User prompt
Oyuncu her oyunda ses çal
User prompt
Oyunu tekrar oynarken müzik tekrar çalsın
User prompt
Müzik sürekli çalsın
User prompt
Play again yaptığımızda müzik çalmaya devam etsin
User prompt
Oyuncu yandıktan sonra oyun bitince Play again bastığında ses çalmaya devam etsin Ses durmasın
User prompt
Oyun tekrar başladığında ses tekrar çalmaya devam etsin
User prompt
Score=5 ise level=2 , score=10 level=3 , score=15 level=4 , score=20 level=5 olsunnn
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Her 5 puanda bir level 1 artsın
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Score 5 olduğunda level 2 olsun skor 10 olduğunda level 3 olsun skor 15 olduğunda level 4 olsun skor 20 olduğunda oyun kazanılsın
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Her 5 puanda bir seviye artsın
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Play again yaptığımızda müzik çalmaya devam etsin
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Müzik oyunu tekrar başlatınca da çalsın
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Oyunmüzik ekle oyun bitene kafar çalxın sürekli tekrarlasın
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Skor 5 olursa 2. Seviyeye geçsin
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Oyuna yeni karakterler ekle
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'player.update();' Line Number: 243
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'player.update();' Line Number: 241
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'lastWasIntersecting')' in or related to this line: 'player.lastWasIntersecting = false;' Line Number: 293
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (player.intersects(enemies[j])) {' Line Number: 275
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'player.update();' Line Number: 242
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'player.update();' Line Number: 241
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Please fix the bug: 'ReferenceError: player is not defined' in or related to this line: 'player.update();' Line Number: 241
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Oyuna başlamadan karakter seçilsin seçenekler mario oyuncu2 ve player olsun
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Seviye ekle
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Oyunun başına play tuşu ekle
/**** * Classes ****/ // Define a class for the player's bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x += self.speed; if (self.x > 2048 + 50) { self.destroy(); } }; }); // Define a custom Button class to replace the undefined LK.UI.Button var Button = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); self.text = ''; self.onClick = function () {}; self.update = function () { // Add any update logic if necessary }; self.setText = function (text) { self.text = text; }; self.setOnClick = function (callback) { self.onClick = callback; }; self.down = function (x, y, obj) { self.onClick(); }; }); // Define a class for the emeralds var Emerald = Container.expand(function () { var self = Container.call(this); var emeraldGraphics = self.attachAsset('emerald', { anchorX: 0.5, anchorY: 0.5, shape: 'box' }); self.speed = 5; self.update = function () { self.x -= self.speed; 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 flying enemies var FlyingEnemy = Container.expand(function () { var self = Container.call(this); var flyingEnemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.update = function () { self.x -= self.speed; self.y = 200 + Math.sin(self.x / 100) * 100; // Sine wave pattern 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; } }; self.shoot = function () { if (self.isJumping) { // Allow shooting only when in the air // Shoot a bullet 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 background1 = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background1.x = 0; background1.y = 0; var background2 = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background2.x = 2048; background2.y = 0; // Play background music that loops continuously LK.playMusic('Oyunmuzik', { loop: true }); // Ensure music plays at the start of each game session game.on('start', function () { LK.playMusic('Oyunmuzik', { loop: true }); }); var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize level var level = 1; var levelText = new Text2('Level: 1', { size: 100, fill: 0x000000 }); LK.gui.topLeft.addChild(levelText); levelText.x = 0; levelText.y = 240; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('Score: 0', { size: 100, fill: 0x000000, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" // Custom font }); // Add the score text to the game GUI at the top-left corner of the screen LK.gui.topLeft.addChild(scoreText); scoreText.x = 0; scoreText.y = 0; // Initialize emeraldScore var emeraldScore = 0; // Initialize emeraldScoreText var emeraldScoreText = new Text2('Emerald Score: 0', { size: 100, fill: 0x000000 }); // Add the score texts to the game GUI at the top-left corner of the screen, vertically aligned LK.gui.topLeft.addChild(scoreText); LK.gui.topLeft.addChild(emeraldScoreText); scoreText.x = 0; scoreText.y = 0; emeraldScoreText.x = 0; emeraldScoreText.y = 120; // Handle game updates game.update = function () { background1.x -= 2; background2.x -= 2; if (background1.x <= -2048) { background1.x = background2.x + 2048; } if (background2.x <= -2048) { background2.x = background1.x + 2048; } player.update(); // Spawn enemies and emeralds enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Spawn a flying enemy every second enemy if (enemies.length % 2 === 0) { var flyingEnemy = new FlyingEnemy(); flyingEnemy.x = 2048; flyingEnemy.y = 200; // Start flying enemy higher enemies.push(flyingEnemy); game.addChild(flyingEnemy); } // Spawn an emerald along with every third enemy if (enemies.length % 3 === 0) { var emerald = new Emerald(); emerald.x = 2048; emerald.y = 2732 / 2; game.addChild(emerald); } // 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])) { if (!player.lastWasIntersecting) { LK.effects.flashObject(player, 0xff0000, 1000); LK.showGameOver(); var congratsText = new Text2('Congratulations!', { size: 150, fill: 0x00FF00, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); LK.gui.center.addChild(congratsText); congratsText.anchor.set(0.5, 0.5); congratsText.x = 2048 / 2; congratsText.y = 2732 / 2; enemies[j].destroy(); // Destroy the enemy upon collision enemies.splice(j, 1); // Remove the enemy from the array } player.lastWasIntersecting = true; } else { player.lastWasIntersecting = false; if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText('Score: ' + LK.getScore()); // Increase level and difficulty based on score if (LK.getScore() === 5) { level = 2; levelText.setText('Level: ' + level); } else if (LK.getScore() === 10) { level = 3; levelText.setText('Level: ' + level); } else if (LK.getScore() === 15) { level = 4; levelText.setText('Level: ' + level); } else if (LK.getScore() === 20) { level = 5; levelText.setText('Level: ' + level); LK.showYouWin(); } } } // Check for bullet and emerald collisions for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Bullet && game.children[i].intersects(enemies[j])) { game.children[i].destroy(); enemies[j].destroy(); enemies.splice(j, 1); break; } else if (game.children[i] instanceof Emerald && player.intersects(game.children[i])) { game.children[i].destroy(); LK.setScore(LK.getScore() + 1); scoreText.setText('Score: ' + LK.getScore()); // Player earns 3 fire rights for every 10 emeralds collected if (emeraldScore % 10 === 0) { player.fireRights += 3; } // Update emerald score emeraldScore += 1; emeraldScoreText.setText('Emerald Score: ' + emeraldScore); } } } }; // Handle player jump and shooting var lastTap = 0; game.down = function (x, y, obj) { var currentTime = new Date().getTime(); if (currentTime - lastTap < 300) { player.shoot(); } else { player.jump(); } lastTap = currentTime; }; // Add a button for shooting var shootButton = new Button(); shootButton.setText('Shoot'); shootButton.x = 1800; shootButton.y = 2500; shootButton.setOnClick(function () { player.shoot(); }); LK.gui.bottomRight.addChild(shootButton); LK.gui.bottomRight.addChild(shootButton);
===================================================================
--- original.js
+++ change.js
@@ -152,11 +152,10 @@
// Play background music that loops continuously
LK.playMusic('Oyunmuzik', {
loop: true
});
-// Ensure music plays continuously even after game restart
-game.on('restart', function () {
- // Restart the background music when the game is played again
+// Ensure music plays at the start of each game session
+game.on('start', function () {
LK.playMusic('Oyunmuzik', {
loop: true
});
});