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start spawning ennemies only after 2 sec
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fix coin counter position because it is no more visible
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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)
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create a class for a coin counter; use coinFrame1 as an icon and write it on 3 digits
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play jump sound when play jumps
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play enemy stomp sound when stompting enemy
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play coin sound when coin taken
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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
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fait qu'il saute un peu moins haut
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fait que mario saute plus vite et chute plus vite mais pas plus haut
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fait que mario saute plus vite
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fait que mario meurs quand il touche un enemy*
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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
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Please fix the bug: 'ReferenceError: level1Height is not defined' in or related to this line: 'if (lastHeight === level1Height) {' Line Number: 452
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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.
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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.
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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 = 15; // Plus rapide que le sol (10) pour qu'ils avancent vers la gauche self.velocityY = 0; self.gravity = 0.7; // Même gravité que le joueur self.currentPlatform = null; // Plateforme actuelle sur laquelle l'ennemi se trouve self.update = function () { self.x -= self.speed; // Vérifier si l'ennemi est toujours sur sa plateforme actuelle if (self.currentPlatform) { var enemyBounds = self.getBounds(); var platformBounds = { left: self.currentPlatform.x - 500, right: self.currentPlatform.x + 500 }; // Si l'ennemi sort de la plateforme, il commence à tomber if (enemyBounds.left > platformBounds.right || enemyBounds.right < platformBounds.left) { self.currentPlatform = null; } } // Appliquer la gravité si l'ennemi n'est pas sur une plateforme if (!self.currentPlatform) { self.velocityY += self.gravity; self.y += self.velocityY; } // Vérifier collision avec le sol if (self.y >= groundLevel) { self.y = groundLevel; self.velocityY = 0; self.currentPlatform = null; // L'ennemi est sur le sol, pas sur une plateforme } // Vérifier collision avec les plateformes seulement si l'ennemi tombe if (self.velocityY > 0) { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var enemyBounds = self.getBounds(); var platformBounds = { left: platform.x - 500, right: platform.x + 500, top: platform.y - 50, bottom: platform.y + 50 }; // Si l'ennemi atterrit sur une plateforme if (enemyBounds.bottom >= platformBounds.top && enemyBounds.bottom - self.velocityY < platformBounds.top && enemyBounds.right > platformBounds.left && enemyBounds.left < platformBounds.right) { self.y = platform.y - 75; self.velocityY = 0; self.currentPlatform = platform; // Mémoriser la plateforme actuelle break; } } } if (self.x < -50) { self.destroy(); } }; self.getBounds = function () { return { left: self.x - 50, right: self.x + 50, top: self.y - 50, bottom: self.y + 50 }; }; return self; }); // Define a class for platforms var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.passed = false; self.update = function () { self.x -= self.speed; if (self.x < -500) { self.destroy(); } }; return self; }); // 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 = 35; // Réduire légèrement la hauteur de saut self.isJumping = false; self.velocityY = 0; self.isFalling = false; self.currentPlatform = null; self.playerHeight = 400; // Hauteur du sprite du joueur self.jumpFrame = self.attachAsset('playerJumpFrame', { anchorX: 0.5, anchorY: 0.5, alpha: 0 // Hide the jump frame by setting alpha to 0 }); self.getBounds = function () { return { left: self.x - 75, right: self.x + 75, top: self.y - 100, bottom: self.y + 100 }; }; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 2.0; // Increase gravity for faster fall without changing jump height 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 // Check for platform collision self.checkPlatformCollision(); // Check for ground collision if (self.y >= groundLevel - 100 && !self.currentPlatform) { // Ground level self.y = groundLevel - 100; 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 { // Check if player is still on the platform if (self.currentPlatform) { var