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while falling down after death the player should follow a bazier path to the random x location. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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on player death, player should animate 300 units up and fall towards bottom of the screen. Then show the game over screen. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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if the player is in dead state do not check any collisions.
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skip collision checks for the enemies in dead state.
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check the enemy class for any duplicate assets and add comments for me to review.
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i don't want to see the bodyCollider and headCollider. They should still work for the intersection checks.
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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: 375
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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: 375
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Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'self.bodyCollider.y = self.images.idle.height / 4; // Position the rectangle on the player's body' Line Number: 118
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in the FrameAnimation, if there is only one frame given do not create an interval.
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set the player state to death when any player state receives an event of COLLISION_ENEMY_BODY
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Please fix the bug: 'TypeError: clearInterval is not a function' in or related to this line: 'clearInterval(self.interval);' Line Number: 289
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Please fix the bug: 'ReferenceError: sefl is not defined' in or related to this line: 'sefl.anims['walk'].stop();' Line Number: 149
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when player body intersects with enemy body then send an event to player COLLISION_ENEMY_BODY with enemy that the player collided with.
/**** 
* Classes
****/ 
var Enemy = Container.expand(function () {
	var self = Container.call(this);
	self.images = {
		"dead": LK.getAsset('enemy1_dead', {
			anchorX: 0.5,
			anchorY: 0.5
		}),
		"walk1": LK.getAsset('enemy1_walk1', {
			anchorX: 0.5,
			anchorY: 0.5
		}),
		"walk2": LK.getAsset('enemy1_walk2', {
			anchorX: 0.5,
			anchorY: 0.5
		})
	};
	//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),
		'dead': new FrameAnimation([self.images.dead], 100)
	};
	var enemyGraphics = self.attachAsset('enemy', {
		anchorX: 0.5,
		anchorY: 0.5,
		flipX: 1 // Flip the enemy horizontally
	});
	// Add a red rectangle to the enemy's head
	self.headCollider = self.attachAsset('enemyRectangle', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 200,
		height: 100,
		visible: false
	});
	self.headCollider.y = -enemyGraphics.height / 4; // Position the rectangle on the enemy's head
	self.addChild(self.headCollider);
	// Add a bodyCollider rectangle to the bottom part of the enemy
	self.bodyCollider = self.attachAsset('enemyRectangle', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 150,
		height: 150,
		color: 0xffff00,
		// Yellow color
		visible: false
	});
	self.bodyCollider.y = enemyGraphics.height / 4; // Position the rectangle on the enemy's body
	self.addChild(self.bodyCollider);
	self.speed = 5;
	self.state;
	self.states = {
		moving: {
			onEnter: function onEnter() {
				console.log('Enemy starts moving');
			},
			onUpdate: function onUpdate() {
				self.x -= self.speed;
			},
			onExit: function onExit() {
				console.log('Enemy stops moving');
			},
			onEvent: function onEvent(event, data) {
				console.log('Event received in moving state: ', event, data);
			}
		},
		dead: {
			onEnter: function onEnter() {
				console.log('Enemy has died');
				self.destroy();
			},
			onUpdate: function onUpdate() {},
			onExit: function onExit() {
				console.log('Exiting dead state');
			},
			onEvent: function onEvent(event, data) {
				console.log('Event received in dead state: ', event, data);
			}
		}
	};
	self.setState = function (state) {
		if (self.state) {
			self.states[self.state].onExit();
		}
		self.state = state;
		self.states[self.state].onEnter();
	};
	self.sendEvent = function (event, data) {
		if (self.state) {
			self.states[self.state].onEvent(event, data);
		}
	};
	self.update = function () {
		self.states[self.state].onUpdate();
	};
	self.setState('moving');
});
//<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;
	}
	// Add a bodyCollider rectangle to the player character
