User prompt
olmadı yap
User prompt
karakter sağ üstteki y ekseni en az olanına tıklayınca yukarı hareket etsin.
User prompt
karakter mause tıkladığı yere gelmesin
User prompt
tamam şimdi şu şekilde y de en az olana tıklayınca karakter yukarı gitsin
User prompt
20 daha arttır
User prompt
şimdi y 30 arttır
User prompt
20 daha azalt
User prompt
10 daha azalt
User prompt
sen sağdaki yapının x eksininde 20 azalt
User prompt
şimdi sağ üstteki yapıyı biraz y ekseninde arttır 15 kadar ve sola getir
User prompt
sen şu sağ üsttekileri sil
User prompt
tamam zemini küçült block olarak yani yükseklik 5 blok olsun
User prompt
oyun ilk açılırken çok zaman geçiyor bunu hızlandır
User prompt
kasmayı en aza indir
User prompt
oyun çok kasıyor kasmayı azalt
User prompt
oyunu en optimize şekile getir
User prompt
- 22 yap y yi
User prompt
y arttır azıcık
User prompt
sen y kordinat azcık arttır
User prompt
şimdi az arttır
User prompt
şimdi biraz daha azalt
User prompt
çok azalt y kordinatı en az olan zemine kadar
User prompt
baya azalt
User prompt
oyuncunun y kordinatını azalt doğma yerini
User prompt
tamam bunu yap
/**** 
* 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();
			return; // Exit early if bullet is destroyed
		}
	};
});
// 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; // Always reset x position
		}
	};
});
// 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 distanceSquared = dx * dx + dy * dy;
			if (distanceSquared > self.speed * self.speed) {
				var invDistance = self.speed / Math.sqrt(distanceSquared); // Combine calculations
				self.x += dx * invDistance;
				self.y += dy * invDistance;
			} 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 < 5; 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 = ground[ground.length - 1].y - mainCharacter.height - 20;
// Initialize entities
var entities = [];
// Adjust right entities to match the shape of the center entity
var rightOffsets = [{
	x: 0,
	y: -115
},
// Top
{
	x: 0,
	y: 115
},
// Bottom
{
	x: -115,
	y: 0
},
// Left
{
	x: 115,
	y: 0
} // Right
];
rightOffsets.forEach(function (offset) {
	var rightEntity = new Entity();
	rightEntity.x = 2048 - 165 + offset.x; // Adjust x position to move left by an additional 20
	rightEntity.y = 145 + offset.y + 20; // Adjust y position to increase by an additional 20
	entities.push(rightEntity);
	game.addChild(rightEntity);
});
// 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();
		if (bullets[j].y < 0) {
			bullets[j].destroy();
			bullets.splice(j, 1);
			continue;
		}
		for (var k = enemies.length - 1; k >= 0; k--) {
			if (bullets[j] && bullets[j].intersects(enemies[k])) {
				bullets[j].destroy();
				bullets.splice(j, 1);
				enemies[k].destroy();
				enemies.splice(k, 1);
				break;
			}
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -166,9 +166,9 @@
 ];
 rightOffsets.forEach(function (offset) {
 	var rightEntity = new Entity();
 	rightEntity.x = 2048 - 165 + offset.x; // Adjust x position to move left by an additional 20
-	rightEntity.y = 145 + offset.y; // Adjust y position to increase by 30
+	rightEntity.y = 145 + offset.y + 20; // Adjust y position to increase by an additional 20
 	entities.push(rightEntity);
 	game.addChild(rightEntity);
 });
 // Initialize bullets
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