platformBounds = { left: self.currentPlatform.x - 500, right: self.currentPlatform.x + 500 }; var playerBounds = self.getBounds(); // If player is no longer on the platform, start falling if (playerBounds.left > platformBounds.right || playerBounds.right < platformBounds.left) { self.isJumping = true; self.velocityY = 0.1; // Start with a small downward velocity self.isFalling = true; self.currentPlatform = null; self.jumpFrame.alpha = 1; self.runFrames[self.currentRunFrame].alpha = 0; } } // 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 * 1.5; // Increase initial jump velocity for a faster jump self.jumpFrame.alpha = 1; // Make jump frame visible LK.getSound('jump').play(); // Play jump sound self.currentPlatform = null; } }; self.checkPlatformCollision = function () { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var platformBounds = { left: platform.x - 500, right: platform.x + 500, top: platform.y - 50, bottom: platform.y + 50 }; var playerBounds = self.getBounds(); // Check if player is above the platform and falling if (self.velocityY > 0 && playerBounds.bottom >= platformBounds.top && playerBounds.bottom - self.velocityY < platformBounds.top && playerBounds.right > platformBounds.left && playerBounds.left < platformBounds.right) { // Land on the platform // Utiliser la moitié de la hauteur du joueur pour le positionner correctement sur la plateforme self.y = platform.y - self.playerHeight / 2; self.velocityY = 0; self.isJumping = false; self.isFalling = false; self.currentPlatform = platform; self.jumpFrame.alpha = 0; self.runFrames[self.currentRunFrame].alpha = 1; // 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 }); } }); return true; } } return false; }; }); /**** * Initialize Game ****/ // Initialize game var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Global Variables ****/ var level1Height; var level2Height; var game; var background; var player; var enemies; var enemySpawnInterval; var enemySpawnCounter; var scoreText; var backgroundContainer; var middlegroundContainer; var foregroundContainer; var bgClose; var bgClose2; var bgFar; var bgFar2; var platforms; var ground; var ground2; var groundLevel; // Handle game updates game.update = function () { // Parallax scrolling bgClose.x -= 4; // Increase speed for close background bgClose2.x -= 4; // Move the duplicate at the same speed bgFar.x -= 2; // Increase speed for far background bgFar2.x -= 2; // Move the duplicate at the same speed // Repeat backgrounds infinitely if (bgClose.x <= -bgClose.width) { bgClose.x = bgClose2.x + bgClose2.width; } if (bgClose2.x <= -bgClose2.width) { bgClose2.x = bgClose.x + bgClose.width; } if (bgFar.x <= -bgFar.width) { bgFar.x = bgFar2.x + bgFar2.width; } if (bgFar2.x <= -bgFar2.width) { bgFar2.x = bgFar.x + bgFar.width; } // Scroll ground ground.x -= 10; // Même vitesse que les plateformes ground2.x -= 10; if (ground.x <= -ground.width) { ground.x = ground2.x + ground2.width; } if (ground2.x <= -ground2.width) { ground2.x = ground.x + ground.width; } // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { // Ne pas appeler update() car il est déjà appelé automatiquement par le moteur // platforms[i].update(); // Remove platforms that are destroyed if (platforms[i].destroyed) { platforms.splice(i, 1); } } // Check if we need to spawn a new platform if (platforms.length > 0) { var lastPlatform = platforms[platforms.length - 1]; if (lastPlatform.x < 2048 + 500) { // Spawn a new platform spawnPlatform(); } } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2500; // Plus loin à droite que 2048 // Décider si l'ennemi apparaît sur le sol ou sur une plateforme var spawnOnPlatform = Math.random() < 0.5 && platforms.length > 0; if (spawnOnPlatform) { // Trouver une plateforme visible à l'écran ou proche de l'écran var visiblePlatforms = []; for (var p = 0; p < platforms.length; p++) { if (platforms[p].x > 2200 && platforms[p].x < 2700) { visiblePlatforms.push(platforms[p]); } } // S'il y a des plateformes visibles, placer l'ennemi sur l'une d'elles if (visiblePlatforms.length > 0) { var randomPlatform = visiblePlatforms[Math.floor(Math.random() * visiblePlatforms.length)]; // Placer l'ennemi sur la plateforme en utilisant la même logique que pour le joueur enemy.y = randomPlatform.y - 150; } else { // Sinon, placer l'ennemi sur le sol (même position Y que le joueur au repos) enemy.y = player.y; } } else { // Placer l'ennemi sur le sol (même position Y que le joueur au repos) enemy.y = player.y; } enemies.push(enemy); middlegroundContainer.