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hızımız 5 binden sonra daha fazla artmasın
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her 1000 metrede bir engellerin y ekseninde arası 0.1 birim artsın
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oyunda 3 hakkımız olsun 3 hakkımız gidince ölelim sağ üstte canlarımız sol üstte metre yazsın
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add orange trail yo climber
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karakter sağa giderken hafif sola, sola giderken hafif sağa dönebilir mi
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sarı objeler 100m eklesinler aldığımızda
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Please fix the bug: 'BlueBonus is not defined' in or related to this line: 'var blue = new BlueBonus();' Line Number: 199
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Please fix the bug: 'Climber is not defined' in or related to this line: 'climber = new Climber();' Line Number: 100
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her 2 bin metrede bir mavi obje ekle, bu obje ortada dursun, bunu alırsak 5 saniyeliğine engellerin opacity değeri %50 düşsün ve zarar vermesinler sonra tekrar düzelsinler
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Please fix the bug: 'ReferenceError: Bonus is not defined' in or related to this line: 'var bonus = new Bonus();' Line Number: 226
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Please fix the bug: 'ReferenceError: Bonus is not defined' in or related to this line: 'var bonus = new Bonus();' Line Number: 227
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Please fix the bug: 'ReferenceError: Obstacle is not defined' in or related to this line: 'var obs = new Obstacle();' Line Number: 189
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Please fix the bug: 'Climber is not defined' in or related to this line: 'climber = new Climber();' Line Number: 117
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her 2 bin metrede bir kırmızı obje ekle, bu obje ortada dursun, bunu alırsak 5 saniyeliğine engellerin opacity değeri %50 düşsün ve zarar vermesinler sonra tekrar düzelsinler
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800. metreden sonrasında bug var galiba, onların opacityleri %60 ta kaldı, onu düzelt
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2. saniyeden sonra engellerin opacity değeri 100 olsun
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opacity değeri başta %35 olsun 1 saniye sonra yanıp sönüp %60 olsun 2. saniyede %100 olsun
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ilk iki saniye engellerin opacity değeri %10 olsun ikinci saniyeden sonra %100 olsun
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ilk 2 saniye hasar vermesin
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engeller ilk 4 saniye hasar vermesin
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engellerin gelme süresi 2 saniye olsun
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engeller yukarıdan gelmeye başlasınlar
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metrenin rengini beyaz kalın yap
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metrenin fontunu bold yapar mısın
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metreyi yazan yazıyı eski haline getir
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // --- Climber class --- var Climber = Container.expand(function () { var self = Container.call(this); // Attach climber asset var climberSprite = self.attachAsset('climber', { anchorX: 0.5, anchorY: 0.5 }); // State self.wallSide = 0; // 0: left, 1: right self.isJumping = false; self.targetX = 0; self.vx = 0; self.vy = scrollSpeed; // Jump to the other wall self.jump = function () { // Determine target wall and X var nextWall = 1 - self.wallSide; var targetX = nextWall === 0 ? wallLeftX + wallWidth / 2 + climberWidth / 2 + 2 : wallRightX - wallWidth / 2 - climberWidth / 2 - 2; self.targetX = targetX; self.isJumping = true; self.wallSide = nextWall; // Animate jump with tween tween.to(self, { x: targetX }, 180, { easing: tween.Easing.Quadratic.Out, onComplete: function onComplete() { self.isJumping = false; } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Constants --- var wallWidth = 180; var climberWidth = 120; var climberHeight = 120; // Make the gap between walls much narrower and ensure climber fits var wallGap = 420; var wallLeftX = (2048 - wallGap) / 2 - wallWidth / 2; var wallRightX = (2048 + wallGap) / 2 + wallWidth / 2; var playTopMargin = 100; // leave top 100px for menu var playBottomMargin = 0; // --- State --- var climber; var obstacles = []; var bonuses = []; var blueBonuses = []; var distance = 0; // in pixels var bonusScore = 0; var scrollSpeed = 18; // initial vertical speed (pixels per tick) - increased for faster game var speedIncreaseEvery = 400; // increase speed more frequently var speedIncreaseAmount = 1.2; // increase speed more per step var maxScrollSpeed = 48; // allow higher max speed var lastObstacleY = 0; var lastBonusY = 0; var lastBlueBonusY = 0; var obstacleSpacing = 420 * 1.1; // min vertical distance between obstacles, increased by 10% var bonusSpacing = 900; // min vertical distance between bonuses var blueBonusSpacing = 2000 * 10; // 2000m in px var blueBonusActive = false; var blueBonusTimer = 0; var scoreTxt; // --- Obstacle damage protection & opacity --- var obstacleDamageEnabled = false; var obstacleOpacity = 0.35; // Start with 35% opacity // Set all current obstacles to given opacity function setAllObstacleOpacity(alpha) { for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] && obstacles[i].children && obstacles[i].children[0]) { obstacles[i].children[0].alpha = alpha; } } } // Set initial opacity setAllObstacleOpacity(obstacleOpacity); // At 1s: blink between 0.35 and 0.6 for 1s, then set to 0.6 LK.setTimeout(function () { var blinkCount = 0; var blinkInterval = LK.setInterval(function () { blinkCount++; // Alternate between 0.35 and 0.6 every 100ms obstacleOpacity = blinkCount % 2 === 0 ? 0.35 : 0.6; setAllObstacleOpacity(obstacleOpacity); if (blinkCount >= 10) { // 1s total (10 blinks) LK.clearInterval(blinkInterval); obstacleOpacity = 0.6; setAllObstacleOpacity(obstacleOpacity); } }, 100); }, 1000); // At 2s: set to 1.0 and enable damage LK.setTimeout(function () { obstacleDamageEnabled = true; obstacleOpacity = 1.0; setAllObstacleOpacity(obstacleOpacity); // After 2s, always force obstacleOpacity to 1.0 for all future obstacles setAllObstacleOpacity = function setAllObstacleOpacity(alpha) { for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] && obstacles[i].children && obstacles[i].children[0]) { obstacles[i].children[0].alpha = 1.0; } } }; }, 2000); // --- Walls --- // Walls removed: no wall graphics are added to the game // --- Climber --- climber = new Climber(); climber.x = wallLeftX + wallWidth / 2 + climberWidth / 2; climber.y = 2732 / 2; // start at vertical center of the screen game.addChild(climber); // --- Score Display --- scoreTxt = new Text2('0 m', { size: 120, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Helper: format distance --- function formatDistance(px) { var meters = Math.floor(px / 10); if (meters < 1000) return meters + " m"; return (meters / 1000).toFixed(2) + " km"; } // --- Helper: update score text --- function updateScoreText() { var meters = Math.floor(distance / 10); scoreTxt.setText(meters + " m"); } // --- Helper: spawn obstacle --- function spawnObstacle() { // Randomly pick left or right wall var side = Math.random() < 0.5 ? 0 : 1; var obs = new Obstacle(); if (side === 0) { obs.x = wallLeftX + wallWidth / 2 + climberWidth / 2 + 2; obs.children[0].flipX = 1; // Mirror horizontally for left-side obstacles } else { obs.x = wallRightX - wallWidth / 2 - climberWidth / 2 - 2; obs.children[0].flipX = 0; // No flip for right-side obstacles } // Set opacity according to current global value if (obs.children && obs.children[0]) { // After 800m, always set to 1.0 if (distance >= 8000) { obs.children[0].alpha = 1.0; } else { obs.children[0].alpha = obstacleOpacity; } } obs.y = lastObstacleY - obstacleSpacing - Math.random() * 220; obstacles.push(obs); game.addChild(obs); lastObstacleY = obs.y; } // --- Helper: spawn bonus --- function spawnBonus() { var bonus = new Bonus(); bonus.x = 2048 / 2; bonus.y = lastBonusY - bonusSpacing - Math.random() * 400; bonuses.push(bonus); game.addChild(bonus); lastBonusY = bonus.y; } // --- Helper: spawn blue bonus (every 2000m) --- function spawnBlueBonus() { var blue = new BlueBonus(); blue.x = 2048 / 2; blue.y = lastBlueBonusY - blueBonusSpacing; blueBonuses.push(blue); game.addChild(blue); lastBlueBonusY = blue.y; } // --- Initial obstacles/bonuses --- // Start obstacles and bonuses from the bottom of the screen lastObstacleY = 2732 - climberHeight / 2; lastBonusY = 2732 - climberHeight / 2; lastBlueBonusY = 2732 - climberHeight / 2; // Spawn first blue bonus spawnBlueBonus(); // Delay obstacle and bonus spawning by 1 second, then spawn at 2 second intervals LK.setTimeout(function () { for (var i = 0; i < 6; i++) { spawnObstacle(); } for (var i = 0; i < 2; i++) { spawnBonus(); } // Set interval to spawn obstacles every 2 seconds (2000ms) LK.setInterval(function () { spawnObstacle(); }, 2000); }, 1000); // --- Input: tap to jump --- game.down = function (x, y, obj) { // Allow jump if not already moving to the same wall (ignore isJumping) var nextWall = 1 - climber.wallSide; // Only allow jump if not already moving to that wall if (!(climber.isJumping && climber.targetX === (nextWall === 0 ? wallLeftX + wallWidth / 2 + climberWidth / 2 + 2 : wallRightX - wallWidth / 2 - climberWidth / 2 - 2))) { climber.jump(); } }; // --- Move handler (not used for drag, but required by LK) --- game.move = function (x, y, obj) {}; // --- Main update loop --- game.update = function () { // Increase speed every 1000 meters (10,000 pixels) if (!game.lastSpeedMilestone) game.lastSpeedMilestone = 0; var metersNow = Math.floor(distance / 10); if (metersNow - game.lastSpeedMilestone >= 1000) { scrollSpeed *= 1.2; if (scrollSpeed > maxScrollSpeed) scrollSpeed = maxScrollSpeed; climber.vy = scrollSpeed; game.lastSpeedMilestone += 1000; } // Keep climber fixed at the vertical center of the screen, move obstacles/bonuses down by scrollSpeed var screenClimberY = 2732 / 2; // fixed Y position for climber at vertical center climber.y = screenClimberY; // Move all obstacles and bonuses down by scrollSpeed for (var i = 0; i < obstacles.length; i++) { obstacles[i].y += scrollSpeed; // After 800m (8000px), always force obstacle opacity to 1.0 if (distance >= 8000 && obstacles[i].children && obstacles[i].children[0]) { obstacles[i].children[0].alpha = 1.0; } } for (var j = 0; j < bonuses.length; j++) { bonuses[j].y += scrollSpeed; } // Move blue bonuses down by scrollSpeed for (var j = 0; j < blueBonuses.length; j++) { blueBonuses[j].y += scrollSpeed; } // Spawn new blue bonus every 2000m (20000px) while (lastBlueBonusY > climber.y - 4000 * 2) { spawnBlueBonus(); } // Walls removed: no wall movement needed // Update distance distance += scrollSpeed; updateScoreText(); // Move obstacles and check collision for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; // If obstacle goes off the bottom, move it back to the top with new random Y and side if (obs.y > 2732 + 100) { // Randomly pick left or right wall var side = Math.random() < 0.5 ? 0 : 1; if (side === 0) { obs.x = wallLeftX + wallWidth / 2 + climberWidth / 2 + 2; obs.children[0].flipX = 1; // Mirror horizontally for left-side obstacles } else { obs.x = wallRightX - wallWidth / 2 - climberWidth / 2 - 2; obs.children[0].flipX = 0; // No flip for right-side obstacles } // Set opacity according to current global value if (obs.children && obs.children[0]) { // After 800m, always set to 1.0 if (distance >= 8000) { obs.children[0].alpha = 1.0; } else { obs.children[0].alpha = obstacleOpacity; } } // Place above the highest obstacle var highestY = climber.y - 400; for (var k = 0; k < obstacles.length; k++) { if (obstacles[k].y < highestY) highestY = obstacles[k].y; } obs.y = highestY - obstacleSpacing - Math.random() * 220; lastObstacleY = obs.y; } // Collision: only if climber is on same wall and overlaps in Y if (Math.abs(obs.x - climber.x) < climberWidth / 2 + 10 && Math.abs(obs.y - screenClimberY) < climberHeight / 2 + 30) { if (obstacleDamageEnabled) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } } // Move bonuses and check collection for (var j = bonuses.length - 1; j >= 0; j--) { var b = bonuses[j]; // If bonus goes off the bottom, move it back to the top (like obstacles) if (b.y > 2732 + 100) { // Place above the highest