User prompt
oyun daha canlı olsun
User prompt
oyun daha canlı ve hareketli olsun
User prompt
arka ilerledikce arka pilanda ilerlesin ve farklı gezegenler cıksın
User prompt
arka pilan siyah olsun
User prompt
arka pilan uzay olsun
User prompt
arka pilanı hareket len dir
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < backgroundPlanets.length; i++) {' Line Number: 175
User prompt
arka pilan uzay olsun ve arkada gezegenler olsun
User prompt
arka pilanı kaldır
User prompt
arkadaki dikenli topları kaldır
User prompt
arka pilanı degistir
User prompt
son ekledigin seyi kaldır
User prompt
grafikleri geliştir
User prompt
oyunu daha canlı yap
User prompt
ARKA PİLANI UZAY YAP VE ARKADA BAZEN GEZEGENLER GÖZÜKSÜN
User prompt
BULUTLARI GERİ EKLE
User prompt
oyunu sıfırla
User prompt
oyunu 4k yap
User prompt
oyunun kalitesini arrtır
User prompt
oyunun kalitesini arttır
Code edit (1 edits merged)
Please save this source code
User prompt
Nyan Cat Sky Dash
User prompt
ana karakter nyan cat olsun
Initial prompt
bana flapy bird gibi bir oyun yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Nyan Cat class var NyanCat = Container.expand(function () { var self = Container.call(this); // Rainbow trail (visual only, not collidable) var rainbow = self.attachAsset('rainbow', { anchorX: 1, anchorY: 0.5, x: -90, y: 0, scaleY: 1.2 }); // Add a soft highlight to rainbow for polish rainbow.alpha = 0.92; rainbow.tint = 0xffe0fa; // Nyan Cat sprite var cat = self.attachAsset('nyanCat', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0 }); // Add a soft shadow to Nyan Cat for depth cat.alpha = 1; cat.tint = 0xffffff; self.catShadow = LK.getAsset('nyanCat', { anchorX: 0.5, anchorY: 0.5, x: 8, y: 18 }); self.catShadow.alpha = 0.22; self.catShadow.tint = 0x000000; self.addChildAt(self.catShadow, 0); // For collision, use the cat's bounds (not rainbow) self.getCollisionBounds = function () { return { x: self.x - cat.width / 2, y: self.y - cat.height / 2, width: cat.width, height: cat.height }; }; // Flash effect on hit self.flash = function () { tween(cat, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(cat, { alpha: 1 }, { duration: 120 }); } }); }; // Rainbow parallax movement for quality polish self.update = function () { // Rainbow trail parallax: slight horizontal movement for visual polish rainbow.x = -90 + Math.sin(LK.ticks * 0.12) * 12; // Bobbing handled in main update }; return self; }); // Obstacle class (cloud or star) var Obstacle = Container.expand(function () { var self = Container.call(this); // Randomly choose cloud or star var isStar = Math.random() < 0.4; var assetId = isStar ? 'star' : 'cloud'; var asset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add soft shadow for depth self.shadow = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5, x: 10, y: 18 }); self.shadow.alpha = 0.18; self.shadow.tint = 0x000000; self.addChildAt(self.shadow, 0); self.isStar = isStar; // For collision self.getCollisionBounds = function () { return { x: self.x - asset.width / 2, y: self.y - asset.height / 2, width: asset.width, height: asset.height }; }; // Speed will be set on spawn self.speed = 0; self.update = function () { self.x -= self.speed; }; return self; }); // Shooting Star class for lively background var ShootingStar = Container.expand(function () { var self = Container.call(this); // Use the 'star' asset, small and bright var star = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.32, scaleY: 0.32 }); self.star = star; // Randomize speed and angle self.speed = 38 + Math.random() * 22; self.angle = Math.PI * (0.18 + Math.random() * 0.12); // ~10deg downward self.alpha = 0.7 + Math.random() * 0.3; // Trail effect (simple, fade out) self.update = function () { self.x += Math.cos(self.angle) * self.speed; self.y += Math.sin(self.angle) * self.speed; self.alpha -= 0.018 + Math.random() * 0.008; if (self.alpha <= 0.01) { self.destroy(); } }; return self; }); // Treat class (collectible) var Treat = Container.expand(function () { var self = Container.call(this); var treat = self.attachAsset('treat', { anchorX: 0.5, anchorY: 0.5 }); // Add soft shadow for treat self.shadow = self.attachAsset('treat', { anchorX: 0.5, anchorY: 0.5, x: 10, y: 18 }); self.shadow.alpha = 0.18; self.shadow.tint = 0x000000; self.addChildAt(self.shadow, 0); // For collision self.getCollisionBounds = function () { return { x: self.x - treat.width / 2, y: self.y - treat.height / 2, width: treat.width, height: treat.height }; }; // Speed will be set on spawn self.speed = 0; self.update = function () { self.x -= self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ // No title, no description // Always backgroundColor is black backgroundColor: 0x000000 }); /**** * Game Code ****/ var backgroundPlanets = []; // Animate background planets (subtle drifting and glow, and spawn new ones as needed) for (var i = backgroundPlanets.length - 1; i >= 0; i--) { var p = backgroundPlanets[i]; // Parallax horizontal movement for planets (move left, speed up with game speed) p.x -= (0.7 + speed * 0.18) * (1 + p.drift * 2); // Parallax speed based on drift and game speed // If planet is off screen to the left, remove and spawn a new one at right if (p.x < -500) { p.destroy(); backgroundPlanets.splice(i, 1); // Randomly pick a planet type var planetTypes = ['planetBlue', 'planetGreen', 'planetPurple', 'planetRed', 'planetYellow']; var newId = planetTypes[Math.floor(Math.random() * planetTypes.length)]; var newScale = 0.8 + Math.random() * 0.8; var newAlpha = 0.12 + Math.random() * 0.13; var newDrift = 0.04 + Math.random() * 0.08; var newDriftMag = 18 + Math.random() * 30; var newY = 300 + Math.random() * (GAME_BOTTOM - 600); var newPlanet = LK.getAsset(newId, { anchorX: 0.5, anchorY: 0.5 }); newPlanet.x = GAME_RIGHT + 500 + Math.random() * 400; newPlanet.y = newY; newPlanet.scaleX = newPlanet.scaleY = newScale; newPlanet.alpha = newAlpha; newPlanet.drift = newDrift; newPlanet.driftMag = newDriftMag; backgroundPlanets.push(newPlanet); game.addChildAt(newPlanet, 0); continue; } // Subtle drifting p.x += Math.sin(LK.ticks * p.drift + i) * 0.2; p.y += Math.cos(LK.ticks * p.drift + i) * 0.2; // Subtle alpha pulsing for glow p.alpha = Math.abs(Math.sin(LK.ticks * 0.008 + i)) * 0.08 + 0.13 + p.drift * 0.7; // Twinkle effect: scale planets up/down slightly for more life var twinkle = 1 + Math.sin(LK.ticks * 0.04 + i * 1.7) * 0.018; p.scaleX = p.scaleY = (p.scaleX || 1) * twinkle; } function spawnBackgroundPlanets() { // Remove any existing for (var i = 0; i < backgroundPlanets.length; i++) { backgroundPlanets[i].destroy(); } backgroundPlanets = []; // Place a few