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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'hazard.x = plat.x + plat.width / 2 + (Math.random() - 0.5) * 200;' Line Number: 463
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ilk bölümde biraz daha hazard gelsin
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boss a can barı ekle üstünde dursun
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oyun 2. bölümde çok fazla düşman gönderiyor bunu düzelt
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bossun mermileri için yeni bir assets yap
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boss karakteri görünce ateş etmeye başlasın kodla
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bunları kodla
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bossu 200 pixel yukarı al
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18. satırı düzelt
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bossu 150 pixel yukarı al
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bossun ayakları tam platforma değecek şekilde kodla
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boss için sıfırdan bir assets yap
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bossa yeni bir görünüm kodla
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var bossIntersect = intersectsAABB({' Line Number: 816
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son platforma adım atınca oyun bitmesin
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2. alanın sonundaki platforma 1 tane yeni boss kodla
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2. etabın sonuna platform yerine geniş bir alan koy
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2. etaba geçince 2. etaptan kıraathaneyi kaldır
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her kıraathanenin içine atladığımda ekrana 2.lvl 3.lvl 4. lvl ve 5.lvl diye yazı gelsin siyah bir fontun üstüne düz yazı şeklinde yazsın kodla
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her kıraathanenin içine atladığımda ekrana 2.lvl 3.lvl 4. lvl ve 5.lvl diye yazı gelsin siayh bi fontun üstüne düz yazı şeklinde yazsın kodla
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her kıraathanenin içine atladığımda 2.lvl 3.lvl 4. lvl ve 5.lvl gelsin
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coffeehouseden geçtikten sonra hemen aynı şekilde platformlar olsun bunu kodla
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oyunu 10 platform uzunluğunda yap
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oyunun sonunda kıraathaneye ulaşınca başka bi bölüme geçsin ama lvl değişmesin tek lvl olacak
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aşağı düşünce başa spawnlama
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Boss class (for 2nd area end boss) var Boss = Container.expand(function () { var self = Container.call(this); // Use the new unique boss image asset for the boss look var bossAsset = self.attachAsset('bossUnique', { anchorX: 0.5, anchorY: 0.5 }); self.width = bossAsset.width; self.height = bossAsset.height; self.vx = -2; // Slow horizontal movement (optional) self.vy = 0; self.lastX = 0; self.lastY = 0; self.lastWasIntersecting = false; self.hp = 10; // Boss hit points self.isBoss = true; self.update = function () { self.lastX = self.x; self.lastY = self.y; // Optional: boss can move left/right or up/down slightly // For now, keep boss stationary }; return self; }); // 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.vy = 0; // Add vy for vertical movement self.active = true; self.lastX = 0; self.lastY = 0; self.isControlled = false; // If true, player can control direction self.update = function () { self.lastX = self.x; self.lastY = self.y; // If controlled, vx/vy may be set by player, else keep moving self.x += self.vx; self.y += self.vy; }; 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 = -8 - Math.random() * 4; // Move left, much slower 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) // Unique boss asset var GRAVITY = 2.2; var JUMP_VELOCITY = -54; var PLAYER_SPEED = 16; var SCROLL_SPEED = 10; var LEVEL_LENGTH = 950 * 9 + 600 + 500; // 10 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 boss = null; // Boss instance for 2nd area 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 < 5; i++) { var heart = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 180 + i * heartSpacing; // Shifted 150px left from previous position 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 = 10; 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++) { // If this is the last platform of the 2nd section, add a wide area instead of a platform if (typeof currentLevel !