User prompt
y azalt karakter
User prompt
oyuncu karakter yani zeminle aynı konumda olamaz
User prompt
oyuncu ile zemini aynıı konumda yapma
User prompt
düşman gelmeye en düşük y den başlar
User prompt
karakter zeminle aynı konumda olamaz
User prompt
şimdiz eminin altınıda zemin doldur
User prompt
zemini 5 block kadar yükselt ve orayıda emin doldur
User prompt
olmadı zemin 5 block yükseklikte ve alttarfat block olacak
User prompt
zemin başta yükseklik 5 block olsun
User prompt
havada varlık oluşmasın
User prompt
karakter sadece iki kez tıklayınca ateş etsin onun dışında yapmasın
User prompt
5 block olacak şekilde tabi
User prompt
karakterin olduğu zemini düz yap
User prompt
zeminler şu yukardan gelen şeyleri durdursun ve yukardan gelen şeye temas ederlerse kırılsın
User prompt
iki zemin asla üst üste gelemez
User prompt
mause nin tıkladığı yere zemin ekle
User prompt
Please fix the bug: 'ReferenceError: collectibles is not defined' in or related to this line: 'for (var l = collectibles.length - 1; l >= 0; l--) {' Line Number: 243
User prompt
ve yukarda hareketli ve ekran da varlıklar oluşmasın
User prompt
şöyle olmalı karakter asla zemin le aynı konuma gelemez
User prompt
Please fix the bug: 'window.addEventListener is not a function' in or related to this line: 'window.addEventListener('keydown', function (event) {' Line Number: 151
User prompt
Please fix the bug: 'TypeError: LK.isKeyDown is not a function' in or related to this line: 'if (LK.isKeyDown('ArrowLeft')) {' Line Number: 108
User prompt
Please fix the bug: 'TypeError: game.isKeyDown is not a function' in or related to this line: 'if (game.isKeyDown('ArrowLeft')) {' Line Number: 108
User prompt
Terraria gibi olsun matık karakter hareketleri
User prompt
teraria gibi olsun oyun.
User prompt
karakter sağ sol ateş etsin
/**** * 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.speedX) { self.x += self.speedX; // Update x position if horizontal speed is set } if (self.y < 0 || self.x < 0 || self.x > 2048) { 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) { // Shoot bullet to the left var leftBullet = new Bullet(); leftBullet.x = mainCharacter.x - mainCharacter.width / 2; leftBullet.y = mainCharacter.y; leftBullet.speedX = -10; // Set horizontal speed for left bullet bullets.push(leftBullet); game.addChild(leftBullet); // Shoot bullet to the right var rightBullet = new Bullet(); rightBullet.x = mainCharacter.x + mainCharacter.width / 2; rightBullet.y = mainCharacter.y; rightBullet.speedX = 10; // Set horizontal speed for right bullet bullets.push(rightBullet); game.addChild(rightBullet); }; // 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; } } } };
/****
* 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.speedX) {
self.x += self.speedX; // Update x position if horizontal speed is set
}
if (self.y < 0 || self.x < 0 || self.x > 2048) {
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) {
// Shoot bullet to the left
var leftBullet = new Bullet();
leftBullet.x = mainCharacter.x - mainCharacter.width / 2;
leftBullet.y = mainCharacter.y;
leftBullet.speedX = -10; // Set horizontal speed for left bullet
bullets.push(leftBullet);
game.addChild(leftBullet);
// Shoot bullet to the right
var rightBullet = new Bullet();
rightBullet.x = mainCharacter.x + mainCharacter.width / 2;
rightBullet.y = mainCharacter.y;
rightBullet.speedX = 10; // Set horizontal speed for right bullet
bullets.push(rightBullet);
game.addChild(rightBullet);
};
// 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;
}
}
}
};
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.