User prompt
Zümrüt skoru ile normal skor ortak çalışmasın
User prompt
Skorlar sol tarafta dursun
User prompt
Skor yazıları alt alta ve siyah renkte olsun
User prompt
Score yazıları arasında boşluk olsun
User prompt
Puan tabloları yazılarını güncelle düzelt
User prompt
Elmas puanını gösteren skor ekle
User prompt
Oyuncu yukarı çıksın aşağı değil
User prompt
Ekrana basılı tutulduğunda havada asılı kalsın
User prompt
Zıplarke atış yapmasın
User prompt
Please fix the bug: 'ReferenceError: enemyHitScoreText is not defined' in or related to this line: 'enemyHitScoreText.setText('Enemy Hits: ' + enemyHitScore.toString());' Line Number: 187
User prompt
Ekrana iki kez tıkladığında zıplama özelliği ekle
User prompt
Score tablosunu ortala
User prompt
Skor tablosunu sağ üst köşeye al
User prompt
Skor tablosu ekle
User prompt
Please fix the bug: 'ReferenceError: enemyHitScore is not defined' in or related to this line: 'enemyHitScore += 1;' Line Number: 184
User prompt
Score sağ üst köşeye al
User prompt
Score sola kaydır
User prompt
Skor tablosunu sola kaydır
User prompt
Sağ üstte yazan yazıyı sil
User prompt
Pause işaretini aşağı kaydır
User prompt
Skor tablosunu 5 birim sağa kaydır
User prompt
Skor tablosunu sola kaydır
User prompt
Kodu düzelt
User prompt
Skor tablosunda sayı yazsın
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'var enemyHitScore = parseInt(enemyHitScoreText.text.split(': ')[1]) + 1;' Line Number: 193
/**** * 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% } else if (self.y > 2732 / 2) { self.y += self.velocityY; self.velocityY += 0.7; // Increased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; 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('Score: 0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the center top of the screen LK.gui.top.addChild(scoreText); scoreText.x = 0; scoreText.y = 0; // Initialize enemyHitScore var enemyHitScore = 0; // Initialize enemyHitScoreText var enemyHitScoreText = new Text2('Enemy Hits: 0', { size: 100, fill: 0xFFFFFF }); // Add the enemyHitScoreText to the game GUI at the top right of the screen LK.gui.topRight.addChild(enemyHitScoreText); enemyHitScoreText.x = 0; enemyHitScoreText.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); // Update enemy hit score enemyHitScore += 1; enemyHitScoreText.setText('Enemy Hits: ' + enemyHitScore.toString()); 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 (LK.getScore() % 10 === 0) { player.fireRights += 3; } } } } }; // Handle player jump and shooting var lastTap = 0; game.down = function (x, y, obj) { player.isJumping = true; }; game.up = function (x, y, obj) { player.isJumping = false; };
===================================================================
--- original.js
+++ change.js
@@ -61,12 +61,14 @@
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
+ } else if (self.y > 2732 / 2) {
+ self.y += self.velocityY;
+ self.velocityY += 0.7; // Increased gravity effect by 30%
if (self.y >= 2732 / 2) {
// Ground level
self.y = 2732 / 2;
- self.isJumping = false;
self.velocityY = 0;
}
}
};
@@ -200,11 +202,9 @@
};
// Handle player jump and shooting
var lastTap = 0;
game.down = function (x, y, obj) {
- var currentTime = new Date().getTime();
- var tapLength = currentTime - lastTap;
- if (tapLength < 500 && tapLength > 0) {
- player.jump();
- }
- lastTap = currentTime;
+ player.isJumping = true;
+};
+game.up = function (x, y, obj) {
+ player.isJumping = false;
};
\ No newline at end of file