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cloud nesnesi 1-3 saniye aralıklarla spawn olsun ve enemy gibi ekranda ilerlesin sonrasında yok olsun.
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cloud nesnesi 1-3 saniye aralıklarla y ekseninin -150px ile -100px arasında spawn olsun.
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skor arttıkça enemylerin gelme sıklığını skorla orantılı şekilde arttır
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enemy ve ground hızını biraz daha arttır
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enemy random şekilde enemy,enemy2 ve enemy3 objelerinden birini seçsin
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player x konumu biraz daha sola yakın olsun
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ekranda görünen tüm nesneleri 2 katı büyüklüğüne çıkart
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enemy 40 px yukarıda konumlansın
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karakteri 20px daha yukarıya al
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karakteri 20px yukarıya al
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ground daha hızlı hareket etsin. enemy hızı ile ground hızı birbirine eşit olsun
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karakter ekranın x yönünde ortasında değil, ortanın yarısı kadar gerisinde konumlansın
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enemy daha hızlı gelsin
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karakter zıplarken havada kısa bir süre asılı kalsın
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karakter zıplarken biraz ileriye doğru hamle yapsın
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karakter zıplarken biraz da ileriye doğru hamle yapsın
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karakter daha az yükseğe zıplasın.
/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics1 = self.attachAsset('p1', { anchorX: 0.5, anchorY: 0.5 }); var playerGraphics2 = self.attachAsset('p2', { anchorX: 0.5, anchorY: 0.5 }); playerGraphics2.visible = false; // Initially, the second frame of the animation is not visible self.speed = 15; self.jumpHeight = 25; self.isJumping = false; self.velocityY = 5; self.animationCounter = 0; // Counter for the animation self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } // Animation self.animationCounter++; if (self.animationCounter % 10 == 0) { // Change the frame every 10 game ticks playerGraphics1.visible = !playerGraphics1.visible; playerGraphics2.visible = !playerGraphics2.visible; } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xD3D3D3 // Light gray background }); /**** * Game Code ****/ var ground1 = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 0.5 })); ground1.x = 0; ground1.y = 2732 / 2; var ground2 = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 0.5 })); ground2.x = ground1.width; ground2.y = 2732 / 2; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { player.update(); // Update ground ground1.x -= 10; ground2.x -= 10; if (ground1.x <= -ground1.width) { ground1.x = ground2.x + ground2.width; } if (ground2.x <= -ground2.width) { ground2.x = ground1.x + ground1.width; } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 300) + 100; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -7,9 +7,9 @@
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 5;
+ self.speed = 10;
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
@@ -28,12 +28,12 @@
anchorX: 0.5,
anchorY: 0.5
});
playerGraphics2.visible = false; // Initially, the second frame of the animation is not visible
- self.speed = 10;
+ self.speed = 15;
self.jumpHeight = 25;
self.isJumping = false;
- self.velocityY = 0;
+ self.velocityY = 5;
self.animationCounter = 0; // Counter for the animation
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;