User prompt
2 tıklamada mermi fırlatsın
User prompt
can barını 150 pixel sağa kaydır
User prompt
sağ üsteki can barını 3 e düşür
User prompt
canımız 3 e düşsün
User prompt
sonsuz mermimiz olsun
User prompt
mermi için yeni figür yap
User prompt
ateş etme mekaniği eklermisin
User prompt
hazardı sil
User prompt
hala geri gidince takip etmiyor
User prompt
kamerayı karakteri takip edecek şekilde kodlaya bilirmisin
User prompt
kod yazarmısın can sistemi yaparmısın oyunuma toplam 5 can olsun
User prompt
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
User prompt
Before you reach the coffee house there will be a bossfight in front of you
User prompt
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
User prompt
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
User prompt
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
User prompt
When the character collides with the coffeehouse (trigger zone/sprite), display a message like 'You reached the coffeehouse! You win!' and end the game
User prompt
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 ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); // Use the new bullet figure asset var bulletAsset = self.attachAsset('bulletFigure', { anchorX: 0.5, anchorY: 0.5 }); self.width = bulletAsset.width; self.height = bulletAsset.height; self.vx = 40; // Bullet speed (right) self.active = true; self.lastX = 0; self.update = function () { self.lastX = self.x; self.x += self.vx; }; return self; }); // 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; }); // 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 ****/ // New bullet figure asset (example: blue ellipse, unique id) // 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 bullets = []; // Bullets array for shooting var coffeeHouse = null; var cameraX = 0; var score = 0; var distance = 0; var gameOver = false; // --- GUI --- // Hearts (5 total, left-aligned, with spacing) var heartAssets = []; var heartSpacing = 120; var playerLives = 3; // Total lives/can function updateHearts() { for (var i = 0; i < heartAssets.length; i++) { if (i < playerLives) { heartAssets[i].visible = true; } else { heartAssets[i].visible = false; } } } for (var i = 0; i < 3; i++) { var heart = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 330 + i * heartSpacing; // 180 + 150 = 330, shift right by 150px heart.y = 100; LK.gui.top.addChild(heart); heartAssets.push(heart); } updateHearts(); 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; // Move coffeeHouse relative to camera if (coffeeHouse && platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; coffeeHouse.xScreen = coffeeHouse.x - cameraX; coffeeHouse.yScreen = coffeeHouse.y; } // (hazard removed) } // --- 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; // Fire a bullet if tap is on right side var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y - player.height / 2; bullet.lastX = bullet.x; bullets.push(bullet); game.addChild(bullet); } }; 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); } } // --- Bullets Update --- for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; bullet.update(); // Remove bullet if off screen (right side) if (bullet.lastX <= LEVEL_LENGTH && bullet.x > LEVEL_LENGTH) { bullet.destroy(); bullets.splice(i, 1); continue; } // Remove bullet if off left or out of vertical bounds if (bullet.x < 0 || bullet.y < 0 || bullet.y > 2732) { bullet.destroy(); bullets.splice(i, 1); continue; } // Render bullet at camera-relative position bullet.displayObject = bullet.displayObject || bullet; bullet.displayObject.x = bullet.x - cameraX; bullet.displayObject.y = bullet.y; } // --- Hazard Update & Collision --- // (hazard removed) // --- Camera & Distance --- updateCamera(); // Move all objects to screen position (for rendering only, do not overwrite world position) for (var i = 0; i < platforms.length; i++) { platforms[i].displayObject = platforms[i].displayObject || platforms[i]; platforms[i].displayObject.x = platforms[i].xScreen; platforms[i].displayObject.y = platforms[i].y; } for (var i = 0; i < coins.length; i++) { coins[i].displayObject = coins[i].displayObject || coins[i]; coins[i].displayObject.x = coins[i].xScreen; coins[i].displayObject.y = coins[i].y; } player.displayObject = player.displayObject || player; player.displayObject.x = player.xScreen; player.displayObject.y = player.y; // Move coffeeHouse to screen position if exists if (coffeeHouse && typeof coffeeHouse.xScreen !== "undefined") { coffeeHouse.x = coffeeHouse.xScreen; coffeeHouse.y = coffeeHouse.yScreen; } // (hazard removed) // --- 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("You reached the coffeehouse! You win!"); 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; playerLives = 3; scoreTxt.setText(score); distTxt.setText(distance + "m"); createLevel(); resetPlayer(); updateHearts(); // (hazard removed) cameraX = 0; moveDir = 0; } // --- Start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -120,9 +120,9 @@
var heart = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
- heart.x = 180 + i * heartSpacing;
+ heart.x = 330 + i * heartSpacing; // 180 + 150 = 330, shift right by 150px
heart.y = 100;
LK.gui.top.addChild(heart);
heartAssets.push(heart);
}
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