User prompt
Clamp playerLives to max 3 on game start
User prompt
3 değil 5 tane can logosu ekle sağ üste
User prompt
her 20 puan 1 cana dönüşsün
User prompt
kamera herzaman karakteri takip etsin geriyede dönse ileride gitse kamera hep karakterin üzeinde olsun
User prompt
karakter aşağı düşünce başa dönmesin her 10 platformda 1 checkpoint ekle aşağı düştüğünde en yakın olduğu checkpointe ışınlansın
User prompt
hazardlar vurduğunda sadece 1 canımız gitsin ve hazardlar bize vurunca devam edelim geriye döndürme
User prompt
sadece aşağı düştüğümüzde checkpointi aktif et
User prompt
hazardları dahada yavaşlat
User prompt
Please fix the bug: 'tween.to is not a function' in or related to this line: 'tween.to(cloud1, {' Line Number: 207
User prompt
çaylara hafif aşağı yukarı hareket etsin (görsellik için
User prompt
her 10 da 1 kere platformda checkpoint olsun karakter düşünce buradan devam etsin
User prompt
bazı platformlarda (çok nadir) coin yerine can olsun
User prompt
Collecting a heart increases playerLives instead of score
User prompt
karakter mermilerle hazardları öldürebilsin
User prompt
hazardı oyun başladıktan 3 saniye sonra hareket ettir
User prompt
karakteri öldürmeye çalışan şeyler kodla
User prompt
uçarak karakteri öldürmeye çalışan şeyler yap
User prompt
Reset enemies on game start
User prompt
karşıdan uçarak karakteri öldümeye çalışan şeyler yap
User prompt
her 10 platformda bir check point ekle
User prompt
düştüğü platforma ışınla
User prompt
aşağı düşerken başa değil en son kaldığı platforma ışınla
User prompt
aşağı düştüğümüzde oyun bitmesin canınmız gitsin canların 3 de bitince oyun bitsin
User prompt
oyunu 150 platforma kadar uzatabilirmisin
User prompt
ateş etme için özel olarak 2 kere dokunsun
/**** * 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; }); // Enemy class: flies from right to left, tries to hit the player var Enemy = Container.expand(function () { var self = Container.call(this); var enemyAsset = self.attachAsset('hazard', { anchorX: 0.5, anchorY: 0.5 }); self.width = enemyAsset.width; self.height = enemyAsset.height; self.vx = -18 - Math.random() * 8; // Move left, random speed self.lastX = 0; self.lastWasIntersecting = false; self.update = function () { self.lastX = self.x; self.x += self.vx; }; 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) // New bullet figure asset (example: blue ellipse, unique id) var GRAVITY = 2.2; var JUMP_VELOCITY = -54; var PLAYER_SPEED = 16; var SCROLL_SPEED = 10; var LEVEL_LENGTH = 950 * 149 + 600 + 500; // 150 platforms, spacing 950, start at 600, plus last platform width var player; var platforms = []; var coins = []; var bullets = []; // Bullets array for shooting var enemies = []; // Array for flying enemies 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 = 150; 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 a checkpoint marker every 10th platform (not the first platform) if (i > 0 && i % 10 === 0) { var checkpoint = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); checkpoint.x = plat.x + plat.width / 2; checkpoint.y = plat.y - 120; checkpoint.width = 120; checkpoint.height = 120; game.addChild(checkpoint); // Optionally, you could store checkpoint objects in an array if you want to reference them later } } // 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 --- // Track the last safe platform index for respawn var lastSafePlatformIndex = 0; // Track the platform the player fell from for respawn var lastFallenPlatformIndex = 0; function resetPlayer(respawnToLastSafe) { if (player) player.destroy(); player = new Player(); // Place player on the start platform or the platform where they fell if requested if (platforms.length > 0) { var platIdx = 0; if (respawnToLastSafe && typeof lastFallenPlatformIndex === "number" && lastFallenPlatformIndex >= 0 && lastFallenPlatformIndex < platforms.length) { platIdx = lastFallenPlatformIndex; } else if (respawnToLastSafe && typeof lastSafePlatformIndex === "number" && lastSafePlatformIndex >= 0 && lastSafePlatformIndex < platforms.length) { platIdx = lastSafePlatformIndex; } player.x = platforms[platIdx].x + platforms[platIdx].width / 2; player.y = platforms[platIdx].