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('Score: 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;
// Create a new Text2 object to display the enemy hit score
var enemyHitScoreText = new Text2('Enemy Hits: 0', {
size: 100,
fill: 0xFFFFFF
});
// Add the enemy hit score text to the game GUI at the top right of the screen
LK.gui.topRight.addChild(enemyHitScoreText);
enemyHitScoreText.x = -200; // Offset from the right edge
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('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);
// Update enemy hit score
var enemyHitScore = parseInt(enemyHitScoreText.text.split(': ')[1]) + 1;
enemyHitScoreText.setText('Enemy Hits: ' + enemyHitScore);
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
game.down = function (x, y, obj) {
if (y < 2732 / 2) {
player.jump();
} else {
player.shoot();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -123,8 +123,17 @@
// 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;
+// Create a new Text2 object to display the enemy hit score
+var enemyHitScoreText = new Text2('Enemy Hits: 0', {
+ size: 100,
+ fill: 0xFFFFFF
+});
+// Add the enemy hit score text to the game GUI at the top right of the screen
+LK.gui.topRight.addChild(enemyHitScoreText);
+enemyHitScoreText.x = -200; // Offset from the right edge
+enemyHitScoreText.y = 0;
// Handle game updates
game.update = function () {
background1.x -= 2;
background2.x -= 2;
@@ -170,8 +179,11 @@
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
+ var enemyHitScore = parseInt(enemyHitScoreText.text.split(': ')[1]) + 1;
+ enemyHitScoreText.setText('Enemy Hits: ' + enemyHitScore);
break;
} else if (game.children[i] instanceof Emerald && player.intersects(game.children[i])) {
game.children[i].destroy();
LK.setScore(LK.getScore() + 1);