Code edit (6 edits merged)
Please save this source code
User prompt
start spawning ennemies only after 2 sec
Code edit (2 edits merged)
Please save this source code
User prompt
fix coin counter position because it is no more visible
User prompt
fix coin counter : - coin counter is independant from the score; 1 coin => +1 - make digits bigger - fix icon isn't visible (beware ui coordinates doesn't work like assets coordinates)
User prompt
create a class for a coin counter; use coinFrame1 as an icon and write it on 3 digits
User prompt
play jump sound when play jumps
User prompt
play enemy stomp sound when stompting enemy
User prompt
play coin sound when coin taken
User prompt
create a coin class with an 8 frame animation (load all 8 assets, then use alpha to show/hide them sequencially) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
fait qu'il saute un peu moins haut
User prompt
fait que mario saute plus vite et chute plus vite mais pas plus haut
User prompt
fait que mario saute plus vite
User prompt
fait que mario meurs quand il touche un enemy*
Code edit (18 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'bgClose.x -= 4; // Increase speed for close background' Line Number: 304
Code edit (1 edits merged)
Please save this source code
Code edit (11 edits merged)
Please save this source code
User prompt
Please fix the bug: 'ReferenceError: level1Height is not defined' in or related to this line: 'if (lastHeight === level1Height) {' Line Number: 452
Code edit (4 edits merged)
Please save this source code
User prompt
Increase the scrolling speed of the backgrounds to match the game's pace. Ensure the backgrounds repeat seamlessly by adjusting their width and reset positions. Verify the backgrounds' widths are set correctly to avoid gaps. Do this step by step in respect of current coding style/rules.
User prompt
Implement parallax scrolling for the backgrounds bgClose and bgFar. Ensure the backgrounds repeat infinitely. Adjust the scrolling speed of each background layer to create a parallax effect. Do this step by step in respect of current coding style/rules.
Code edit (1 edits merged)
Please save this source code
User prompt
Use a value of 5 for the ticks modulo for the run animation.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // 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 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<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); self.runFrames = [self.attachAsset('playerRunFrame1', { anchorX: 0.5, anchorY: 0.5, alpha: 1 }), self.attachAsset('playerRunFrame2', { anchorX: 0.5, anchorY: 0.5, alpha: 0 }), self.attachAsset('playerRunFrame', { anchorX: 0.5, anchorY: 0.5, alpha: 0 })]; self.currentRunFrame = 0; self.speed = 5; self.jumpHeight = 30; self.isJumping = false; self.velocityY = 0; self.isFalling = false; self.jumpFrame = self.attachAsset('playerJumpFrame', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Hide the jump frame by setting alpha to 0 }); self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% self.isFalling = self.velocityY > 0; self.jumpFrame.alpha = 1; // While jumping, switch to the jump frame self.runFrames[self.currentRunFrame].alpha = 0; // Hide the player asset when jumping if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; self.jumpFrame.alpha = 0; // When not jumping, switch back to the normal frame self.runFrames[self.currentRunFrame].alpha = 1; // Show the player asset when not jumping // Add a bounce effect tween(self, { scaleX: 1.2, scaleY: 0.8 }, { duration: 100, easing: tween.elasticOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 500, easing: tween.elasticOut }); } }); } } else { // Handle running animation if (LK.ticks % 5 === 0) { // Fine-tuned interval for balanced and natural pace // Adjusted interval for balanced pace self.runFrames[self.currentRunFrame].alpha = 0; // Hide current frame self.currentRunFrame = (self.currentRunFrame + 1) % self.runFrames.length; // Switch to next frame self.runFrames[self.currentRunFrame].alpha = 1; // Show next frame } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; self.jumpFrame.alpha = 1; // Make jump frame visible LK.getSound('jump').play(); // Play jump sound } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Import the tween plugin 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 / 4; // Adjust the player's initial position to be more to the left 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 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; // Handle game updates game.update = function () { player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = player.y + player.height / 2 - enemy.height / 2; enemies.push(enemy); game.addChild(enemy); // 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--) { enemies[j].update(); if (player.intersects(enemies[j])) { if (player.isFalling || !player.isJumping) { enemies[j].destroy(); enemies.splice(j, 1); } else { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); }; // Play background music LK.playMusic('bgMusic');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// 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
});
self.speed = 5;
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
//<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);
self.runFrames = [self.attachAsset('playerRunFrame1', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 1
}), self.attachAsset('playerRunFrame2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
}), self.attachAsset('playerRunFrame', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
})];
self.currentRunFrame = 0;
self.speed = 5;
self.jumpHeight = 30;
self.isJumping = false;
self.velocityY = 0;
self.isFalling = false;
self.jumpFrame = self.attachAsset('playerJumpFrame', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // Hide the jump frame by setting alpha to 0
});
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
self.isFalling = self.velocityY > 0;
self.jumpFrame.alpha = 1; // While jumping, switch to the jump frame
self.runFrames[self.currentRunFrame].alpha = 0; // Hide the player asset when jumping
if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
self.jumpFrame.alpha = 0; // When not jumping, switch back to the normal frame
self.runFrames[self.currentRunFrame].alpha = 1; // Show the player asset when not jumping
// Add a bounce effect
tween(self, {
scaleX: 1.2,
scaleY: 0.8
}, {
duration: 100,
easing: tween.elasticOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 500,
easing: tween.elasticOut
});
}
});
}
} else {
// Handle running animation
if (LK.ticks % 5 === 0) {
// Fine-tuned interval for balanced and natural pace
// Adjusted interval for balanced pace
self.runFrames[self.currentRunFrame].alpha = 0; // Hide current frame
self.currentRunFrame = (self.currentRunFrame + 1) % self.runFrames.length; // Switch to next frame
self.runFrames[self.currentRunFrame].alpha = 1; // Show next frame
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
self.jumpFrame.alpha = 1; // Make jump frame visible
LK.getSound('jump').play(); // Play jump sound
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Import the tween plugin
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 / 4; // Adjust the player's initial position to be more to the left
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 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;
// Handle game updates
game.update = function () {
player.update();
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = player.y + player.height / 2 - enemy.height / 2;
enemies.push(enemy);
game.addChild(enemy);
// 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--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
if (player.isFalling || !player.isJumping) {
enemies[j].destroy();
enemies.splice(j, 1);
} else {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
};
// Play background music
LK.playMusic('bgMusic');