User prompt
None but and add in class
User prompt
Make a replay button Let's put it on top and add a class, when we press it, the game is reset
User prompt
Add reset button to game
User prompt
One by one
User prompt
But let it come out in a moment
User prompt
Let the coin come only 1, but every time we pass, it comes.
User prompt
Let the monster 2 come one at a time
User prompt
Let the coins come slowly and one by one
User prompt
Add Monster 2
User prompt
Yok görünmüyor karakterin altına ekle
User prompt
Score yazılsın
User prompt
Ilerlidekce artsin ilk olarak 1 olsun gitdikce artsin
User prompt
Her coin 1 olsun
User prompt
1 tane coin olsun ama gitdikce çok laşsın
User prompt
Coin yap
User prompt
Coini sil
User prompt
Lütfen aşagıya coin ekleme sadece yukariya ekle ve karajtere yakin olsun
User prompt
Yok olmuyor akta yukarida üret
User prompt
Coin karajterin altinda karakterin üstünde olsun
User prompt
Uzakta olmasin yakinda olsun
User prompt
Sorun var coin karakterin altinda
User prompt
Hayir uzakta olmasin
User prompt
Alta olmasin karakterden bIraz uzak olsun çokta yakın olmasin orta
User prompt
Hayir karakterin oldugu yerin biras uzakliğinda olsun
/****
* 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: 0
});
self.speed = 2;
self.update = function () {
self.x -= self.speed;
if (self.x <= -2048) {
self.x = 2048;
}
};
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.update = function () {
self.x -= 3; // Move coins to the left
if (self.x < -50) {
self.destroy();
}
};
});
// 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 () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
// Define a class for Monster2
var Monster2 = Container.expand(function () {
var self = Container.call(this);
var monster2Graphics = self.attachAsset('monster2', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7;
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 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;
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
LK.playMusic('popMusic');
// Initialize background
var background = game.addChild(new Background());
background.x = 0;
background.y = 0;
// Initialize second background
var background2 = game.addChild(new Background());
background2.x = 2048;
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;
// Initialize score display
var scoreText = new Text2('Score: 0', {
size: 100,
fill: 0xFFFFFF
});
// Add the score text to the game GUI below the player character
LK.gui.top.addChild(scoreText);
scoreText.x = player.x;
scoreText.y = player.y + player.height + 10;
// Create a new Text2 object to display the coin count
// Handle game updates
game.update = function () {
background.update();
background2.update();
player.update();
// Initialize coin spawn counter and interval
var coinSpawnCounter = 0;
var coinSpawnInterval = 300;
// Spawn coins one by one
coinSpawnCounter++;
if (coinSpawnCounter >= coinSpawnInterval) {
var coin = new Coin();
coin.x = 2048;
coin.y = Math.random() * (2732 / 2); // Random y position in the upper half
game.addChild(coin);
coinSpawnCounter = 0;
}
// Update coins
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Coin) {
game.children[i].update();
if (player.intersects(game.children[i])) {
game.children[i].destroy();
LK.setScore(LK.getScore() + (1 + Math.floor(LK.getScore() / 10))); // Increase score incrementally as the game progresses
scoreText.setText(LK.getScore());
}
}
}
// 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;
}
// Initialize Monster2 spawn counter and interval
var monster2SpawnCounter = 0;
var monster2SpawnInterval = 300;
// Spawn Monster2
monster2SpawnCounter++;
if (monster2SpawnCounter >= monster2SpawnInterval) {
var monster2 = new Monster2();
monster2.x = 2048;
monster2.y = Math.random() * (2732 / 2); // Random y position in the upper half
game.addChild(monster2);
monster2SpawnCounter = 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());
}
}
// Update Monster2 and handle intersection with player
for (var i = game.children.length - 1; i >= 0; i--) {
if (game.children[i] instanceof Monster2) {
game.children[i].update();
if (player.intersects(game.children[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
}
};
// Handle player jump
// Add replay button to game
var replayButton = new Text2('Replay', {
size: 100,
fill: 0xFFFFFF,
"class": 'replay-button'
});
LK.gui.top.addChild(replayButton);
replayButton.x = 2048 - replayButton.width;
replayButton.y = 0;
replayButton.down = function (x, y, obj) {
LK.resetGame();
};
game.down = function (x, y, obj) {
player.jump();
}; ===================================================================
--- original.js
+++ change.js
@@ -206,9 +206,10 @@
// Handle player jump
// Add replay button to game
var replayButton = new Text2('Replay', {
size: 100,
- fill: 0xFFFFFF
+ fill: 0xFFFFFF,
+ "class": 'replay-button'
});
LK.gui.top.addChild(replayButton);
replayButton.x = 2048 - replayButton.width;
replayButton.y = 0;
Single 2D Mario Character. In-Game asset. 2d. Blank background.
2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows..
Coin. Coin, piksel art