User prompt
add coffee house to latest platform
User prompt
add an ending to the game when the platforms are finished
User prompt
add an ending to the game when the platforms are finished
User prompt
Add things that make us lose the game when we get it on some platforms
User prompt
add 5 heart icons to the top right
User prompt
Let there be 5 hearts in the upper right corner, and every time we die, one of them will disappear.
User prompt
Let there be 5 beings symbolizing life, and each time one of them dies, one of them disappears.
User prompt
Let the camera be fixed on the character, always looking back and forth wherever he goes.
User prompt
When the character dies, teleport to the first platform
User prompt
Teleport to the first platform when you die
User prompt
add life system let's have 5 lives and life bar should be on the top right of the game
User prompt
When you get the enemy box, you lose the game.
User prompt
On some platforms, instead of tea, we put the assets we lose when we buy them
User prompt
Please fix the bug: 'Platform is not defined' in or related to this line: 'var plat = new Platform();' Line Number: 139
User prompt
Please fix the bug: 'Ground is not defined' in or related to this line: 'game.addChild(cloud2);' Line Number: 116
User prompt
Please fix the bug: 'Ground is not defined' in or related to this line: 'var ground = new Ground();' Line Number: 111
User prompt
Please fix the bug: 'Coin is not defined' in or related to this line: 'var coin = new Coin();' Line Number: 180
User prompt
Please fix the bug: 'Coin is not defined' in or related to this line: 'var coin = new Coin();' Line Number: 180
User prompt
Please fix the bug: 'Platform is not defined' in or related to this line: 'var plat = new Platform();' Line Number: 140
User prompt
Please fix the bug: 'Ground is not defined' in or related to this line: 'var ground = new Ground();' Line Number: 111
User prompt
On some platforms, instead of tea, we put the assets that we burn when we take them
User prompt
add a enemy
User prompt
Please fix the bug: 'Platform is not defined' in or related to this line: 'var plat = new Platform();' Line Number: 136
User prompt
Please fix the bug: 'Ground is not defined' in or related to this line: 'var ground = new Ground();' Line Number: 106
User prompt
On some platforms, instead of tea, we put the assets that we burn when we take them
/**** * 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; }); // Ground class (uses a unique asset for the ground) var Ground = Container.expand(function () { var self = Container.call(this); var groundAsset = self.attachAsset('groundBox', { anchorX: 0, anchorY: 0 }); self.width = groundAsset.width; self.height = groundAsset.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 ****/ // --- Game Variables --- // Tween for animations (jump, enemy movement, etc) // --- Asset Initialization (shapes) --- // Sun and cloud assets (example IDs, replace with real asset IDs as needed) var GRAVITY = 2.2; var JUMP_VELOCITY = -54; var PLAYER_SPEED = 16; var SCROLL_SPEED = 10; var LEVEL_LENGTH = 2048 * 3; // 3 screens wide var player; var platforms = []; var coins = []; var coffeeHouse = null; var cameraX = 0; var score = 0; var distance = 0; var gameOver = false; // --- GUI --- var scoreTxt = new Text2('0', { size: 100, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var distTxt = new Text2('0m', { size: 60, fill: 0xFFFFFF }); distTxt.anchor.set(0.5, 0); LK.gui.top.addChild(distTxt); distTxt.y = 110; // --- Level Generation --- function createLevel() { // Clear old for (var i = 0; i < platforms.length; i++) platforms[i].destroy(); for (var i = 0; i < coins.length; i++) coins[i].destroy(); if (typeof coffeeHouse !== "undefined" && coffeeHouse) coffeeHouse.destroy(); platforms = []; coins = []; coffeeHouse = null; // Add sun to the sky var sun = LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 }); sun.x = 300; sun.y = 300; game.addChild(sun); // Add a few clouds at different positions var cloud1 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud1.x = 700; cloud1.y = 400; game.addChild(cloud1); var cloud2 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud2.x = 1400; cloud2.y = 600; game.addChild(cloud2); var cloud3 = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); cloud3.x = 2000; cloud3.y = 350; game.addChild(cloud3); // Ground platform for (var i = 0; i < LEVEL_LENGTH; i += 400) { var ground = new Ground(); ground.x = i; ground.y = 2300; platforms.push(ground); game.addChild(ground); } // Platform layout: up/down, not fixed order, player can jump between them var numPlatforms = 50; var platSpacingX = 700; // Increased spacing for clearer distance var platMinY = 900; var platMaxY = 1800; var lastY = 1800; 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) * (320 + Math.floor(Math.random() * 180)); // Increased min gap 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(); player.x = 200; player.y = 2200; player.vx = 0; player.vy = 0; player.isOnGround = false; game.addChild(player); } // --- Camera --- function updateCamera() { // Camera follows player, but clamps to level bounds cameraX = player.x - 600; if (cameraX < 0) cameraX = 0; if (cameraX > LEVEL_LENGTH - 2048) cameraX = LEVEL_LENGTH - 2048; // Move all game objects (except GUI) by -cameraX for (var i = 0; i < platforms.length; i++) platforms[i].xScreen = platforms[i].x - cameraX; for (var i = 0; i < coins.length; i++) coins[i].xScreen = coins[i].x - cameraX; player.xScreen = player.x - cameraX; } // --- Utility: AABB collision --- function intersectsAABB(a, b) { return a.x < b.x + b.width && a.x + a.width > b.x && a.y < b.y + b.height && a.y + a.height > b.y; } // --- Touch Controls --- // Touch controls: tap anywhere to jump, hold left/right for movement var moveDir = 0; // -1 = left, 1 = right, 0 = none game.down = function (x, y, obj) { if (gameOver) return; // Convert to game coordinates var gx = x + cameraX; // Always allow jump on tap down, anywhere if (player.isOnGround) { player.jumpRequested = true; } // Hold left/right for movement if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; game.up = function (x, y, obj) { moveDir = 0; }; game.move = function (x, y, obj) { // Allow drag to change direction if (x < 2048 / 2) { moveDir = -1; } else { moveDir = 1; } }; // --- Game Update Loop --- game.update = function () { if (gameOver) return; // --- Player Movement --- // Horizontal movement player.vx = moveDir * PLAYER_SPEED; // Apply gravity player.vy += GRAVITY; // Jump if (player.jumpRequested) { player.vy = JUMP_VELOCITY; player.jumpRequested = false; player.isOnGround = false; } // Move horizontally, check collisions player.x += player.vx; var collidedX = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided horizontally, push player out if (player.vx > 0) { player.x = plat.x - player.width / 2; } else if (player.vx < 0) { player.x = plat.x + plat.width + player.width / 2; } collidedX = true; } } // Move vertically, check collisions player.y += player.vy; var collidedY = false; player.isOnGround = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: plat.x, y: plat.y, width: plat.width, height: plat.height })) { // Collided vertically if (player.vy > 0) { // Falling, land on platform player.y = plat.y; player.vy = 0; player.isOnGround = true; } else if (player.vy < 0) { // Hitting head player.y = plat.y + plat.height + player.height; player.vy = 0; } collidedY = true; } } // --- Coin Collection --- for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coin.x - coin.width / 2, y: coin.y - coin.height / 2, width: coin.width, height: coin.height })) { // Collect coin score += 1; scoreTxt.setText(score); coin.destroy(); coins.splice(i, 1); } } // --- Enemy Update & Collision --- // (Removed: No enemies in this version) // --- Camera & Distance --- updateCamera(); // Move all objects to screen position for (var i = 0; i < platforms.length; i++) { platforms[i].x = platforms[i].xScreen; } for (var i = 0; i < coins.length; i++) { coins[i].x = coins[i].xScreen; } player.x = player.xScreen; // --- Distance --- distance = Math.floor((player.x + cameraX) / 10); distTxt.setText(distance + "m"); // --- Win/Lose Conditions --- // Fall off screen if (player.y > 2732) { LK.effects.flashScreen(0xff0000, 1000); gameOver = true; LK.showGameOver(); return; } // Reached coffee house (win condition) if (coffeeHouse && intersectsAABB({ x: player.x - player.width / 2, y: player.y - player.height, width: player.width, height: player.height }, { x: coffeeHouse.x - coffeeHouse.width / 2, y: coffeeHouse.y - coffeeHouse.height, width: coffeeHouse.width, height: coffeeHouse.height })) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); LK.showYouWin(); gameOver = true; return; } // Win condition: player reaches the last platform if (platforms.length > 0) { var lastPlat = platforms[platforms.length - 1]; if (player.x + player.width / 2 >= lastPlat.x && player.x - player.width / 2 <= lastPlat.x + lastPlat.width && player.y >= lastPlat.y && player.y - player.height <= lastPlat.y + lastPlat.height) { LK.effects.flashScreen(0x00ff00, 1000); LK.setScore(score); LK.showYouWin(); gameOver = true; return; } } }; // --- Game Start --- function startGame() { score = 0; distance = 0; gameOver = false; scoreTxt.setText(score); distTxt.setText(distance + "m"); createLevel(); resetPlayer(); cameraX = 0; moveDir = 0; } // --- Start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -181,16 +181,19 @@
coin.y = plat.y - 80;
coins.push(coin);
game.addChild(coin);
}
- // Add coffee house at end of level
- coffeeHouse = LK.getAsset('coffeeHouse', {
- anchorX: 0.5,
- anchorY: 1
- });
- coffeeHouse.x = LEVEL_LENGTH - 200;
- coffeeHouse.y = 2300;
- game.addChild(coffeeHouse);
+ // 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();
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