Code edit (3 edits merged)
Please save this source code
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there's another problem where you also display the player asset while the player is in the air which is a bug. after the tap is released effectivelly making the character jump, only display the player_jump asset, and hide or destroy the player asset
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great, the only problem is that after the jump, when the player returns to the ground, the player_jump asset is not removed completely, instead it still shows under the player asset. remove it completely, so only the player asset is shown while returning on the ground
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after the finger is released, thus the player is in the air, switch the player graphic with the player_jump one. revert back to the player graphic once it lands on the ground. ensure the player_jump only applyes after the finger is released. while the player is on the ground or the finger is held to charge the jump, only show the player asset.
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after the finger is released, thus the player is in the air, switch the player graphic with the player_jump one. revert back to the player graphic once it lands on the ground
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Change the state to Charging when the player starts holding the screen. Change the state to Jumping when the player releases the screen. Change the state back to Idle when the player lands on the ground.
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Set up the logic to switch the character’s asset depending on the state. When the state is Idle or Charging, the asset should be the normal player asset. When the state is Jumping, the asset should be the player_jump asset.
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Introduce a variable within the Player class to track the current state. This variable will change based on player actions.
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the player no longer jumps after the last update. fix it
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Define States: Establish three states for your character: Idle, Charging, and Jumping. Create names for these states to refer to them easily in your code.
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consolidate the jumping function in a single place as you have it in 2 different places
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after your last update the player no onger jumps after the tap is relased
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Define States: Establish three states for your character: Idle, Charging, and Jumping. Create names for these states to refer to them easily in your code.
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the graphics now work, but you broke the jumpuing mechanic. the player no longer jumps right after the player releases the tap after charging, instead it waits for yet another tap
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the graphics implementation is wrong. right now the player_jump asset is associated to the player's charging up state which is wrong, it should be associated to the following state which actually makes the character jump
Code edit (1 edits merged)
Please save this source code
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you have the assets mixed up. the character has 3 states, which are Idle, charging and jumping. The player_jump asset should be associated to the jumping state, instead of to the charging state as it happens now
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you have the assets mixed up. the character has 3 states, which are Idle, charging and jumping. The player_jump asset should be associated to the jumping state, instead of to the charging state as it happens now
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Please fix the bug: 'ReferenceError: playerGraphics is not defined' in or related to this line: 'if (self.y - playerGraphics.height <= 0) {' Line Number: 68
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Set up the logic to switch the character’s asset depending on the state. When the state is Idle or Charging, the asset should be the normal player asset. When the state is Jumping, the asset should be the player_jump asset.
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Define States: Establish three states for your character: Idle, Charging, and Jumping. Create names for these states to refer to them easily in your code. Add State Variable: Introduce a variable within the Player class to track the current state. This variable will change based on player actions. Attach Assets Based on State: Set up the logic to switch the character’s asset depending on the state. When the state is Idle or Charging, the asset should be the normal player asset. When the state is Jumping, the asset should be the player_jump asset. Update State on User Input: Change the state to Charging when the player starts holding the screen. Change the state to Jumping when the player releases the screen. Change the state back to Idle when the player lands on the ground.
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Define States: Establish three states for your character: Idle, Charging, and Jumping. Create names for these states to refer to them easily in your code. Add State Variable: Introduce a variable within the Player class to track the current state. This variable will change based on player actions. Attach Assets Based on State: Set up the logic to switch the character’s asset depending on the state. When the state is Idle or Charging, the asset should be the normal player asset. When the state is Jumping, the asset should be the player_jump asset. Update State on User Input: Change the state to Charging when the player starts holding the screen. Change the state to Jumping when the player releases the screen. Change the state back to Idle when the player lands on the ground.
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ensure coins are spawned at the left side of the screen and they travel to the right
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Please fix the bug: 'RangeError: Maximum call stack size exceeded' in or related to this line: 'if (self.x > 2048) {' Line Number: 27
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Please fix the bug: 'TypeError: self.remove is not a function' in or related to this line: 'self.remove();' Line Number: 28
===================================================================
--- original.js
+++ change.js
@@ -54,14 +54,14 @@
self.playerJumpGraphics.visible = false;
}
self.y += self.velocityY;
// Check if player's top edge has reached the top of the screen
- if (self.y - playerGraphics.height <= 0) {
+ if (self.y - self.playerGraphics.height <= 0) {
LK.showGameOver();
}
// Prevent player from falling below the ground
- if (self.y > 2902 - playerGraphics.height) {
- self.y = 2902 - playerGraphics.height;
+ if (self.y > 2902 - self.playerGraphics.height) {
+ self.y = 2902 - self.playerGraphics.height;
self.velocityY = 0;
self.isOnGround = true;
self.state = 'Idle'; // Change state back to Idle
} else {
pixelated 8-bit cute sitting frog seen from the front. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixelated 8-bit cute jumping frog seen from the front. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
background of a pond in the middle of the nature. pixelated 8-bit. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.