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Please fix the bug: 'TypeError: enemies[j].splice is not a function' in or related to this line: 'enemies[j].splice(j, 1);' Line Number: 415
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when falling down after death, rotate the player 30 degrees. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: LK.showGameOverScreen is not a function' in or related to this line: 'LK.showGameOverScreen();' Line Number: 211
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on finishing the player movement 300 units up, make the player fall down to the bottom of the sceen in the onEnter function of death state. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(player, {' Line Number: 194 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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animate the player 300 units up in onEnter of death state. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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on player Death, stop spawning new enemies.
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the callback function is not getting called can you help?
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on player death, add an animation before showing game over screen.
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make the player go up 300 units and fall to the bottom of the screen. show the game over screen 1 second after the animation has finished. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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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/**** * 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 = { height: 300, width: 300 }; // 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.headCollider.visible = false; self.headCollider.alpha = 0; // 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 }); self.bodyCollider.y = enemyGraphics.height / 4; // Position the rectangle on the enemy's body // self.bodyCollider.visible = false self.bodyCollider.alpha = 0; self.speed = 5; self.state; self.states = { moving: { onEnter: function onEnter() { console.log('Enemy starts moving'); self.anims['walk'].play(); }, onUpdate: function onUpdate() { self.x -= self.speed; }, onExit: function onExit() { console.log('Enemy stops moving'); self.anims['walk'].stop(); }, 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, color: 0xffff00, // Yellow color alpha: 0 }); 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(); };
/****
* 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 = {
height: 300,
width: 300
};
// 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.headCollider.visible = false;
self.headCollider.alpha = 0;
// 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
});
self.bodyCollider.y = enemyGraphics.height / 4; // Position the rectangle on the enemy's body
// self.bodyCollider.visible = false
self.bodyCollider.alpha = 0;
self.speed = 5;
self.state;
self.states = {
moving: {
onEnter: function onEnter() {
console.log('Enemy starts moving');
self.anims['walk'].play();
},
onUpdate: function onUpdate() {
self.x -= self.speed;
},
onExit: function onExit() {
console.log('Enemy stops moving');
self.anims['walk'].stop();
},
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,
color: 0xffff00,
// Yellow color
alpha: 0
});
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();
};