User prompt
yeni bir asset oluştur ve tüm arkaplanı kapla
User prompt
Please fix the bug: 'Building is not defined' in or related to this line: 'var b = new Building();' Line Number: 75
User prompt
birkaç barikat ekle rastgele
User prompt
binaları sil
User prompt
mahalleler olsun ve aralarında geçiş olsun
User prompt
binaların her zaman köşelerinden geçebilelim
User prompt
ortalıkta çok olmasın köşelerde biraz daha olsun rastgele olsun
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'var player = new Player();' Line Number: 34
User prompt
bina gibi yerler olsun biz onların içinden geçemeyelim ama gölge geçebilsin
User prompt
engelleri sil
User prompt
bizim kaçmamızı zorlaştıracak duvarlar engeller olsun
User prompt
olduğumuz yere doğru bizi takip etsin
User prompt
gölge iki saniye geçitkten sonra başlasın
User prompt
karakter direk mouseu takip etsin
User prompt
biraz daha yavaş olsun
User prompt
gölge hareketimizi takip etmesin direk bizi kovalısın
User prompt
gölge daha da hızlı olsun
User prompt
gölge karaktere temas ettiğinde direk ölsün
User prompt
3 saniyedeki hareketimiz değil 2 saniyedeki hareketi taklit etsin
User prompt
daha da büyük olsun
User prompt
gölge daha büyük olsun
User prompt
gölge hızlı ve biraz daha büyük olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Shadow Delay Chase
Initial prompt
Oyuncu, sürekli kendisini takip eden bir "gölge" tarafından kovalanıyor. Ancak bu gölge, oyuncunun 3 saniye önce yaptığı hareketleri taklit ediyor!
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGfx = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // For possible future effects return self; }); // Shadow class var Shadow = Container.expand(function () { var self = Container.call(this); // Attach shadow asset (already larger) var shadowGfx = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5 }); // For possible future effects return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // --- Game constants --- // Player character: blue box // Shadow: dark gray box // Optional: trailing effect for shadow (not used in MVP) // LK.init.shape('shadowTrail', {width: 120, height: 120, color: 0x555555, shape: 'box'}); var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLAYER_SIZE = 120; var SHADOW_SIZE = 320; var DELAY_SECONDS = 2; // Shadow delay in seconds var DELAY_FRAMES = DELAY_SECONDS * 60; // 60 FPS // --- Game state --- var player = new Player(); var shadow = new Shadow(); var moveHistory = []; // Array of {x, y} for each frame var dragNode = null; var lastIntersecting = false; var timeSurvived = 0; // in frames // --- UI --- var timerTxt = new Text2('0.0', { size: 120, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); // --- Initial positions (centered, but offset so shadow doesn't start on top) --- player.x = GAME_WIDTH / 2; player.y = GAME_HEIGHT / 2 + 200; shadow.x = GAME_WIDTH / 2; shadow.y = GAME_HEIGHT / 2 - 200; game.addChild(player); game.addChild(shadow); // --- Move handler (dragging the player) --- function handleMove(x, y, obj) { // Always follow mouse/touch position directly // Clamp to game area, keep player fully visible var half = PLAYER_SIZE / 2; var newX = Math.max(half, Math.min(GAME_WIDTH - half, x)); var newY = Math.max(half, Math.min(GAME_HEIGHT - half, y)); player.x = newX; player.y = newY; // Check collision (shadow catches player) var currentIntersecting = player.intersects(shadow); if (!lastIntersecting && currentIntersecting) { // Flash screen red and show game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } lastIntersecting = currentIntersecting; } // --- Touch/drag events --- game.down = function (x, y, obj) { // Only start drag if touch is on player var local = player.toLocal(game.toGlobal({ x: x, y: y })); // Check if inside player bounds if (Math.abs(local.x) <= PLAYER_SIZE / 2 && Math.abs(local.y) <= PLAYER_SIZE / 2) { dragNode = player; handleMove(x, y, obj); } }; game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; // --- Main game loop --- game.update = function () { // --- Record player position for shadow to follow --- // Store only x and y (no rotation/scale) moveHistory.push({ x: player.x, y: player.y }); if (moveHistory.length > DELAY_FRAMES + 1) { // Keep only needed history moveHistory.shift(); } // --- Move shadow directly toward player --- // Shadow waits DELAY_SECONDS before starting to move if (timeSurvived >= DELAY_FRAMES) { // Shadow moves 1.3x as fast as the player's current position (slower than before) var dx = player.x - shadow.x; var dy = player.y - shadow.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0.1) { var speedFactor = 1.3; // Move shadow toward player, but don't overshoot var moveX = dx * speedFactor; var moveY = dy * speedFactor; // If the move would overshoot, clamp to player position if (Math.abs(moveX) > Math.abs(dx)) moveX = dx; if (Math.abs(moveY) > Math.abs(dy)) moveY = dy; shadow.x += moveX; shadow.y += moveY; } } // --- Update timer --- timeSurvived++; var seconds = timeSurvived / 60; // Show with 1 decimal timerTxt.setText(seconds.toFixed(1)); // --- Instant death if shadow touches player (even if already intersecting) --- if (player.intersects(shadow)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // --- Win condition? (Optional: survive X seconds) --- // For MVP, no win condition, just survive as long as possible }; // --- Reset state on game restart --- LK.on('gameStart', function () { // Reset everything player.x = GAME_WIDTH / 2; player.y = GAME_HEIGHT / 2 + 200; shadow.x = GAME_WIDTH / 2; shadow.y = GAME_HEIGHT / 2 - 200; moveHistory = []; timeSurvived = 0; lastIntersecting = false; dragNode = null; timerTxt.setText('0.0'); });
===================================================================
--- original.js
+++ change.js
@@ -117,22 +117,25 @@
// Keep only needed history
moveHistory.shift();
}
// --- Move shadow directly toward player ---
- // Shadow moves 1.3x as fast as the player's current position (slower than before)
- var dx = player.x - shadow.x;
- var dy = player.y - shadow.y;
- var dist = Math.sqrt(dx * dx + dy * dy);
- if (dist > 0.1) {
- var speedFactor = 1.3;
- // Move shadow toward player, but don't overshoot
- var moveX = dx * speedFactor;
- var moveY = dy * speedFactor;
- // If the move would overshoot, clamp to player position
- if (Math.abs(moveX) > Math.abs(dx)) moveX = dx;
- if (Math.abs(moveY) > Math.abs(dy)) moveY = dy;
- shadow.x += moveX;
- shadow.y += moveY;
+ // Shadow waits DELAY_SECONDS before starting to move
+ if (timeSurvived >= DELAY_FRAMES) {
+ // Shadow moves 1.3x as fast as the player's current position (slower than before)
+ var dx = player.x - shadow.x;
+ var dy = player.y - shadow.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ if (dist > 0.1) {
+ var speedFactor = 1.3;
+ // Move shadow toward player, but don't overshoot
+ var moveX = dx * speedFactor;
+ var moveY = dy * speedFactor;
+ // If the move would overshoot, clamp to player position
+ if (Math.abs(moveX) > Math.abs(dx)) moveX = dx;
+ if (Math.abs(moveY) > Math.abs(dy)) moveY = dy;
+ shadow.x += moveX;
+ shadow.y += moveY;
+ }
}
// --- Update timer ---
timeSurvived++;
var seconds = timeSurvived / 60;
karanlık bir gölge , duman. In-Game asset. 2d. High contrast. No shadows
dümdüz gıpgri bir yer kuşbakışı 2d. In-Game asset. 2d. High contrast. No shadows
konteyınr. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
korkmuş bir adam. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat