User prompt
2 tıklamada mermi fırlatsın
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can barını 150 pixel sağa kaydır
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sağ üsteki can barını 3 e düşür
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canımız 3 e düşsün
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sonsuz mermimiz olsun
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mermi için yeni figür yap
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ateş etme mekaniği eklermisin
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hazardı sil
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hala geri gidince takip etmiyor
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kamerayı karakteri takip edecek şekilde kodlaya bilirmisin
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kod yazarmısın can sistemi yaparmısın oyunuma toplam 5 can olsun
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Lets make heart count 5 there is 3 now i eant teo more left to the other hearts
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add boss in front of coffee house
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Before you reach the coffee house there will be a bossfight in front of you
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Block coffeehouse win until boss is defeated
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When the first round is over, the game starts at level 2
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add levels to the game so there are 5 levels in total
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Expand the game's level design by adding alternative paths alongside the main platform. These paths should offer different gameplay experiences, such as: Hidden routes with secrets or rewards. Riskier shortcuts with obstacles or enemies. Branching paths that require puzzles or skill-based challenges to unlock. Environmental variations (e.g., floating platforms, underground tunnels, or moving obstacles)
User prompt
Expand the game's level design by adding alternative paths alongside the main platform. These paths should offer different gameplay experiences, such as
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Please fix the bug: 'TypeError: LK.setWinMessage is not a function' in or related to this line: 'LK.setWinMessage("You reached the coffeehouse! You win!", {' Line Number: 618
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Please fix the bug: 'TypeError: LK.showMessage is not a function' in or related to this line: 'LK.showMessage("You reached the coffeehouse! You win!", {' Line Number: 618
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add coffehouse to latest platform
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When the character collides with the coffeehouse (trigger zone/sprite), display a message like 'You reached the coffeehouse! You win!' and end the game
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When the character collides with the coffeehouse (trigger zone/sprite), display a message like 'You reached the coffeehouse! You win!' and end the game
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Please fix the bug: 'NegativeItem is not defined' in or related to this line: 'var negItem = new NegativeItem();' Line Number: 196
/**** * 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; tween(self, { x: origX + 20 }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { // Yoyo back tween(self, { x: origX }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { // Repeat shake 2 more times tween(self, { x: origX + 20 }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { tween(self, { x: origX }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { tween(self, { x: origX + 20 }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { tween(self, { x: origX }, { duration: 80, easing: tween.linear, onFinish: function onFinish() { self.x = origX; self.warningActive = false; } }); } }); } }); } }); } }); } }); }; // Helper: trigger steam (alpha pulse) self.triggerSteam = function () { if (self.steamTween) return; var asset = hazardAsset; // Animate alpha to 0.5, then back to 1, repeat twice var repeatCount = 2; var _pulse = function pulse(count) { if (count === 0) { asset.alpha = 1; self.steamTween = null; return; } self.steamTween = tween(asset, { alpha: 0.5 }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { tween(asset, { alpha: 1 }, { duration: 120, easing: tween.linear, onFinish: function onFinish() { _pulse(count - 1); } }); } }); }; _pulse(repeatCount); }; // 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, but lag behind a bit var targetX = player.x; var lagAmount = 0.07; // Lower = more lag, higher = more responsive (slowed down further) var maxSpeed = PLAYER_SPEED * 0.5; // Lower max speed for hazard var dx = targetX - self.x; self.vx = dx * lagAmount; if (self.vx > maxSpeed) self.vx = maxSpeed; if (self.vx < -maxSpeed) self.vx = -maxSpeed; 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 ****/ // Sun and cloud assets (example IDs, replace with real asset IDs as needed) // --- Asset Initialization (shapes) --- // Tween for animations (jump, enemy movement, etc) // --- Game Variables --- 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 --- // Level system: 5 levels, each with different parameters var currentLevel = 1; var maxLevels = 5; 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); // Level parameters by level // Increase difficulty: more platforms, more spacing, more verticality var numPlatforms = 30 + currentLevel * 5; var platSpacingX = 900 + (currentLevel - 1) * 80; var platMinY = 800 - (currentLevel - 1) * 30; var platMaxY = 1900 + (currentLevel - 1) * 40; // Calculate max jump height based on physics var maxJumpHeight = -(JUMP_VELOCITY * JUMP_VELOCITY) / (2 * GRAVITY); var platformGapY = Math.floor(maxJumpHeight * (0.85 + 0.03 * currentLevel)); 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 + (currentLevel - 1) * 10); 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; // Place coffeeHouse on latest platform if it exists if (coffeeHouse && platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; coffeeHouse.x = lastPlat.x + lastPlat.width / 2; coffeeHouse.y = lastPlat.y; } } // --- 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); gameOver = true; if (typeof currentLevel !== "undefined" && currentLevel < maxLevels) { // Advance to next level after a short delay LK.showYouWin("Level " + currentLevel + " complete! Get ready for Level " + (currentLevel + 1) + "..."); var nextLevel = currentLevel + 1; LK.setTimeout(function () { currentLevel = nextLevel; startGame(); }, 1800); } else { LK.showYouWin("You reached the coffeehouse! You win! All levels complete!"); } 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() { // If starting from level 1, reset score/distance if (typeof currentLevel === "undefined" || currentLevel === 1) { // If this is the very first game start, start at level 1, else always start at level 2 if (typeof window._frvr_firstGameStarted === "undefined") { window._frvr_firstGameStarted = true; currentLevel = 1; } else { currentLevel = 2; } 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
@@ -601,9 +601,15 @@
// --- Game Start ---
function startGame() {
// If starting from level 1, reset score/distance
if (typeof currentLevel === "undefined" || currentLevel === 1) {
- currentLevel = 1;
+ // If this is the very first game start, start at level 1, else always start at level 2
+ if (typeof window._frvr_firstGameStarted === "undefined") {
+ window._frvr_firstGameStarted = true;
+ currentLevel = 1;
+ } else {
+ currentLevel = 2;
+ }
score = 0;
distance = 0;
}
gameOver = 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