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 = []; // Function to find the entity with the lowest y position function getLowestEntity(entities) { return entities.reduce(function (lowest, entity) { return entity.y < lowest.y ? entity : lowest; }, entities[0]); } // Add event listener to the entity with the lowest y position function addLowestEntityClickListener() { var lowestEntity = getLowestEntity(entities); if (lowestEntity) { lowestEntity.down = function (x, y, obj) { if (lowestEntity.x > 1024 && lowestEntity.y === getLowestEntity(entities).y) { // Check if the entity is in the right half of the screen and has the lowest y position mainCharacter.y -= 50; // Move character up by 50 units } }; } } // Call the function to add the event listener addLowestEntityClickListener(); // 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) { // Removed character movement to mouse click position }; // 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
@@ -153,10 +153,10 @@
function addLowestEntityClickListener() {
var lowestEntity = getLowestEntity(entities);
if (lowestEntity) {
lowestEntity.down = function (x, y, obj) {
- if (lowestEntity.x > 1024) {
- // Check if the entity is in the right half of the screen
+ if (lowestEntity.x > 1024 && lowestEntity.y === getLowestEntity(entities).y) {
+ // Check if the entity is in the right half of the screen and has the lowest y position
mainCharacter.y -= 50; // Move character up by 50 units
}
};
}
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.