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
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Coin yap
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Coini sil
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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
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Sorun var coin karakterin altinda
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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