User prompt
Please fix the bug: 'ReferenceError: Platform is not defined' in or related to this line: 'plat = new Platform();' Line Number: 105
User prompt
Hateketli plartformlar ekle sağa sola hareket etsin ve normalden farklı renkte olsun
User prompt
Menüyü daha iyi yap kendin bir fikir üret be ekle
User prompt
Başla nutonunun içininde asset olmasını istiyorum
User prompt
Hayır geri al yaptığın değişikliği ve sonra asset olarak ayarla
User prompt
Başla butonunun arka planını görsel şekilde olutştur
User prompt
Başla butonunun rengini değiştir
User prompt
Play a sound when score reaches 1000 or a multiple of 1000
User prompt
Her skor 1000 ve çarpanlarına ulaşması için bir sound ekle
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(btn, {' Line Number: 469 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bugfix
User prompt
Başla butonuna basıldığında başla menüsünden çıkılsın
User prompt
Bugfix basla buttons
User prompt
Başlaya basınca başlamayı düzelt ve basılınca buton transform olsun 1.1 x e
User prompt
Başlaya basınca oyunun açılmasını düzelt ve o menünün arkaplanını beyaz yap ve karakter seçmeyide oraya x ekseninde sıralı olcak şekilde ekranın 3/4 y sine ekle
User prompt
Start menüyü en başa al herşeyden önce ona basmadan hiçbişi çalışmasın
User prompt
Oyunu hemen başlatma önce bir menü aç tuşa basıldıktan sonra başlat
User prompt
Oyun başında karakter seçme ekranı olsun ve ona göre player asseti değişsin
User prompt
Bir ekranda maximum 12 plartform oluşabilsin ve y eksenleri aynı olmasın
User prompt
Power up yarıya azalsın boyutu
User prompt
Power up boyutu 3 x artsın
User prompt
Anakarakteri birdaha çiziyosun tekrar çizme
User prompt
Ana karakteri arkaplana ekleme zıplayan karakter dışında gözükmesin
User prompt
Arka plan için assets oluştur
User prompt
Karakterle birlikte yeniden çizme plartform gibi davran poweruplara
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Platform class: a static platform the player can land on var Platform = Container.expand(function () { var self = Container.call(this); // Platform asset: random width, fixed height, color // Platform width will be set on creation self.width = 400; // default, will be overwritten self.height = 40; self.color = 0x4ecdc4; // Attach asset var platAsset = self.attachAsset('platform', { width: self.width, height: self.height, color: self.color, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // For collision, always use self.x/y and self.width/height // Update platform asset size if needed self.setSize = function (w, h) { self.width = w; self.height = h; platAsset.width = w; platAsset.height = h; }; return self; }); // Player class: the jumping character var Player = Container.expand(function () { var self = Container.call(this); // Attach asset based on selected character var assetId = selectedCharacter && selectedCharacter.id ? selectedCharacter.id : 'player'; var assetColor = selectedCharacter && selectedCharacter.color ? selectedCharacter.color : 0xf67280; var playerAsset = self.attachAsset(assetId, { width: 100, height: 100, color: assetColor, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Physics self.vx = 0; self.vy = 0; self.radius = 50; // for collision self.isJumping = false; // For touch controls self.moveLeft = function () { self.vx = -playerMoveSpeed; }; self.moveRight = function () { self.vx = playerMoveSpeed; }; self.stopMove = function () { self.vx = 0; }; // For jump self.jump = function () { self.vy = -playerJumpVelocity; self.isJumping = true; LK.getSound('jump').play(); }; return self; }); // Powerup class: a collectible that gives jump boost var Powerup = Container.expand(function () { var self = Container.call(this); // Attach a visible asset (ellipse, yellow) var asset = self.attachAsset('powerup', { width: 90, height: 90, color: 0xffe066, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // For collision, use self.x/y and asset size self.radius = 45; // Track if already collected self.collected = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x22223b }); /**** * Game Code ****/ // --- Constants --- var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLATFORM_MIN_WIDTH = 300; var PLATFORM_MAX_WIDTH = 600; var PLATFORM_HEIGHT = 40; var PLATFORM_MIN_GAP = 250; var PLATFORM_MAX_GAP = 600; var PLATFORM_SIDE_MARGIN = 100; var PLATFORM_COLOR = 0x4ecdc4; var PLAYER_START_X = GAME_WIDTH / 2; var PLAYER_START_Y = GAME_HEIGHT - 400; var playerMoveSpeed = 18; var playerJumpVelocity = 60; var gravity = 3.2; var maxFallSpeed = 60; var scrollThreshold = GAME_HEIGHT / 2; var platformScrollSpeed = 0; // will be set dynamically // --- State --- var platforms = []; var player; var score = 0; var scoreTxt; var highestY = PLAYER_START_Y; var dragDir = 0; // -1: left, 1: right, 0: none var isTouching = false; var lastTouchX = 0; var lastTouchY = 0; var gameOver = false; // --- Powerup State --- var powerups = []; var jumpBoostActive = false; var jumpBoostTimeout = null; // --- Helper: Spawn Powerup --- function spawnPowerup(x, y) { var p = new Powerup(); p.x = x; p.y = y - 80; // float above platform p.visible = true; // ensure powerup is visible when spawned powerups.push(p); game.addChild(p); return p; } // --- GUI --- scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Helper: Platform Generation --- function randomPlatformWidth() { return PLATFORM_MIN_WIDTH + Math.floor(Math.random() * (PLATFORM_MAX_WIDTH - PLATFORM_MIN_WIDTH)); } function randomPlatformX(width) { var minX = PLATFORM_SIDE_MARGIN + width / 2; var maxX = GAME_WIDTH - PLATFORM_SIDE_MARGIN - width / 2; return minX + Math.random() * (maxX - minX); } function randomPlatformGap() { return PLATFORM_MIN_GAP + Math.random() * (PLATFORM_MAX_GAP - PLATFORM_MIN_GAP); } // --- Helper: Platform Creation --- function createPlatform(x, y, width) { var plat = new Platform(); plat.setSize(width, PLATFORM_HEIGHT); plat.x = x; plat.y = y; platforms.push(plat); game.addChild(plat); // Powerup: spawn with 10% chance on top of platform if (Math.random() < 0.10) { spawnPowerup(x, y - PLATFORM_HEIGHT / 2); } return plat; } // --- Helper: Remove platform --- function removePlatform(plat) { var idx = platforms.indexOf(plat); if (idx !== -1) { platforms.splice(idx, 1); } plat.destroy(); } // --- Helper: Collision Detection (AABB) --- function playerOnPlatform(player, plat) { // Only check if player is falling if (player.vy < 0) return false; // Player bottom var px = player.x; var py = player.y + player.radius * 0.8; // Platform bounds var left = plat.x - plat.width / 2; var right = plat.x + plat.width / 2; var top = plat.y - plat.height / 2; var bottom = plat.y + plat.height / 2; // Check if player is above platform and within x bounds if (py > top && py < bottom && px > left && px < right) { return true; } return false; } // --- Helper: Generate Initial Platforms --- function generateInitialPlatforms() { var y = PLAYER_START_Y + 200; // First platform: wide, centered, at bottom createPlatform(GAME_WIDTH / 2, y, 600); // Generate upwards while (y > 400) { y -= randomPlatformGap(); var width = randomPlatformWidth(); var x = randomPlatformX(width); createPlatform(x, y, width); } } // --- Helper: Generate New Platforms Above --- function generatePlatformsIfNeeded() { // Find highest platform var highestPlatY = GAME_HEIGHT; for (var i = 0; i < platforms.length; i++) { if (platforms[i].y < highestPlatY) highestPlatY = platforms[i].y; } // Limit to 12 platforms on screen while (highestPlatY > -200 && platforms.length < 12) { var width = randomPlatformWidth(); var x = randomPlatformX(width); var gap = randomPlatformGap(); highestPlatY -= gap; // Ensure no two platforms have the same Y coordinate (within 1px tolerance) var yUnique = true; for (var j = 0; j < platforms.length; j++) { if (Math.abs(platforms[j].y - highestPlatY) < 1) { yUnique = false; break; } } if (yUnique) { createPlatform(x, highestPlatY, width); } else { // If not unique, try a slightly different gap highestPlatY -= 10 + Math.random() * 20; } } } // --- Helper: Remove Offscreen Platforms --- function removeOffscreenPlatforms() { for (var i = platforms.length - 1; i >= 0; i--) { if (platforms[i].y > GAME_HEIGHT + 200) { removePlatform(platforms[i]); } } } // --- Helper: Update Score --- function updateScore() { // Score is highestY reached (inverted, since y decreases as we go up) var newScore = Math.max(0, Math.floor((PLAYER_START_Y - highestY) / 10)); if (newScore > score) { score = newScore; scoreTxt.setText(score); } } // --- Character Selection --- var characterOptions = [{ id: 'player', color: 0xf67280, label: 'Kırmızı' }, { id: 'player2', color: 0x4ecdc4, label: 'Mavi' }, { id: 'player3', color: 0xffe066, label: 'Sarı' }]; var selectedCharacter = null; var characterSelectNodes = []; var characterSelectActive = true; // Show character selection UI function showCharacterSelect() { characterSelectActive = true; // Remove any previous nodes for (var i = 0; i < characterSelectNodes.length; i++) { if (characterSelectNodes[i].parent) { characterSelectNodes[i].parent.removeChild(characterSelectNodes[i]); } } characterSelectNodes = []; // Centered horizontally, spaced vertically var centerX = GAME_WIDTH / 2; var startY = GAME_HEIGHT / 2 - 200; var spacing = 250; for (var i = 0; i < characterOptions.length; i++) { var opt = characterOptions[i]; var node = LK.getAsset(opt.id, { width: 160, height: 160, color: opt.color, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: centerX, y: startY + i * spacing }); node.interactive = true; node.buttonMode = true; // Add label var label = new Text2(opt.label, { size: 80, fill: "#fff" }); label.anchor.set(0.5, 0); label.x = centerX; label.y = startY + i * spacing + 100; // Store index for event node._charIndex = i; // Add to game game.addChild(node); game.addChild(label); characterSelectNodes.push(node, label); } } // Remove character selection UI function hideCharacterSelect() { for (var i = 0; i < characterSelectNodes.length; i++) { if (characterSelectNodes[i].parent) { characterSelectNodes[i].parent.removeChild(characterSelectNodes[i]); } } characterSelectNodes = []; characterSelectActive = false; } // Listen for down event to select character game.down = function (x, y, obj) { if (characterSelectActive) { // Check if any character node was tapped for (var i = 0; i < characterSelectNodes.length; i += 2) { var node = characterSelectNodes[i]; var dx = x - node.x; var dy = y - node.y; if (dx * dx + dy * dy < 80 * 80) { selectedCharacter = characterOptions[node._charIndex]; hideCharacterSelect(); resetGame(); return; } } return; } if (gameOver) return; isTouching = true; lastTouchX = x; lastTouchY = y; // Determine left/right based on touch position if (x < GAME_WIDTH / 2) { dragDir = -1; player.moveLeft(); } else { dragDir = 1; player.moveRight(); } }; showCharacterSelect(); // --- Game Setup --- function resetGame() { // Remove old platforms for (var i = 0; i < platforms.length; i++) { platforms[i].destroy(); } platforms = []; // Remove old powerups for (var i = 0; i < powerups.length; i++) { powerups[i].destroy(); } powerups = []; // Remove player if exists if (player) player.destroy(); // Reset state score = 0; scoreTxt.setText(score); highestY = PLAYER_START_Y; dragDir = 0; isTouching = false; lastTouchX = 0; lastTouchY = 0; gameOver = false; jumpBoostActive = false; if (jumpBoostTimeout) { LK.clearTimeout(jumpBoostTimeout); jumpBoostTimeout = null; } // Reset platform count for powerup spawn createPlatform.platformCount = 0; // Generate platforms generateInitialPlatforms(); // Create player player = new Player(); player.x = PLAYER_START_X; player.y = PLAYER_START_Y; player.vx = 