== "undefined" && currentLevel === 2 && i === numPlatforms - 1) { // Create a wide area using a platform asset, but much wider var wideArea = new Platform(); wideArea.x = 600 + i * platSpacingX; wideArea.y = lastY; wideArea.width = 2048; // Full screen width wideArea.height = 300; // Taller for effect // Set the display object size as well if (wideArea.displayObject) { wideArea.displayObject.width = wideArea.width; wideArea.displayObject.height = wideArea.height; } platforms.push(wideArea); game.addChild(wideArea); // Optionally, add a coin or heart in the middle of the wide area var coin = new Coin(); coin.x = wideArea.x + wideArea.width / 2; coin.y = wideArea.y - 80; coins.push(coin); game.addChild(coin); // Add boss at the right end of the wide area if (typeof boss !== "undefined" && boss) { boss.destroy(); } boss = new Boss(); // Place boss so its feet are 150px above the platform boss.x = wideArea.x + wideArea.width - boss.width / 2 - 60; // Near right edge // Boss anchorY is 0.5, so y is at center. To put feet 150px above platform: y = platform.y + platform.height - boss.height/2 - 150 boss.y = wideArea.y + wideArea.height - boss.height / 2 - 150; game.addChild(boss); // No checkpoint on the wide area continue; } 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, but rarely replace with a heart (extra life) if (Math.random() < 0.07) { // ~7% chance, very rare var heart = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); heart.x = plat.x + plat.width / 2; heart.y = plat.y - 80; heart.isHeart = true; coins.push(heart); game.addChild(heart); } else { 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; checkpoint.isCheckpoint = true; checkpoint.platformIndex = i; game.addChild(checkpoint); // Store checkpoint objects in an array for respawn logic if (typeof checkpoints === "undefined") checkpoints = []; checkpoints.push(checkpoint); } } // Add coffee house on the last platform ONLY if currentLevel === 1 if (platforms.length > 0 && (typeof currentLevel === "undefined" || currentLevel === 1)) { 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 always follows player, no clamping cameraX = player.x - 600; // 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; // Set initial direction to right, but allow control bullet.vx = 0; bullet.vy = 0; bullet.isControlled = true; // Mark as controlled bullets.push(bullet); game.addChild(bullet); // Store the controlled bullet reference for move/up game.controlledBullet = bullet; fireArmed = false; // Reset arming } } }; game.up = function (x, y, obj) { moveDir = 0; // Release bullet control on touch up if (game.controlledBullet && game.controlledBullet.isControlled) { game.controlledBullet.isControlled = false; game.controlledBullet = null; } }; game.move = function (x, y, obj) { // Allow drag to change direction if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } // If a controlled bullet exists, update its velocity based on drag direction if (game.controlledBullet && game.controlledBullet.isControlled) { // Calculate direction from bullet to current pointer var bx = game.controlledBullet.x; var by = game.controlledBullet.y; var gx = x + cameraX; var gy = y; var dx = gx - bx; var dy = gy - by; var len = Math.sqrt(dx * dx + dy * dy); if (len > 0) { // Set bullet speed (fixed magnitude, e.g. 40 px/frame) var speed = 40; game.controlledBullet.vx = dx / len * speed; game.controlledBullet.vy = dy / len * speed; } } }; // --- 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/Heart 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 })) { // If this is a heart (centerCircle), increase playerLives, up to max 5 if (coin.isHeart) { if (playerLives < 5) { playerLives++; updateHearts(); } } else { // Otherwise, it's a coin, increase score score += 1; scoreTxt.setText(score); // Every 20 points, convert to 1 life (up to max 5) if (score >= 20) { var extraLives = Math.floor(score / 20); var livesToAdd = Math.min(extraLives, 5 - playerLives); if (livesToAdd > 0) { playerLives += livesToAdd; updateHearts(); score -= livesToAdd * 20; scoreTxt.setText(score); } } } coin.destroy(); coins.splice(i, 1); } } // --- Checkpoint Collection --- // Only mark checkpoint as collected when falling, not on touch // (handled in fall logic below) // --- 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, respawn at top if falls below if (bullet.x < 0 || bullet.y < 