User prompt
oyuncu zeminin üstünde doğsun.
User prompt
yapmaya çalışılan şey şu zemin üstünde rahatlıkla gezine bilen bir oyuncu olması yani zeminin içine girmeyen ve zeminin üstünde uçmayan zeminle temas halinde üzerinde gezinebilien.
User prompt
getirsen
User prompt
biraz daha
User prompt
sağ üstteki biraz aşağı ve sola gelsin
User prompt
şimdi şu sağ daki varlıkları şu ortadaki gibi şeklini yap. ve ortada olanları sil zemin sakın silme
User prompt
sağ üst köşeye 5 varlık ekle bir tane ortaya sonra onun sağ sol üst altına bitişik arada 15 pikcel boşluk olacak şekilde
User prompt
kırılınca arkası boş kalsın ve şu kasmayı en aza indir
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: LK.isMouseDown is not a function' in or related to this line: 'if (LK.isMouseDown()) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: LK.isMouseDown is not a function' in or related to this line: 'if (LK.isMouseDown()) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: LK.isMouseDown is not a function' in or related to this line: 'if (LK.isMouseDown()) {' Line Number: 91
User prompt
şimdi bizim ana karakter şu karlerin üstünde gezebilsin
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: LK.isMouseDown is not a function' in or related to this line: 'if (LK.isMouseDown()) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: LK.isMouseDown is not a function' in or related to this line: 'if (LK.isMouseDown()) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'down')' in or related to this line: 'if (game.mouse.down) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'down')' in or related to this line: 'if (game.mouse.down) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'down')' in or related to this line: 'if (game.mouse.down) {' Line Number: 91
/**** * Classes ****/ // Define a class for bullets var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; if (self.y < 0) { 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.y += self.speed; if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; } }; }); // Define a class for the entity var Entity = Container.expand(function () { var self = Container.call(this); var entityGraphics = self.attachAsset('entity', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.down = function (x, y, obj) { this.timer = LK.setTimeout(function () { this.destroy(); }.bind(this), 5000); }; self.up = function (x, y, obj) { LK.clearTimeout(this.timer); }; if (this.intersects(game.mouse)) { this.border = 5; this.borderColor = 0xFFFFFF; } else { this.border = 0; } }; }); // Define a class for the ground var Ground = Container.expand(function () { var self = Container.call(this); var groundGraphics = self.attachAsset('ground', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Ground update logic }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define a class for the MainCharacter var MainCharacter = Container.expand(function () { var self = Container.call(this); var mainCharacterGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // MainCharacter update logic if (game.isMouseDown) { var dx = game.mouse.x - self.x; var dy = game.mouse.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > self.speed) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else { self.x = game.mouse.x; self.y = game.mouse.y; } } // Ensure MainCharacter stays on top of Ground pieces for (var i = 0; i < ground.length; i++) { if (self.intersects(ground[i])) { self.y = ground[i].y - self.height / 2; break; } } }; }); // Define a class for the purple square var PurpleSquare = Container.expand(function () { var self = Container.call(this); var squareGraphics = self.attachAsset('entity', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.down = function (x, y, obj) { // No action on down to leave background empty }; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize ground var ground = []; for (var i = 0; i < 20; i++) { for (var j = 0; j < 10; j++) { var groundPiece = new Ground(); groundPiece.x = i * 100; groundPiece.y = 2732 - j * 100; ground.push(groundPiece); game.addChild(groundPiece); } } // Initialize main character var mainCharacter = game.addChild(new MainCharacter()); mainCharacter.x = 2048 / 2; mainCharacter.y = 2732 - 150; // Initialize entities var entities = []; // Add five entities to the top-right corner for (var i = 0; i < 5; i++) { var entity = new Entity(); entity.x = 2048 - i * 115 - 100; // 100 is the width of the entity, 15px gap entity.y = 100; // Top margin entities.push(entity); game.addChild(entity); } // Add one entity in the center var centerEntity = new Entity(); centerEntity.x = 2048 / 2; centerEntity.y = 2732 / 2; entities.push(centerEntity); game.addChild(centerEntity); // Add surrounding entities with 15px gap var offsets = [{ x: -115, y: 0 }, // Left { x: 115, y: 0 }, // Right { x: 0, y: -115 }, // Top { x: 0, y: 115 } // Bottom ]; offsets.forEach(function (offset) { var surroundingEntity = new Entity(); surroundingEntity.x = centerEntity.x + offset.x; surroundingEntity.y = centerEntity.y + offset.y; entities.push(surroundingEntity); game.addChild(surroundingEntity); }); // Initialize bullets var bullets = []; // Initialize enemies var enemies = []; // Handle player movement game.down = function (x, y, obj) { mainCharacter.x = x; mainCharacter.y = y; }; // Handle shooting game.up = function (x, y, obj) { var bullet = new Bullet(); bullet.x = mainCharacter.x; bullet.y = mainCharacter.y; bullets.push(bullet); game.addChild(bullet); }; // Game update loop game.update = function () { // Update main character mainCharacter.update(); // Update enemies for (var i = 0; i < enemies.length; i++) { enemies[i].update(); if (mainCharacter.intersects(enemies[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; // Exit loop early if game over is triggered } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { bullets[j].update(); for (var k = enemies.length - 1; k >= 0; k--) { if (bullets[j].intersects(enemies[k])) { bullets[j].destroy(); bullets.splice(j, 1); enemies[k].destroy(); enemies.splice(k, 1); break; } } } };
===================================================================
--- original.js
+++ change.js
@@ -138,19 +138,52 @@
// Initialize main character
var mainCharacter = game.addChild(new MainCharacter());
mainCharacter.x = 2048 / 2;
mainCharacter.y = 2732 - 150;
-// Initialize purple squares
-var purpleSquares = [];
-for (var i = 0; i < 20; i++) {
- for (var j = 0; j < 10; j++) {
- var purpleSquare = new PurpleSquare();
- purpleSquare.x = i * 100;
- purpleSquare.y = 2732 - j * 100;
- purpleSquares.push(purpleSquare);
- game.addChild(purpleSquare);
- }
+// Initialize entities
+var entities = [];
+// Add five entities to the top-right corner
+for (var i = 0; i < 5; i++) {
+ var entity = new Entity();
+ entity.x = 2048 - i * 115 - 100; // 100 is the width of the entity, 15px gap
+ entity.y = 100; // Top margin
+ entities.push(entity);
+ game.addChild(entity);
}
+// Add one entity in the center
+var centerEntity = new Entity();
+centerEntity.x = 2048 / 2;
+centerEntity.y = 2732 / 2;
+entities.push(centerEntity);
+game.addChild(centerEntity);
+// Add surrounding entities with 15px gap
+var offsets = [{
+ x: -115,
+ y: 0
+},
+// Left
+{
+ x: 115,
+ y: 0
+},
+// Right
+{
+ x: 0,
+ y: -115
+},
+// Top
+{
+ x: 0,
+ y: 115
+} // Bottom
+];
+offsets.forEach(function (offset) {
+ var surroundingEntity = new Entity();
+ surroundingEntity.x = centerEntity.x + offset.x;
+ surroundingEntity.y = centerEntity.y + offset.y;
+ entities.push(surroundingEntity);
+ game.addChild(surroundingEntity);
+});
// Initialize bullets
var bullets = [];
// Initialize enemies
var enemies = [];
bomb pikcel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
güzel minecraft arka plan gün batımı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
minecraft steve pikcel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
ışın yuvarlak lazer skrol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.