User prompt
Oyun bitti tebrikler yaz
User prompt
Yazı rendi beyaz ve kalın olsun
User prompt
Yazı fontunu değiştir
User prompt
Score sol üst köşeye taşı
User prompt
✅ Puan metnini ekranın sol üst köşesine taşıyın
User prompt
Score sağ üst köşeye taşı
User prompt
Skorları sağa kaydır
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'Button')' in or related to this line: 'var shootButton = new LK.UI.Button({' Line Number: 261
User prompt
Ateş yapmak için oyuna düğme ekle
User prompt
Canavarların arasındaki mesafeyi arttır
User prompt
2 kere tıkladığında ateş etsin
User prompt
1 kere tıkladığında zıplasın
User prompt
Zümrüt şeklini değiştir
User prompt
Geri al
User prompt
Zıplama süresini uzat
User prompt
Please fix the bug: 'TypeError: LK.effects.explode is not a function' in or related to this line: 'LK.effects.explode(enemies[j], 0xff0000, 1000); // Add explosion effect' Line Number: 214
User prompt
Canavara değince canavara patlama efekti koy
User prompt
Canavara değince canavar patlasın
User prompt
Canavara değmeden ölme
User prompt
Ateş etme özelliği sadece havadayken olsun
User prompt
Havadan gelen canavar ekls
User prompt
Zıplarken ateş etme
User prompt
2 kere tıklandığında sadece zıpla
User prompt
1 kere tıklandığında ateş et
User prompt
Enemy hits i kaldır
/**** * 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('Score: 0', { size: 100, fill: 0x000000 }); // Add the score text to the game GUI at the center top of the screen LK.gui.top.addChild(scoreText); scoreText.x = 100; 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 left top of the screen, vertically aligned LK.gui.top.addChild(scoreText); LK.gui.top.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 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('Score: ' + 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('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) { player.shoot(); };
===================================================================
--- original.js
+++ change.js
@@ -203,11 +203,6 @@
};
// 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.shoot();
};
\ No newline at end of file