planets at random positions, different depths/colors var planetDefs = [{ id: 'planetBlue', x: 900, y: 400, scale: 1.2, alpha: 0.22, drift: 0.08, driftMag: 40 }, { id: 'planetGreen', x: 3200, y: 600, scale: 1.1, alpha: 0.18, drift: 0.06, driftMag: 30 }, { id: 'planetPurple', x: 2600, y: 1700, scale: 1.4, alpha: 0.16, drift: 0.07, driftMag: 36 }, { id: 'planetRed', x: 1800, y: 1400, scale: 1.0, alpha: 0.19, drift: 0.09, driftMag: 28 }, { id: 'planetYellow', x: 3400, y: 1800, scale: 0.9, alpha: 0.13, drift: 0.05, driftMag: 22 }]; for (var i = 0; i < planetDefs.length; i++) { var def = planetDefs[i]; var planet = LK.getAsset(def.id, { anchorX: 0.5, anchorY: 0.5 }); planet.x = def.x; planet.y = def.y; planet.scaleX = planet.scaleY = def.scale; planet.alpha = def.alpha; planet.drift = def.drift; planet.driftMag = def.driftMag; backgroundPlanets.push(planet); game.addChildAt(planet, 0); // Always behind everything } } spawnBackgroundPlanets(); // Music // Sound effects // Rainbow trail // Treat (pop tart) // Obstacle (star) // Obstacle (cloud) // Nyan Cat (main character) // Game area margins var GAME_TOP = 0; var GAME_BOTTOM = 2160; var GAME_LEFT = 0; var GAME_RIGHT = 3840; // Avoid top left 100x100 for menu var SAFE_TOP = 120; // Main character var nyanCat = new NyanCat(); game.addChild(nyanCat); // Center Nyan Cat horizontally, place at 60% height nyanCat.x = 3840 * 0.25; nyanCat.y = 2160 * 0.6; var nyanCatBaseY = nyanCat.y; // Score display var scoreTxt = new Text2('0', { size: 220, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Arrays for obstacles and treats var obstacles = []; var treats = []; // Difficulty parameters var baseSpeed = 12; var speed = baseSpeed; var spawnInterval = 70; // ticks between spawns var treatInterval = 110; // ticks between treat spawns var minSpawnInterval = 30; var maxSpeed = 32; // Dragging var dragNode = null; // Last collision state var lastHit = false; // Play music LK.playMusic('nyanMusic'); // Helper: collision check (AABB) function isColliding(a, b) { var ab = a.getCollisionBounds(); var bb = b.getCollisionBounds(); return ab.x < bb.x + bb.width && ab.x + ab.width > bb.x && ab.y < bb.y + bb.height && ab.y + ab.height > bb.y; } // Move handler (drag Nyan Cat) function handleMove(x, y, obj) { if (dragNode) { // Clamp to game area, avoid top left 100x100 var cat = dragNode; var bounds = cat.getCollisionBounds(); var halfW = bounds.width / 2; var halfH = bounds.height / 2; var minX = GAME_LEFT + halfW; var maxX = GAME_RIGHT - halfW; var minY = Math.max(GAME_TOP + halfH, SAFE_TOP + halfH); var maxY = GAME_BOTTOM - halfH; cat.x = Math.max(minX, Math.min(maxX, x)); cat.y = Math.max(minY, Math.min(maxY, y)); } } game.move = handleMove; game.down = function (x, y, obj) { // Only allow drag if touch is on Nyan Cat var bounds = nyanCat.getCollisionBounds(); if (x >= bounds.x && x <= bounds.x + bounds.width && y >= bounds.y && y <= bounds.y + bounds.height) { dragNode = nyanCat; handleMove(x, y, obj); } }; game.up = function (x, y, obj) { dragNode = null; }; // Game update loop game.update = function () { // Only planets are used for the space background; no starfield, clouds, or other backgrounds // Animate shooting stars for lively background if (!game.shootingStars) game.shootingStars = []; // Spawn a shooting star at random