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scoretext ve highscoretext her değiştiğinde shrink animasyonu olusn ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught ReferenceError: tween is not defined' in or related to this line: 'tween(startButtonBackground, {' Line Number: 213 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
startbutton a basınca startButtonBackground büyüyüp küçüldükten sonra fade out yaparak kaybolsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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oyun bittiğinde player nesnesinin içeriği die görseli ile değişsin. animasyon dursun.
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oyun müziği olarak bg sesini kullan
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startbutton arkasına içi siyah renkli onu kapsayacak şekilde bir dikdörtgen koy
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startbutton basıncaya kadar karakter zıplayamasın
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startbutton BASINCAYA KADAR ENEMY SPAWN olmasın
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startbutton BASINCAYA KADAR ENEMY gelmesin
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Please fix the bug: 'Uncaught ReferenceError: player is not defined' in or related to this line: 'player.jump();' Line Number: 343
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oyun startButton a basınca başlasın
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oyun açıldığında ortada büyük bir buton görünsün.
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oyun açıldığında bir buton görünsün.
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(scoreText, {' Line Number: 257 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
scoretext değeri değişince scoretext nesnesi biraz büyüyüp tekrar aynı boyutuna dönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(scoreText, {' Line Number: 257 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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scoretext değişirken, scoretext büyüyüp küçülme hareketi yapsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(scoreText, {' Line Number: 273 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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scoretext ve highscoretext değişirken, textler büyüyüp küçülme hareketi yapsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(scoreText, {' Line Number: 257 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var storage = LK.import("@upit/storage.v1", {
highscore: 0
});
/****
* Classes
****/
// Define a class for the bird
var Bird = Container.expand(function () {
var self = Container.call(this);
var birdGraphics1 = self.attachAsset('bird1', {
anchorX: 0.5,
anchorY: 0.5
});
var birdGraphics2 = self.attachAsset('bird2', {
anchorX: 0.5,
anchorY: 0.5
});
birdGraphics2.visible = false; // Initially, the second frame of the animation is not visible
self.animationCounter = 0; // Counter for the animation
self.speed = 35;
self.y = 2732 / 2 - 900; // Position the bird 45px higher
self.update = function () {
// Animation
self.animationCounter++;
if (self.animationCounter % 20 == 0) {
birdGraphics1.visible = !birdGraphics1.visible;
birdGraphics2.visible = !birdGraphics2.visible;
}
// Movement
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
// 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.update = function () {
self.x -= 4;
if (self.x < -50) {
self.destroy();
}
};
});
// 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
});
var jumpingGraphics = self.attachAsset('jumping', {
anchorX: 0.5,
anchorY: 0.5
});
jumpingGraphics.visible = false; // Initially, the jumping graphic is not visible
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;
jumpingGraphics.visible = false; // Hide jumping graphic after jump
// Revert to player animation after jump
playerGraphics1.visible = true;
playerGraphics2.visible = false;
} else {
// Show jumping graphic during jump
playerGraphics1.visible = false;
playerGraphics2.visible = false;
jumpingGraphics.visible = true;
}
} else {
// 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;
// Create a large button in the center of the screen
var startButton = new Text2('Start Game', {
size: 150,
fill: 0xFFFFFF,
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
// Center the button on the screen
startButton.anchor.set(0.5, 0.5);
startButton.x = 2048 / 2;
startButton.y = 2732 / 2;
// Add the button to the game
game.addChild(startButton);
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;
// Add event listener to start the game when startButton is pressed
startButton.down = function (x, y, obj) {
// Remove the start button from the game
startButton.destroy();
// Start the game logic
game.update = function () {
player.update();
// Spawn birds
if (LK.ticks % Math.floor(Math.random() * 600 + 60) == 0) {
var bird = new Bird();
bird.x = Math.max(2732, Math.floor(Math.random() * 500));
bird.y = 2732 / 2 - 900; // Random y position
game.addChild(bird);
}
// 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;
}
// Spawn clouds at random intervals and positions
if (LK.ticks % Math.floor(Math.random() * 600 + 60) == 0) {
var cloud = new Cloud();
cloud.x = 2732 + Math.random() * 500;
cloud.y = 100 + Math.random() * 350; // Spawn cloud between 0-100px on the y-axis
game.addChild(cloud);
}
// 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();
// Check if the current score is higher than the stored highscore
if (LK.getScore() > storage.highscore) {
storage.highscore = LK.getScore(); // Update highscore in storage
highscoreText.setText("H.Score: " + storage.highscore); // Update highscore text
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText("Score: " + LK.getScore());
if (LK.getScore() > storage.highscore) {
storage.highscore = LK.getScore(); // Update highscore in storage
highscoreText.setText("H.Score: " + LK.getScore()); // Update highscore text
}
}
}
};
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 bird
var bird = game.addChild(new Bird());
//bird.x = Math.max(2732, Math.floor(Math.random() * 500)); // Position the bird at a random x position
//bird.y = 2732 / 2 - 900; // Position the bird at y-axis 900px
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('Score: 0', {
size: 70,
fill: 0xA9A9A9,
// Dark gray color
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
// Add the score text to the game GUI at the top-right corner of the screen
LK.gui.topRight.addChild(scoreText);
scoreText.x = -scoreText.width / 2 - 210; // Move 100px to the left
scoreText.y = scoreText.height / 2; // Adjust y to account for anchor
// Create a new Text2 object to display the highscore
var highscoreText = new Text2('H.Score: ' + storage.highscore, {
size: 50,
fill: 0xA9A9A9,
// Dark gray color
font: "'GillSans-Bold',Impact,'Arial Black',Tahoma"
});
// Add the highscore text below the score text
LK.gui.topRight.addChild(highscoreText);
highscoreText.x = scoreText.x;
highscoreText.y = scoreText.y + scoreText.height;
// Handle game updates
game.update = function () {
player.update();
// Spawn birds
if (LK.ticks % Math.floor(Math.random() * 600 + 60) == 0) {
var bird = new Bird();
bird.x = Math.max(2732, Math.floor(Math.random() * 500));
bird.y = 2732 / 2 - 900; // Random y position
game.addChild(bird);
}
// 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;
}
// Spawn clouds at random intervals and positions
if (LK.ticks % Math.floor(Math.random() * 600 + 60) == 0) {
var cloud = new Cloud();
cloud.x = 2732 + Math.random() * 500;
cloud.y = 100 + Math.random() * 350; // Spawn cloud between 0-100px on the y-axis
game.addChild(cloud);
}
// 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();
// Check if the current score is higher than the stored highscore
if (LK.getScore() > storage.highscore) {
storage.highscore = LK.getScore(); // Update highscore in storage
highscoreText.setText("H.Score: " + storage.highscore); // Update highscore text
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText("Score: " + LK.getScore());
if (LK.getScore() > storage.highscore) {
storage.highscore = LK.getScore(); // Update highscore in storage
highscoreText.setText("H.Score: " + LK.getScore()); // Update highscore text
}
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
};
}; ===================================================================
--- original.js
+++ change.js
@@ -324,9 +324,9 @@
}
}
}
};
-};
-// Handle player jump
-game.down = function (x, y, obj) {
- player.jump();
+ // Handle player jump
+ game.down = function (x, y, obj) {
+ player.jump();
+ };
};
\ No newline at end of file