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Skor tablosu sayı artsın
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Scoru siyah yap
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Engel geçince skor 1 artsın
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Her engel atladığında skor 1 artsın
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Skor tablosunda sayı yazsin
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Skor tablosu ekle
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Her engelden anlayışta skor 1 artsın
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Skor tablosu ekle
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Please fix the bug: 'Uncaught TypeError: game.start is not a function' in or related to this line: 'game.start();' Line Number: 75
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Play düğmesi oluştur
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Havadan gelen düşman ekle
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Başlangıc düğmesini sil
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Son değişiklik silinsin
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Start düğmesi olmalı
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Engellediniz 1000 metre sonra sayısı artmalı
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Seçtiğim engeller sola hareket ederken aşağı yukarı da hareket etmeli
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Oyuna her başlandığında ses başa sarmalı
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Seçtiğim müziği uygula
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Karakter 35 yüksekliğe zıplamalı
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Karakter daha yukarı zıplamalı
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Karakter y durumu ortasında olmalı
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Oyun içi karakterler daha aşağıda olmalı
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Arka plan hareket halinde olmalı
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Arka planı güncelle
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Engeller sola kaymalı
/**** * Classes ****/ // Define a class for the background var Background = Container.expand(function () { var self = Container.call(this); var backgroundGraphics = self.attachAsset('background', { anchorX: 0, anchorY: 1, width: 2048, height: 2732, scaleX: 1.5, scaleY: 1.5 }); self.update = function () { // Move the background to the left self.x -= 5; // If the background has moved off the screen, reset its position if (self.x <= -2048) { self.x = 2048; } }; }); // 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 = 5; self.update = function () { // The enemy moves to the left 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 playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } else if (self.isMovingDown) { self.y += self.speed; if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isMovingDown = false; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; self.moveDown = function () { self.isMovingDown = true; }; self.moveUp = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ // Initialize the background var background1 = game.addChild(new Background()); background1.x = 0; background1.y = 0; var background2 = game.addChild(new Background()); background2.x = 2500; background2.y = 0; // 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(); // 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() * 150) + 50; 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(); }; background1.update(); background2.update();
/****
* Classes
****/
// Define a class for the background
var Background = Container.expand(function () {
var self = Container.call(this);
var backgroundGraphics = self.attachAsset('background', {
anchorX: 0,
anchorY: 1,
width: 2048,
height: 2732,
scaleX: 1.5,
scaleY: 1.5
});
self.update = function () {
// Move the background to the left
self.x -= 5;
// If the background has moved off the screen, reset its position
if (self.x <= -2048) {
self.x = 2048;
}
};
});
// 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 = 5;
self.update = function () {
// The enemy moves to the left
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 playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
} else if (self.isMovingDown) {
self.y += self.speed;
if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
self.isMovingDown = false;
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
};
self.moveDown = function () {
self.isMovingDown = true;
};
self.moveUp = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Black background
});
/****
* Game Code
****/
// Initialize the background
var background1 = game.addChild(new Background());
background1.x = 0;
background1.y = 0;
var background2 = game.addChild(new Background());
background2.x = 2500;
background2.y = 0;
// 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();
// 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() * 150) + 50;
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();
};
background1.update();
background2.update();