User prompt
asla zemin blockları üst üste yani konumlar çakışamaz
User prompt
eski sıralı yapıyı yap
User prompt
konumlar hala aynı çöz bu sorunu x ekseninde bir konumda zemin varsa olmadığı yere hemen bitane daha koy
User prompt
ama konumları aynı olamaz
User prompt
tamam sayıyı 20 yap x ekseninde sıralı halde olacak
User prompt
tek tek konum ver
User prompt
tamam bunu azalt ama yapıyı koru yani iki zemin üst üste gelemez konumları
User prompt
daha fazla düşman gelsin zamnla
User prompt
o yazıyı zemini koru yap
User prompt
tamam şimdi boyutu küçült
User prompt
tamam 0 0 noktasına al
User prompt
ekranın ortasına al o zaman
User prompt
daha da ekranda gözükmüyor
User prompt
**Koruma Mesajı**: Mağarayı korumak için oyuncunun oyun başında görüntülenen mesaj.bunu x ekseninde 500 eksilt
User prompt
500 daha
User prompt
şu sayacı x ekseninde 500 azalt
User prompt
biraz x ekseninde azalt 500 kadar
User prompt
yukarda sayaç olsun skor ne kadar süre hayatta kaldığı olacak
User prompt
zemini yapıyı koruyarak 350 yap
User prompt
zemini büyüt yapıyı koruyarak
User prompt
oyuncunun altında zemin block yoksa en yakın zemin block konumunun göre y eksen değişsin
User prompt
düşmanlar zemini yok etmeye çalışır şekilde gelsin nerde zemin varsa ona göre gelsinler
User prompt
tamam bu gecikmenin ne kadar kaldığını ekranda göster. yani düşmanların nezzaman geleceğini
User prompt
düşmanlar gelmeden oyuncuya mağra yapma fırsatı vericez sığnak
User prompt
şimdi oyun başlamadan hemen önce mağrayı koru yazısı çıkmalı
/**** 
* 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;
			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;
				}
				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 = [];
for (var i = 0; i < 20; i++) {
	var xPos;
	do {
		xPos = Math.floor(Math.random() * 20) * 100 + 50;
	} while (xPositions.includes(xPos));
	xPositions.push(xPos);
	groundPositions.push({
		x: xPos,
		y: 2432 // Fixed y position for all ground blocks
	});
}
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);
}
// 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.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() {
	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 and rate
	var enemySpawnInterval = 3000;
	var enemySpawnRateIncrease = 500;
	// Function to gradually increase enemy spawn rate
	function increaseEnemySpawnRate() {
		if (enemySpawnInterval > 1000) {
			// Set a minimum interval limit
			enemySpawnInterval -= enemySpawnRateIncrease;
			LK.setInterval(spawnEnemy, enemySpawnInterval);
		}
	}
	// Spawn an enemy at the current interval and increase spawn rate over time
	LK.setInterval(function () {
		spawnEnemy();
		increaseEnemySpawnRate();
	}, 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 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);
				break;
			}
		}
	}
}; ===================================================================
--- original.js
+++ change.js
@@ -128,11 +128,15 @@
 var ground = [];
 var groundPositions = [];
 var xPositions = [];
 for (var i = 0; i < 20; i++) {
+	var xPos;
+	do {
+		xPos = Math.floor(Math.random() * 20) * 100 + 50;
+	} while (xPositions.includes(xPos));
+	xPositions.push(xPos);
 	groundPositions.push({
-		x: i * 100 + 50,
-		// Sequential x positions
+		x: xPos,
 		y: 2432 // Fixed y position for all ground blocks
 	});
 }
 for (var i = 0; i < groundPositions.length; i++) {
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