User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (player.intersects(enemies[j]) && !player.invulnerable) {' Line Number: 521
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (player.intersects(enemies[j]) && !player.invulnerable) {' Line Number: 519
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delete an enemy when the enemy reached the other side
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show all hit boxes
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make that the enemys cant go trough other enemys
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make that the player dont jumps so high when he uses the double jump
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make an double jump
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ok make the slowenemy a little more faster and smaller
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ok than make an enemy that is big and slow and you have to jump over it
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make an bird enemy wic flys and when you touch it you die
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make players y position same as enemy
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change players y position at 10
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make players y position same as enemy
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fix music pls
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make the player to mario
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make an jump animation for the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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when play again button is pressed then start epic music from second 0
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reset the music after klicking the play aigain button
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play my music in the backround of the game
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add epic music
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show all hit boxes
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make the player hit box smaller
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show me all hitboxes
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make the hit box from the enemy smaller
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why are the hearts a black box fix that
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for flying bird enemies var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Apply a tint to make it look different from regular enemies birdGraphics.tint = 0x00FFFF; // Create a hitbox for the bird self.hitArea = new Rectangle(-30, -30, 60, 60); self.speed = 6; self.verticalSpeed = 0; self.amplitude = 100; // How high the bird flies up and down self.frequency = 0.05; // How fast the bird completes a wave cycle self.initialY = 0; // Will store the initial Y position self.time = 0; // Time counter for sine wave movement self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Check for collisions with other enemies var isColliding = false; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; // Skip if it's the same enemy if (otherEnemy === self) { continue; } // Check for intersection if (self.intersects(otherEnemy)) { isColliding = true; break; } } // Only move if not colliding with other enemies if (!isColliding) { // Move bird horizontally self.x -= self.speed; // Update time counter self.time += self.frequency; // Apply sine wave vertical movement self.y = self.initialY + Math.sin(self.time) * self.amplitude; // Rotate bird slightly to match flight direction self.rotation = Math.sin(self.time) * 0.2; } // Remove bird if it's off screen if (self.x < -50) { // Remove from enemies array when reaching the left side for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Create a much smaller hitbox for the enemy (reduce the collision area) self.hitArea = new Rectangle(-30, -30, 60, 60); self.speed = 8; self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Check for collisions with other enemies var isColliding = false; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; // Skip if it's the same enemy if (otherEnemy === self) { continue; } // Check for intersection if (self.intersects(otherEnemy)) { isColliding = true; break; } } // Only move if not colliding with other enemies if (!isColliding) { self.x -= self.speed; // Make the enemy roll by rotating it in the opposite direction self.rotation -= 0.1; } if (self.x < -50) { // Remove from enemies array when reaching the left side for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; }); // Define a class for heart display var Heart = Container.expand(function () { var self = Container.call(this); // Create a heart using the heart asset var heartShape = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); // Animate heart slightly self.animate = function () { tween(self, { scaleX: 1.1, scaleY: 1.1 }, { duration: 800, easing: tween.easeInOutQuad, onFinish: function onFinish() { tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 800, easing: tween.easeInOutQuad, onFinish: self.animate }); } }); }; return self; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Create a smaller hitbox for the player to make collisions more precise self.hitArea = new Rectangle(-50, -30, 100, 60); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.invulnerable = false; self.jumpsRemaining = 2; // Allow for double jump (initial + 1 more in air) self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.9; // Gravity effect if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; self.jumpsRemaining = 2; // Reset jumps when landing // Add landing animation - slight squash effect tween(self, { scaleX: 1.3, scaleY: 0.7 }, { duration: 200, easing: tween.easeOutQuad, onFinish: function onFinish() { // Return to normal scale tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 300, easing: tween.easeOutElastic }); } }); } } }; self.jump = function () { // Allow jumping if either on ground or have jumps remaining if (!self.isJumping || self.jumpsRemaining > 0) { // If already jumping, this is a double jump if (self.isJumping) { self.jumpsRemaining--; // Second jump has significantly less height self.velocityY = -self.jumpHeight * 0.6; } else { // First jump self.isJumping = true; self.jumpsRemaining = 1; // One more jump available after initial jump self.velocityY = -self.jumpHeight; } // Add a jump animation - squash before stretching up tween(self, { scaleX: 1.2, scaleY: 0.8 }, { duration: 150, easing: tween.easeOutQuad, onFinish: function onFinish() { // Stretch when jumping up tween(self, { scaleX: 0.9, scaleY: 1.3 }, { duration: 300, easing: tween.easeOutQuad, onFinish: function onFinish() { // Return to normal scale gradually tween(self, { scaleX: 1.0, scaleY: 1.0 }, { duration: 400, easing: tween.easeInOutQuad }); } }); } }); } }; }); // Define a class for slow, big enemies var SlowEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); // Make it slightly larger but smaller than before enemyGraphics.scale.set(1.8, 1.8); // Apply a reddish tint to make it look more threatening enemyGraphics.tint = 0xFF5555; // Create a hitbox that matches the new smaller size self.hitArea = new Rectangle(-55, -55, 110, 110); // Faster speed compared to previous value self.speed = 5; self.update = function () { // Store last position for collision detection if (self.lastX === undefined) { self.lastX = self.x; self.lastY = self.y; self.lastWasIntersecting = false; } // Check for collisions with other enemies var isColliding = false; for (var i = 0; i < enemies.length; i++) { var otherEnemy = enemies[i]; // Skip if it's the same enemy if (otherEnemy === self) { continue; } // Check for intersection if (self.intersects(otherEnemy)) { isColliding = true; break; } } // Only move if not colliding with other enemies if (!isColliding) { // Move enemy slowly self.x -= self.speed; // Make the enemy roll but slower than regular enemies self.rotation -= 0.04; } // Remove if off screen if (self.x < -100) { // Remove from enemies array when reaching the left side for (var i = 0; i < enemies.length; i++) { if (enemies[i] === self) { enemies.splice(i, 1); break; } } self.destroy(); } // Update last positions self.lastX = self.x; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Using same asset as enemy but will be tinted differently var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add instruction text var instructionText = new Text2('Tap once to jump, tap again for double jump!', { size: 64, fill: 0xFFFFFF }); LK.gui.bottom.addChild(instructionText); instructionText.x = 2048 / 2; instructionText.y = -100; instructionText.anchor.set(0.5, 0.5); // Fade out instruction after 5 seconds LK.setTimeout(function () { tween(instructionText, { alpha: 0 }, { duration: 1000, easing: tween.easeInCubic }); }, 5000); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Initialize lives counter var lives = 3; var hearts = []; var heartsContainer = new Container(); game.addChild(heartsContainer); // Position hearts container in the middle of the screen heartsContainer.x = 2048 / 2; heartsContainer.y = 150; // Create heart display function updateHeartDisplay() { // Clear existing hearts while (hearts.length > 0) { var heart = hearts.pop(); heart.destroy(); } // Create new hearts based on current lives for (var i = 0; i < lives; i++) { var heart = new Heart(); heart.x = (i - (lives - 1) / 2) * 100; // Distribute hearts evenly heart.y = 0; hearts.push(heart); heartsContainer.addChild(heart); heart.animate(); } } // Initial heart display updateHeartDisplay(); // Play epic background music with fade-in effect LK.playMusic('epicMusic', { fade: { start: 0, end: 0.8, duration: 2000 } }); // Add listener for game reset to restart music LK.on('gameReset', function () { // Restart the music when game resets from the beginning (second 0) LK.stopMusic(); // Stop current music to ensure we start from the beginning LK.playMusic('epicMusic', { loop: true, fade: { start: 0, end: 0.8, duration: 2000 } }); }); // Handle game updates game.update = function () { player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Randomly decide between regular enemy, slow big enemy, or bird var spawnChance = Math.random(); if (spawnChance < 0.5) { // 50% chance for regular enemy var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Apply rolling animation with tween in the opposite direction tween(enemy, { rotation: -Math.PI * 4 }, { duration: 2000, easing: tween.linear, onFinish: function onFinish() { // Continuously roll the enemy in the opposite direction tween(enemy, { rotation: enemy.rotation - Math.PI * 4 }, { duration: 2000, easing: tween.linear }); } }); } else if (spawnChance < 0.8) { // 30% chance for bird var bird = new Bird(); bird.x = 2048; bird.y = Math.random() * (2732 / 2 - 400) + 400; // Random position between 400 and half the screen height bird.initialY = bird.y; // Set the initial Y position for the sine wave enemies.push(bird); game.addChild(bird); // Apply flapping wing animation tween(bird, { scaleY: 0.85 }, { duration: 300, easing: tween.easeInOutQuad, onFinish: function onFinish() { // Flap wings function that will call itself repeatedly function flapWings() { tween(bird, { scaleY: 1.15 }, { duration: 300, easing: tween.easeInOutQuad, onFinish: function onFinish() { tween(bird, { scaleY: 0.85 }, { duration: 300, easing: tween.easeInOutQuad, onFinish: flapWings }); } }); } flapWings(); } }); } else { // 20% chance for slow, big enemy var slowEnemy = new SlowEnemy(); slowEnemy.x = 2048; slowEnemy.y = 2732 / 2; enemies.push(slowEnemy); game.addChild(slowEnemy); // Apply slow stomping animation tween(slowEnemy, { rotation: -Math.PI * 2 }, { duration: 4000, easing: tween.linear, onFinish: function onFinish() { // Continuously roll the enemy in the opposite direction but slower tween(slowEnemy, { rotation: slowEnemy.rotation - Math.PI * 2 }, { duration: 4000, easing: tween.linear }); } }); } // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j]) { // Check if enemy exists before accessing enemies[j].update(); if (player.intersects(enemies[j]) && !player.invulnerable) { // Handle collision lives--; updateHeartDisplay(); // Make player invulnerable temporarily player.invulnerable = true; player.alpha = 0.5; // Flash the screen red LK.effects.flashScreen(0xff0000, 500); // Remove the enemy enemies[j].destroy(); enemies.splice(j, 1); // Check if player has run out of lives if (lives <= 0) { LK.showGameOver(); } else { // Make player vulnerable again after a short time LK.setTimeout(function () { player.invulnerable = false; player.alpha = 1; }, 1500); } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } // Close the enemy existence check } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); }; // Import tween plugin for animations
===================================================================
--- original.js
+++ change.js
@@ -503,36 +503,39 @@
enemySpawnCounter = 0;
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
- enemies[j].update();
- if (player.intersects(enemies[j]) && !player.invulnerable) {
- // Handle collision
- lives--;
- updateHeartDisplay();
- // Make player invulnerable temporarily
- player.invulnerable = true;
- player.alpha = 0.5;
- // Flash the screen red
- LK.effects.flashScreen(0xff0000, 500);
- // Remove the enemy
- enemies[j].destroy();
- enemies.splice(j, 1);
- // Check if player has run out of lives
- if (lives <= 0) {
- LK.showGameOver();
- } else {
- // Make player vulnerable again after a short time
- LK.setTimeout(function () {
- player.invulnerable = false;
- player.alpha = 1;
- }, 1500);
+ if (enemies[j]) {
+ // Check if enemy exists before accessing
+ enemies[j].update();
+ if (player.intersects(enemies[j]) && !player.invulnerable) {
+ // Handle collision
+ lives--;
+ updateHeartDisplay();
+ // Make player invulnerable temporarily
+ player.invulnerable = true;
+ player.alpha = 0.5;
+ // Flash the screen red
+ LK.effects.flashScreen(0xff0000, 500);
+ // Remove the enemy
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ // Check if player has run out of lives
+ if (lives <= 0) {
+ LK.showGameOver();
+ } else {
+ // Make player vulnerable again after a short time
+ LK.setTimeout(function () {
+ player.invulnerable = false;
+ player.alpha = 1;
+ }, 1500);
+ }
+ } else if (player.x > enemies[j].x && !enemies[j].passed) {
+ enemies[j].passed = true;
+ LK.setScore(LK.getScore() + 1);
+ scoreText.setText(LK.getScore());
}
- } else if (player.x > enemies[j].x && !enemies[j].passed) {
- enemies[j].passed = true;
- LK.setScore(LK.getScore() + 1);
- scoreText.setText(LK.getScore());
- }
+ } // Close the enemy existence check
}
};
// Handle player jump
game.down = function (x, y, obj) {