User prompt
daha fazla
User prompt
daha fazla yukarı
User prompt
biraz sol
User prompt
çok az daha yukarı
User prompt
çok az yukarı
User prompt
biraz daha sol
User prompt
biraz daha sağ
User prompt
ve çok az sağ
User prompt
biraz daha alta konumlandır
User prompt
silahı nasıl player varlığına konumlandıracağım
User prompt
**Silah İşlevselliği**:Silahım mermi atıcak
User prompt
"player" adlı varlığa silah eklemek istiyorum
User prompt
"player" adlı varlığa silah eklemek istiyorum
User prompt
"enemy" adlı karakterin iki taraftanda gelmesi grekiyor
Remix started
Copy Mario vs Monsters
/**** * Classes ****/ // Define a class for bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x += self.speed; if (self.x > 2048) { 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(); } }; }); //<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 }); var weaponGraphics = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); weaponGraphics.x = playerGraphics.width / 2 - 30; weaponGraphics.y = -20; 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; } }; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; game.addChild(bullet); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ 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; 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); var enemy2 = new Enemy(); enemy2.x = 0; enemy2.y = 2732 / 2; enemy2.speed = -5; enemies.push(enemy2); game.addChild(enemy2); // 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(); player.shoot(); };
===================================================================
--- original.js
+++ change.js
@@ -43,9 +43,9 @@
anchorX: 0.5,
anchorY: 0.5
});
weaponGraphics.x = playerGraphics.width / 2 - 30;
- weaponGraphics.y = 0;
+ weaponGraphics.y = -20;
self.speed = 5;
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;