intervals if (LK.ticks % 23 === 0 && Math.random() < 0.45) { var star = new ShootingStar(); // Start at random X on left, random Y in upper half star.x = Math.random() * 1200; star.y = 80 + Math.random() * 900; game.shootingStars.push(star); game.addChildAt(star, 1); // Behind main gameplay } // Update and clean up shooting stars for (var s = game.shootingStars.length - 1; s >= 0; s--) { var star = game.shootingStars[s]; if (star.destroyed || star.alpha <= 0.01 || star.x > GAME_RIGHT + 200 || star.y > GAME_BOTTOM + 200) { if (!star.destroyed) star.destroy(); game.shootingStars.splice(s, 1); continue; } star.update(); } // Increase difficulty over time if (LK.ticks % 180 === 0 && speed < maxSpeed) { speed += 1.2; spawnInterval = Math.max(minSpawnInterval, spawnInterval - 4); } // Spawn obstacles if (LK.ticks % spawnInterval === 0) { var obs = new Obstacle(); obs.speed = speed; // Random Y, avoid top 100px var asset = obs.children[0]; var minY = SAFE_TOP + asset.height / 2; var maxY = GAME_BOTTOM - asset.height / 2; obs.x = GAME_RIGHT + asset.width / 2 + 10; obs.y = Math.random() * (maxY - minY) + minY; obstacles.push(obs); game.addChild(obs); } // Spawn treats if (LK.ticks % treatInterval === 0) { var treat = new Treat(); treat.speed = speed * 0.95; var asset = treat.children[0]; var minY = SAFE_TOP + asset.height / 2; var maxY = GAME_BOTTOM - asset.height / 2; treat.x = GAME_RIGHT + asset.width / 2 + 10; treat.y = Math.random() * (maxY - minY) + minY; treats.push(treat); game.addChild(treat); } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Twinkle and pulse for obstacles (clouds/stars) if (obs.children && obs.children.length > 1) { var obsSprite = obs.children[1]; obsSprite.rotation = Math.sin(LK.ticks * 0.09 + i) * 0.13; obsSprite.scaleX = 1 + Math.sin(LK.ticks * 0.15 + i) * 0.09; obsSprite.scaleY = 1 + Math.cos(LK.ticks * 0.13 + i) * 0.09; } // Remove if off screen if (obs.x < -300) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with Nyan Cat var hit = isColliding(obs, nyanCat); if (hit && !lastHit) { // Flash, play sound, game over nyanCat.flash(); LK.getSound('hit').play(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); lastHit = true; break; // Stop further checks } } // Update treats for (var j = treats.length - 1; j >= 0; j--) { var treat = treats[j]; treat.update(); // Twinkle effect for treats (make them pulse and rotate for more life) if (treat.children && treat.children.length > 1) { var treatSprite = treat.children[1]; treatSprite.rotation = Math.sin(LK.ticks * 0.13 + j) * 0.18; treatSprite.scaleX = 1 + Math.sin(LK.ticks * 0.19 + j) * 0.13; treatSprite.scaleY = 1 + Math.cos(LK.ticks * 0.17 + j) * 0.13; } // Remove if off screen if (treat.x < -200) { treat.destroy(); treats.splice(j, 1); continue; } // Collision with Nyan Cat if (isColliding(treat, nyanCat)) { LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.getSound('collect').play(); // Animate treat tween(treat, { scaleX: 2.1, scaleY: 2.1, alpha: 0 }, { duration: 220, ease: "outBack", onFinish: function onFinish() { treat.destroy(); } }); treats.splice(j, 1); continue; } } // Nyan Cat idle bobbing and lively animation if (!dragNode) { nyanCat.y = nyanCatBaseY + Math.sin(LK.ticks * 0.08) * 22; // Subtle rotation and scale for lively effect if (nyanCat.children && nyanCat.children.length > 1) { var catSprite = nyanCat.children[1]; catSprite.rotation = Math.sin(LK.ticks * 0.07) * 0.08; catSprite.scaleX = 1 + Math.sin(LK.ticks * 0.11) * 0.04; catSprite.scaleY = 1 + Math.cos(LK.ticks * 0.13) * 0.04; } // Subtle color pulsing for rainbow trail if (nyanCat.children && nyanCat.children.length > 0) { var rainbowSprite = nyanCat.children[0]; var baseTint = 0xffe0fa; var pulse = Math.floor(0x20 * (1 + Math.sin(LK.ticks * 0.09))); // Animate tint between pink and yellowish rainbowSprite.tint = 0xffe0fa + (pulse << 8); } } // Reset lastHit if not colliding if (!obstacles.some(function (obs) { return isColliding(obs, nyanCat); })) { lastHit = false; } }; // Reset score and all game state on game start LK.setScore(0); scoreTxt.setText('0'); // Remove all obstacles and treats from game for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; for (var j = 0; j < treats.length; j++) { treats[j].destroy(); } treats = []; // Reset Nyan Cat position and base Y nyanCat.x = 3840 * 0.25; nyanCat.y = 2160 * 0.6; nyanCatBaseY = nyanCat.y; // Reset difficulty speed = baseSpeed; spawnInterval = 70; treatInterval = 110; // Reset drag and collision state dragNode = null; lastHit = false;
===================================================================
--- original.js
+++ change.js
@@ -421,8 +421,15 @@
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
+ // Twinkle and pulse for obstacles (clouds/stars)
+ if (obs.children && obs.children.length > 1) {
+ var obsSprite = obs.children[1];
+ obsSprite.rotation = Math.sin(LK.ticks * 0.09 + i) * 0.13;
+ obsSprite.scaleX = 1 + Math.sin(LK.ticks * 0.15 + i) * 0.09;
+ obsSprite.scaleY = 1 + Math.cos(LK.ticks * 0.13 + i) * 0.09;
+ }
// Remove if off screen
if (obs.x < -300) {
obs.destroy();
obstacles.splice(i, 1);
@@ -443,8 +450,15 @@
// Update treats
for (var j = treats.length - 1; j >= 0; j--) {
var treat = treats[j];
treat.update();
+ // Twinkle effect for treats (make them pulse and rotate for more life)
+ if (treat.children && treat.children.length > 1) {
+ var treatSprite = treat.children[1];
+ treatSprite.rotation = Math.sin(LK.ticks * 0.13 + j) * 0.18;
+ treatSprite.scaleX = 1 + Math.sin(LK.ticks * 0.19 + j) * 0.13;
+ treatSprite.scaleY = 1 + Math.cos(LK.ticks * 0.17 + j) * 0.13;
+ }
// Remove if off screen
if (treat.x < -200) {
treat.destroy();
treats.splice(j, 1);
@@ -480,8 +494,16 @@
catSprite.rotation = Math.sin(LK.ticks * 0.07) * 0.08;
catSprite.scaleX = 1 + Math.sin(LK.ticks * 0.11) * 0.04;
catSprite.scaleY = 1 + Math.cos(LK.ticks * 0.13) * 0.04;
}
+ // Subtle color pulsing for rainbow trail
+ if (nyanCat.children && nyanCat.children.length > 0) {
+ var rainbowSprite = nyanCat.children[0];
+ var baseTint = 0xffe0fa;
+ var pulse = Math.floor(0x20 * (1 + Math.sin(LK.ticks * 0.09)));
+ // Animate tint between pink and yellowish
+ rainbowSprite.tint = 0xffe0fa + (pulse << 8);
+ }
}
// Reset lastHit if not colliding
if (!obstacles.some(function (obs) {
return isColliding(obs, nyanCat);
NYAN CAT. In-Game asset. 2d. High contrast. No shadows
DİKENLİ TOP. In-Game asset. 2d. High contrast. No shadows
TAŞ. In-Game asset. 2d. High contrast. No shadows
kurabiye. In-Game asset. 2d. High contrast. No shadows
satürn. In-Game asset. 2d. High contrast. No shadows
neptün. In-Game asset. 2d. High contrast. No shadows