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 the emeralds var Emerald = Container.expand(function () { var self = Container.call(this); var emeraldGraphics = self.attachAsset('emerald', { 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 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; } }; self.shoot = function () { // 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; // 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 () { 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 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])) { LK.effects.flashObject(player, 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 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(LK.getScore()); // Player earns 3 fire rights for every 10 emeralds collected if (LK.getScore() % 10 === 0) { player.fireRights += 3; } } } } }; // Handle player jump and shooting game.down = function (x, y, obj) { if (y < 2732 / 2) { player.jump(); } else { player.shoot(); } };
===================================================================
--- original.js
+++ change.js
@@ -74,9 +74,11 @@
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
- // Shoot a bullet when the player jumps
+ };
+ self.shoot = function () {
+ // Shoot a bullet
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
game.addChild(bullet);
@@ -181,8 +183,12 @@
}
}
}
};
-// Handle player jump
+// Handle player jump and shooting
game.down = function (x, y, obj) {
- player.jump();
+ if (y < 2732 / 2) {
+ player.jump();
+ } else {
+ player.shoot();
+ }
};
\ No newline at end of file