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
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700 700
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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.speed += 0.1; // Increase speed to simulate acceleration
		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
				ground.splice(ground.indexOf(self), 1); // Remove the destroyed ground piece from the array
				enemyKillCounterText.setText('Ground Blocks: ' + ground.length); // Update ground block counter
				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 newEntity = LK.getAsset('entity', {
	anchorX: 0.0,
	anchorY: 0.0,
	x: 0,
	y: 0,
	scaleX: 2.048,
	scaleY: 2.732
});
if (!game.children.includes(newEntity)) {
	game.addChild(newEntity);
}
// Display 'Protect the Cave' message before the game starts
var protectMessage = new Text2('Protect the Ground', {
	size: 100,
	fill: 0x000000
});
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
@@ -33,8 +33,9 @@
 			self.y = 0;
 			self.x = Math.random() * 2048; // Always reset x position
 			return; // Exit early if enemy is reset
 		}
+		self.speed += 0.1; // Increase speed to simulate acceleration
 		self.y += self.speed;
 	};
 });
 // Define a class for the entity
:quality(85)/https://cdn.frvr.ai/676e76ac35d88ff5b2e2cf60.png%3F3) 
 bomb pikcel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/676e787535d88ff5b2e2cf71.png%3F3) 
 güzel minecraft arka plan gün batımı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/676e830135d88ff5b2e2cfd8.png%3F3) 
 minecraft steve pikcel. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/676e837635d88ff5b2e2cfe2.png%3F3) 
 ışın yuvarlak lazer skrol. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.