Code edit (5 edits merged)
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on entering the player death state, stop the enemy's moving. Show an animation of player falling off the platform towards the bottom of the screen.
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add a new death state to the player. The player should go to death state on player bodycollider touching enemy bodycollider.
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (player.bodyCollider.intersects(enemies[j].headCollider)) {' Line Number: 265
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if the player bodyCollider touches the headCollider of the enemy then enemy dies. If the enemy bodyCollider touches playerbody collider then player dies.
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make the body and head colliders invisible
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add a body collider to the player character.
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add a bodyCollider to the player. It should be same size and location as the one added to the enemy.
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make the bodyCollider yellow color.
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add a bodyCollider rectangle to the enemy which covers the bottom part of the enemy.
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rename the rectangle added to the enemy as headCollider.
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remove all the instances of invisible box and remove them from the enemy
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'y')' in or related to this line: 'rectangle.y = -enemyGraphics.height / 2; // Position the rectangle on the enemy's head' Line Number: 25
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'Rectangle')' in or related to this line: 'var rectangle = new LK.Shape.Rectangle({' Line Number: 23
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add a red rectangle to the monsters on their head.
Code edit (9 edits merged)
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for each enemy add an invisible box on top. If the player collides with that box the enemy dies.
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the enemy characters should be flipped horizontally
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place the player character on the left side of the screen.
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while jumping the player should ascend slow but land 2 times faster.
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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
/**** * 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.images = { "idle": LK.getAsset('player', { anchorX: 0.5, anchorY: 0.5 }), "jump": LK.getAsset('player_jump', { anchorX: 0.5, anchorY: 0.5 }), "walk1": LK.getAsset('walk_1', { anchorX: 0.5, anchorY: 0.5 }), "walk2": LK.getAsset('walk_2', { anchorX: 0.5, anchorY: 0.5 }) }; self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.state; //replacing the asset ref with the image added. for (var img_name in self.images) { var img = self.addChild(self.images[img_name]); img.visible = false; self.images[img_name] = img; } //configure the animation frames. self.anims = { 'walk': new FrameAnimation([self.images.walk1, self.images.walk2], 300), 'jump': [self.images.jump], 'idle': [self.images.idle] }; self.states = { idle: { onEnter: function onEnter() { console.log('Entering idle state'); self.anims['walk'].play(); }, onUpdate: function onUpdate() {}, onExit: function onExit() { console.log('Exiting idle state'); }, onEvent: function onEvent(event, data) { sefl.anims['walk'].stop(); } }, jumping: { onEnter: function onEnter() { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }, onUpdate: function onUpdate() { if (self.isJumping) { if (self.velocityY < 0) { // Upward movement with constant speed self.y += self.velocityY; } else { // Downward movement with acceleration self.y += self.velocityY; self.velocityY += 0.7; // Gravity effect } 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'); }; //call the initial state. self.setState('idle'); }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Define a class for frame animations var FrameAnimation = function FrameAnimation(assets, frameRate) { var self = this; self.assets = assets; self.frameRate = frameRate; self.currentFrame = 0; self.isPlaying = false; self.interval = null; // Function to show the current frame self.showFrame = function () { for (var i = 0; i < self.assets.length; i++) { self.assets[i].visible = false; } self.assets[self.currentFrame].visible = true; }; // Play the animation self.play = function () { if (!self.isPlaying) { self.isPlaying = true; self.interval = LK.setInterval(function () { self.currentFrame = (self.currentFrame + 1) % self.assets.length; self.showFrame(); }, self.frameRate); } }; // Pause the animation self.pause = function () { if (self.isPlaying) { clearInterval(self.interval); self.isPlaying = false; } }; // Resume the animation self.resume = function () { if (!self.isPlaying) { self.play(); } }; // Stop the animation self.stop = function () { clearInterval(self.interval); self.isPlaying = false; self.currentFrame = 0; for (var i = 0; i < self.assets.length; i++) { self.assets[i].visible = false; } }; // Initialize by showing the first frame self.showFrame(); }; var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5 })); background.x = 2048 / 2; background.y = 2732 / 2 - 550; // 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(); };
/****
* 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.images = {
"idle": LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5
}),
"jump": LK.getAsset('player_jump', {
anchorX: 0.5,
anchorY: 0.5
}),
"walk1": LK.getAsset('walk_1', {
anchorX: 0.5,
anchorY: 0.5
}),
"walk2": LK.getAsset('walk_2', {
anchorX: 0.5,
anchorY: 0.5
})
};
self.speed = 5;
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
self.state;
//replacing the asset ref with the image added.
for (var img_name in self.images) {
var img = self.addChild(self.images[img_name]);
img.visible = false;
self.images[img_name] = img;
}
//configure the animation frames.
self.anims = {
'walk': new FrameAnimation([self.images.walk1, self.images.walk2], 300),
'jump': [self.images.jump],
'idle': [self.images.idle]
};
self.states = {
idle: {
onEnter: function onEnter() {
console.log('Entering idle state');
self.anims['walk'].play();
},
onUpdate: function onUpdate() {},
onExit: function onExit() {
console.log('Exiting idle state');
},
onEvent: function onEvent(event, data) {
sefl.anims['walk'].stop();
}
},
jumping: {
onEnter: function onEnter() {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
},
onUpdate: function onUpdate() {
if (self.isJumping) {
if (self.velocityY < 0) {
// Upward movement with constant speed
self.y += self.velocityY;
} else {
// Downward movement with acceleration
self.y += self.velocityY;
self.velocityY += 0.7; // Gravity effect
}
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');
};
//call the initial state.
self.setState('idle');
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
// Define a class for frame animations
var FrameAnimation = function FrameAnimation(assets, frameRate) {
var self = this;
self.assets = assets;
self.frameRate = frameRate;
self.currentFrame = 0;
self.isPlaying = false;
self.interval = null;
// Function to show the current frame
self.showFrame = function () {
for (var i = 0; i < self.assets.length; i++) {
self.assets[i].visible = false;
}
self.assets[self.currentFrame].visible = true;
};
// Play the animation
self.play = function () {
if (!self.isPlaying) {
self.isPlaying = true;
self.interval = LK.setInterval(function () {
self.currentFrame = (self.currentFrame + 1) % self.assets.length;
self.showFrame();
}, self.frameRate);
}
};
// Pause the animation
self.pause = function () {
if (self.isPlaying) {
clearInterval(self.interval);
self.isPlaying = false;
}
};
// Resume the animation
self.resume = function () {
if (!self.isPlaying) {
self.play();
}
};
// Stop the animation
self.stop = function () {
clearInterval(self.interval);
self.isPlaying = false;
self.currentFrame = 0;
for (var i = 0; i < self.assets.length; i++) {
self.assets[i].visible = false;
}
};
// Initialize by showing the first frame
self.showFrame();
};
var background = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5
}));
background.x = 2048 / 2;
background.y = 2732 / 2 - 550;
// 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();
};