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i want the player character to go up slowly but fall down with acceleration ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move the player and enemy character move down by 400 units.
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move the enemy and player characters down by 200 units.
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make the background image cover fullscreen while maintaining its aspect ratio.
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Please fix the bug: 'scaleX is not defined' in or related to this line: 'var scale = Math.max(scaleX, scaleY);' Line Number: 195
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preserve the aspect ratio of the background image.
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make the background image cover full screen
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when the stop is called make all the frames in the animation invisible.
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Please fix the bug: 'TypeError: setInterval is not a function' in or related to this line: 'self.interval = setInterval(function () {' Line Number: 157
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create a FrameAnimation class that takes in an array of assets as inputs and shows one frame at a time every few milliseconds. I should be able to configure the rate at with the images shown change. Add play, pause, resume and stop functions on this class which start playing the frames, pause switching the frames and resume swithing the frames and stops switching the frames at the current shown frame.
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loop through all the elements in the self.anims['walk'] and make one frame visible every 300 ms in the onUpdate function of idle sate.
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set one item visible at a time every 300 ms in the idle on update function from self.anims['walk']
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Please fix the bug: 'ReferenceError: playerWalk1Graphics is not defined' in or related to this line: 'playerWalk1Graphics.visible = !playerWalk1Graphics.visible;' Line Number: 72
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Please fix the bug: 'Uncaught TypeError: this.children[t].updateTransform is not a function' in or related to this line: 'game.down = function (x, y, obj) {' Line Number: 186
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Please fix the bug: 'Uncaught TypeError: this.children[t].updateTransform is not a function' in or related to this line: 'game.down = function (x, y, obj) {' Line Number: 186
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the player image is not getting updated can you check whats' wrong?
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toggle the visibility of the walk1graphics and walk2graphics every 200 milli seconds in the idle state's onUpdate function.
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/**** * 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); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); var playerJumpGraphics = self.attachAsset('player_jump', { anchorX: 0.5, anchorY: 0.5 }); var playerWalk1Graphics = self.attachAsset('walk_1', { anchorX: 0.5, anchorY: 0.5 }); var playerWalk2Graphics = self.attachAsset('walk_2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.state = 'idle'; self.states = { idle: { onEnter: function onEnter() { console.log('Entering idle state'); playerGraphics.visible = false; playerJumpGraphics.visible = false; playerWalk1Graphics.visible = false; playerWalk2Graphics.visible = true; }, onUpdate: function onUpdate() { console.log('Updating idle state'); }, onExit: function onExit() { console.log('Exiting idle state'); }, onEvent: function onEvent(event, data) { console.log('Event received in idle state: ', event, data); } }, jumping: { onEnter: function onEnter() { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; playerGraphics.visible = false; playerJumpGraphics.visible = true; playerWalk1Graphics.visible = false; playerWalk2Graphics.visible = false; } }, onUpdate: function onUpdate() { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; self.setState('idle'); } } }, onExit: function onExit() { console.log('Exiting jumping state'); }, onEvent: function onEvent(event, data) { console.log('Event received in jumping state: ', event, data); } } }; self.setState = function (state) { if (self.state) { self.states[self.state].onExit(); } self.state = state; self.states[self.state].onEnter(); }; self.update = function () { self.states[self.state].onUpdate(); }; self.jump = function () { self.setState('jumping'); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ 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 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 = 2732 / 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])) { // 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(); };
/****
* 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);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
var playerJumpGraphics = self.attachAsset('player_jump', {
anchorX: 0.5,
anchorY: 0.5
});
var playerWalk1Graphics = self.attachAsset('walk_1', {
anchorX: 0.5,
anchorY: 0.5
});
var playerWalk2Graphics = self.attachAsset('walk_2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
self.state = 'idle';
self.states = {
idle: {
onEnter: function onEnter() {
console.log('Entering idle state');
playerGraphics.visible = false;
playerJumpGraphics.visible = false;
playerWalk1Graphics.visible = false;
playerWalk2Graphics.visible = true;
},
onUpdate: function onUpdate() {
console.log('Updating idle state');
},
onExit: function onExit() {
console.log('Exiting idle state');
},
onEvent: function onEvent(event, data) {
console.log('Event received in idle state: ', event, data);
}
},
jumping: {
onEnter: function onEnter() {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
playerGraphics.visible = false;
playerJumpGraphics.visible = true;
playerWalk1Graphics.visible = false;
playerWalk2Graphics.visible = false;
}
},
onUpdate: function onUpdate() {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
self.setState('idle');
}
}
},
onExit: function onExit() {
console.log('Exiting jumping state');
},
onEvent: function onEvent(event, data) {
console.log('Event received in jumping state: ', event, data);
}
}
};
self.setState = function (state) {
if (self.state) {
self.states[self.state].onExit();
}
self.state = state;
self.states[self.state].onEnter();
};
self.update = function () {
self.states[self.state].onUpdate();
};
self.jump = function () {
self.setState('jumping');
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
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 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 = 2732 / 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])) {
// 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();
};