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alright, go and try to fix it, and if you fail at fixing it, im going to roll my eyes
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you literally removed the score, its not ont he screen anymore
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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
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analyze the entire code and figure out why the score does not increment by 1 when an enemy is killed
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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);
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call updateScoreDisplay() after the first kill to verify it works.
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Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.scaleX = 1.0;' Line Number: 39
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Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.scaleX = 1.0;' Line Number: 39
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Please fix the bug: 'scoreTxt is not defined' in or related to this line: 'scoreTxt.scaleX = 1.0;' Line Number: 39
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'container is not defined' in or related to this line: 'container.x = 1024;' Line Number: 60
Code edit (4 edits merged)
Please save this source code
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Replace the entire game.update function with the following corrected version: 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 attack hit if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i); } } }; function handleEnemyHit(enemy, index) { LK.getSound('slimedeath').play(); // Cancel bounce tween if (enemy.bounceTween && typeof enemy.bounceTween.cancel === 'function') { enemy.bounceTween.cancel(); } tween(enemy, { tint: 0xFF0000 }, { duration: 0, onFinish: function () { tween(enemy, { scaleX: 1.3, scaleY: 1.3 }, { duration: 50, onFinish: function () { tween(enemy, { scaleX: 0.5, scaleY: 0.5, alpha: 0 }, { duration: 100, onFinish: function () { // Ensure removal and score update happen once if (enemies.includes(enemy)) { enemies.splice(index, 1); enemy.destroy(); incrementScore(); } } }); } }); } }); } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
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Do This Update your functions like this: 1. Set up the score system var score = 0; var scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; LK.gui.top.addChild(scoreTxt); // ✅ Add to GUI, not to main game layer 2. Split logic into two separate functions 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."); } } 3. Enemy destruction logic Replace this part: score++; // Step 1 updateScoreDisplay(); // Step 2 With this: incrementScore(); ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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You increase the score variable and call updateScoreDisplay(), but your updateScoreDisplay() function never increments the score — it just updates the visual. You call updateScoreDisplay() in the wrong places — it’s confusing whether it should increase the score or not. Possibly some enemy containers are reused or destroyed before display is updated, especially if destroy() or tween().onFinish runs async. fix it
Code edit (1 edits merged)
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do this: // ❌ Don't pre-increment the score before gameplay updateScoreDisplay(); // ← remove from initialization/setup
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do this: onFinish: function onFinish() { score++; // ✅ Increment only here updateScoreDisplay(); // ✅ Then update visuals var index = enemies.indexOf(e); if (index !== -1) { enemies.splice(index, 1); } e.destroy(); }
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DO THIS: /**** * Score Setup ****/ var score = 0; var scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; // Add score text after background, before other game elements game.addChild(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 updateScoreDisplay() { 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("⚠️ scoreTxt misconfigured:", scoreTxt); } } ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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🟩 Step 1: Only use game.addChild(scoreTxt) game.addChild(scoreTxt); // ✅ This one works with your layering ❌ Step 2: Remove this line entirely // LK.gui.top.addChild(scoreTxt); ❌ remove this 🟩 Step 3: Ensure it's drawn after the background game.addChild(bg01); // ⬅ background game.addChild(scoreTxt); // ⬅ score goes after so it's on top
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LK.gui.top.addChild(scoreTxt); game.addChild(scoreTxt); // ❌ remove this one
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score++; // ❌ this is redundant (already inside updateScoreDisplay) updateScoreDisplay(); // ✅ correct
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remove the manual score++ in the enemy destroy block.
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Please fix the bug: 'TypeError: scoreTxt.setText is not a function' in or related to this line: 'scoreTxt.setText(score); // Ensure the score text is updated' Line Number: 479
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ // Init Game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Score Setup ****/ var score = 0; var scoreTxt = createScoreText(score); scoreTxt.scaleX = 1.0; scoreTxt.scaleY = 1.0; // Add score text after background, before other game elements 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.setText(String(score)); text.setText(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("⚠️ Score text children not found."); } } // Assets LK.playMusic('bgm', { loop: true }); var bg01 = LK.getAsset('bg01', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1366 }); game.addChild(bg01); LK.gui.top.addChild(scoreTxt); // Add score text to GUI overlay // Add to GUI, not to main game layer // 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); }; // ✅ 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 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 attack hit if (attackCol.visible && e.intersects(attackCol)) { handleEnemyHit(e, i); } } }; function handleEnemyHit(enemy, index) { 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() { if (enemies.includes(enemy)) { enemies.splice(index, 1); enemy.destroy(); incrementScore(); } } }); } }); } }); } 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
@@ -17,9 +17,9 @@
/****
* Score Setup
****/
var score = 0;
-scoreTxt = createScoreText(score);
+var scoreTxt = createScoreText(score);
scoreTxt.scaleX = 1.0;
scoreTxt.scaleY = 1.0;
// Add score text after background, before other game elements
function createScoreText(value) {
@@ -54,10 +54,10 @@
function updateScoreDisplay() {
var shadow = scoreTxt.findChildByName("shadow");
var text = scoreTxt.findChildByName("main");
if (shadow && text) {
- shadow.text = String(score);
- text.text = String(score);
+ shadow.setText(String(score));
+ text.setText(String(score));
tween(scoreTxt, {
scaleX: 1.5,
scaleY: 1.5
}, {
@@ -87,11 +87,9 @@
x: 1024,
y: 1366
});
game.addChild(bg01);
-LK.gui.top.addChild(scoreTxt); // Add score text to GUI layer
-scoreTxt.x = 1024;
-scoreTxt.y = 50;
+LK.gui.top.addChild(scoreTxt); // Add score text to GUI overlay
// Add to GUI, not to main game layer
// Petals
var petals = [];
for (var i = 0; i < 50; i++) {
@@ -469,12 +467,9 @@
onFinish: function onFinish() {
if (enemies.includes(enemy)) {
enemies.splice(index, 1);
enemy.destroy();
- score++;
- updateScoreDisplay();
- } else {
- console.warn("⚠️ Enemy not found in the array, score not incremented.");
+ incrementScore();
}
}
});
}
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