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
User prompt
add epic music
User prompt
show all hit boxes
User prompt
make the player hit box smaller
User prompt
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, {