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bird y ekseninde 200px e konumlansın
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bird nesnesi de enemy gibi random spawn olsun ve onun gibi davransın.
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bird nesnesi enemy gibi spawn olsun ve onun gibi davransın.
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bird nesnesi enemy gibi davransın.
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bird animasyonu daha yavaş olsun
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bird nesnesi random bir yerde oluşsun. önce bird1 görseli sonrasında bird2 görseli animasyon olarak gösterilsin ve bu döngü şeklinde devam etsin
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Please fix the bug: 'TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 169
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karakter enemy nesnesine çarptığında tüm hareket eden nesneler 5 saniye dursun. sonra da game over ekranı çıksın
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 169
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Please fix the bug: 'TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 169
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'pause')' in or related to this line: 'LK.game.pause();' Line Number: 169
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 169
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karakter enemy nesnesine çarpıp oyun bitmeden önce 5 saniye beklesin. o sırda tüm hareketler dursun
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karakter enemy nesnesine çarpıp oyun bitmeden önce 5 saniye beklesin
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cloud nesneleri 2 kat daha hızlı hareket etsinler
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cloud nesneleri y ekseninin 0-100px arasında oluşsunlar
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cloud nesneleri y ekseninde değil x ekseninde hareket etsinler
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1-3 saniye aralıklar ile ekranda random yerlerde cloud spawn et
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enemy nesnesi gibi davranan bir cloud nesnesi oluştur. player cloud a dokunursa bir şey olmayacak. etki etmeyecek.
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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.
/**** * Classes ****/ // Define a class for the cloud var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.y = Math.random() * (-150 - -100) + -100; // Position the cloud between -150px and -100px on the y-axis self.update = function () { self.x += 5; // Move the cloud to the right if (self.x > 2048 + 50) { // If the cloud is off-screen self.destroy(); // Destroy the cloud } }; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyTypes = ['enemy', 'enemy2', 'enemy3']; var randomEnemy = enemyTypes[Math.floor(Math.random() * enemyTypes.length)]; var enemyGraphics = self.attachAsset(randomEnemy, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self.y = 2732 / 2 - 100; // Position the enemy 45px higher 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 - 100) { // Ground level self.y = 2732 / 2 - 100; 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 - 2048 / 3; // Position the player a bit more to the left player.y = 2732 / 2 - 100; // 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; // Initialize the cloud object var clouds = []; var cloudSpawnInterval = Math.floor(Math.random() * (3000 - 1000)) + 1000; // Randomly set the spawn interval between 1-3 seconds var cloudSpawnCounter = 0; // Handle game updates game.update = function () { // Spawn clouds cloudSpawnCounter++; if (cloudSpawnCounter >= cloudSpawnInterval) { var cloud = new Cloud(); cloud.x = -50; // Position the cloud off-screen to the left clouds.push(cloud); game.addChild(cloud); // Reset the spawn interval and counter for the next cloud cloudSpawnInterval = Math.floor(Math.random() * (3000 - 1000)) + 1000; cloudSpawnCounter = 0; } player.update(); // Update ground ground1.x -= 30; ground2.x -= 30; 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 - 100; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy // Decrease the spawn interval as the score increases enemySpawnInterval = Math.max(50, Math.floor(Math.random() * 200) - LK.getScore() * 1.5); 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(); };
/****
* Classes
****/
// Define a class for the cloud
var Cloud = Container.expand(function () {
var self = Container.call(this);
var cloudGraphics = self.attachAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
self.y = Math.random() * (-150 - -100) + -100; // Position the cloud between -150px and -100px on the y-axis
self.update = function () {
self.x += 5; // Move the cloud to the right
if (self.x > 2048 + 50) {
// If the cloud is off-screen
self.destroy(); // Destroy the cloud
}
};
});
// Define a class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyTypes = ['enemy', 'enemy2', 'enemy3'];
var randomEnemy = enemyTypes[Math.floor(Math.random() * enemyTypes.length)];
var enemyGraphics = self.attachAsset(randomEnemy, {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 20;
self.y = 2732 / 2 - 100; // Position the enemy 45px higher
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 - 100) {
// Ground level
self.y = 2732 / 2 - 100;
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 - 2048 / 3; // Position the player a bit more to the left
player.y = 2732 / 2 - 100;
// 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;
// Initialize the cloud object
var clouds = [];
var cloudSpawnInterval = Math.floor(Math.random() * (3000 - 1000)) + 1000; // Randomly set the spawn interval between 1-3 seconds
var cloudSpawnCounter = 0;
// Handle game updates
game.update = function () {
// Spawn clouds
cloudSpawnCounter++;
if (cloudSpawnCounter >= cloudSpawnInterval) {
var cloud = new Cloud();
cloud.x = -50; // Position the cloud off-screen to the left
clouds.push(cloud);
game.addChild(cloud);
// Reset the spawn interval and counter for the next cloud
cloudSpawnInterval = Math.floor(Math.random() * (3000 - 1000)) + 1000;
cloudSpawnCounter = 0;
}
player.update();
// Update ground
ground1.x -= 30;
ground2.x -= 30;
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 - 100;
enemies.push(enemy);
game.addChild(enemy);
// Randomize the spawn interval for the next enemy
// Decrease the spawn interval as the score increases
enemySpawnInterval = Math.max(50, Math.floor(Math.random() * 200) - LK.getScore() * 1.5);
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();
};