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oyuncu y ekseninde y konumu 0 olsun
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oyuncu konumunu y ekseninde 100 azalt
User prompt
zeminle oyuncu konumu aynı olamaz
User prompt
y ekseninde oyuncuyu 100 azalt
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daha da azalt oyuncu konumunu ekseninde
User prompt
oyunucu konumunu y ekseninde 50 azalt
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oyuncuyu y ekseninde azalt konumunu
User prompt
grond sayacı ekle her zeman ekranda kaç zemin block var göstersin
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bu sayaç olacak sürekli olan zemin blocklarını kontrol edecek
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şimdi kils yazısını zemin yap
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'var currentKills = parseInt(enemyKillCounterText.text.split(': ')[1]);' Line Number: 320
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150 yap
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biraz daha
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y eksenini arttır kills in
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0 0 noktasına düşmn öldürme sayacı koy
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şimdi aynı anda sadece 3 düşman gelebilir ve bir sonraki düşman 2 saniye sonra gelir
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bir tık daha
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zemin blocklarının y eksenini arttır
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şimdi başlangıçtaki yerleri zemin blocklarının y ekseninde yerlerini arttır
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aynı anda tüm zemin blocklarıının y eksenini arttır
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100 eksilt
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tamam komple zemin yapısını y ekseninde 200 arttır
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aynı yapıyı hemen şimdiki olan zemini y sinin biraz üstüne yap.
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tamam şimdi aynısını y ekseninde daha yukarı yap
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ne kadar lazımsa o kadar kullan zemin blok
/**** 
* 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 - 200; // 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
****/ 
// 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', {
	size: 100,
	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 = 50; // Position at the top of the screen
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
				var currentGroundBlocks = parseInt((enemyKillCounterText.text || 'Ground Blocks: 0').split(': ')[1]);
				enemyKillCounterText.setText('Ground Blocks: ' + (currentGroundBlocks + 1));
				break;
			}
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -166,9 +166,9 @@
 }
 // Initialize main character with gravity and jumping mechanics
 var mainCharacter = game.addChild(new MainCharacter());
 mainCharacter.x = 2048 / 2;
-mainCharacter.y = ground[0].y - mainCharacter.height - 50; // Adjusted to be above the highest ground piece
+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 = [];
: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.