User prompt
hızımız 5 binden sonra daha fazla artmasın
User prompt
her 1000 metrede bir engellerin y ekseninde arası 0.1 birim artsın
User prompt
oyunda 3 hakkımız olsun 3 hakkımız gidince ölelim sağ üstte canlarımız sol üstte metre yazsın
User prompt
add orange trail yo climber
User prompt
karakter sağa giderken hafif sola, sola giderken hafif sağa dönebilir mi
User prompt
sarı objeler 100m eklesinler aldığımızda
User prompt
Please fix the bug: 'BlueBonus is not defined' in or related to this line: 'var blue = new BlueBonus();' Line Number: 199
User prompt
Please fix the bug: 'Climber is not defined' in or related to this line: 'climber = new Climber();' Line Number: 100
User prompt
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
User prompt
Please fix the bug: 'ReferenceError: Bonus is not defined' in or related to this line: 'var bonus = new Bonus();' Line Number: 226
User prompt
Please fix the bug: 'ReferenceError: Bonus is not defined' in or related to this line: 'var bonus = new Bonus();' Line Number: 227
User prompt
Please fix the bug: 'ReferenceError: Obstacle is not defined' in or related to this line: 'var obs = new Obstacle();' Line Number: 189
User prompt
Please fix the bug: 'Climber is not defined' in or related to this line: 'climber = new Climber();' Line Number: 117
User prompt
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
User prompt
800. metreden sonrasında bug var galiba, onların opacityleri %60 ta kaldı, onu düzelt
User prompt
2. saniyeden sonra engellerin opacity değeri 100 olsun
User prompt
opacity değeri başta %35 olsun 1 saniye sonra yanıp sönüp %60 olsun 2. saniyede %100 olsun
User prompt
ilk iki saniye engellerin opacity değeri %10 olsun ikinci saniyeden sonra %100 olsun
User prompt
ilk 2 saniye hasar vermesin
User prompt
engeller ilk 4 saniye hasar vermesin
User prompt
engellerin gelme süresi 2 saniye olsun
User prompt
engeller yukarıdan gelmeye başlasınlar
User prompt
metrenin rengini beyaz kalın yap
User prompt
metrenin fontunu bold yapar mısın
User prompt
metreyi yazan yazıyı eski haline getir
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bonus class var Bonus = Container.expand(function () { var self = Container.call(this); var bonusGfx = self.attachAsset('bonus', { anchorX: 0.5, anchorY: 0.5 }); // Update: move down (relative to world) self.update = function (speed) { self.y += speed; }; return self; }); // Climber (player) class var Climber = Container.expand(function () { var self = Container.call(this); var climberGfx = self.attachAsset('climber', { anchorX: 0.5, anchorY: 0.5 }); // --- Trail logic --- // Store last position for trail self.lastTrailX = undefined; self.lastTrailY = undefined; self.trailCooldown = 0; // Helper: spawn a single orange trail segment at (x, y) self.spawnTrail = function (x, y) { // Use a simple orange ellipse as the trail segment var trail = LK.getAsset('trail_orange', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 0.7, scaleY: 0.4, alpha: 0.5 }); // If asset doesn't exist yet, create it as a shape if (!trail) { trail = LK.getAsset('trail_orange', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: 0.7, scaleY: 0.4, alpha: 0.5 }); } // Add to game if (game) game.addChild(trail); // Animate fade out and shrink, then destroy tween(trail, { alpha: 0, scaleX: 0.2, scaleY: 0.1 }, { duration: 320, easing: tween.quadIn, onFinish: function onFinish() { if (trail && trail.parent) trail.parent.removeChild(trail); } }); }; // State: which wall (0 = left, 1 = right) self.wallSide = 0; // Vertical speed (pixels per tick) self.vy = 10; // Horizontal jump speed (pixels per tick) self.vx = 0; // Is currently jumping self.isJumping = false; // Target wall x self.targetX = 0; // Jump to the other wall self.jump = function () { // If already jumping, allow to interrupt and jump to the other wall if (self.isJumping) { // Instantly stop current tween by setting isJumping to false self.isJumping = false; } self.wallSide = 1 - self.wallSide; self.isJumping = true; // Set target x (climber sits just outside the wall, not inside) if (self.wallSide === 0) { self.targetX = wallLeftX + wallWidth / 2 + climberWidth / 2 + 2; } else { self.targetX = wallRightX - wallWidth / 2 - climberWidth / 2 - 2; } // Add a diagonal jump: also move y a bit up, then back to fixed y var jumpPeakY = self.y - 180; // jump up by 180px var originalY = self.y; // Determine tilt direction: right jump = tilt