Certainly! We can set up a simple interaction where Mario moves towards a joystick, changes sprite when he collides with it, and stops when he moves away.
Mario will start moving automatically to the right. When he reaches and collides with the joystick, his sprite will change to the running animation, and he will continue moving. When he moves past the joystick and is no longer colliding, his sprite will change back to standing, and he will stop moving.
Okay, it seems the image URLs I used previously were incomplete. I need to extract the actual image URLs from the links you provided.
Let's update the script.js file with the correct, full image URLs.
With the corrected image URLs, the images should now load, and Mario will change to the running GIF (IMG_0145.gif) when he collides with the joystick._
This code sets up a simple web page with a game area where two images, representing Mario and a joystick, are displayed.
Here's a breakdown:
index.html: This file creates the basic structure of the page. It includes a div for the game-area and two img tags inside it: one for mario and one for joystick. It also links to the style.css and script.js files.style.css: This file provides basic styling. It centers the game area on the page, gives it a border and background, and sets the Mario and joystick images to position: absolute so their positions can be controlled precisely with JavaScript.script.js: This is the main logic file.
mario, joystick, gameArea).gameLoop function that runs repeatedly using requestAnimationFrame to create animation.gameLoop, it checks if Mario is colliding with the joystick using the isColliding function.src attribute to either the standing image or the running GIF (IMG_0145.gif).isMoving flag to control when Mario moves. He starts moving, continues moving while colliding, and stops when he is no longer colliding.isColliding function checks if the rectangular areas of the two images overlap.window.onload function sets the initial positions and sizes of Mario and the joystick and starts the gameLoop.In essence, it's a basic demonstration of moving an element on the screen and changing its appearance based on collision with another element.*_
Okay, let's shift towards a more platformer-like feel with basic movement and gravity, inspired by Super Mario. We'll remove the joystick interaction and implement keyboard controls for left/right movement and jumping.
Now you have a basic setup with:
This is a much more fundamental platformer interaction, closer to the feel of classic Mario games, which is a step towards a Smash Bros style (though Smash Bros physics and combat are vastly more complex).
Okay, I understand. It seems I didn't correctly extract the direct image URLs from the links you provided. I will update the script.js file with the correct signedUrl values from those links.
I have updated the standingUrl and runningUrl variables in script.js with the full signedUrl values extracted from the links you provided. This should fix the issue with the images not appearing.
You can now control Mario with the Left/Right arrow keys to move horizontally and the Spacebar to jump. He will use the standing image when idle and the running GIF when moving or jumping.