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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.
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Please fix the bug: 'ReferenceError: COLLISION_ENEMY_HEAD is not defined' in or related to this line: 'if (COLLISION_ENEMY_HEAD) {' Line Number: 203
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on player collision with enemy head send COLLISION_ENEMY_HEAD event to the player along with the enemy it collided with.
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define an enum of GameEvents with COLLISION_ENEMY_HEAD, COLLISION_ENEMY_BODY, COLLISION_PLAYER_BODY as entries in it.
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add a function sendEvent in player and enemy that will call the onEvent function of their current state.
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add states to the enemy just like we have states on the player
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when the player lands on the enemy head, add a small upward velocity to the player.
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Code edit (5 edits merged)
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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.
/****
* Classes
****/
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
});
// 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.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
});
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.
// Add a bodyCollider rectangle to the player character
self.bodyCollider = self.attachAsset('enemyRectangle', {
anchorX: 0.5,
anchorY: 0.5,
width: 150,
height: 150,
color: 0xffff00 // Yellow color
});
self.bodyCollider.y = self.images.idle.height / 4; // Position the rectangle on the player's body
self.addChild(self.bodyCollider);
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': new FrameAnimation([self.images.jump, 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');
},
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.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
@@ -132,12 +132,14 @@
},
onUpdate: function onUpdate() {},
onExit: function onExit() {
console.log('Exiting idle state');
+ self.anims['walk'].stop();
},
onEvent: function onEvent(event, data) {
- self.anims['walk'].stop();
- console.log("Walk Stopped");
+ if (event === GameEvents.COLLISION_ENEMY_BODY) {
+ self.setState('death');
+ }
}
},
death: {
onEnter: function onEnter() {
@@ -343,10 +345,8 @@
// 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]);
- // Transition player to death state
- player.setState('death');
return;
}
}
};
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