	self.bodyCollider = self.attachAsset('collider', {
		anchorX: 0.5,
		anchorY: 0.5,
		width: 150,
		height: 150,
		visible: false,
		color: 0xffff00 // Yellow color
	});
	self.bodyCollider.y = self.images.idle.height / 4; // Position the rectangle on the player's body
	self.addChild(self.bodyCollider);
	//configure the animation frames.
	self.anims = {
		'walk': new FrameAnimation([self.images.walk1, self.images.walk2], 300),
		'jump': new FrameAnimation([self.images.jump], 100),
		'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');
				self.anims['walk'].stop();
			},
			onEvent: function onEvent(event, data) {
				if (event === GameEvents.COLLISION_ENEMY_BODY) {
					self.setState('death');
				}
			}
		},
		death: {
			onEnter: function onEnter() {
				console.log('Player has died');
				// Stop all enemies from moving
				for (var j = 0; j < enemies.length; j++) {
					enemies[j].speed = 0;
				}
				// Additional logic for death state can be added here
				LK.showGameOver();
			},
			onUpdate: function onUpdate() {
				// Animate player falling off the platform
				if (self.y < 2732 + self.images.idle.height / 2) {
					self.y += 10; // Move player downwards
				}
			},
			onExit: function onExit() {
				console.log('Exiting death state');
			},
			onEvent: function onEvent(event, data) {
				console.log('Event received in death state: ', event, data);
			}
		},
		jumping: {
			onEnter: function onEnter() {
				if (!self.isJumping) {
					self.isJumping = true;
					self.velocityY = -self.jumpHeight;
					self.anims['jump'].play();
					console.log("jump Started");
				}
			},
			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');
				self.anims['jump'].stop();
			},
			onEvent: function onEvent(event, data) {
				console.log('Event received in jumping state: ', event, data);
				if (event === GameEvents.COLLISION_ENEMY_HEAD) {
					// Add upward velocity to player
					player.velocityY = -player.jumpHeight / 2;
					player.isJumping = true;
				}
				if (event === GameEvents.COLLISION_ENEMY_BODY) {
					self.setState('death');
				}
			}
		}
	};
	self.setState = function (state) {
		if (self.state) {
			self.states[self.state].onExit();
		}
		self.state = state;
		self.states[self.state].onEnter();
	};
	self.sendEvent = function (event, data) {
		if (self.state) {
			self.states[self.state].onEvent(event, data);
		}
	};
	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 an enum for GameEvents
var GameEvents = {
	COLLISION_ENEMY_HEAD: 0,
	COLLISION_ENEMY_BODY: 1,
	COLLISION_PLAYER_BODY: 2
};
// 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.showFrame();
			if (self.assets.length > 1) {
				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 () {
		LK.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);
		// 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();
		// Check collision between player bodyCollider and enemy headCollider
		if (player.bodyCollider.intersects(enemies[j].headCollider)) {
			LK.setScore(LK.getScore() + 1);
			scoreText.setText(LK.getScore());
			// Send COLLISION_ENEMY_HEAD event to player
			player.sendEvent(GameEvents.COLLISION_ENEMY_HEAD, enemies[j]);
			// Handle enemy death
			enemies[j].destroy();
			enemies.splice(j, 1);
			continue;
		}
		// Check collision between enemy bodyCollider and player bodyCollider
		if (enemies[j].bodyCollider.intersects(player.bodyCollider)) {
			// Send COLLISION_ENEMY_BODY event to player
			player.sendEvent(GameEvents.COLLISION_ENEMY_BODY, enemies[j]);
			return;
		}
	}
};
// Handle player jump
game.down = function (x, y, obj) {
	player.jump();
}; ===================================================================
--- original.js
+++ change.js
@@ -2,8 +2,33 @@
 * Classes
 ****/ 
 var Enemy = Container.expand(function () {
 	var self = Container.call(this);
+	self.images = {
+		"dead": LK.getAsset('enemy1_dead', {
+			anchorX: 0.5,
+			anchorY: 0.5
+		}),
+		"walk1": LK.getAsset('enemy1_walk1', {
+			anchorX: 0.5,
+			anchorY: 0.5
+		}),
+		"walk2": LK.getAsset('enemy1_walk2', {
+			anchorX: 0.5,
+			anchorY: 0.5
+		})
+	};
+	//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),
+		'dead': new FrameAnimation([self.images.dead], 100)
+	};
 	var enemyGraphics = self.attachAsset('enemy', {
 		anchorX: 0.5,
 		anchorY: 0.5,
 		flipX: 1 // Flip the enemy horizontally
 Single 2D Mario Character. In-Game asset. 2d. Blank background.
 
 
 
 
 
 
 
 
 
 
 
 monster in flat shading style. Monster has chopped off horns and has lazy eye with scary teeth. think black borders Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
 
 
 
 
 
 
 
 Sprite sheet of a monster enemy that has crucked teeth and a crazy eye. The sprite sheet has different frames of the enemy doing actions like run , attack , dodge, hurt and die.. High contrast