User prompt
Yeni bir şey ekle
User prompt
Bizim üstümüzde doğup aşsağı inen bir canavar ekle
User prompt
Animasyonların çoğunu kapat
User prompt
Oyunda kasma sorununu çöz
User prompt
Başka bir yaratık ekle onunla şavaşalım
User prompt
Geçilen her 5 saniyede zorluk artsın
User prompt
Geçilem her saniyede saniye +1 artsın
User prompt
Please fix the bug: 'TypeError: LK.getHighScore is not a function' in or related to this line: 'var highScore = Math.max(LK.getScore(), LK.getHighScore());' Line Number: 135
User prompt
Geçen her saniye gözüksün kaybettiğimizde de rekorumuz
User prompt
Zombiye ve ninjaya animasyon ekle
User prompt
Arka planı kahverengi olsun
User prompt
Arka planı laciver yap
User prompt
Yeni bir kutu ekle bu kutu mazi olsun ve bu kutu üstümüzde doğsun
User prompt
Çok fazla artırma 5 saniyede 1 ekstıra kutu gelsin yeşil kutu
User prompt
Kutuların sayısını her saniye başına bir tane artır
User prompt
Kutular daha hızlı aşsağı insin ve daha çok olsunlar
User prompt
Kutular rasgele bir konumda aşsağı doğru gitsin
User prompt
Karekter dokunduğumuz yere gitsin ve kutular rasgele bir açıyla bize gelsin
User prompt
Karekter sağ sol yapa bilsin
Initial prompt
Ninja
/****
* Classes
****/
// New Creature class representing a different enemy
var Creature = Container.expand(function () {
var self = Container.call(this);
var creatureGraphics = self.attachAsset('creature', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
self.update = function () {
// Move the creature down the screen
self.y += self.speed;
// Add a simple animation to the creature
// Removed rotation animation for performance optimization
};
});
// Enemy class representing the enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Move the enemy down the screen
self.y += self.speed;
// Add a simple animation to the enemy
// Removed rotation animation for performance optimization
};
});
// Maze class representing the maze box
var Maze = Container.expand(function () {
var self = Container.call(this);
var mazeGraphics = self.attachAsset('maze', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the maze
};
});
// Monster class representing a monster that spawns above the player
var Monster = Container.expand(function () {
var self = Container.call(this);
var monsterGraphics = self.attachAsset('creature', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Move the monster down the screen
self.y += self.speed;
};
});
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Ninja class representing the player character
var Ninja = Container.expand(function () {
var self = Container.call(this);
var ninjaGraphics = self.attachAsset('ninja', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
// Update logic for the ninja
// Move left if the ninja is not at the left edge of the screen
if (self.x > 0) {
self.x -= self.speed;
// Removed rotation animation for performance optimization
}
// Move right if the ninja is not at the right edge of the screen
if (self.x < 2048) {
self.x += self.speed;
}
// Reset rotation when the ninja is not moving
if (self.speed == 0) {}
};
self.dodge = function () {
// Logic for dodging obstacles
};
self.slice = function () {
// Logic for slicing through enemies
};
});
// Obstacle class representing the obstacles
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
// Update logic for the obstacle
};
});
// PowerUp class representing a power-up item
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var powerUpGraphics = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
// Move the power-up down the screen
self.y += self.speed;
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x8B4513 //Init game with brown background
});
/****
* Game Code
****/
// Set interval to spawn power-ups
var powerUpSpawnInterval = 10000;
var powerUpSpawnTimer = LK.setInterval(spawnPowerUp, powerUpSpawnInterval);
// Function to spawn power-ups
function spawnPowerUp() {
var powerUp = new PowerUp();
powerUp.x = Math.random() * 2048;
powerUp.y = -100;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Initialize array to keep track of power-ups
var powerUps = [];
// Set interval to spawn monsters
var monsterSpawnInterval = 3000;
var monsterSpawnTimer = LK.setInterval(spawnMonster, monsterSpawnInterval);
// Function to spawn monsters
function spawnMonster() {
var monster = new Monster();
monster.x = ninja.x; // Spawn above the ninja
monster.y = -100;
monsters.push(monster);
game.addChild(monster);
}
// Set interval to spawn creatures
var creatureSpawnInterval = 2000;
var creatureSpawnTimer = LK.setInterval(spawnCreature, creatureSpawnInterval);
// Function to spawn creatures
function spawnCreature() {
var creature = new Creature();
creature.x = Math.random() * 2048;
creature.y = -100;
creatures.push(creature);
game.addChild(creature);
}
// Initialize arrays to keep track of enemies, obstacles, creatures, and monsters
var enemies = [];
var obstacles = [];
var creatures = [];
var monsters = [];
// Create the ninja character and add to the game
var ninja = game.addChild(new Ninja());
ninja.x = 2048 / 2;
ninja.y = 2732 - 200;
// Create the maze and add to the game
var maze = game.addChild(new Maze());
maze.x = ninja.x;
maze.y = -100;
// Function to handle game updates
game.update = function () {
// Update ninja
ninja.update();
// Update enemies
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
if (enemy.y <= 2732) {
enemy.update();
