User prompt
kullanıcı verilerini kayıt edebiliyormusun yani sol alta liderlik tablosu ekleyebilirmisin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
döngüdeki her yeni gelen fotoğraf bir önceki fotoğrafın y eksenine göre tersi olsun
User prompt
arka planı döngüye al sürekli sola kaysın ve bitişiğine tekrardan aynı resmi ekle
User prompt
arka planı döngüye al sola doğru kaysın
User prompt
her yer değiştirdiğimizde "jump" efekti çalsın
User prompt
"macera" şarkısı arkada süerkli döngüde çalsın
User prompt
anahtarları koddan kaldır
User prompt
resimlerin katman düzeni şöyle olsun en altta background onun üstünde box1, geri kalan herşey bunların üstünde
User prompt
çoook az ufacık üste taşı
User prompt
bi bu kadar daha taşı
User prompt
mermileri çok az alta taşı ufacık
User prompt
mermileri çok az alta ataşı
User prompt
birazcık üste taşı
User prompt
bi bu kadar daha alta taşı mermileri
User prompt
mermileri biraz alta taşı
User prompt
bi bu kadar daha alta taşı
User prompt
box1 leri biraz alta taşı
User prompt
her katmana bir kare eklensin istiyorum bunlar üzerinde oynama yapıcam
User prompt
döngü istiyorum her 5 puanda bir tekrar anahtar gelsin
User prompt
artık anahtar geldiğinde 3 koridordan birlikte gelsin
User prompt
bunu döngüye çevir Her 5 puanda bir tekrar dan rastgele anahtar gelsin
User prompt
anahtarlar mermilerle aynı koridordan gelemez zaten maksimum 2 mermi geliyor anahtar boş 3.koridordan gelmeli (boş olan koridordan)
User prompt
her 5 puanda bir "key1","key2","key3" herhangi bir koridordan gelsin ve bunları alabilelim alıncadaa 10 ile 1 arasında rastgele bir sayı scoreye eklensin
User prompt
keyleri toplayınca bize 10 ile 1 arasındaa rastgele puan versin bu skora eklensin
User prompt
key1 i alınca skora +2 puan eklensin
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define the Button class var Button = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('button', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Define the Key class var Key = Container.expand(function () { var self = Container.call(this); var keyTypes = ['key1', 'key2', 'key3']; var keyType = keyTypes[Math.floor(Math.random() * keyTypes.length)]; var keyGraphics = self.attachAsset(keyType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Initial speed // Update method for key movement self.update = function () { self.x -= self.speed; }; return self; }); // Define the Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obstacleGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Initial speed // Update method for obstacle movement self.update = function () { self.x -= self.speed; }; return self; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.layer = 1; // Start on the middle layer self.speed = 10; // Initial speed // Method to move the player up a layer self.moveUp = function () { if (self.layer > 0) { self.layer--; tween(self, { y: self.y - 450 }, { duration: 300, easing: tween.easeInOut }); } }; // Method to move the player down a layer self.moveDown = function () { if (self.layer < 2) { self.layer++; tween(self, { y: self.y + 450 }, { duration: 300, easing: tween.easeInOut }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x0000FF //Init game with blue background }); /**** * Game Code ****/ var background = game.attachAsset('background', { anchorX: 0.0, anchorY: 0.0 }); background.x = 0; background.y = 0; // Initialize player var player = new Player(); player.x = 200; player.y = 1366 - 450; // Start on the middle layer game.addChild(player); // Add squares to each layer var layers = [-450, 0, 450]; layers.forEach(function (layer) { var square = LK.getAsset('box1', { anchorX: 0.5, anchorY: 0.5 }); square.x = 1024; // Center horizontally square.y = 1366 - 300 + layer; // Position based on layer, moved further down game.addChild(square); }); // Create a variable to keep track of the current character asset var characterAssets = ['character', 'c2', 'c3', 'c4']; var currentCharacterAsset = 0; // Create a timer to change the character asset every 0.2 seconds LK.setInterval(function () { // Remove the current character asset player.removeChild(player.children[0]); // Update