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 ****/ // Building class: simple container with building asset, size and anchor centered var Building = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('building', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; return self; }); // Player class: simple container with player asset, size and anchor centered var Player = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Set width/height for collision self.width = gfx.width; self.height = gfx.height; return self; }); // Shadow class: simple container with shadow asset, size and anchor centered var Shadow = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; return self; }); /**** * Initialize Game ****/ // Register wall asset (gray box) var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // --- Game constants --- // Building size and color // Register building asset (gray 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 // --- Buildings --- var buildings = []; // Array of Building instances // --- 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); // --- Add buildings to the game world --- // Place fewer buildings, mostly in corners/edges, with some randomness buildings = []; function randomEdgeOrCorner() { // 0: top-left, 1: top-right, 2: bottom-left, 3: bottom-right, 4: left edge, 5: right edge, 6: top edge, 7: bottom edge var type = Math.floor(Math.random() * 8); var margin = 200; var x, y; switch (type) { case 0: // top-left x = margin + Math.random() * 200; y = margin + Math.random() * 200; break; case 1: // top-right x = GAME_WIDTH - margin - Math.random() * 200; y = margin + Math.random() * 200; break; case 2: // bottom-left x = margin + Math.random() * 200; y = GAME_HEIGHT - margin - Math.random() * 200; break; case 3: // bottom-right x = GAME_WIDTH - margin - Math.random() * 200; y = GAME_HEIGHT - margin - Math.random() * 200; break; case 4: // left edge x = margin + Math.random() * 200; y = margin + Math.random() * (GAME_HEIGHT - 2 * margin); break; case 5: // right edge x = GAME_WIDTH - margin - Math.random() * 200; y = margin + Math.random() * (GAME_HEIGHT - 2 * margin); break; case 6: // top edge x = margin + Math.random() * (GAME_WIDTH - 2 * margin); y = margin + Math.random() * 200; break; case 7: // bottom edge x = margin + Math.random() * (GAME_WIDTH - 2 * margin); y = GAME_HEIGHT - margin - Math.random() * 200; break; } return { x: x, y: y }; } // Place 4-6 buildings, mostly in corners/edges var buildingCount = 4 + Math.floor(Math.random() * 3); for (var i = 0; i < buildingCount; i++) { var b = new Building(); var pos = randomEdgeOrCorner(); b.x = pos.x; b.y = pos.y; game.addChild(b); buildings.push(b); } // --- 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)); // Prevent player from moving through buildings function isBlocked(px, py) { for (var i = 0; i < buildings.length; i++) { var b = buildings[i]; // Axis-aligned bounding box collision var bw = b.width / 2; var bh = b.height / 2; if (px + half > b.x - bw && px - half < b.x + bw && py + half > b.y - bh && py - half < b.y + bh) { return true; } } return false; } // Try to move to newX, newY. If blocked, stay at current position. if (!isBlocked(newX, newY)) { player.x = newX; player.y = newY; } else { // Try axis-separately for sliding along walls if (!isBlocked(newX, player.y)) { player.x = newX; } if (!isBlocked(player.x, newY)) { 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 directly toward the player's current position 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 speed = 18; // Shadow speed per frame (tune as needed for difficulty) // Normalize direction var moveX = dx / dist * Math.min(speed, dist); var moveY = dy / dist * Math.min(speed, dist); shadow.x = shadow.x + moveX; shadow.y = 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
@@ -84,25 +84,72 @@
shadow.y = GAME_HEIGHT / 2 - 200;
game.addChild(player);
game.addChild(shadow);
// --- Add buildings to the game world ---
+// Place fewer buildings, mostly in corners/edges, with some randomness
buildings = [];
-// Example: 3 buildings, you can adjust positions/sizes as needed
-var b1 = new Building();
-b1.x = GAME_WIDTH / 2;
-b1.y = GAME_HEIGHT / 2;
-game.addChild(b1);
-buildings.push(b1);
-var b2 = new Building();
-b2.x = GAME_WIDTH / 4;
-b2.y = GAME_HEIGHT / 3;
-game.addChild(b2);
-buildings.push(b2);
-var b3 = new Building();
-b3.x = 3 * GAME_WIDTH / 4;
-b3.y = 2 * GAME_HEIGHT / 3;
-game.addChild(b3);
-buildings.push(b3);
+function randomEdgeOrCorner() {
+ // 0: top-left, 1: top-right, 2: bottom-left, 3: bottom-right, 4: left edge, 5: right edge, 6: top edge, 7: bottom edge
+ var type = Math.floor(Math.random() * 8);
+ var margin = 200;
+ var x, y;
+ switch (type) {
+ case 0:
+ // top-left
+ x = margin + Math.random() * 200;
+ y = margin + Math.random() * 200;
+ break;
+ case 1:
+ // top-right
+ x = GAME_WIDTH - margin - Math.random() * 200;
+ y = margin + Math.random() * 200;
+ break;
+ case 2:
+ // bottom-left
+ x = margin + Math.random() * 200;
+ y = GAME_HEIGHT - margin - Math.random() * 200;
+ break;
+ case 3:
+ // bottom-right
+ x = GAME_WIDTH - margin - Math.random() * 200;
+ y = GAME_HEIGHT - margin - Math.random() * 200;
+ break;
+ case 4:
+ // left edge
+ x = margin + Math.random() * 200;
+ y = margin + Math.random() * (GAME_HEIGHT - 2 * margin);
+ break;
+ case 5:
+ // right edge
+ x = GAME_WIDTH - margin - Math.random() * 200;
+ y = margin + Math.random() * (GAME_HEIGHT - 2 * margin);
+ break;
+ case 6:
+ // top edge
+ x = margin + Math.random() * (GAME_WIDTH - 2 * margin);
+ y = margin + Math.random() * 200;
+ break;
+ case 7:
+ // bottom edge
+ x = margin + Math.random() * (GAME_WIDTH - 2 * margin);
+ y = GAME_HEIGHT - margin - Math.random() * 200;
+ break;
+ }
+ return {
+ x: x,
+ y: y
+ };
+}
+// Place 4-6 buildings, mostly in corners/edges
+var buildingCount = 4 + Math.floor(Math.random() * 3);
+for (var i = 0; i < buildingCount; i++) {
+ var b = new Building();
+ var pos = randomEdgeOrCorner();
+ b.x = pos.x;
+ b.y = pos.y;
+ game.addChild(b);
+ buildings.push(b);
+}
// --- Move handler (dragging the player) ---
function handleMove(x, y, obj) {
// Always follow mouse/touch position directly
// Clamp to game area, keep player fully visible
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