0; player.vy = 0; player.isJumping = false; game.addChild(player); } // --- Input Handling (Touch/Drag) --- game.down = function (x, y, obj) { if (gameOver) return; isTouching = true; lastTouchX = x; lastTouchY = y; // Determine left/right based on touch position if (x < GAME_WIDTH / 2) { dragDir = -1; player.moveLeft(); } else { dragDir = 1; player.moveRight(); } }; game.move = function (x, y, obj) { if (gameOver) return; if (!isTouching) return; // If finger crosses center, switch direction if (dragDir === -1 && x > GAME_WIDTH / 2) { dragDir = 1; player.moveRight(); } else if (dragDir === 1 && x < GAME_WIDTH / 2) { dragDir = -1; player.moveLeft(); } lastTouchX = x; lastTouchY = y; }; game.up = function (x, y, obj) { if (gameOver) return; isTouching = false; dragDir = 0; player.stopMove(); }; // --- Main Game Loop --- game.update = function () { if (gameOver) return; // --- Player Physics --- // Show player only when jumping if (player.isJumping && !player.parent) { game.addChild(player); } else if (!player.isJumping && player.parent) { player.parent.removeChild(player); } // Horizontal movement player.x += player.vx; // Clamp to screen if (player.x < player.radius) player.x = player.radius; if (player.x > GAME_WIDTH - player.radius) player.x = GAME_WIDTH - player.radius; // Vertical movement player.y += player.vy; player.vy += gravity; if (player.vy > maxFallSpeed) player.vy = maxFallSpeed; // --- Platform Collision --- var landed = false; for (var i = 0; i < platforms.length; i++) { if (playerOnPlatform(player, platforms[i])) { // Only allow landing if falling if (player.vy >= 0) { player.y = platforms[i].y - platforms[i].height / 2 - player.radius * 0.8; player.jump(); landed = true; break; } } } // --- Scrolling --- // If player is above scroll threshold, move everything down if (player.y < scrollThreshold) { var dy = scrollThreshold - player.y; player.y = scrollThreshold; // Move all platforms down for (var i = 0; i < platforms.length; i++) { platforms[i].y += dy; } // Move all powerups down (so they behave like platforms) for (var i = 0; i < powerups.length; i++) { powerups[i].y += dy; } // Track highestY highestY -= dy; } else { // Track highestY if (player.y < highestY) highestY = player.y; } // --- Remove Offscreen Platforms & Generate New Ones --- removeOffscreenPlatforms(); generatePlatformsIfNeeded(); // --- Powerup Collision --- for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; if (!p.collected) { // Simple circle collision var dx = player.x - p.x; var dy = player.y - p.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.radius + p.radius) { // Collect powerup p.collected = true; p.visible = false; // Activate jump boost jumpBoostActive = true; playerJumpVelocity = 90; // 1.5x original (60) // Clear previous timeout if any if (jumpBoostTimeout) LK.clearTimeout(jumpBoostTimeout); jumpBoostTimeout = LK.setTimeout(function () { jumpBoostActive = false; playerJumpVelocity = 60; jumpBoostTimeout = null; }, 3000); } } } // --- Remove collected/offscreen powerups --- for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; if (p.collected || p.y > GAME_HEIGHT + 200) { p.destroy(); powerups.splice(i, 1); } } // --- Update Score --- updateScore(); // --- Game Over: Fell below screen --- if (player.y > GAME_HEIGHT + 200) { gameOver = true; LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } }; // --- Start Game --- resetGame(); // Background image asset for the game (full screen) // Add background image (always at the back) var bg = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: GAME_WIDTH, height: GAME_HEIGHT }); game.addChildAt(bg, 0); // Generate platforms generateInitialPlatforms(); // Do not add player to game here; will be added only when jumping;
===================================================================
--- original.js
+++ change.js
@@ -35,13 +35,15 @@
});
