User prompt
sadece soldan sağa giden gemilere gemi2 görselini koy
User prompt
topenemy soldan sağa da gelebilsin
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'coin.x = game.children[l].x;' Line Number: 386
User prompt
dartleft karakterden çıktığında da ekle slime sesini
User prompt
karakterden her bir mermi çıktığında slime sesi ekledim onu koy
User prompt
karakterimiz zıplayınca arkaya eklediğim soundu koy
User prompt
topenemy spawnını azalt
User prompt
yumurta spawnını arttır
User prompt
karakterimizin yerçekini arttır
User prompt
yumurtalar topenemyle değil normal enemyle aynı konuma gelince dursun
User prompt
yumurtalar enemyle aynı konuma gelince dursun
User prompt
gemiyi spawnını azalt
User prompt
karakter ilk zıpladığında tekrar eski konumuna gelsin,
User prompt
enemylerin konumunu biraz aşağıya al
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'destroy')' in or related to this line: 'game.children[l].destroy();' Line Number: 367
User prompt
daha aşağıya
User prompt
karakterimizi biraz daha aşağıya çeker misin
User prompt
10 tane düşman öldürünce karakterimizden dışarı çıkan birsürü mermi olsun sağa sola çapraza her yöne 1 kerelik ama
User prompt
düşmanları geçince artmasın score
User prompt
score her düşman öldürdüğümüzde artsın
User prompt
uranyuma karakterin mermisi değince yok olsun ve ondan da coin düşsün
User prompt
düşmanların her biri ölünce yere bir şey bıraksın ve o da coin olsun o da görsellerde coin var onu koy ve 0.5 saniye sonra ortadan kaybolsunlar
User prompt
biraz daha uçma efekti ekle
User prompt
gemi yaratığına uçma efekti ekle
User prompt
gemi yaratığına uçma efekti ekle
/**** * Classes ****/ var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset(self.speedX < 0 ? 'dart2' : 'dart', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 10; self.update = function () { self.x += self.speedX; if (self.x > 2048) { self.destroy(); } }; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.lifetime = 500; // Coin will last for 0.5 seconds self.creationTime = Date.now(); self.update = function () { if (Date.now() - self.creationTime >= self.lifetime) { self.destroy(); } }; }); var DownwardProjectile = Container.expand(function () { var self = Container.call(this); var projectileGraphics = self.attachAsset('yumurta', { anchorX: 0.5, anchorY: 0.5 }); self.speedY = 5; self.update = function () { self.y += self.speedY; if (self.lastY === undefined) { self.lastY = self.y; } // Initialize lastY if (self.startTime === undefined) { self.startTime = Date.now(); } // Initialize startTime if (Date.now() - self.startTime >= 4000) { // Check if 4 seconds have passed self.speedY = 0; // Stop the projectile if (!self.spawnedUranium && Date.now() - self.startTime >= 5000) { // Check if 1 second has passed since stopping var uranium = new UraniumCreature(); uranium.x = self.x; uranium.y = self.y; game.addChild(uranium); self.spawnedUranium = true; self.destroy(); // Remove the DownwardProjectile from the screen } } for (var i = 0; i < enemies.length; i++) { if (self.lastX <= enemies[i].x && self.x > enemies[i].x) { self.speedY = 0; // Stop the projectile break; } } if (self.y > 2732) { self.destroy(); } self.lastY = self.y; // Update lastY }; }); // Define a class for enemies that move from right to left var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); self.speedX = 5; self.update = function () { self.x -= self.speedX; if (self.x < 0) { self.destroy(); } }; }); // Define a class for jumping creatures var JumpingCreature = Container.expand(function () { var self = Container.call(this); var creatureGraphics = self.attachAsset('Yesil', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { // Jumping creature stays at the same position }; self.jump = function () { // Jumping creature doesn't jump }; }); var LeftBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('dart2', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = -10; self.update = function () { self.x += self.speedX; if (self.x < 0) { self.destroy(); } }; }); // Define a class for enemies that move from left to right var LeftToRightEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); self.speedX = 5; self.update = function () { self.x += self.speedX; if (self.x > 2048) { 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 playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += self.speed / 8; // Decrease gravity by reducing the speed of the player's fall even more if (self.y > 2732 - self.height / 2 - 300) { self.y = 2732 - self.height / 2 - 300; self.isJumping = false; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); // Define a class for enemies that move from right to left at the top of the screen var TopEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('gemi', { anchorX: 0.5, anchorY: 0.5, scaleX: 5.0, scaleY: 5.0 }); self.speedX = 5; self.update = function () { self.x -= self.speedX; // Add flying effect by moving up and down if (self.initialY === undefined) { self.initialY = self.y; } self.y = self.initialY + Math.sin(LK.ticks / 10) * 40; // Move up and down with increased amplitude and frequency if (self.x < 0) { self.destroy(); } // Launch a downward projectile if none exists if (!self.hasProjectile) { if (Math.random() < 0.005) { var projectile = new DownwardProjectile(); projectile.x = self.x; projectile.y = self.y; game.addChild(projectile); self.hasProjectile = true; projectile.on('destroy', function () { self.hasProjectile = false; }); } } }; }); var UraniumCreature = Container.expand(function () { var self = Container.call(this); var uraniumGraphics = self.attachAsset('uranyum', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); self.update = function () { // Determine direction based on initial position if (self.initialDirection === undefined) { self.initialDirection = self.x > 1024 ? -1 : 1; // Move left if on the right side, right if on the left } // Move the Uranium