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 } }; }); var Collectible = Container.expand(function () { var self = Container.call(this); var collectibleGraphics = self.attachAsset('entity', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Define collectible behavior here }; }); // 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 () { // Check for intersection with falling entities for (var i = 0; i < enemies.length; i++) { if (self.intersects(enemies[i])) { enemies[i].destroy(); // Destroy the enemy self.destroy(); // Destroy the ground piece break; // Exit loop after handling collision } } }; }); //<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 with gravity, jumping, and horizontal movement self.y += self.speedY; // Apply gravity self.speedY += 1; // Gravity effect if (self.y > 2732 - self.height / 2) { // Check if on the ground self.y = 2732 - self.height / 2; self.speedY = 0; self.canJump = true; } if (game.isMouseDown && self.canJump) { self.speedY = -20; // Jump strength self.canJump = false; } // Horizontal movement if (game.keys['ArrowLeft']) { self.x -= self.speed; // Move left } if (game.keys['ArrowRight']) { self.x += self.speed; // Move right } // Ensure MainCharacter stays on top of Ground pieces for (var i = 0; i < ground.length; i++) { if (self.intersects(ground[i])) { if (self.y + self.height / 2 > ground[i].y) { self.y = ground[i].y - self.height / 2; } self.speedY = 0; // Stop falling self.canJump = true; // Allow jumping 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 ****/ function spawnCollectible() { var collectible = new Collectible(); collectible.x = Math.random() * 2048; collectible.y = Math.random() * 2732; collectibles.push(collectible); game.addChild(collectible); } // Spawn a collectible every 5 seconds LK.setInterval(spawnCollectible, 5000); // Initialize key handling game.keys = {}; game.keydown = function (event) { game.keys[event.key] = true; }; game.keyup = function (event) { game.keys[event.key] = false; }; // Initialize ground with a flat surface for the character var ground = []; for (var i = 0; i < 20; i++) { var groundPiece = new Ground(); groundPiece.x = i * 100; groundPiece.y = 2732 - 100; // Flat ground at a height of 5 blocks ground.push(groundPiece); game.addChild(groundPiece); } // Initialize main character with gravity and jumping mechanics var mainCharacter = game.addChild(new MainCharacter()); mainCharacter.x = 2048 / 2; mainCharacter.y = ground[ground.length - 1].y - mainCharacter.height - 20; mainCharacter.speedY = 0; // Initial vertical speed mainCharacter.canJump = false; // Initial jump state // Initialize bullets var bullets = []; // Initialize click counter for shooting var clickCounter = 0; // Initialize collectibles var collectibles = []; // Initialize enemies with spawning logic var enemies = []; function spawnEnemy() { var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = 2732 - 100; // Set initial y position to ground level enemies.push(enemy); game.addChild(enemy); } // Spawn an enemy every 3 seconds LK.setInterval(spawnEnemy, 3000); // Handle player movement game.down = function (x, y, obj) { // Add ground at the mouse click position // Check if the new ground piece overlaps with any existing ground piece var canPlace = true; for (var i = 0; i < ground.length; i++) { if (Math.abs(ground[i].x - x) < 100 && Math.abs(ground[i].y - y) < 100) { canPlace = false; break; } } if (canPlace) { var groundPiece = new Ground(); groundPiece.x = x; groundPiece.y = y; ground.push(groundPiece); game.addChild(groundPiece); } }; // Handle shooting game.up = function (x, y, obj) { // Increment click counter clickCounter++; // Check if click counter is 2 if (clickCounter === 2) { // Reset click counter clickCounter = 0; // 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; } } } // Update collectibles for (var l = collectibles.length - 1; l >= 0; l--) { collectibles[l].update(); if (mainCharacter.intersects(collectibles[l])) { collectibles[l].destroy(); collectibles.splice(l, 1); // Add logic for what happens when a collectible is collected } } };
===================================================================
--- original.js
+++ change.js
@@ -177,9 +177,9 @@
var ground = [];
for (var i = 0; i < 20; i++) {
var groundPiece = new Ground();
groundPiece.x = i * 100;
- groundPiece.y = 2732 - 500; // Flat ground at a height of 5 blocks
+ groundPiece.y = 2732 - 100; // Flat ground at a height of 5 blocks
ground.push(groundPiece);
game.addChild(groundPiece);
}
// Initialize main character with gravity and jumping mechanics
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.