User prompt
Kazanmadan önce 2 saniye Devamı gelecekde ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
fruit 2 3 4 5 200M de karşılaşalım
User prompt
mr patatesi göremiyoruz yanımıza gelip desin sonra 200m fruit 2 3 4 5 kurtaralım
User prompt
mr patatesle boss figth yapmayalım önümüze çıkıp kardeşlerin elimde diyip aşağı atlasın
User prompt
ve Mr patatesle savaşırken altında platform olsun
User prompt
Mr Patatesle kavga ederken karakter sabit dursun
User prompt
düşünce balonunu sil
User prompt
düşünce balonu assetsini ilk haline getir
User prompt
düşüünce balonuyla yazıyı ortala
User prompt
123 de karşımıza Mr.Patates çıksın onla dövüşelim ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
distance 90 da Onları MR.Patatese vermiyecektim yzsın
User prompt
distance 30 da düşünce baloncuğu içinde -Kardeşlerimi Bulacağım
User prompt
hepsinin altında düz platform olsun
User prompt
fruit 2 3 4 5 sıralı bir şekilde bizi beklisin yan yana
User prompt
az önce verdiğim komudu sil
User prompt
fruit 2 3 4 5 alınablir olmasın onların yanına gelince oyun bitsin
User prompt
menüyü sil
User prompt
play bottonunu assets e ekle
User prompt
Menü ekle
User prompt
fruitlerin hepsinin assetsleri olsun yanalırna gelince oyun bitsin
User prompt
Distance 145 de bitişe gelelim bitişte bizi Fruit 2 3 4 5 olsun
User prompt
3 zıplama
User prompt
level mantığını kaldır
User prompt
level 2 background farklı olsun
User prompt
level 1 de bıçak olmasın
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fruit = Container.expand(function () { var self = Container.call(this); var fruitGraphics = self.attachAsset('fruit', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.gravity = 0.8; self.jumpPower = -18; self.isOnGround = false; self.lastY = 0; self.jumpCount = 0; self.maxJumps = 3; self.jump = function () { if (self.jumpCount < self.maxJumps) { self.velocityY = self.jumpPower; self.jumpCount++; if (self.jumpCount === 1) { self.isOnGround = false; } LK.getSound('jump').play(); } }; self.update = function () { self.lastY = self.y; self.velocityY += self.gravity; self.y += self.velocityY; // No ground collision safety - let fruit fall through }; return self; }); var JuiceDrop = Container.expand(function () { var self = Container.call(this); var dropGraphics = self.attachAsset('juiceDrop', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -4; self.lastX = 0; self.lastIntersecting = false; self.update = function () { self.lastX = self.x; self.x += self.speed; }; return self; }); var Knife = Container.expand(function () { var self = Container.call(this); var knifeGraphics = self.attachAsset('knife', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -8; self.lastX = 0; self.lastIntersecting = false; self.update = function () { self.lastX = self.x; self.x += self.speed; }; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -3; self.lastX = 0; self.update = function () { self.lastX = self.x; self.x += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ var bg = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 })); var fruit = game.addChild(new Fruit()); fruit.x = 600; fruit.y = 2260; var platforms = []; var knives = []; var juiceDrops = []; var gameSpeed = 1; var distanceTraveled = 0; var isGameRunning = true; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var distanceTxt = new Text2('Distance: 0m', { size: 50, fill: 0xFFFFFF }); distanceTxt.anchor.set(0, 0); distanceTxt.x = 150; distanceTxt.y = 100; LK.gui.topLeft.addChild(distanceTxt); // Initialize some platforms function createPlatform(x, y) { var platform = new Platform(); platform.x = x; platform.y = y; platforms.push(platform); game.addChild(platform); return platform; } function createKnife(x, y) { var knife = new Knife(); knife.x = x; knife.y = y; knife.lastIntersecting = knife.intersects(fruit); knives.push(knife); game.addChild(knife); return knife; } function createJuiceDrop(x, y) { var drop = new JuiceDrop(); drop.x = x; drop.y = y; drop.lastIntersecting = drop.intersects(fruit); juiceDrops.push(drop); game.addChild(drop); return drop; } // Create initial platforms createPlatform(600, 2300); createPlatform(900, 2200); createPlatform(1200, 2100); createPlatform(1500, 2000); createPlatform(1800, 1900); // Touch controls game.down = function (x, y, obj) { if (isGameRunning) { fruit.jump(); } }; function checkPlatformCollisions() { for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; var fruitBottom = fruit.y + 40; var fruitTop = fruit.y - 40; var fruitLeft = fruit.x - 40; var fruitRight = fruit.x + 40; var platformTop = platform.y - 15; var platformBottom = platform.y + 15; var platformLeft = platform.x - 100; var platformRight = platform.x + 100; // Check if fruit is landing on platform from above if (fruit.velocityY > 0 && fruitBottom >= platformTop && fruitTop <= platformBottom && fruitRight >= platformLeft && fruitLeft <= platformRight) { fruit.y = platformTop - 40; fruit.velocityY = 0; fruit.isOnGround = true; fruit.jumpCount = 0; break; } } } function spawnObstacles() { // Spawn platforms if (LK.ticks % Math.max(60, 120 - Math.floor(distanceTraveled / 20)) == 0) { var platformY = 1500 + Math.random() * 800; createPlatform(2200, platformY); } // Spawn knives var knifeSpawnRate = 90; if (LK.ticks % Math.max(knifeSpawnRate, 150 - Math.floor(distanceTraveled / 5)) == 0) { var knifeY = 1400 + Math.random() * 1000; createKnife(2200, knifeY); } // Spawn juice drops on platforms if (LK.ticks % Math.max(120, 180 - Math.floor(distanceTraveled / 8)) == 0) { // Find a platform to spawn juice drop on if (platforms.length > 0) { var randomPlatform = platforms[Math.floor(Math.random() * platforms.length)]; var dropY = randomPlatform.y - 80; // Spawn above the platform createJuiceDrop(randomPlatform.x, dropY); } } } function updateGameSpeed() { gameSpeed = 1 + Math.floor(distanceTraveled / 50) * 0.2; // Update speeds for all moving objects for (var i = 0; i < platforms.length; i++) { platforms[i].speed = -3 * gameSpeed; } for (var i = 0; i < knives.length; i++) { knives[i].speed = -8 * gameSpeed; } for (var i = 0; i < juiceDrops.length; i++) { juiceDrops[i].speed = -4 * gameSpeed; } } game.update = function () { if (!isGameRunning) return; // Update distance distanceTraveled += 0.1 * gameSpeed; distanceTxt.setText('Distance: ' + Math.floor(distanceTraveled) + 'm'); // Update game speed updateGameSpeed(); // Check platform collisions checkPlatformCollisions(); // Spawn new obstacles spawnObstacles(); // Update and clean up platforms for (var i = platforms.length - 1; i >= 0; i--) { var platform = platforms[i]; if (platform.lastX >= -200 && platform.x < -200) { platform.destroy(); platforms.splice(i, 1); } } // Update and clean up knives for (var i = knives.length - 1; i >= 0; i--) { var knife = knives[i]; // Check collision with fruit var currentIntersecting = knife.intersects(fruit); if (!knife.lastIntersecting && currentIntersecting) { // Hit by knife - game over LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 1000); isGameRunning = false; LK.showGameOver(); return; } knife.lastIntersecting = currentIntersecting; // Clean up off-screen knives if (knife.lastX >= -200 && knife.x < -200) { knife.destroy(); knives.splice(i, 1); } } // Update and clean up juice drops for (var i = juiceDrops.length - 1; i >= 0; i--) { var drop = juiceDrops[i]; // Check collection var currentIntersecting = drop.intersects(fruit); if (!drop.lastIntersecting && currentIntersecting) { // Collected juice drop LK.setScore(LK.getScore() + 10); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('collect').play(); drop.destroy(); juiceDrops.splice(i, 1); continue; } drop.lastIntersecting = currentIntersecting; // Clean up off-screen drops if (drop.lastX >= -200 && drop.x < -200) { drop.destroy(); juiceDrops.splice(i, 1); } } // Check if fruit fell to ground or off screen if (fruit.y > 2500) { isGameRunning = false; LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Add bonus points for distance if (LK.ticks % 60 == 0) { LK.setScore(LK.getScore() + Math.floor(gameSpeed)); scoreTxt.setText('Score: ' + LK.getScore()); } }; // Start background music LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -17,9 +17,9 @@
self.jumpPower = -18;
self.isOnGround = false;
self.lastY = 0;
self.jumpCount = 0;
- self.maxJumps = 2;
+ self.maxJumps = 3;
self.jump = function () {
if (self.jumpCount < self.maxJumps) {
self.velocityY = self.jumpPower;
self.jumpCount++;
yürüyen insan portakal. In-Game asset. 2d. High contrast. No shadows
bıçak . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
platform . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
meyve suyu kutu. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
banana human. In-Game asset. 2d. High contrast. No shadows
kiwi human. In-Game asset. 2d. High contrast. No shadows
cucumber human. In-Game asset. 2d. High contrast. No shadows
Mr patates human. In-Game asset. 2d. High contrast. No shadows