} else {
enemy.destroy();
enemies.splice(i, 1);
}
}
// Update creatures
for (var c = creatures.length - 1; c >= 0; c--) {
var creature = creatures[c];
if (creature.y <= 2732) {
creature.update();
} else {
creature.destroy();
creatures.splice(c, 1);
}
}
// Update monsters
for (var m = monsters.length - 1; m >= 0; m--) {
var monster = monsters[m];
if (monster.y <= 2732) {
monster.update();
} else {
monster.destroy();
monsters.splice(m, 1);
}
}
// Update obstacles
for (var j = obstacles.length - 1; j >= 0; j--) {
var obstacle = obstacles[j];
if (obstacle.y <= 2732) {
obstacle.update();
} else {
obstacle.destroy();
obstacles.splice(j, 1);
}
}
// Update the score text
scoreText.setText(LK.getScore());
// Check for collisions between ninja and enemies
for (var k = 0; k < enemies.length; k++) {
if (ninja.intersects(enemies[k])) {
// Handle collision with enemy
// Removed screen flash effect for performance optimization
// Display the score when the game is over
var score = LK.getScore();
scoreText.setText("Score: " + score);
LK.showGameOver();
}
}
// Check for collisions between ninja and creatures
for (var m = 0; m < creatures.length; m++) {
if (ninja.intersects(creatures[m])) {
// Handle collision with creature
// Removed screen flash effect for performance optimization
// Display the score when the game is over
var score = LK.getScore();
scoreText.setText("Score: " + score);
LK.showGameOver();
}
}
// Check for collisions between ninja and power-ups
for (var p = 0; p < powerUps.length; p++) {
if (ninja.intersects(powerUps[p])) {
// Handle collision with power-up
ninja.speed += 5; // Increase ninja's speed temporarily
powerUps[p].destroy();
powerUps.splice(p, 1);
}
}
// Check for collisions between ninja and obstacles
for (var l = 0; l < obstacles.length; l++) {
if (ninja.intersects(obstacles[l])) {
// Handle collision with obstacle
ninja.dodge();
}
}
};
// Create a Text2 object to display the score
var scoreText = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
// Add the score text to the GUI overlay at the top-center of the screen
LK.gui.top.addChild(scoreText);
// Function to spawn enemies
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = Math.random() * 2048;
enemy.y = -100;
enemies.push(enemy);
game.addChild(enemy);
}
// Function to increase score every second
function increaseScore() {
LK.setScore(LK.getScore() + 1);
if (LK.ticks % 60 === 0) {
// Update score text every second
scoreText.setText(LK.getScore());
}
}
var scoreIncreaseTimer = LK.setInterval(increaseScore, 1000);
// Function to spawn obstacles
function spawnObstacle() {
var obstacle = new Obstacle();
obstacle.x = Math.random() * 2048;
obstacle.y = -100;
obstacles.push(obstacle);
game.addChild(obstacle);
}
// Set intervals to spawn enemies and obstacles
var enemySpawnInterval = 1000;
var obstacleSpawnInterval = 3000;
var enemySpawnTimer = LK.setInterval(spawnEnemy, enemySpawnInterval);
var obstacleSpawnTimer = LK.setInterval(spawnObstacle, obstacleSpawnInterval);
// Increase difficulty every 5 seconds
var difficultyIncreaseTimer = LK.setInterval(function () {
enemySpawnInterval = Math.max(500, enemySpawnInterval - 100);
obstacleSpawnInterval = Math.max(1000, obstacleSpawnInterval - 200);
LK.clearInterval(enemySpawnTimer);
LK.clearInterval(obstacleSpawnTimer);
enemySpawnTimer = LK.setInterval(spawnEnemy, enemySpawnInterval);
obstacleSpawnTimer = LK.setInterval(spawnObstacle, obstacleSpawnInterval);
}, 5000);
// Handle touch events for ninja actions
game.down = function (x, y, obj) {
// Move the ninja to the touched position
ninja.x = x;
};
game.up = function (x, y, obj) {
// Stop the ninja's movement when the touch is released
ninja.speed = 0;
}; ===================================================================
--- original.js
+++ change.js
@@ -96,8 +96,21 @@
self.update = function () {
// Update logic for the obstacle
};
});
+// PowerUp class representing a power-up item
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerUpGraphics = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.update = function () {
+ // Move the power-up down the screen
+ self.y += self.speed;
+ };
+});
/****
* Initialize Game
****/
@@ -107,8 +120,21 @@
/****
* Game Code
****/
+// Set interval to spawn power-ups
+var powerUpSpawnInterval = 10000;
+var powerUpSpawnTimer = LK.setInterval(spawnPowerUp, powerUpSpawnInterval);
+// Function to spawn power-ups
+function spawnPowerUp() {
+ var powerUp = new PowerUp();
+ powerUp.x = Math.random() * 2048;
+ powerUp.y = -100;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+}
+// Initialize array to keep track of power-ups
+var powerUps = [];
// Set interval to spawn monsters
var monsterSpawnInterval = 3000;
var monsterSpawnTimer = LK.setInterval(spawnMonster, monsterSpawnInterval);
// Function to spawn monsters
@@ -210,8 +236,17 @@
scoreText.setText("Score: " + score);
LK.showGameOver();
}
}
+ // Check for collisions between ninja and power-ups
+ for (var p = 0; p < powerUps.length; p++) {
+ if (ninja.intersects(powerUps[p])) {
+ // Handle collision with power-up
+ ninja.speed += 5; // Increase ninja's speed temporarily
+ powerUps[p].destroy();
+ powerUps.splice(p, 1);
+ }
+ }
// Check for collisions between ninja and obstacles
for (var l = 0; l < obstacles.length; l++) {
if (ninja.intersects(obstacles[l])) {
// Handle collision with obstacle
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