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when falling down after death, rotate the player 30 degrees. βͺπ‘ 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. βͺπ‘ 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 βͺπ‘ 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. βͺπ‘ 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. βͺπ‘ 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. βͺπ‘ 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. βͺπ‘ 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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/**** 
* 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.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
		}),
		'dead': LK.getAsset('player_dead', {
			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)
	};
	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');
				tween(player, {
					y: player.y - 400
				}, {
					duration: 250,
					easing: tween.expoOut,
					onFinish: function onFinish() {
						tween(player, {
							y: 2732 + 300,
							rotation: Math.PI / 6 // 30 degrees in radians
						}, {
							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);
			}
		},
		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;
		}
	};
};
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
	if (player.state !== 'death') {
		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 === 'death') {
			continue;
		}
		// Check collision between player bodyCollider and enemy headCollider
		if (enemies[j].state !== 'dead' && 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].state !== 'dead' && 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
@@ -190,9 +190,9 @@
 						tween(player, {
 							y: 2732 + 300,
 							rotation: Math.PI / 6 // 30 degrees in radians
 						}, {
-							duration: 500,
+							duration: 1000,
 							easing: tween.expoIn,
 							onFinish: function onFinish() {
 								LK.showGameOver();
 							}
 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