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set the width and height o fthe redRectangle and blue rectangle to 300 x 300
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add a red rectangle and blue rectangle to the bottom of the screen in the gui container.
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callbacks for jumpbutton and attack button are not worknig can you please check.
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add two buttons to the gui container. One for Jump and one for Attack
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add a gui container to the game after all the objects are added.
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onEnter of attack state in player, play the attack anim. When an ANIM_FINISHED event is recieved, change the state to idle.
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update the FrameAnimation class to send a GameEvent.ANIM_FINISHED event to the object its' running animations for.
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add a new GameEvent called ANIM_FINISHED
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add an attack state to the player
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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.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * 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 }); self.headCollider.y = -enemyGraphics.height / 4; // Position the rectangle on the enemy's head 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.alpha = 0; self.speed = 5; self.state; self.removeFromArray = false; 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); if (event === GameEvents.COLLISION_ENEMY_HEAD) { self.setState('dead'); } } }, dead: { onEnter: function onEnter() { console.log('Enemy has died'); self.anims['dead'].play(); self.speed = 0; var y_val = self.y - Math.random() * 150; var x_val = self.x + 100 + Math.random() * 200; tween(self, { x: x_val, y: y_val, rotation: Math.PI / 6 // 30 degrees in radians }, { duration: 250, easing: tween.expoOut, onFinish: function onFinish() { tween(self, { y: 2732 + 300 }, { duration: 500, easing: tween.expoIn, onFinish: function onFinish() { self.removeFromArray = true; } }); } }); }, 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 }), 'dead': LK.getAsset('player_dead', { anchorX: 0.5, anchorY: 0.5 }), 'attack1': LK.getAsset('player_attack1', { anchorX: 0.5, anchorY: 0.5 }), 'attack2': LK.getAsset('player_attack2', { 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 //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], 'dead': new FrameAnimation([self.images.dead], 100), 'attack': new FrameAnimation([self.images.attack1, self.images.attack2], 200) }; 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('dead'); } } }, dead: { onEnter: function onEnter() { console.log('Player has died'); tween(self, { y: self.y - 400, rotation: -Math.PI / 6 // 30 degrees in radians }, { duration: 250, easing: tween.expoOut, onFinish: function onFinish() { tween(self, { y: 2732 + 300 }, { duration: 1000, easing: tween.expoIn, onFinish: function onFinish() { LK.showGameOver(); } }); } }); // Stop all enemies from moving for (var j = 0; j < enemies.length; j++) { enemies[j].speed = 0; } self.anims['dead'].play(); // Additional logic for death state can be added here }, onUpdate: function onUpdate() {}, onExit: function onExit() { console.log('Exiting death state'); }, onEvent: function onEvent(event, data) { console.log('Event received in death state: ', event, data); } }, attack: { onEnter: function onEnter() { console.log('Player is attacking'); self.anims['attack'].play(); }, onUpdate: function onUpdate() { // Attack logic can be added here }, onExit: function onExit() { console.log('Exiting attack state'); self.anims['attack'].stop(); }, onEvent: function onEvent(event, data) { console.log('Event received in attack state: ', event, data); if (event === GameEvents.ANIM_FINISHED) { self.setState('idle'); } else if (event === GameEvents.COLLISION_ENEMY_HEAD) { data.setState('dead'); } else if (event === GameEvents.COLLISION_ENEMY_BODY) { data.setState('dead'); } } }, 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('dead'); } } } }; 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.attack = function () { self.setState('attack'); }; 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, ANIM_FINISHED: 3 }; // 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(); if (self.currentFrame === 0) { // Send ANIM_FINISHED event when animation completes a cycle self.assets[0].parent.sendEvent(GameEvents.ANIM_FINISHED, self); } }, 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; } }; }; 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 }); // Create a GUI container var guiContainer = new Container(); game.addChild(guiContainer); // Add the score text to the GUI container at the top center of the screen guiContainer.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Create Jump button var jumpButton = new Text2('Jump', { size: 80, fill: 0xFFFFFF }); jumpButton.x = 100; jumpButton.y = 2732 - 200; jumpButton.interactive = true; jumpButton.on('pointerdown', function () { player.jump(); }); guiContainer.addChild(jumpButton); // Create Attack button var attackButton = new Text2('Attack', { size: 80, fill: 0xFFFFFF }); attackButton.x = 2048 - 200; attackButton.y = 2732 - 200; attackButton.interactive = true; attackButton.on('pointerdown', function () { player.attack(); }); guiContainer.addChild(attackButton); // Handle game updates game.update = function () { player.update(); // Spawn enemies if (player.state !== 'dead') { 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(); // Skip collision checks if player is in the dead state if (player.state === 'dead') { continue; } //remove the enemies marked for removal. if (enemies[j].removeFromArray == true) { enemies[j].destroy(); enemies.splice(j, 1); } //skip collisions if enemy is dead. if (enemies[j].state === 'dead') { continue; } // 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]); enemies[j].sendEvent(GameEvents.COLLISION_ENEMY_HEAD, player); 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
@@ -433,8 +433,32 @@
// Add the score text to the GUI container at the top center of the screen
guiContainer.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
+// Create Jump button
+var jumpButton = new Text2('Jump', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+jumpButton.x = 100;
+jumpButton.y = 2732 - 200;
+jumpButton.interactive = true;
+jumpButton.on('pointerdown', function () {
+ player.jump();
+});
+guiContainer.addChild(jumpButton);
+// Create Attack button
+var attackButton = new Text2('Attack', {
+ size: 80,
+ fill: 0xFFFFFF
+});
+attackButton.x = 2048 - 200;
+attackButton.y = 2732 - 200;
+attackButton.interactive = true;
+attackButton.on('pointerdown', function () {
+ player.attack();
+});
+guiContainer.addChild(attackButton);
// Handle game updates
game.update = function () {
player.update();
// Spawn enemies