0) { bullet.destroy(); bullets.splice(i, 1); continue; } else if (bullet.y > 2732) { // Respawn bullet at the top of the screen, keep its x and vx/vy bullet.y = 0; // Optionally, you can randomize x or keep as is // bullet.x = Math.random() * 2048; // Keep lastY in sync to avoid false triggers bullet.lastY = bullet.y; } // 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 --- // Delay enemy movement for 3 seconds after game start if (typeof enemyStartDelay === "undefined") enemyStartDelay = 180; // 3 seconds at 60fps if (enemyStartDelay > 0) { enemyStartDelay--; } else { 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; // --- Bullet-Enemy Collision --- var enemyDestroyed = false; for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; // Use AABB for bullet-enemy collision if (intersectsAABB({ x: bullet.x - bullet.width / 2, y: bullet.y - bullet.height / 2, width: bullet.width, height: bullet.height }, { x: enemy.x - enemy.width / 2, y: enemy.y - enemy.height / 2, width: enemy.width, height: enemy.height })) { // Destroy both bullet and enemy bullet.destroy(); bullets.splice(j, 1); enemy.destroy(); enemies.splice(i, 1); // Optionally, add score or effect here score += 5; scoreTxt.setText(score); // Every 20 points, convert to 1 life (up to max 5) if (score >= 20) { var extraLives = Math.floor(score / 20); var livesToAdd = Math.min(extraLives, 5 - playerLives); if (livesToAdd > 0) { playerLives += livesToAdd; updateHearts(); score -= livesToAdd * 20; scoreTxt.setText(score); } } enemyDestroyed = true; break; } } if (enemyDestroyed) continue; // 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(); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } // Do not respawn or move player, just continue playing } enemy.lastWasIntersecting = isIntersecting; } } // end else for enemyStartDelay // --- Boss Update & Collision --- if (boss && typeof boss.update === "function") { boss.update(); // Render boss at camera-relative position boss.displayObject = boss.displayObject || boss; boss.displayObject.x = boss.x - cameraX; boss.displayObject.y = boss.y; // Bullet-boss collision for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; if (intersectsAABB({ x: bullet.x - bullet.width / 2, y: bullet.y - bullet.height / 2, width: bullet.width, height: bullet.height }, { x: boss.x - boss.width / 2, y: boss.y - boss.height / 2, width: boss.width, height: boss.height })) { // Hit boss, reduce HP boss.hp--; bullet.destroy(); bullets.splice(j, 1); // Flash boss on hit LK.effects.flashObject(boss, 0xff0000, 200); // If boss defeated if (boss.hp <= 0) { LK.effects.flashScreen(0x00ff00, 1000); boss.destroy(); boss = null; score += 50; scoreTxt.setText(score); // Show win overlay for defeating boss var bossWinOverlay = new Text2("Boss'u Yendin!", { size: 140, fill: 0xffffff, align: "center" }); bossWinOverlay.anchor.set(0.5, 0.5); bossWinOverlay.x = 2048 / 2; bossWinOverlay.y = 2732 / 2; LK.gui.center.addChild(bossWinOverlay); LK.setTimeout(function () { bossWinOverlay.destroy(); }, 1800); } break; } } // Boss-player collision (only on the frame it starts) if (boss) { // Defensive: boss may have been destroyed above var bossIntersect = intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: boss.x - boss.width / 2, y: boss.y - boss.height / 2, width: boss.width, height: boss.height }); if (!boss.lastWasIntersecting && bossIntersect) { LK.effects.flashScreen(0xff0000, 1000); playerLives--; updateHearts(); if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } } boss.lastWasIntersecting = bossIntersect; } } // --- 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; } } } // Find the nearest checkpoint at or before the fallen platform var checkpointToRespawn = 0; if (typeof checkpoints !== "undefined" && checkpoints.length) { var closestCheckpointIndex = -1; for (var i = 0; i < checkpoints.length; i++) { var checkpoint = checkpoints[i]; if (checkpoint.platformIndex <= lastFallenPlatformIndex) { if (closestCheckpointIndex === -1 || checkpoint.platformIndex > checkpoints[closestCheckpointIndex].platformIndex) { closestCheckpointIndex = i; } } } if (closestCheckpointIndex !== -1) { checkpointToRespawn = checkpoints[closestCheckpointIndex].platformIndex; // Mark checkpoint as collected if (!checkpoints[closestCheckpointIndex].collected) { checkpoints[closestCheckpointIndex].collected = true; lastCheckpointIndex = checkpointToRespawn; checkpoints[closestCheckpointIndex].alpha = 0.5; } } } if (playerLives <= 0) { gameOver = true; LK.showGameOver(); return; } else { // Respawn player at the nearest checkpoint (every 10th platform), or at the platform they fell from if no checkpoint reached if (typeof checkpointToRespawn !