// Player class: the jumping character
var Player = Container.expand(function () {
var self = Container.call(this);
- // Attach asset
- var playerAsset = self.attachAsset('player', {
+ // Attach asset based on selected character
+ var assetId = selectedCharacter && selectedCharacter.id ? selectedCharacter.id : 'player';
+ var assetColor = selectedCharacter && selectedCharacter.color ? selectedCharacter.color : 0xf67280;
+ var playerAsset = self.attachAsset(assetId, {
width: 100,
height: 100,
- color: 0xf67280,
+ color: assetColor,
shape: 'ellipse',
anchorX: 0.5,
anchorY: 0.5
});
@@ -257,8 +259,110 @@
score = newScore;
scoreTxt.setText(score);
}
}
+// --- Character Selection ---
+var characterOptions = [{
+ id: 'player',
+ color: 0xf67280,
+ label: 'Kırmızı'
+}, {
+ id: 'player2',
+ color: 0x4ecdc4,
+ label: 'Mavi'
+}, {
+ id: 'player3',
+ color: 0xffe066,
+ label: 'Sarı'
+}];
+var selectedCharacter = null;
+var characterSelectNodes = [];
+var characterSelectActive = true;
+// Show character selection UI
+function showCharacterSelect() {
+ characterSelectActive = true;
+ // Remove any previous nodes
+ for (var i = 0; i < characterSelectNodes.length; i++) {
+ if (characterSelectNodes[i].parent) {
+ characterSelectNodes[i].parent.removeChild(characterSelectNodes[i]);
+ }
+ }
+ characterSelectNodes = [];
+ // Centered horizontally, spaced vertically
+ var centerX = GAME_WIDTH / 2;
+ var startY = GAME_HEIGHT / 2 - 200;
+ var spacing = 250;
+ for (var i = 0; i < characterOptions.length; i++) {
+ var opt = characterOptions[i];
+ var node = LK.getAsset(opt.id, {
+ width: 160,
+ height: 160,
+ color: opt.color,
+ shape: 'ellipse',
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: centerX,
+ y: startY + i * spacing
+ });
+ node.interactive = true;
+ node.buttonMode = true;
+ // Add label
+ var label = new Text2(opt.label, {
+ size: 80,
+ fill: "#fff"
+ });
+ label.anchor.set(0.5, 0);
+ label.x = centerX;
+ label.y = startY + i * spacing + 100;
+ // Store index for event
+ node._charIndex = i;
+ // Add to game
+ game.addChild(node);
+ game.addChild(label);
+ characterSelectNodes.push(node, label);
+ }
+}
+// Remove character selection UI
+function hideCharacterSelect() {
+ for (var i = 0; i < characterSelectNodes.length; i++) {
+ if (characterSelectNodes[i].parent) {
+ characterSelectNodes[i].parent.removeChild(characterSelectNodes[i]);
+ }
+ }
+ characterSelectNodes = [];
+ characterSelectActive = false;
+}
+// Listen for down event to select character
+game.down = function (x, y, obj) {
+ if (characterSelectActive) {
+ // Check if any character node was tapped
+ for (var i = 0; i < characterSelectNodes.length; i += 2) {
+ var node = characterSelectNodes[i];
+ var dx = x - node.x;
+ var dy = y - node.y;
+ if (dx * dx + dy * dy < 80 * 80) {
+ selectedCharacter = characterOptions[node._charIndex];
+ hideCharacterSelect();
+ resetGame();
+ return;
+ }
+ }
+ return;
+ }
+ if (gameOver) return;
+ isTouching = true;
+ lastTouchX = x;
+ lastTouchY = y;
+ // Determine left/right based on touch position
+ if (x < GAME_WIDTH / 2) {
+ dragDir = -1;
+ player.moveLeft();
+ } else {
+ dragDir = 1;
+ player.moveRight();
+ }
+};
+showCharacterSelect();
// --- Game Setup ---
function resetGame() {
// Remove old platforms
for (var i = 0; i < platforms.length; i++) {
Cartoon bir astronot. In-Game asset. 2d. High contrast. No shadows
Cartoon bir astronot. In-Game asset. 2d. High contrast. No shadows
İskender kebap. In-Game asset. 2d. High contrast. No shadows
Nebula uzay arkaplan nebula oranı 3/10 olsun. In-Game asset. 2d. High contrast. No shadows
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Jump Up: Sonsuz Platform Macerası" and with the description astronot in the moon"Karakterin otomatik zıpladığı, sağ-sol yönlendirme ile platformlarda yükseldiğin sonsuz bir parkur oyunu. Platformlar rastgele ve benzersiz şekilde oluşur.". No text on banner!