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scoru %5 sağa kaydır
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scoru %8sağa kaydır
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scoru scor= şeklinde yaz
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scoru %5yukarı çıkar
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scoru siyah yap ve %10 aşağı %20 sağa kaydır
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scoru sahne ortasında göster
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yerçekimini %10 arttır
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yerçekimini %3 arttır
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yerçekimini %1 arttır
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enemy2 enemy ile aynı özelliklere sahip olsun
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Please fix the bug: 'Cannot read properties of undefined (reading 'lives')' in or related to this line: 'var livesText = new Text2('Lives: ' + player.lives, {' Line Number: 72
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karaktere 3 can ekler
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canavarları %2 hızlandır
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canavarların bazıları hızlı olsun
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canavarların %10unu %3büyült
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kronometreyi %5 küçült
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kronometreyi %20sola taşı
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kronometreyi %20 sol tarafa taşı
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kronometreyi siyah yap,kronometreyi %5 aşağı indir
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kronometre sahnenin ortasında olsun
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sol alt köşeye kronometre koy
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ekranın sol alt köşesine sayaç koy
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karakter her zıpladığında ayağından toz çıksın
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müzik ekle
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yerçekimini %70 oranında arttır
/**** * Classes ****/ // 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 = (Math.random() < 0.5 ? 5 : 10) * 1.02; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for enemy2 with the same properties as the enemy class var Enemy2 = Container.expand(function () { var self = Container.call(this); var enemy2Graphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = (Math.random() < 0.5 ? 5 : 10) * 1.02; 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 += 0.8; // Increased gravity effect by 10% 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; } }; }); /**** * 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; background.speed = 2; background.update = function () { // Do nothing }; game.update = function () { background.update(); }; game.addChild(background); // 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: 0x000000 // Change the color to black }); // Add the score text to the game GUI at the center of the screen LK.gui.center.addChild(scoreText); scoreText.x = LK.gui.width * 0.20; // Move the score 20% to the right scoreText.y = LK.gui.height * 0.05; // Move the score 5% up // 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()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); }; // Create a new Text2 object to display the stopwatch var stopwatchText = new Text2('0:00', { size: 95, // Reduce the size by 5% fill: 0x000000 // Change the color to black }); // Add the stopwatch text to the game GUI at the center of the screen LK.gui.center.addChild(stopwatchText); stopwatchText.x = -LK.gui.width * 0.40; // Move the stopwatch 20% to the left stopwatchText.y = LK.gui.height * 0.05; // Move the stopwatch 5% down // Initialize stopwatch var stopwatch = 0; // Update stopwatch every second LK.setInterval(function () { stopwatch++; var minutes = Math.floor(stopwatch / 60); var seconds = stopwatch % 60; stopwatchText.setText(minutes + ':' + (seconds < 10 ? '0' : '') + seconds); }, 1000); // Play background music LK.playMusic('boinng');
===================================================================
--- original.js
+++ change.js
@@ -102,9 +102,9 @@
});
// Add the score text to the game GUI at the center of the screen
LK.gui.center.addChild(scoreText);
scoreText.x = LK.gui.width * 0.20; // Move the score 20% to the right
-scoreText.y = LK.gui.height * 0.10; // Move the score 10% down
+scoreText.y = LK.gui.height * 0.05; // Move the score 5% up
// Handle game updates
game.update = function () {
player.update();
// Spawn enemies