User prompt
Düşman ne kadar vurulduğunu gösteren skor tablosu ekle
User prompt
Skor tablosu ekle
User prompt
Ateş etmek için buton ekle
User prompt
Arka plan hareket etsin
User prompt
The player earns emeralds to collect points and when he earns 10 emeralds he earns 3 fire rights
User prompt
Oyuncu düşmana çarptı zaman oyuncu patlasın
User prompt
Oyuna savunma aleti olarak atış silahı ekle
Remix started
Copy Mario vs Monsters
/**** * 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 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 }); 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; } // Shoot a bullet when the player jumps 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); // 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()); } // Check for bullet 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; } } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,22 @@
/****
* 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 class for enemies
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
@@ -44,8 +59,13 @@
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
+ // Shoot a bullet when the player jumps
+ var bullet = new Bullet();
+ bullet.x = self.x;
+ bullet.y = self.y;
+ game.addChild(bullet);
};
});
/****
@@ -74,9 +94,9 @@
var enemySpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
size: 100,
- fill: "#ffffff"
+ 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;
@@ -106,8 +126,17 @@
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
+ // Check for bullet 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;
+ }
+ }
}
};
// Handle player jump
game.down = function (x, y, obj) {