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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 โช๐ก Consider importing and using the following plugins: @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, flipX: 1 // Flip the enemy horizontally }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for the invisible box var InvisibleBox = Container.expand(function () { var self = Container.call(this); self.width = 300; self.height = 300; self.visible = false; }); //<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) { self.y += self.velocityY; self.velocityY += 1.4; // Increase gravity effect to make descent twice as fast 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 = 150; // Position player on the left side of the screen 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); // Add an invisible box to the enemy var box = new InvisibleBox(); box.x = enemy.x; box.y = enemy.y - 150; // Position the box on top of the enemy enemy.addChild(box); enemy.box = box; // 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].box)) { // If the player collides with the invisible box, destroy the enemy enemies[j].destroy(); enemies.splice(j, 1); } 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(); };
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--- original.js
+++ change.js
@@ -219,9 +219,9 @@
// Add an invisible box to the enemy
var box = new InvisibleBox();
box.x = enemy.x;
box.y = enemy.y - 150; // Position the box on top of the enemy
- game.addChild(box);
+ enemy.addChild(box);
enemy.box = box;
// Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;