User prompt
Use simple gestures like taps, swipes, and pinches instead of complex button combinations
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Slow down the danger a little bit more
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slow down a little
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speed up character
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'self.steamTween = tween.to(asset, {' Line Number: 118 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'self.warningTween = tween(self).to({' Line Number: 59 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'self.warningTween = tween.to(self, {' Line Number: 59
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'self.warningTween = tween(self).to({' Line Number: 59
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'self.warningTween = tween.to(self, {' Line Number: 59
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'self.warningTween = tween(self).to({' Line Number: 59
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'self.warningTween = tween.to(self, {' Line Number: 59
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'self.warningTween = tween(self).to({' Line Number: 59
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'self.warningTween = tween.to(self, {' Line Number: 59
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add all now
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Add these Declare hazard variable in global scope
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where is hazard add hazard pls,
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add hazard and they follow this player
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Provide feedback when the player comes into contact with the hazard. This could be visual (screen shake, flash), audio (sound effect), or haptic (controller vibration) feedback
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For instant game-over conditions, trigger a game-over screen or restart the level
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For health reduction, implement a health system that tracks and updates the player’s health points
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When an interaction is detected, reduce the player’s health or apply game-over conditions
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Use collision or trigger mechanisms to detect when the player interacts with the hazard
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For example, if it’s a moving enemy, implement pathfinding or simple patrol routes
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add hazard
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Program the behavior of the hazard or enemy. This might include movement patterns, attack mechanics, or interaction with the environment
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coinCircle', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinAsset.width; self.height = coinAsset.height; return self; }); // Hazard (Starbucks Coffee Cup) class var Hazard = Container.expand(function () { var self = Container.call(this); // Attach hazard asset (coffee cup image) var hazardAsset = self.attachAsset('hazard', { anchorX: 0.5, anchorY: 1 }); self.width = hazardAsset.width; self.height = hazardAsset.height; // Movement properties self.vx = 6 + Math.random() * 4; // Random speed between 6-10 px/frame self.minX = 0; self.maxX = 2048 * 3; // Will be set on spawn self.direction = Math.random() > 0.5 ? 1 : -1; // Random initial direction // For collision tracking self.lastWasIntersecting = false; // For movement tracking self.lastX = 0; self.update = function () { // Store previous X for event triggers var prevX = self.x; // Move hazard left/right self.x += self.vx * self.direction; // Patrol route: bounce at min/max X if (self.x < self.minX) { self.x = self.minX; self.direction = 1; } if (self.x > self.maxX) { self.x = self.maxX; self.direction = -1; } // Example: If you want to add more complex patrols, you could add waypoints or pause at ends // Track lastX for event triggers self.lastX = prevX; }; return self; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platAsset = self.attachAsset('platformBox', { anchorX: 0, anchorY: 0 }); self.width = platAsset.width; self.height = platAsset.height; return self; }); // Player character class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (red box) var playerAsset = self.attachAsset('playerBox', { anchorX: 0.5, anchorY: 1 }); // Physics properties self.vx = 0; self.vy = 0; self.isOnGround = false; self.width = playerAsset.width; self.height = playerAsset.height; // For jump control self.jumpRequested = false; // Touch down on player (for jump) self.down = function (x, y, obj) { // Only allow jump if on ground if (self.isOnGround) { self.jumpRequested = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game Variables --- var hazards = []; // Global array to track all spawned hazards/enemies // Tween for animations (jump, enemy movement, etc) // --- Asset Initialization (shapes) --- // Sun and cloud assets (example IDs, replace with real asset IDs as needed) var GRAVITY = 2.2; var JUMP_VELOCITY = -54; var PLAYER_SPEED = 16; var SCROLL_SPEED = 10; var LEVEL_LENGTH = 2048 * 3; // 3 screens wide var player; var platforms = []; var coins = []; var coffeeHouse = null; var cameraX = 0; var score = 0; var distance = 0; var gameOver = false; // --- GUI --- var scoreTxt = new Text2('0', { size: 100, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var healthTxt = new Text2('❤❤❤', { size: 80, fill: 0xFF4444 }); healthTxt.anchor.set(0.5, 0); healthTxt.x = 2048 * 0.75; LK.gui.top.addChild(healthTxt); var distTxt = new Text2('0m', { size: 60, fill: 0xFFFFFF }); distTxt.anchor.set(0.5, 0); LK.gui.top.addChild(distTxt); distTxt.y = 110; // --- Level Generation --- function createLevel() { // Clear old for (var i = 0; i < platforms.length; i++) platforms[i].destroy(); for (var i = 0; i < coins.length; i++) coins[i].destroy(); for (var i = 0; i < hazards.length; i++) hazards[i].destroy(); if (typeof coffeeHouse !