bonus var highestBonusY = climber.y - 800; for (var k = 0; k < bonuses.length; k++) { if (bonuses[k].y < highestBonusY) highestBonusY = bonuses[k].y; } b.y = highestBonusY - bonusSpacing - Math.random() * 400; lastBonusY = b.y; continue; } // Collect if (Math.abs(b.x - climber.x) < climberWidth / 2 + 40 && Math.abs(b.y - screenClimberY) < climberHeight / 2 + 40) { bonusScore += 10; updateScoreText(); LK.effects.flashObject(b, 0xffff00, 400); // Move collected bonus to top (infinite) var highestBonusY = climber.y - 800; for (var k = 0; k < bonuses.length; k++) { if (bonuses[k].y < highestBonusY) highestBonusY = bonuses[k].y; } b.y = highestBonusY - bonusSpacing - Math.random() * 400; lastBonusY = b.y; continue; } } // Move blue bonuses and check collection for (var j = blueBonuses.length - 1; j >= 0; j--) { var bb = blueBonuses[j]; // If blue bonus goes off the bottom, move it back to the top (like obstacles) if (bb.y > 2732 + 100) { var highestBlueY = climber.y - 2000; for (var k = 0; k < blueBonuses.length; k++) { if (blueBonuses[k].y < highestBlueY) highestBlueY = blueBonuses[k].y; } bb.y = highestBlueY - blueBonusSpacing; lastBlueBonusY = bb.y; continue; } // Collect blue bonus if (Math.abs(bb.x - climber.x) < climberWidth / 2 + 60 && Math.abs(bb.y - screenClimberY) < climberHeight / 2 + 60) { LK.effects.flashObject(bb, 0x3399ff, 400); // Move collected blue bonus to top (infinite) var highestBlueY = climber.y - 2000; for (var k = 0; k < blueBonuses.length; k++) { if (blueBonuses[k].y < highestBlueY) highestBlueY = blueBonuses[k].y; } bb.y = highestBlueY - blueBonusSpacing; lastBlueBonusY = bb.y; // Activate blue bonus effect blueBonusActive = true; blueBonusTimer = 300; // 5 seconds at 60fps // Set all obstacles to 50% opacity and disable damage for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] && obstacles[i].children && obstacles[i].children[0]) { obstacles[i].children[0].alpha = 0.5; } } obstacleDamageEnabled = false; continue; } } // Spawn new obstacles/bonuses as needed for infinite runner while (lastObstacleY > climber.y - 1200) { spawnObstacle(); } while (lastBonusY > climber.y - 1800) { spawnBonus(); } // Handle blue bonus effect timer if (blueBonusActive) { blueBonusTimer--; if (blueBonusTimer <= 0) { blueBonusActive = false; obstacleDamageEnabled = true; // Restore all obstacles to full opacity (or 1.0 if after 2s/800m) for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] && obstacles[i].children && obstacles[i].children[0]) { if (distance >= 8000) { obstacles[i].children[0].alpha = 1.0; } else { obstacles[i].children[0].alpha = 1.0; } } } } } }; // --- Reset state on game over --- game.on('gameover', function () { // All state will be reset by LK, so nothing to do here }); // --- You win (not used in endless) --- game.on('youwin', function () { // Not used });
===================================================================
--- original.js
+++ change.js
@@ -3,8 +3,46 @@
****/
var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// --- Climber class ---
+var Climber = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach climber asset
+ var climberSprite = self.attachAsset('climber', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // State
+ self.wallSide = 0; // 0: left, 1: right
+ self.isJumping = false;
+ self.targetX = 0;
+ self.vx = 0;
+ self.vy = scrollSpeed;
+ // Jump to the other wall
+ self.jump = function () {
+ // Determine target wall and X
+ var nextWall = 1 - self.wallSide;
+ var targetX = nextWall === 0 ? wallLeftX + wallWidth / 2 + climberWidth / 2 + 2 : wallRightX - wallWidth / 2 - climberWidth / 2 - 2;
+ self.targetX = targetX;
+ self.isJumping = true;
+ self.wallSide = nextWall;
+ // Animate jump with tween
+ tween.to(self, {
+ x: targetX
+ }, 180, {
+ easing: tween.Easing.Quadratic.Out,
+ onComplete: function onComplete() {
+ self.isJumping = false;
+ }
+ });
+ };
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
make cyberpunk retro, neon wall. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Make pixelart neon wall obstacle. In-Game asset. 2d. High contrast. No shadows
toony basic flame. In-Game asset. 2d. High contrast. No shadows
mavileri parlat daha renkli olsun
arkasına parıltı ekle
kalbi retro neon yap