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 ****/ // Do not generate platforms or add player until after character is selected and game is started // All gameplay setup is now handled in resetGame, which is only called after character selection // Do not add player to game here; will be added only when jumping;; // --- Platform Class --- var Platform = Container.expand(function () { var self = Container.call(this); // Default size self.width = 400; self.height = 40; // Platform visual var platAsset = self.attachAsset('platform', { width: self.width, height: self.height, color: PLATFORM_COLOR, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Set platform size self.setSize = function (w, h) { self.width = w; self.height = h; platAsset.width = w; platAsset.height = h; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * 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) { // 25% chance to create a moving platform, but never for the first (bottom) platform var isMoving = Math.random() < 0.25 && y < PLAYER_START_Y + 100; var plat; if (isMoving) { plat = new MovingPlatform(); plat.setSize(width, PLATFORM_HEIGHT); plat.x = x; plat.y = y; // Set movement bounds so it doesn't go off screen var minX = PLATFORM_SIDE_MARGIN + width / 2; var maxX = GAME_WIDTH - PLATFORM_SIDE_MARGIN - width / 2; plat.setMoveBounds(minX, maxX); } else { 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); // Play sound at every 1000 and multiples of 1000 if (score > 0 && score % 1000 === 0) { LK.getSound('jump').play(); } } } // --- 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 = false; // --- Start Menu --- var startMenuNodes = []; var startMenuActive = true; function showStartMenu() { startMenuActive = true; // Remove any previous menu nodes for (var i = 0; i < startMenuNodes.length; i++) { if (startMenuNodes[i].parent) { startMenuNodes[i].parent.removeChild(startMenuNodes[i]); } } startMenuNodes = []; // Add a white background covering the whole screen var menuBg = LK.getAsset('platform', { width: GAME_WIDTH, height: GAME_HEIGHT, color: 0xffffff, shape: 'box', anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(menuBg); startMenuNodes.push(menuBg); // --- Animated Game Title --- var titleY = 320; var title = new Text2('Zıpla!', { size: 220, fill: 0xF67280, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); title.anchor.set(0.5, 0.5); title.x = GAME_WIDTH / 2; title.y = titleY; game.addChild(title); startMenuNodes.push(title); // Animate title with a gentle up-down floating effect tween(title, { y: titleY + 40 }, { duration: 1200, yoyo: true, repeat: Infinity, easing: tween.easeInOutSine }); // --- Info Text --- var infoTxt = new Text2('En yükseğe zıpla, güçlendiricileri topla!', { size: 70, fill: 0x22223B }); infoTxt.anchor.set(0.5, 0.5); infoTxt.x = GAME_WIDTH / 2; infoTxt.y = titleY + 160; game.addChild(infoTxt); startMenuNodes.push(infoTxt); // --- Character Selection with Visual Highlight --- var charY = GAME_HEIGHT * 0.75; var charSpacing = 320; var charStartX = GAME_WIDTH / 2 - (characterOptions.length - 1) / 2 * charSpacing; for (var i = 0; i < characterOptions.length; i++) { var opt = characterOptions[i]; // Add a highlight ring behind the character if selected var highlight = LK.getAsset('platform', { width: 200, height: 200, color: 0xfaf3dd, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: charStartX + i * charSpacing, y: charY }); highlight.visible = selectedCharacter && selectedCharacter.id === opt.id; highlight._charIndex = i; game.addChild(highlight); startMenuNodes.push(highlight); var node = LK.getAsset(opt.id, { width: 160, height: 160, color: opt.color, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: charStartX + i * charSpacing, y: charY }); node.interactive = true; node.buttonMode = true; var label = new Text2(opt.label, { size: 80, fill: 0x22223B }); label.anchor.set(0.5, 0); label.x = charStartX + i * charSpacing; label.y = charY + 100; node._charIndex = i; game.addChild(node); game.addChild(label); startMenuNodes.push(node, label); } // --- Başla Button with Glow Effect --- var btnWidth = 600; var btnHeight = 180; var btnY = charY - 350; // Başla button background (removed image asset, use only colored ellipse asset) var btnBg = LK.getAsset('baslaBtnBg', { width: btnWidth + 40, height: btnHeight + 40, anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: btnY }); game.addChild(btnBg); startMenuNodes.push(btnBg); var btn = LK.getAsset('platform', { width: btnWidth, height: btnHeight, color: 0xff9900, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: btnY }); btn.interactive = true; btn.buttonMode = true; // Add a glowing effect to Başla button (pulsing scale) tween(btn, { scaleX: 1.05, scaleY: 1.05 }, { duration: 900, yoyo: true, repeat: Infinity, easing: tween.easeInOutSine }); // Add an asset inside the Başla button (e.g. a star icon, using 'powerup' asset as example) var btnInnerAsset = LK.getAsset('powerup', { width: 90, height: 90, anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: btnY }); game.addChild(btnInnerAsset); startMenuNodes.push(btnInnerAsset); var btnLabel = new Text2('Başla', { size: 110, fill: "#fff" }); btnLabel.anchor.set(0.5, 0.5); btnLabel.x = GAME_WIDTH / 2; btnLabel.y = btnY; game.addChild(btn); game.addChild(btnLabel); startMenuNodes.push(btn, btnLabel); } function