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 only if the previous tap was an "armed" tap (require two separate taps to fire) if (typeof fireArmed === "undefined") fireArmed = false; if (!fireArmed) { // First tap: arm for firing fireArmed = true; } else { // Second tap: actually fire bullet 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); fireArmed = false; // Reset arming } } }; 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; // Update last safe platform index to this platform lastSafePlatformIndex = i; } 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; } // --- Enemy Update & Collision --- if (typeof enemySpawnTimer === "undefined") enemySpawnTimer = 0; enemySpawnTimer++; // Spawn a new enemy every 120-200 frames (randomized) if (enemySpawnTimer > 120 + Math.floor(Math.random() * 80)) { var enemy = new Enemy(); // Spawn at right edge, random Y within play area enemy.x = cameraX + 2048 + enemy.width / 2; // Avoid top 200px and bottom 400px enemy.y = 400 + Math.random() * (2100 - 400); enemy.lastX = enemy.x; enemy.lastWasIntersecting = false; enemies.push(enemy); game.addChild(enemy); enemySpawnTimer = 0; } // Update and render enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove if off left side if (enemy.lastX >= -enemy.width && enemy.x < -enemy.width) { enemy.destroy(); enemies.splice(i, 1); continue; } // Render at camera-relative position enemy.displayObject = enemy.displayObject || enemy; enemy.displayObject.x = enemy.x - cameraX; enemy.displayObject.y = enemy.y; // Check collision with player (only on the frame it starts) var isIntersecting = intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: enemy.x - enemy.width / 2, y: enemy.y - enemy.height / 2, width: enemy.width, height: enemy.height }); if (!enemy.lastWasIntersecting && isIntersecting) { // Player hit by enemy! LK.effects.flashScreen(0xff0000, 1000); playerLives--; updateHearts(); // Respawn logic: find last platform below player if (typeof lastFallenPlatformIndex === "undefined") lastFallenPlatformIndex = 0; lastFallenPlatformIndex = 0; var minDist = Infinity; for (var j = 0; j < platforms.length; j++) { var plat = platforms[j]; if (player.x + player.width / 2 >= plat.x && player.x - player.width / 2 <= plat.x + plat.width) { var dy = player.y - plat.y; if (dy >= 0 && dy < minDist) { minDist = dy; lastFallenPlatformIndex = j; } } } if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } else { resetPlayer(true); updateCamera(); return; } } enemy.lastWasIntersecting = isIntersecting; } // --- 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); playerLives--; updateHearts(); // Find the platform the player was last above before falling if (typeof lastFallenPlatformIndex === "undefined") lastFallenPlatformIndex = 0; lastFallenPlatformIndex = 0; var minDist = Infinity; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Check if player was horizontally above this platform when falling if (player.x + player.width / 2 >= plat.x && player.x - player.width / 2 <= plat.x + plat.width) { // Find the closest platform vertically below the player var dy = player.y - plat.y; if (dy >= 0 && dy < minDist) { minDist = dy; lastFallenPlatformIndex = i; } } } if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } else { // Respawn player at the platform they fell from resetPlayer(true); // Optionally, move camera to player updateCamera(); 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"); // Reset enemies array and destroy old enemies if any if (typeof enemies !== "undefined" && enemies && enemies.length) { for (var i = 0; i < enemies.length; i++) { if (enemies[i] && typeof enemies[i].destroy === "function") enemies[i].destroy(); } } enemies = []; createLevel(); resetPlayer(); updateHearts(); // (hazard removed) cameraX = 0; moveDir = 0; } // --- Start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -35,8 +35,26 @@
