User prompt
Use simple gestures like taps, swipes, and pinches instead of complex button combinations
User prompt
Slow down the danger a little bit more
User prompt
slow down a little
User prompt
speed up character
User prompt
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
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 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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
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
add all now
User prompt
Add these Declare hazard variable in global scope
User prompt
where is hazard add hazard pls,
User prompt
add hazard and they follow this player
User prompt
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
User prompt
For instant game-over conditions, trigger a game-over screen or restart the level
User prompt
For health reduction, implement a health system that tracks and updates the player’s health points
User prompt
When an interaction is detected, reduce the player’s health or apply game-over conditions
User prompt
Use collision or trigger mechanisms to detect when the player interacts with the hazard
User prompt
For example, if it’s a moving enemy, implement pathfinding or simple patrol routes
User prompt
add hazard
User prompt
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);
var hazardAsset = self.attachAsset('hazard', {
anchorX: 0.5,
anchorY: 1
});
self.width = hazardAsset.width;
self.height = hazardAsset.height;
// Physics properties
self.vx = 0;
self.vy = 0;
self.lastX = 0;
self.lastY = 0;
self.lastWasIntersecting = false;
self.steamTween = null;
self.warningTween = null;
// For visual warning (shake/steam)
self.warningActive = false;
// Helper: trigger visual warning (shake)
self.triggerWarning = function () {
if (self.warningActive) return;
self.warningActive = true;
// Simple shake effect using correct tween API
var origX = self.x;
self.warningTween = tween.to(self, {
x: origX + 20
}, 80).yoyo(true).repeat(3).onComplete(function () {
self.x = origX;
self.warningActive = false;
}).start();
};
// Helper: trigger steam (alpha pulse)
self.triggerSteam = function () {
if (self.steamTween) return;
var asset = hazardAsset;
self.steamTween = tween.to(asset, {
alpha: 0.5
}, 120).yoyo(true).repeat(2).onComplete(function () {
asset.alpha = 1;
self.steamTween = null;
}).start();
};
// Update method (called every frame)
self.update = function () {
// Save last position for event triggers
self.lastX = typeof self.lastX === "number" ? self.x : self.x;
self.lastY = typeof self.lastY === "number" ? self.y : self.y;
// Move horizontally toward player
var targetX = player.x;
if (self.x < targetX - 40) {
// If far behind, speed up a bit
self.vx = Math.min(PLAYER_SPEED * 0.9, (targetX - self.x) * 0.08 + 6);
} else if (self.x > targetX + 40) {
// If ahead (shouldn't happen), slow down
self.vx = -6;
} else {
// Normal pace
self.vx = PLAYER_SPEED * 0.7;
}
// Adaptive speed: if player is slow, hazard speeds up
if (player.vx === 0 && self.x < player.x - 120) {
self.vx += 4;
}
self.x += self.vx;
// Follow player's Y/platform (find closest platform under player)
var closestPlat = null;
var minDist = 99999;
for (var i = 0; i < platforms.length; i++) {
var plat = platforms[i];
var dx = Math.abs(self.x - (plat.x + plat.width / 2));
if (dx < plat.width / 2 + 60) {
var dy = Math.abs(player.y - plat.y);
if (dy < minDist) {
minDist = dy;
closestPlat = plat;
}
}
}
if (closestPlat) {
// Smoothly move to platform Y
var targetY = closestPlat.y;
self.y += (targetY - self.y) * 0.18;
}
// Visual warning if close to player
if (Math.abs(self.x - player.x) < 350) {
self.triggerWarning();
self.triggerSteam();
}
// Update lastX/lastY for event triggers
self.lastX = self.x;
self.lastY = self.y;
};
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 ---
// 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 hazard = null; // Starbucks coffee cup hazard (global)
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 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();
if (typeof coffeeHouse !== "undefined" && coffeeHouse) coffeeHouse.destroy();
platforms = [];
coins = [];
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);
}
// 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;
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 ---
if (hazard) {
hazard.update();
// Move hazard to screen position
hazard.xScreen = hazard.x - cameraX;
hazard.yScreen = hazard.y;
hazard.x = hazard.xScreen;
hazard.y = hazard.yScreen;
// Check collision with player (AABB)
var hazardBox = {
x: hazard.x - hazard.width / 2,
y: hazard.y - hazard.height,
width: hazard.width,
height: hazard.height
};
var playerBox = {
x: player.x - player.width / 2,
y: player.y - player.height,
width: player.width,
height: player.height
};
// Only trigger on the exact frame of collision
if (!hazard.lastWasIntersecting && intersectsAABB(hazardBox, playerBox)) {
LK.effects.flashScreen(0xff0000, 1000);
gameOver = true;
LK.showGameOver();
return;
}
hazard.lastWasIntersecting = intersectsAABB(hazardBox, playerBox);
}
// --- 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");
createLevel();
resetPlayer();
// Spawn hazard at start of level
if (hazard) {
hazard.destroy();
hazard = null;
}
hazard = new Hazard();
if (platforms.length > 0) {
// Place hazard a bit behind player on start platform
hazard.x = platforms[0].x + platforms[0].width / 2 - 400;
hazard.y = platforms[0].y;
} else {
hazard.x = 100;
hazard.y = 2000;
}
game.addChild(hazard);
cameraX = 0;
moveDir = 0;
}
// --- Start ---
startGame(); ===================================================================
--- original.js
+++ change.js
@@ -41,9 +41,9 @@
if (self.warningActive) return;
self.warningActive = true;
// Simple shake effect using correct tween API
var origX = self.x;
- self.warningTween = tween(self).to({
+ self.warningTween = tween.to(self, {
x: origX + 20
}, 80).yoyo(true).repeat(3).onComplete(function () {
self.x = origX;
self.warningActive = false;
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