ coin.destroy();
+ }
+ });
+ };
game.addChild(coin);
}
// For the jump collider
/****
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