User prompt
make an portal were the enemies come out
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
User prompt
delete an enemy when the enemy reached the other side
User prompt
show all hit boxes
User prompt
make that the enemys cant go trough other enemys
User prompt
make that the player dont jumps so high when he uses the double jump
User prompt
make an double jump
User prompt
ok make the slowenemy a little more faster and smaller
User prompt
ok than make an enemy that is big and slow and you have to jump over it
User prompt
make an bird enemy wic flys and when you touch it you die
User prompt
make players y position same as enemy
User prompt
change players y position at 10
User prompt
make players y position same as enemy
User prompt
fix music pls
User prompt
make the player to mario
User prompt
make an jump animation for the player ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
when play again button is pressed then start epic music from second 0
User prompt
reset the music after klicking the play aigain button
User prompt
play my music in the backround of the game
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add epic music
User prompt
show all hit boxes
User prompt
make the player hit box smaller
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show me all hitboxes
User prompt
make the hit box from the enemy smaller
/**** * 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 the portal where enemies come from var Portal = Container.expand(function () { var self = Container.call(this); // Create portal visuals (a circular shape with animation) var portalShape = self.attachAsset('hitbox', { anchorX: 0.5, anchorY: 0.5 }); // Make it circular and adjust color to look like a portal portalShape.tint = 0x9900FF; // Purple portal color portalShape.scale.set(1.5, 1.5); // Add portal animation with pulsing effect self.animate = function () { tween(portalShape, { scaleX: 1.8, scaleY: 1.8, alpha: 0.7 }, { duration: 1000, easing: tween.easeInOutQuad, onFinish: function onFinish() { tween(portalShape, { scaleX: 1.5, scaleY: 1.5, alpha: 1 }, { duration: 1000, easing: tween.easeInOutQuad, onFinish: self.animate }); } }); }; // Start animation self.animate(); // Add particle effect for the portal (using the same hitbox asset with different properties) self.spawnParticle = function () { var particle = LK.getAsset('hitbox', { anchorX: 0.5, anchorY: 0.5 }); // Make particle small and purple particle.width = 20; particle.height = 20; particle.tint = 0xBB00FF; particle.alpha = 0.7; // Random position around the portal center var angle = Math.random() * Math.PI * 2; var distance = Math.random() * 50; particle.x = self.x + Math.cos(angle) * distance; particle.y = self.y + Math.sin(angle) * distance; // Add to game game.addChild(particle); // Animate particle tween(particle, { alpha: 0, width: 5, height: 5, x: particle.x + (Math.random() - 0.5) * 100, y: particle.y + (Math.random() - 0.5) * 100 }, { duration: 1000, easing: tween.easeOutQuad, onFinish: function onFinish() { particle.destroy(); } }); }; // Emit particles regularly self.update = function () { // Spawn particles on a timer (every 10 frames) if (LK.ticks % 10 === 0) { self.spawnParticle(); } }; return self; }); // 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; // Create a portal where enemies will spawn var portal = game.addChild(new Portal()); portal.x = 2048; // Right side of the screen portal.y = 2732 / 2; // Middle of the screen vertically // 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(); // Update portal animations portal.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { // Visual effect when spawning an enemy - portal grows briefly tween(portal.children[0], { scaleX: 2.2, scaleY: 2.2 }, { duration: 300, easing: tween.easeOutQuad, onFinish: function onFinish() { // Return to normal animation cycle portal.children[0].scaleX = 1.5; portal.children[0].scaleY = 1.5; } }); // 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 = portal.x; enemy.y = portal.y; 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 = portal.x; 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 = portal.x; slowEnemy.y = portal.y; 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 (enemies[j] && 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 (enemies[j] && 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