the current character asset index currentCharacterAsset = (currentCharacterAsset + 1) % characterAssets.length; // Attach the new character asset player.attachAsset(characterAssets[currentCharacterAsset], { anchorX: 0.5, anchorY: 0.5 }); }, 200); // Initialize buttons var buttonUp = new Button(); buttonUp.x = 1024; buttonUp.y = 2732 - 600; // Position at the bottom of the screen buttonUp.scale.set(2); // Increase the size of the button game.addChild(buttonUp); var buttonDown = new Button(); buttonDown.x = 1024; buttonDown.y = 2732 - 300; // Position at the bottom of the screen buttonDown.scale.set(2); // Increase the size of the button buttonDown.rotation = Math.PI; // Rotate the button by 180 degrees game.addChild(buttonDown); // Initialize obstacles array var obstacles = []; // Initialize score var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Function to create obstacles function createObstacle() { var lanes = [-450, 0, 450]; var selectedLanes = [lanes[Math.floor(Math.random() * lanes.length)]]; // 30% chance to spawn a second obstacle in a different lane if (Math.random() < 0.3) { var secondLane; do { secondLane = lanes[Math.floor(Math.random() * lanes.length)]; } while (selectedLanes.includes(secondLane)); selectedLanes.push(secondLane); } selectedLanes.forEach(function (lane) { var obstacle = new Obstacle(); obstacle.x = 2048; obstacle.y = 1366 - 400 + lane; obstacles.push(obstacle); game.addChild(obstacle); }); } // Function to update game speed function updateSpeed() { var speedIncrease = score * 0.01; // Increase speed based on score player.speed += speedIncrease; obstacles.forEach(function (obstacle) { obstacle.speed += speedIncrease; }); } // Handle swipe up and down game.move = function (x, y, obj) { if (obj.event && obj.event.deltaY < 0) { player.moveUp(); } else if (obj.event && obj.event.deltaY > 0) { player.moveDown(); } }; // Handle button presses buttonUp.down = function (x, y, obj) { if (!buttonUp.cooldown && !buttonDown.cooldown) { player.moveUp(); buttonUp.cooldown = true; buttonDown.cooldown = true; LK.setTimeout(function () { buttonUp.cooldown = false; buttonDown.cooldown = false; }, 310); } }; buttonDown.down = function (x, y, obj) { if (!buttonUp.cooldown && !buttonDown.cooldown) { player.moveDown(); buttonUp.cooldown = true; buttonDown.cooldown = true; LK.setTimeout(function () { buttonUp.cooldown = false; buttonDown.cooldown = false; }, 310); } }; // Game update loop game.update = function () { // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].update(); if (obstacles[i].x < -100) { obstacles[i].destroy(); obstacles.splice(i, 1); score++; scoreTxt.setText(score); } if (score > 0 && score % 5 === 0 && LK.ticks % 120 == 0) { score++; // Increment score to avoid repeated key spawning var lanes = [-450, 0, 450]; lanes.forEach(function (lane) { var key = new Key(); key.x = 2048; key.y = 1366 - 450 + lane; game.addChild(key); obstacles.push(key); }); } if (obstacles[i] instanceof Key && obstacles[i].intersects(player)) { var randomScore = Math.floor(Math.random() * 10) + 1; score += randomScore; scoreTxt.setText(score); obstacles[i].destroy(); obstacles.splice(i, 1); } if (obstacles[i] && obstacles[i].intersects(player)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } // Create new obstacles if (LK.ticks % 120 == 0) { createObstacle(); } // Update speed updateSpeed(); };
===================================================================
--- original.js
+++ change.js
@@ -111,9 +111,9 @@
anchorX: 0.5,
anchorY: 0.5
});
square.x = 1024; // Center horizontally
- square.y = 1366 - 350 + layer; // Position based on layer, moved slightly higher
+ square.y = 1366 - 300 + layer; // Position based on layer, moved further down
game.addChild(square);
});
// Create a variable to keep track of the current character asset
var characterAssets = ['character', 'c2', 'c3', 'c4'];
@@ -166,9 +166,9 @@
}
selectedLanes.forEach(function (lane) {
var obstacle = new Obstacle();
obstacle.x = 2048;
- obstacle.y = 1366 - 300 + lane;
+ obstacle.y = 1366 - 400 + lane;
obstacles.push(obstacle);
game.addChild(obstacle);
});
}