creature self.x += self.initialDirection * 15; // Move at a speed of 15 units per update // Destroy if it moves out of bounds if (self.x < 0 || self.x > 2048) { self.destroy(); } }; }); /**** * Initialize Game ****/ // Define a class for the level system var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var bullets = []; var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; // Position player at the center of the screen horizontally player.y = 2732 - player.height / 2 - 100; // Move player character even lower // Initialize enemies var enemies = []; var enemySpawnInterval = 30; // 30 ticks for half a second at 60FPS var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the bottom of the player character game.addChild(scoreText); scoreText.x = player.x; scoreText.y = player.y + player.height + 50; // Handle game updates game.update = function () { player.update(); enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var topEnemy = new TopEnemy(); topEnemy.x = 2048; topEnemy.y = 1000; // Spawn even lower on the screen enemies.push(topEnemy); game.addChild(topEnemy); var enemy; // Create a new enemy if (!player.isJumping) { if (Math.random() < 0.5) { enemy = new Enemy(); enemy.x = 2048; } else { enemy = new LeftToRightEnemy(); enemy.x = 0; } enemy.y = player.y; // Spawn enemy at player's y position } else { enemy = new TopEnemy(); enemy.y = 2732 / 2 - 300; // Spawn enemy a bit lower enemy.x = 2048; } enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemy movement and check for collision with player for (var i = 0; i < enemies.length; i++) { enemies[i].update(); // Check if player collides with an enemy if (player.intersects(enemies[i])) { // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. } // Check if player collides with UraniumCreature for (var l = 0; l < game.children.length; l++) { if (game.children[l] instanceof UraniumCreature && player.intersects(game.children[l])) { // Show game over. The game will be automatically paused while game over is showing. LK.showGameOver(); // Calling this will destroy the 'Game' and reset entire game state. } } // Update last known position enemies[i].lastX = enemies[i].x; } // Update bullet movement and check for collision with enemies for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); bullets.splice(j, 1); // Drop a coin at the enemy's position var coin = new Coin(); coin.x = enemies[k].x; coin.y = enemies[k].y; game.addChild(coin); // Increase score by 1 when an enemy is destroyed LK.setScore(LK.getScore() + 1); // Update score text scoreText.setText('Score: ' + LK.getScore()); // Check if score is a multiple of 10 if (LK.getScore() % 10 === 0) { // Fire bullets in all directions for (var angle = 0; angle < 360; angle += 45) { var radian = angle * (Math.PI / 180); var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullet.speedX = Math.cos(radian) * 10; bullet.speedY = Math.sin(radian) * 10; bullets.push(bullet); game.addChild(bullet); } } enemies[k].destroy(); enemies.splice(k, 1); break; } } for (var l = game.children.length - 1; l >= 0; l--) { if (game.children[l] instanceof DownwardProjectile && bullets[j] && bullets[j].intersects(game.children[l])) { if (bullets[j]) { bullets[j].destroy(); bullets.splice(j, 1); } game.children[l].destroy(); break; } if (game.children[l] instanceof UraniumCreature && bullets[j] && bullets[j].intersects(game.children[l])) { if (bullets[j]) { bullets[j].destroy(); bullets.splice(j, 1); } // Drop a coin at the UraniumCreature's position var coin = new Coin(); coin.x = game.children[l].x; coin.y = game.children[l].y; game.addChild(coin); game.children[l].destroy(); break; } } } }; // Initialize jumping creature var creature; if (enemies.length > 3 && !creature) { creature = game.addChild(new JumpingCreature()); creature.x = 2048 / 2; creature.y = 2732 / 2; } // Handle player jump game.down = function (x, y, obj) { if (x < player.x) { // Fire bullet to the left var bullet = new LeftBullet(); game.addChild(bullet); bullet.x = player.x - player.width / 2; bullet.y = player.y; bullets.push(bullet); // Rotate player to face left player.scaleX = -1.5; } else if (x > 2048 / 2 - 100 && x < 2048 / 2 + 100) { player.jump(); } else { var bullet = game.addChild(new Bullet()); bullet.x = player.x + player.width / 2; bullet.y = player.y; var directionX = x - bullet.x; var directionY = y - bullet.y; var magnitude = Math.sqrt(directionX * directionX + directionY * directionY); bullet.speedX = directionX / magnitude * 10; bullet.speedY = directionY / magnitude * 10; bullets.push(bullet); // Rotate player to face right player.scaleX = 1.5; } };
===================================================================
--- original.js
+++ change.js
@@ -344,16 +344,20 @@
}
}
for (var l = game.children.length - 1; l >= 0; l--) {
if (game.children[l] instanceof DownwardProjectile && bullets[j] && bullets[j].intersects(game.children[l])) {
- bullets[j].destroy();
- bullets.splice(j, 1);
+ if (bullets[j]) {
+ bullets[j].destroy();
+ bullets.splice(j, 1);
+ }
game.children[l].destroy();
break;
}
if (game.children[l] instanceof UraniumCreature && bullets[j] && bullets[j].intersects(game.children[l])) {
- bullets[j].destroy();
- bullets.splice(j, 1);
+ if (bullets[j]) {
+ bullets[j].destroy();
+ bullets.splice(j, 1);
+ }
// Drop a coin at the UraniumCreature's position
var coin = new Coin();
coin.x = game.children[l].x;
coin.y = game.children[l].y;
uçabilen düşmanlar tatlı düşman. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
yeşil tatlı ok atmaya hazırlıklı okçu karakter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
partıltılı yumurta. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
2d animation background forest with green and blue. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
altın coin üstünde C yazsın. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
pembe mor ve mavi karışımından oluşanının yap