@@ -245,8 +245,85 @@
});
}
};
});
+// Define a class for the portal where enemies come from
+var Portal = Container.expand(function () {
+ var self = Container.call(this);
+ // Create portal visuals (a circular shape with animation)
+ var portalShape = self.attachAsset('hitbox', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Make it circular and adjust color to look like a portal
+ portalShape.tint = 0x9900FF; // Purple portal color
+ portalShape.scale.set(1.5, 1.5);
+ // Add portal animation with pulsing effect
+ self.animate = function () {
+ tween(portalShape, {
+ scaleX: 1.8,
+ scaleY: 1.8,
+ alpha: 0.7
+ }, {
+ duration: 1000,
+ easing: tween.easeInOutQuad,
+ onFinish: function onFinish() {
+ tween(portalShape, {
+ scaleX: 1.5,
+ scaleY: 1.5,
+ alpha: 1
+ }, {
+ duration: 1000,
+ easing: tween.easeInOutQuad,
+ onFinish: self.animate
+ });
+ }
+ });
+ };
+ // Start animation
+ self.animate();
+ // Add particle effect for the portal (using the same hitbox asset with different properties)
+ self.spawnParticle = function () {
+ var particle = LK.getAsset('hitbox', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Make particle small and purple
+ particle.width = 20;
+ particle.height = 20;
+ particle.tint = 0xBB00FF;
+ particle.alpha = 0.7;
+ // Random position around the portal center
+ var angle = Math.random() * Math.PI * 2;
+ var distance = Math.random() * 50;
+ particle.x = self.x + Math.cos(angle) * distance;
+ particle.y = self.y + Math.sin(angle) * distance;
+ // Add to game
+ game.addChild(particle);
+ // Animate particle
+ tween(particle, {
+ alpha: 0,
+ width: 5,
+ height: 5,
+ x: particle.x + (Math.random() - 0.5) * 100,
+ y: particle.y + (Math.random() - 0.5) * 100
+ }, {
+ duration: 1000,
+ easing: tween.easeOutQuad,
+ onFinish: function onFinish() {
+ particle.destroy();
+ }
+ });
+ };
+ // Emit particles regularly
+ self.update = function () {
+ // Spawn particles on a timer (every 10 frames)
+ if (LK.ticks % 10 === 0) {
+ self.spawnParticle();
+ }
+ };
+ return self;
+});
// Define a class for slow, big enemies
var SlowEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
@@ -327,8 +404,12 @@
// Initialize player
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
+// Create a portal where enemies will spawn
+var portal = game.addChild(new Portal());
+portal.x = 2048; // Right side of the screen
+portal.y = 2732 / 2; // Middle of the screen vertically
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
@@ -409,18 +490,33 @@
});
// Handle game updates
game.update = function () {
player.update();
+ // Update portal animations
+ portal.update();
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
+ // Visual effect when spawning an enemy - portal grows briefly
+ tween(portal.children[0], {
+ scaleX: 2.2,
+ scaleY: 2.2
+ }, {
+ duration: 300,
+ easing: tween.easeOutQuad,
+ onFinish: function onFinish() {
+ // Return to normal animation cycle
+ portal.children[0].scaleX = 1.5;
+ portal.children[0].scaleY = 1.5;
+ }
+ });
// 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;
+ enemy.x = portal.x;
+ enemy.y = portal.y;
enemies.push(enemy);
game.addChild(enemy);
// Apply rolling animation with tween in the opposite direction
tween(enemy, {
@@ -440,9 +536,9 @@
});
} else if (spawnChance < 0.8) {
// 30% chance for bird
var bird = new Bird();
- bird.x = 2048;
+ bird.x = portal.x;
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);
@@ -476,10 +572,10 @@
});
} else {
// 20% chance for slow, big enemy
var slowEnemy = new SlowEnemy();
- slowEnemy.x = 2048;
- slowEnemy.y = 2732 / 2;
+ slowEnemy.x = portal.x;
+ slowEnemy.y = portal.y;
enemies.push(slowEnemy);
game.addChild(slowEnemy);
// Apply slow stomping animation
tween(slowEnemy, {