== "undefined" && checkpointToRespawn > 0 && checkpointToRespawn < platforms.length) { lastFallenPlatformIndex = checkpointToRespawn; } 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); // Instead of showing win popup, transition to a new section/scene, but do not change the level if (typeof showKiraathaneSection === "function") { showKiraathaneSection(); } else { // Fallback: just pause the game and show a message overlay var overlay = new Text2("Kıraathaneye ulaştın!\nYeni bölüm geliyor...", { size: 120, fill: 0x222222, align: "center" }); overlay.anchor.set(0.5, 0.5); overlay.x = 2048 / 2; overlay.y = 2732 / 2; LK.gui.center.addChild(overlay); gameOver = true; } return; } // Win condition: player reaches the last platform // (Removed win condition when stepping on the last platform so the game does not end) // 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 level to 1 at game start currentLevel = 1; // 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 = []; // Reset checkpoints and lastCheckpointIndex checkpoints = []; lastCheckpointIndex = 0; createLevel(); resetPlayer(); updateHearts(); // (hazard removed) cameraX = 0; moveDir = 0; enemyStartDelay = 180; // 3 seconds at 60fps } // --- Start --- startGame(); // Show new section/scene after reaching coffeehouse (placeholder, can be customized) // Track current level globally (1-based) if (typeof currentLevel === "undefined") currentLevel = 1; function showKiraathaneSection() { // Increase level up to 5 if (typeof currentLevel === "undefined") currentLevel = 1; if (currentLevel < 5) { currentLevel++; } // Remove all game objects except GUI for (var i = 0; i < platforms.length; i++) platforms[i].destroy(); for (var i = 0; i < coins.length; i++) coins[i].destroy(); if (player) player.destroy(); if (coffeeHouse) coffeeHouse.destroy(); for (var i = 0; i < enemies.length; i++) enemies[i].destroy(); for (var i = 0; i < bullets.length; i++) bullets[i].destroy(); if (typeof boss !== "undefined" && boss) { boss.destroy(); boss = null; } // Reset arrays platforms = []; coins = []; enemies = []; bullets = []; coffeeHouse = null; // Optionally, clear checkpoints for the new section checkpoints = []; lastCheckpointIndex = 0; // Move camera to the start cameraX = 0; // Create a new set of platforms, coins, and coffeehouse (same as first section) createLevel(); resetPlayer(); // Reset game state for the new section gameOver = false; moveDir = 0; enemyStartDelay = 180; // 3 seconds at 60fps // Show overlay for transition, indicating level number with black background and white text var levelText = currentLevel + ". lvl"; var overlayBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, width: 900, height: 300, color: 0x000000 }); overlayBg.x = 2048 / 2; overlayBg.y = 2732 / 2; overlayBg.alpha = 0.85; LK.gui.center.addChild(overlayBg); var kiraathaneOverlay = new Text2(levelText, { size: 180, fill: 0xffffff, align: "center" }); kiraathaneOverlay.anchor.set(0.5, 0.5); kiraathaneOverlay.x = 2048 / 2; kiraathaneOverlay.y = 2732 / 2; LK.gui.center.addChild(kiraathaneOverlay); // Remove overlay after 1.5 seconds LK.setTimeout(function () { kiraathaneOverlay.destroy(); overlayBg.destroy(); }, 1500); }
===================================================================
--- original.js
+++ change.js
@@ -131,14 +131,14 @@
/****
* Game Code
****/
-// Unique boss asset
-// 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 ---
+// 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)
+// Unique boss asset
var GRAVITY = 2.2;
var JUMP_VELOCITY = -54;
var PLAYER_SPEED = 16;
var SCROLL_SPEED = 10;
@@ -281,12 +281,12 @@
if (typeof boss !== "undefined" && boss) {
boss.destroy();
}
boss = new Boss();
- // Place boss so its feet are exactly on the platform
+ // Place boss so its feet are 150px above the platform
boss.x = wideArea.x + wideArea.width - boss.width / 2 - 60; // Near right edge
- // Boss anchorY is 0.5, so y is at center. To put feet on platform: y = platform.y + platform.height - boss.height/2
- boss.y = wideArea.y + wideArea.height - boss.height / 2;
+ // Boss anchorY is 0.5, so y is at center. To put feet 150px above platform: y = platform.y + platform.height - boss.height/2 - 150
+ boss.y = wideArea.y + wideArea.height - boss.height / 2 - 150;
game.addChild(boss);
// No checkpoint on the wide area
continue;
}
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