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Check collisions with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemyBounds = enemies[j].getBounds(); var playerBounds = player.getBounds(); // Check if player intersects with enemy if (playerBounds.left < enemyBounds.right && playerBounds.right > enemyBounds.left && playerBounds.top < enemyBounds.bottom && playerBounds.bottom > enemyBounds.top) { // Check if player is falling on top of the enemy if (player.isFalling && player.velocityY > 0 && playerBounds.bottom > enemyBounds.top && playerBounds.bottom - player.velocityY < enemyBounds.top) { // Player jumped on enemy - destroy enemy enemies[j].destroy(); enemies.splice(j, 1); // Give player a small bounce after killing enemy player.velocityY = -15; // Increment score when killing enemy LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); } else { // Player touched enemy from side or bottom - game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } else if (player.x > enemies[j].x && !enemies[j].passed) { // Player passed enemy without touching it enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); }; function initializeGame() { // Initialize containers backgroundContainer = new Container(); middlegroundContainer = new Container(); foregroundContainer = new Container(); // Add containers to game in proper order game.addChild(backgroundContainer); game.addChild(middlegroundContainer); game.addChild(foregroundContainer); // Define fixed platform heights for two levels groundLevel = 2732 / 2 + 450; // Descendre le niveau du sol de 450 pixels // Add background bgFar = LK.getAsset('bgFar', { anchorX: 0, anchorY: 0 }); bgFar.x = 0; bgFar.y = 0; bgFar.width = 2732; backgroundContainer.addChild(bgFar); // Add second background for infinite scrolling bgFar2 = LK.getAsset('bgFar', { anchorX: 0, anchorY: 0 }); bgFar2.x = bgFar.width; bgFar2.y = 0; bgFar2.width = 2732; backgroundContainer.addChild(bgFar2); // Initialize parallax backgrounds bgClose = LK.getAsset('bgClose', { anchorX: 0, anchorY: 0 }); bgClose.x = 0; bgClose.y = 0; bgClose.width = 2732; // Set correct width to match the actual image width backgroundContainer.addChild(bgClose); // Create a duplicate of bgClose for seamless scrolling bgClose2 = LK.getAsset('bgClose', { anchorX: 0, anchorY: 0 }); bgClose2.x = bgClose.width; bgClose2.y = 0; bgClose2.width = 2732; backgroundContainer.addChild(bgClose2); // Add ground that scrolls ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground.x = 0; ground.y = groundLevel; // Placer le haut du sol exactement au niveau du sol ground.width = 2048; middlegroundContainer.addChild(ground); // Add second ground piece for infinite scrolling ground2 = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground2.x = ground.width; ground2.y = groundLevel; // Placer le haut du sol exactement au niveau du sol ground2.width = 2048; middlegroundContainer.addChild(ground2); // Initialize player player = new Player(); player.x = 2048 / 4; // Adjust the player's initial position to be more to the left player.y = groundLevel - 100; // Mario légèrement au-dessus du sol foregroundContainer.addChild(player); // Initialize enemies enemies = []; enemySpawnInterval = 100; enemySpawnCounter = 0; // Initialize platforms platforms = []; level1Height = groundLevel - 450; // Niveau 1 à 450 pixels au-dessus du sol level2Height = level1Height - 450; // Niveau 2 à 450 pixels au-dessus du niveau 1 // Create initial platforms for (var i = 0; i < 2; i++) { var platform = new Platform(); if (i === 0) { platform.x = player.x + 800; // Start the first platform further away platform.y = level1Height; // Première plateforme toujours au niveau 1 } else { // Deuxième plateforme au niveau 2, mais plus proche horizontalement platform.x = platforms[i - 1].x + 1200; // Plus espacé platform.y = level2Height; } platforms.push(platform); middlegroundContainer.addChild(platform); } // Create a new Text2 object to display the score 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; // Play background music LK.playMusic('bgMusic'); } // Function to spawn a new platform function spawnPlatform() { var platform = new Platform(); var lastPlatform = platforms[platforms.length - 1]; var lastHeight = lastPlatform.y; // Déterminer la hauteur de la nouvelle plateforme if (lastHeight === level1Height) { // Si la dernière plateforme était au niveau 1, la nouvelle sera au niveau 2 platform.y = level2Height; platform.x = lastPlatform.x + 1200; // Plus espacé } else { // Si la dernière plateforme était au niveau 2, la nouvelle sera au niveau 1 platform.y = level1Height; platform.x = lastPlatform.x + 1500; // Encore plus espacé après une plateforme de niveau 2 } // Ajouter une chance de ne pas générer de plateforme (20%) if (Math.random() < 0.2) { // Si on décide de ne pas générer cette plateforme, on augmente la distance pour la prochaine lastPlatform.x += 500; return; } platforms.push(platform); middlegroundContainer.addChild(platform); } // Call initializeGame at the end of the file initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -110,9 +110,9 @@
alpha: 0
})];
self.currentRunFrame = 0;
self.speed = 5;
- self.jumpHeight = 45; // Augmenter significativement la hauteur de saut
+ self.jumpHeight = 35; // Réduire légèrement la hauteur de saut
self.isJumping = false;
self.velocityY = 0;
self.isFalling = false;
self.currentPlatform = null;