left, left jump = tilt right var tiltAngle = 0; if (self.wallSide === 0) { // Jumping to left wall, tilt slightly right tiltAngle = Math.PI / 16; } else { // Jumping to right wall, tilt slightly left tiltAngle = -Math.PI / 16; } // Animate jump with smooth physics using easing for both X and Y // Also animate rotation for tilt tween(self, { x: self.targetX, y: jumpPeakY, rotation: tiltAngle }, { duration: 180, easing: tween.cubicOut, onFinish: function onFinish() { // Fall back to original y and reset tilt with smooth ease tween(self, { y: originalY, rotation: 0 }, { duration: 180, easing: tween.bounceOut, onFinish: function onFinish() { self.x = self.targetX; self.isJumping = false; } }); } }); }; // Update: move up and spawn trail self.update = function () { // Move up self.y -= self.vy; // Trail: spawn a segment if moved enough if (self.lastTrailX === undefined || self.lastTrailY === undefined) { self.lastTrailX = self.x; self.lastTrailY = self.y; } // Only spawn trail if moved at least 18px (vertical) or 8px (horizontal) var dx = self.x - self.lastTrailX; var dy = self.y - self.lastTrailY; if (dx * dx + dy * dy > 64) { self.spawnTrail(self.x, self.y + climberHeight * 0.18); self.lastTrailX = self.x; self.lastTrailY = self.y; } }; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obsGfx = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Update: move down (relative to world) self.update = function (speed) { self.y += speed; }; 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 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 obstacleSpacing = 420 * 1.1; // min vertical distance between obstacles, increased by 10% var bonusSpacing = 900; // min vertical distance between bonuses 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, 0); // anchor left LK.gui.topLeft.addChild(scoreTxt); // Heart (life) display var maxLives = 3; var lives = maxLives; var heartIcons = []; for (var i = 0; i < maxLives; i++) { var heart = new Text2("❤", { size: 110, fill: 0xFF3C3C }); heart.anchor.set(1, 0); // right-top heart.x = -i * 90; // space hearts to the left heart.y = 0; LK.gui.topRight.addChild(heart); heartIcons.push(heart); } function updateHearts() { for (var i = 0; i < heartIcons.length; i++) { heartIcons[i].alpha = i < lives ? 1 : 0.25; } } updateHearts(); // --- 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; } // --- Initial obstacles/bonuses --- // Start obstacles and bonuses from the bottom of the screen lastObstacleY = 2732 - climberHeight / 2; lastBonusY = 2732 - climberHeight / 2; // 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) // Also increase obstacleSpacing by 0.1x every 1000m if (!game.lastSpeedMilestone) game.lastSpeedMilestone = 0; var metersNow = Math.floor(distance / 10); if (metersNow - game.lastSpeedMilestone >= 1000 && metersNow <= 5000) { scrollSpeed *= 1.2; if (scrollSpeed > maxScrollSpeed) scrollSpeed = maxScrollSpeed; climber.vy = scrollSpeed; // Increase obstacleSpacing by 0.1x (10%) every 1000m obstacleSpacing *= 1.1; 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; } // 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); lives--; updateHearts(); if (lives <= 0) { LK.showGameOver(); return; } // Temporary invulnerability for 1s after hit obstacleDamageEnabled = false; setAllObstacleOpacity(0.5); LK.setTimeout(function () { obstacleDamageEnabled = true; setAllObstacleOpacity(1.0); }, 1000); } } } // 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; // Add 100m (1000px) to distance when collecting a yellow bonus distance += 1000; 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; } } // Spawn new obstacles/bonuses as needed for infinite runner while (lastObstacleY > climber.y - 1200) { spawnObstacle(); } while (lastBonusY > climber.y - 1800) { spawnBonus(); } }; // --- 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
@@ -358,9 +358,9 @@
// Increase speed every 1000 meters (10,000 pixels)
// Also increase obstacleSpacing by 0.1x every 1000m
if (!game.lastSpeedMilestone) game.lastSpeedMilestone = 0;
var metersNow = Math.floor(distance / 10);
- if (metersNow - game.lastSpeedMilestone >= 1000) {
+ if (metersNow - game.lastSpeedMilestone >= 1000 && metersNow <= 5000) {
scrollSpeed *= 1.2;
if (scrollSpeed > maxScrollSpeed) scrollSpeed = maxScrollSpeed;
climber.vy = scrollSpeed;
// Increase obstacleSpacing by 0.1x (10%) every 1000m
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