== "undefined" && coffeeHouse) coffeeHouse.destroy(); platforms = []; coins = []; hazards = []; coffeeHouse = null; // Add sun to the sky var sun = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = 300; sun.y = 300; game.addChild(sun); // Add a few clouds at different positions var cloud1 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud1.x = 700; cloud1.y = 400; game.addChild(cloud1); var cloud2 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud2.x = 1400; cloud2.y = 600; game.addChild(cloud2); var cloud3 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud3.x = 2000; cloud3.y = 350; game.addChild(cloud3); // Platform layout: up/down, not fixed order, player can jump between them var numPlatforms = 50; var platSpacingX = 950; // Further increased horizontal spacing for much more space var platMinY = 800; // Lowered min Y for more vertical play area var platMaxY = 1900; // Raised max Y for more vertical play area // Calculate max jump height based on physics // vy = JUMP_VELOCITY, gravity = GRAVITY // maxJumpHeight = - (vy^2) / (2 * gravity) var maxJumpHeight = -(JUMP_VELOCITY * JUMP_VELOCITY) / (2 * GRAVITY); // Use 90% of maxJumpHeight for margin of error var platformGapY = Math.floor(maxJumpHeight * 0.9); var lastY = 1800; // Add start platform at the very beginning var startPlat = new Platform(); startPlat.x = 100; startPlat.y = 2000; platforms.push(startPlat); game.addChild(startPlat); // Place a coin above the start platform var startCoin = new Coin(); startCoin.x = startPlat.x + startPlat.width / 2; startCoin.y = startPlat.y - 80; coins.push(startCoin); game.addChild(startCoin); for (var i = 0; i < numPlatforms; i++) { var plat = new Platform(); plat.x = 600 + i * platSpacingX; // Alternate up/down, but keep within jumpable range if (i === 0) { plat.y = lastY; } else { // Randomly go up or down, but clamp to min/max var deltaY = (Math.random() > 0.5 ? -1 : 1) * (platformGapY + Math.floor(Math.random() * 40) - 20); // Small random offset plat.y = lastY + deltaY; if (plat.y < platMinY) plat.y = platMinY; if (plat.y > platMaxY) plat.y = platMaxY; lastY = plat.y; } platforms.push(plat); game.addChild(plat); // Place a coin above every platform var coin = new Coin(); coin.x = plat.x + plat.width / 2; coin.y = plat.y - 80; coins.push(coin); game.addChild(coin); // --- Spawn Starbucks coffee cup hazard on some platforms (not start or end) --- if (i > 2 && i < numPlatforms - 2 && Math.random() < 0.22) { // ~22% chance, not on first/last 2 platforms var hazard = new Hazard(); // Place hazard on platform, random X within platform hazard.x = plat.x + 60 + Math.random() * (plat.width - 120); hazard.y = plat.y; hazard.minX = plat.x + 60; hazard.maxX = plat.x + plat.width - 60; hazards.push(hazard); game.addChild(hazard); } } // Add coffee house on the last platform if (platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; coffeeHouse = LK.getAsset('coffeeHouse', { anchorX: 0.5, anchorY: 1 }); coffeeHouse.x = lastPlat.x + lastPlat.width / 2; coffeeHouse.y = lastPlat.y; game.addChild(coffeeHouse); } } // --- Player Initialization --- function resetPlayer() { if (player) player.destroy(); player = new Player(); // Place player on the start platform if it exists if (platforms.length > 0) { player.x = platforms[0].x + platforms[0].width / 2; player.y = platforms[0].y; } else { player.x = 200; player.y = 2200; } player.vx = 0; player.vy = 0; player.isOnGround = false; // Initialize player health player.health = 3; game.addChild(player); } // --- Camera --- function updateCamera() { // Camera follows player, but clamps to level bounds cameraX = player.x - 600; if (cameraX < 0) cameraX = 0; if (cameraX > LEVEL_LENGTH - 2048) cameraX = LEVEL_LENGTH - 2048; // Move all game objects (except GUI) by -cameraX for (var i = 0; i < platforms.length; i++) platforms[i].xScreen = platforms[i].x - cameraX; for (var i = 0; i < coins.length; i++) coins[i].xScreen = coins[i].x - cameraX; player.xScreen = player.x - cameraX; } // --- Utility: AABB collision --- function intersectsAABB(a, b) { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } // --- Touch Controls --- // Touch controls: tap anywhere to jump, hold left/right for movement var moveDir = 0; // -1 = left, 1 = right, 0 = none game.down = function (x, y, obj) { if (gameOver) return; // Convert to game coordinates var gx = x + cameraX; // Always allow jump on tap down, anywhere if (player.isOnGround) { player.jumpRequested = true; } // Hold left/right for movement if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; game.up = function (x, y, obj) { moveDir = 0; }; game.move = function (x, y, obj) { // Allow drag to change direction if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; // --- Game Update Loop --- game.update = function () { if (gameOver) return; // --- Player Movement --- // Horizontal movement player.vx = moveDir * PLAYER_SPEED; // Apply gravity player.vy += GRAVITY; // Jump if (player.jumpRequested) { player.vy = JUMP_VELOCITY; player.jumpRequested = false; player.isOnGround = false; } // Move horizontally, check collisions player.x += player.vx; var collidedX = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided horizontally, push player out if (player.vx > 0) { player.x = plat.x - player.width / 2; } else if (player.vx < 0) { player.x = plat.x + plat.width + player.width / 2; } collidedX = true; } } // Move vertically, check collisions player.y += player.vy; var collidedY = false; player.isOnGround = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided vertically if (player.vy > 0) { // Falling, land on platform player.y = plat.y; player.vy = 0; player.isOnGround = true; } else if (player.vy < 0) { // Hitting head player.y = plat.y + plat.height + player.height; player.vy = 0; } collidedY = true; } } // --- Coin Collection --- for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coin.x - coin.width / 2, y: coin.y - coin.height / 2, width: coin.width, height: coin.height })) { // Collect coin score += 1; scoreTxt.setText(score); coin.destroy(); coins.splice(i, 1); } } // --- Hazard Update & Collision --- for (var i = 0; i < hazards.length; i++) { var hazard = hazards[i]; // Defensive: Only update if not destroyed if (hazard && typeof hazard.update === "function") { hazard.update(); } // Check collision with player (AABB) var isIntersecting = intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: hazard.x - hazard.width / 2, y: hazard.y - hazard.height, width: hazard.width, height: hazard.height }); // Trigger health reduction on first frame of collision if (!hazard.lastWasIntersecting && isIntersecting) { if (typeof player.health === "undefined") player.health = 3; player.health -= 1; LK.effects.flashScreen(0xff0000, 1000); LK.effects.shakeScreen(800, 18); // Shake screen for 800ms with intensity 18 if (player.health <= 0) { gameOver = true; LK.showGameOver(); return; } } hazard.lastWasIntersecting = isIntersecting; } // --- Health Display --- if (typeof player.health !== "undefined") { var hearts = ""; for (var h = 0; h < player.health; h++) hearts += "❤"; // Always show at least one empty heart if health is zero if (player.health <= 0) hearts = ""; healthTxt.setText(hearts); } // --- Camera & Distance --- updateCamera(); // Move all objects to screen position for (var i = 0; i < platforms.length; i++) { platforms[i].x = platforms[i].xScreen; } for (var i = 0; i < coins.length; i++) { coins[i].x = coins[i].xScreen; } player.x = player.xScreen; // --- Distance --- distance = Math.floor((player.x + cameraX) / 10); distTxt.setText(distance + "m"); // --- Win/Lose Conditions --- // Fall off screen if (player.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); gameOver = true; LK.showGameOver(); return; } // Reached coffee house (win condition) if (coffeeHouse && intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coffeeHouse.x - coffeeHouse.width / 2, y: coffeeHouse.y - coffeeHouse.height, width: coffeeHouse.width, height: coffeeHouse.height })) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); LK.showYouWin(); gameOver = true; return; } // Win condition: player reaches the last platform if (platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; if (player.x + player.width / 2 >= lastPlat.x && player.x - player.width / 2 <= lastPlat.x + lastPlat.width && player.y >= lastPlat.y && player.y - player.height <= lastPlat.y + lastPlat.height) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); LK.showYouWin(); gameOver = true; return; } } }; // --- Game Start --- function startGame() { score = 0; distance = 0; gameOver = false; scoreTxt.setText(score); distTxt.setText(distance + "m"); // Initialize player health and update health display if (typeof player !== "undefined" && player) player.health = 3; if (typeof healthTxt !== "undefined") healthTxt.setText("❤❤❤"); createLevel(); resetPlayer(); cameraX = 0; moveDir = 0; } // --- Start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -431,8 +431,9 @@
if (!hazard.lastWasIntersecting && isIntersecting) {
if (typeof player.health === "undefined") player.health = 3;
player.health -= 1;
LK.effects.flashScreen(0xff0000, 1000);
+ LK.effects.shakeScreen(800, 18); // Shake screen for 800ms with intensity 18
if (player.health <= 0) {
gameOver = true;
LK.showGameOver();
return;
cloud. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
çay bardağı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a kebap. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
baba terliği. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kızgın ve canlı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
geleneksel türk kıraathanesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
starbucks kahvesi ama kaslı ve kıravartı olan sinirli bir starbucks kahvesi. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
180 derece stabucks kahvesi . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
kırmızı ok. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
okun ucu sola baksın ve hiçbirşey değişmesin
şimdi ok yine değişmesin sadece ucu sağa baksın
şiş in içine geçmiş bir şekilde play yazıcak ama domates biber ve etten yani gerçek kebab gibi ama harfler var. daha çizgifilmsel olacak mesela "p" et "l" biber "a" domates "y" et
"Kebab Runner" yaz ama 1 şiş kebab yazının üstünde duracak olacak yani oyunun
çaydanlık adam. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
buzlu bir americano ama stabucks kahvesi çevresi beyaz olsun içinde çok buz olsun No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat