User prompt
tamam oyuncuyu y ekseninde başlangıç yerini azalt
User prompt
yani hiçbir aset üst üste olamaz
User prompt
şimdide oyuncuyu y ekseninde başlangıç noktasını azalt en az y si olan zeminin üstünde olsun
User prompt
zeminde bulunan oluşturan yapıyı koru sadece sayısını arttırmak için boyutlarını büyüt
User prompt
aynı zaöamda ileriyede ateş edebilsin oyuncu
User prompt
x ekseninde mause takip etsin oyuncu
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'ArrowLeft')' in or related to this line: 'if (game.keys['ArrowLeft']) {' Line Number: 94
User prompt
hala kasıyor gereksiz tüm kodları sil
User prompt
tüm hatalrı ve kasmaları bitir.
User prompt
şimdi arada çift tıkta 2 saniye veya daha azsa ateş et . yoksa etme
User prompt
oyun çok kasıyor zemini dha aşağı al
User prompt
Please fix the bug: 'Timeout.tick error: Collectible is not defined' in or related to this line: 'var collectible = new Collectible();' Line Number: 122
User prompt
ya şu varlıkları kaldır varlık adlı cisimi komple
User prompt
gereksiz her şeyi kaldır koddan
User prompt
asla kasma olmamalı
User prompt
en hızlı hale getir
User prompt
oyun kasıyor kasmasın
User prompt
mermiler zemine çarpınca yok olsun.
User prompt
entity oyunda sil kaldır
User prompt
yerini eski yere al oyuncunun
User prompt
karakter y eksenini sabitle x haraket edebilir olsun
User prompt
karakter ateş edemesin
User prompt
varlık sil varlık adlı şeyi
User prompt
varlıkları yok et oyundan sil
User prompt
oyundaki kasmaları düzelt oyun bozulmadan
/**** * 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++) { for (var j = 0; j < 5; j++) { // Fill 5 blocks below the ground var groundPiece = new Ground(); groundPiece.x = i * 100; groundPiece.y = 2732 - 500 + j * 100; // Adjust y position for each block 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 - 400; 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 = 0; // Set initial y position to the lowest y-coordinate 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++) { if (mainCharacter.intersects(enemies[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; // Exit loop early if game over is triggered } else { enemies[i].update(); } } // 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); } else { 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; } } } } // 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 } } };
/****
* 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++) {
for (var j = 0; j < 5; j++) {
// Fill 5 blocks below the ground
var groundPiece = new Ground();
groundPiece.x = i * 100;
groundPiece.y = 2732 - 500 + j * 100; // Adjust y position for each block
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 - 400;
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 = 0; // Set initial y position to the lowest y-coordinate
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++) {
if (mainCharacter.intersects(enemies[i])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
break; // Exit loop early if game over is triggered
} else {
enemies[i].update();
}
}
// 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);
} else {
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;
}
}
}
}
// 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
}
}
};
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.