User prompt
ivme ekle düşmana 1
User prompt
böyle tuhaf oldu eskisine al
User prompt
düşmanları zemini vurucak şekilde at
User prompt
bombaları zemin vuracak şekilde at
User prompt
çalışmıyor sayacı düzelt ground blocks
User prompt
zemin sayacı çalışmıyor çalışsın
User prompt
koruma yazısını siyah yap
User prompt
(x: 1024, y: 1366)bo konumdakini kaldır
User prompt
Please fix the bug: 'game.hasChild is not a function' in or related to this line: 'if (!game.hasChild(newEntity)) {' Line Number: 132
User prompt
Please fix the bug: 'game.hasChildNode is not a function' in or related to this line: 'if (!game.hasChildNode(newEntity)) {' Line Number: 132
User prompt
Please fix the bug: 'game.hasChild is not a function' in or related to this line: 'if (!game.hasChild(newEntity)) {' Line Number: 132
User prompt
varlıktan sadece bir tane olabilir
User prompt
vrlık 0 o konumuna gelsin
User prompt
varlığı ekranı kaplayacak hale getir
User prompt
şimdi aynı şekide varlık koy
User prompt
1000 1000
User prompt
700 700
User prompt
500 500 şimdide
User prompt
varlık isimli aseti 200 200 konumuna al
User prompt
tamam arka plan için 0 0 noktasına varlık koy
User prompt
ground sayacı başta var olan zemini gösterecek sonra her 1 saniyede 1 olan zemini kontrol edip güncelleyecek
User prompt
survival yazısının y eksenini biraz azalt
User prompt
şimdi groun sayacı boyutunu baya küçült
User prompt
grun yazısını boyutunu baya küçült
User prompt
biraz daha azalt
/**** * 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 () { if (self.y < 0 || self.x < 0 || self.x > 2048) { self.destroy(); return; // Exit early if bullet is destroyed } self.y += self.speed; if (self.speedX) { self.x += self.speedX; // Update x position if horizontal speed is set } }; }); // 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 () { if (self.y > 2732) { self.y = 0; self.x = Math.random() * 2048; // Always reset x position return; // Exit early if enemy is reset } self.y += self.speed; }; }); // Define a class for the entity // 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 if (self.y > 2732 - self.height / 2) { // Check if on the ground self.y = 2732 - self.height / 2 - 300; // Further decrease the y-axis position of the player by 100 self.speedY = 0; self.canJump = true; } else { self.y += self.speedY; // Apply gravity self.speedY += 1; // Gravity effect } 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 } 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 - 1; // Ensure player is slightly above the ground } self.speedY = 0; // Stop falling self.canJump = true; // Allow jumping break; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var backgroundEntity = LK.getAsset('entity', { anchorX: 0.0, anchorY: 0.0, x: 1000, y: 1000 }); game.addChild(backgroundEntity); // Display 'Protect the Cave' message before the game starts var protectMessage = new Text2('Protect the Ground', { size: 100, fill: 0xFFFFFF }); protectMessage.anchor.set(0.5, 0.5); protectMessage.x = 0; protectMessage.y = 0; LK.gui.center.addChild(protectMessage); // Remove the message after 3 seconds LK.setTimeout(function () { LK.gui.center.removeChild(protectMessage); }, 3000); // Initialize ground with a flat surface for the character var ground = []; var groundPositions = []; var xPositions = []; var groundWidth = 200; // Width of each ground block var totalGroundWidth = 0; var maxGroundWidth = 2048; // Maximum width of the game area while (totalGroundWidth < maxGroundWidth) { var xPos; do { xPos = Math.floor(Math.random() * (maxGroundWidth / groundWidth)) * groundWidth + groundWidth / 2; } while (xPositions.includes(xPos)); xPositions.push(xPos); groundPositions.push({ x: xPos, y: 2650 // Slightly more increased y position for all ground blocks }); totalGroundWidth += groundWidth; } for (var i = 0; i < groundPositions.length; i++) { var groundPiece = new Ground(); groundPiece.x = groundPositions[i].x; groundPiece.y = groundPositions[i].y; ground.push(groundPiece); game.addChild(groundPiece); } // Create a new layer of ground blocks slightly above the current ground var upperGroundPositions = groundPositions.map(function (pos) { return { x: pos.x, y: pos.y - 200 // Position the new layer 200 pixels above the current ground }; }); for (var i = 0; i < upperGroundPositions.length; i++) { var upperGroundPiece = new Ground(); upperGroundPiece.x = upperGroundPositions[i].x; upperGroundPiece.y = upperGroundPositions[i].y; ground.push(upperGroundPiece); game.addChild(upperGroundPiece); } // Initialize main character with gravity and jumping mechanics var mainCharacter = game.addChild(new MainCharacter()); mainCharacter.x = 2048 / 2; mainCharacter.y = 0; // Set the player's y position to 0 mainCharacter.speedY = 0; // Initial vertical speed mainCharacter.canJump = false; // Initial jump state // Initialize bullets var bullets = []; // Initialize key states for movement game.keys = {}; // Initialize click counter and timing for shooting var clickCounter = 0; var lastClickTime = 0; // Initialize collectibles var collectibles = []; // Initialize enemies with spawning logic var enemies = []; function spawnEnemy() { if (enemies.length < 3) { // Limit to 3 enemies at a time var enemy = new Enemy(); enemy.x = Math.random() * 2048; enemy.y = -enemy.height; // Set initial y position above the screen enemies.push(enemy); game.addChild(enemy); } } // Display countdown timer for enemy spawn delay var countdownText = new Text2('Enemies in: 5', { size: 100, fill: 0xFFFFFF }); countdownText.anchor.set(0.5, 0.5); countdownText.x = 2048 / 2; countdownText.y = 2732 / 2 + 150; // Position below the 'Protect the Cave' message LK.gui.center.addChild(countdownText); var countdown = 5; var countdownInterval = LK.setInterval(function () { countdown--; countdownText.setText('Enemies in: ' + countdown); if (countdown <= 0) { LK.clearInterval(countdownInterval); LK.gui.center.removeChild(countdownText); } }, 1000); // Delay enemy spawning to give player time to build a shelter LK.setTimeout(function () { // Initialize enemy spawn interval var enemySpawnInterval = 2000; // Set to 2 seconds // Spawn an enemy at the current interval LK.setInterval(function () { spawnEnemy(); }, enemySpawnInterval); }, 5000); // 5-second delay before enemies start spawning // Handle player movement game.down = function (x, y, obj) { mainCharacter.x = x; // Set the main character's x position to the mouse x position }; // Handle shooting game.up = function (x, y, obj) { // Get current time var currentTime = Date.now(); // Check if the time between clicks is less than or equal to 2000ms (2 seconds) if (currentTime - lastClickTime <= 2000) { // 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); // Shoot bullet forward var forwardBullet = new Bullet(); forwardBullet.x = mainCharacter.x; forwardBullet.y = mainCharacter.y - mainCharacter.height; bullets.push(forwardBullet); game.addChild(forwardBullet); } // Update last click time lastClickTime = currentTime; }; // Initialize enemy kill counter display var enemyKillCounterText = new Text2('Ground Blocks: ' + ground.length, { size: 50, fill: 0xFFFFFF }); enemyKillCounterText.anchor.set(0, 0); enemyKillCounterText.x = 0; enemyKillCounterText.y = 150; LK.gui.topLeft.addChild(enemyKillCounterText); // Initialize survival time display var survivalTimeText = new Text2('Survival Time: 0s', { size: 100, fill: 0xFFFFFF }); survivalTimeText.anchor.set(0.5, 0); survivalTimeText.x = 2048 / 2 - 1000; survivalTimeText.y = 30; // Decrease y position to move text slightly higher LK.gui.top.addChild(survivalTimeText); // Initialize survival time counter var survivalTime = 0; LK.setInterval(function () { survivalTime++; survivalTimeText.setText('Survival Time: ' + survivalTime + 's'); }, 1000); // Game update loop game.update = function () { // Update main character mainCharacter.update(); // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { if (mainCharacter.intersects(enemies[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); break; // Exit loop early if game over is triggered } enemies[i].update(); if (enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); } } // 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].intersects(enemies[k])) { bullets[j].destroy(); bullets.splice(j, 1); enemies[k].destroy(); enemies.splice(k, 1); // Update ground block counter enemyKillCounterText.setText('Ground Blocks: ' + ground.length); break; } } } };
===================================================================
--- original.js
+++ change.js
@@ -113,10 +113,10 @@
****/
var backgroundEntity = LK.getAsset('entity', {
anchorX: 0.0,
anchorY: 0.0,
- x: 700,
- y: 700
+ x: 1000,
+ y: 1000
});
game.addChild(backgroundEntity);
// Display 'Protect the Cave' message before the game starts
var protectMessage = new Text2('Protect the Ground', {
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.