self.width = coinAsset.width;
self.height = coinAsset.height;
return self;
});
+// Enemy class: flies from right to left, tries to hit the player
+var Enemy = Container.expand(function () {
+ var self = Container.call(this);
+ var enemyAsset = self.attachAsset('hazard', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.width = enemyAsset.width;
+ self.height = enemyAsset.height;
+ self.vx = -18 - Math.random() * 8; // Move left, random speed
+ self.lastX = 0;
+ self.lastWasIntersecting = false;
+ self.update = function () {
+ self.lastX = self.x;
+ self.x += self.vx;
+ };
+ return self;
+});
// Platform class
var Platform = Container.expand(function () {
var self = Container.call(this);
var platAsset = self.attachAsset('platformBox', {
@@ -96,8 +114,9 @@
var player;
var platforms = [];
var coins = [];
var bullets = []; // Bullets array for shooting
+var enemies = []; // Array for flying enemies
var coffeeHouse = null;
var cameraX = 0;
var score = 0;
var distance = 0;
@@ -461,8 +480,81 @@
bullet.displayObject = bullet.displayObject || bullet;
bullet.displayObject.x = bullet.x - cameraX;
bullet.displayObject.y = bullet.y;
}
+ // --- Enemy Update & Collision ---
+ if (typeof enemySpawnTimer === "undefined") enemySpawnTimer = 0;
+ enemySpawnTimer++;
+ // Spawn a new enemy every 120-200 frames (randomized)
+ if (enemySpawnTimer > 120 + Math.floor(Math.random() * 80)) {
+ var enemy = new Enemy();
+ // Spawn at right edge, random Y within play area
+ enemy.x = cameraX + 2048 + enemy.width / 2;
+ // Avoid top 200px and bottom 400px
+ enemy.y = 400 + Math.random() * (2100 - 400);
+ enemy.lastX = enemy.x;
+ enemy.lastWasIntersecting = false;
+ enemies.push(enemy);
+ game.addChild(enemy);
+ enemySpawnTimer = 0;
+ }
+ // Update and render enemies
+ for (var i = enemies.length - 1; i >= 0; i--) {
+ var enemy = enemies[i];
+ enemy.update();
+ // Remove if off left side
+ if (enemy.lastX >= -enemy.width && enemy.x < -enemy.width) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Render at camera-relative position
+ enemy.displayObject = enemy.displayObject || enemy;
+ enemy.displayObject.x = enemy.x - cameraX;
+ enemy.displayObject.y = enemy.y;
+ // Check collision with player (only on the frame it starts)
+ var isIntersecting = intersectsAABB({
+ x: player.x - player.width / 2,
+ y: player.y - player.height,
+ width: player.width,
+ height: player.height
+ }, {
+ x: enemy.x - enemy.width / 2,
+ y: enemy.y - enemy.height / 2,
+ width: enemy.width,
+ height: enemy.height
+ });
+ if (!enemy.lastWasIntersecting && isIntersecting) {
+ // Player hit by enemy!
+ LK.effects.flashScreen(0xff0000, 1000);
+ playerLives--;
+ updateHearts();
+ // Respawn logic: find last platform below player
+ if (typeof lastFallenPlatformIndex === "undefined") lastFallenPlatformIndex = 0;
+ lastFallenPlatformIndex = 0;
+ var minDist = Infinity;
+ for (var j = 0; j < platforms.length; j++) {
+ var plat = platforms[j];
+ if (player.x + player.width / 2 >= plat.x && player.x - player.width / 2 <= plat.x + plat.width) {
+ var dy = player.y - plat.y;
+ if (dy >= 0 && dy < minDist) {
+ minDist = dy;
+ lastFallenPlatformIndex = j;
+ }
+ }
+ }
+ if (playerLives <= 0) {
+ gameOver = true;
+ LK.showGameOver();
+ return;
+ } else {
+ resetPlayer(true);
+ updateCamera();
+ return;
+ }
+ }
+ enemy.lastWasIntersecting = isIntersecting;
+ }
// --- Hazard Update & Collision ---
// (hazard removed)
// --- Camera & Distance ---
updateCamera();
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