hideStartMenu() { for (var i = 0; i < startMenuNodes.length; i++) { if (startMenuNodes[i].parent) { startMenuNodes[i].parent.removeChild(startMenuNodes[i]); } } startMenuNodes = []; startMenuActive = false; } // Show character selection UI // character select is now part of start menu, so this is not needed function showCharacterSelect() {} // character select is now part of start menu, so this is not needed function hideCharacterSelect() {} // Listen for down event to select character or start game // --- 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) --- // This input handler is now only used for gameplay, not for menu/character select game.down = function (x, y, obj) { // Block all gameplay input if start menu or character select is active if (startMenuActive || characterSelectActive) { // If start menu is active, handle menu logic if (startMenuActive) { var charSelected = false; // Check if a character was tapped for (var i = 0; i < startMenuNodes.length; i++) { var node = startMenuNodes[i]; if (node._charIndex !== undefined) { var dx = x - node.x; var dy = y - node.y; if (dx * dx + dy * dy < 80 * 80) { selectedCharacter = characterOptions[node._charIndex]; charSelected = true; // Visually highlight the selected character by updating highlight rings for (var j = 0; j < startMenuNodes.length; j++) { var n = startMenuNodes[j]; if (n._charIndex !== undefined && n.width === 200 && n.height === 200) { n.visible = n._charIndex === node._charIndex; } } } } } // Check if Başla button pressed (always last two nodes) var btn = startMenuNodes[startMenuNodes.length - 2]; var btnLabel = startMenuNodes[startMenuNodes.length - 1]; var dx = x - btn.x; var dy = y - btn.y; var baslaPressed = dx * dx / (btn.width * btn.width * 0.25) + dy * dy / (btn.height * btn.height * 0.25) < 1; if (baslaPressed && selectedCharacter) { // Show highlight for selected character before starting for (var j = 0; j < startMenuNodes.length; j++) { var n = startMenuNodes[j]; if (n._charIndex !== undefined && n.width === 200 && n.height === 200) { n.visible = selectedCharacter && characterOptions[n._charIndex].id === selectedCharacter.id; } } // Prevent multiple presses if (btn._pressed) return; btn._pressed = true; // Animate Başla button to scale up to 1.1x, then back to 1.0x, then start game after animation tween(btn, { scaleX: 1.1, scaleY: 1.1 }, { duration: 120, easing: tween.easeOutBack, onFinish: function onFinish() { tween(btn, { scaleX: 1.0, scaleY: 1.0 }, { duration: 80, easing: tween.easeInBack, onFinish: function onFinish() { hideStartMenu(); resetGame(); btn._pressed = false; } }); } }); return; } 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(); } }; game.move = function (x, y, obj) { // Block all gameplay input if start menu or character select is active if (startMenuActive || characterSelectActive) return; 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) { // Block all gameplay input if start menu or character select is active if (startMenuActive || characterSelectActive) return; if (gameOver) return; isTouching = false; dragDir = 0; player.stopMove(); }; // --- Main Game Loop --- game.update = function () { // Block all game updates if start menu or character select is active if (startMenuActive || characterSelectActive) return; 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; // --- Update moving platforms --- for (var i = 0; i < platforms.length; i++) { if (typeof platforms[i].update === "function" && platforms[i] instanceof MovingPlatform) { platforms[i].update(); } } // --- 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 --- // Only show start menu at very beginning, do not start/reset game until after character is selected showStartMenu(); // 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);
===================================================================
--- original.js
+++ change.js
@@ -3,8 +3,39 @@
****/
var tween = LK.import("@upit/tween.v1");
/****
+* Classes
+****/
+// Do not generate platforms or add player until after character is selected and game is started
+// All gameplay setup is now handled in resetGame, which is only called after character selection
+// Do not add player to game here; will be added only when jumping;;
+// --- Platform Class ---
+var Platform = Container.expand(function () {
+ var self = Container.call(this);
+ // Default size
+ self.width = 400;
+ self.height = 40;
+ // Platform visual
+ var platAsset = self.attachAsset('platform', {
+ width: self.width,
+ height: self.height,
+ color: PLATFORM_COLOR,
+ shape: 'box',
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Set platform size
+ self.setSize = function (w, h) {
+ self.width = w;
+ self.height = h;
+ platAsset.width = w;
+ platAsset.height = h;
+ };
+ return self;
+});
+
+/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
@@ -650,8 +681,5 @@
y: 0,
width: GAME_WIDTH,
height: GAME_HEIGHT
});
-game.addChildAt(bg, 0);
-// Do not generate platforms or add player until after character is selected and game is started
-// All gameplay setup is now handled in resetGame, which is only called after character selection
-// Do not add player to game here; will be added only when jumping;;
\ No newline at end of file
+game.addChildAt(bg, 0);
\ No newline at end of file
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!