User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'down')' in or related to this line: 'if (game.mouse.down) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'down')' in or related to this line: 'if (game.mouse.down) {' Line Number: 91
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'isDown')' in or related to this line: 'if (game.mouse.isDown) {' Line Number: 91
User prompt
şimdi bizim ana karakter şu karlerin üstünde gezebilsin
User prompt
şu kereleri kırma özelliği ekle yani tıklayınca yok olsun tek tek kareler
User prompt
Please fix the bug: 'MainCharacter is not defined' in or related to this line: 'var mainCharacter = game.addChild(new MainCharacter());' Line Number: 127
User prompt
olmadı hataları düzelt
User prompt
şimdi üstünde basılı tutunca şu entity kırma ekle hangisine tıkladığımızı anlamak için üzerine gelince mause beyaz bir çerçeve yapsın sonra basılı tutunca 5 saniyede kırılsın
User prompt
şimdi şu mor bölmeyi karelerden oluştur. hepsi ayrı olacak şekilde yani farklı kare oldukları etraflarındaki ince çizgiden anlaşılsın
User prompt
Please fix the bug: 'ReferenceError: enemies is not defined' in or related to this line: 'for (var i = 0; i < enemies.length; i++) {' Line Number: 137
User prompt
sen bir sürü varlık ekle ve onları zemine diz onları kare şeklinde olacaklar. ve hepsi varlık olsun. bu varlıklar ile uyumlu şekilde zemin oluşturan kareler olsun.
User prompt
Please fix the bug: 'Uncaught ReferenceError: player is not defined' in or related to this line: 'bullet.x = player.x;' Line Number: 90
User prompt
bir ana karakter olacak bu ana karakter karelerden oluşan bir dünyanın üstünde sağ sola tıklanan yönde hareket edebilir. sağ sola tıklama ile hareket ediyor çift tıklama zıplama oluyor
Initial prompt
Cave Game
/**** 
* 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.y < 0) {
			self.destroy();
		}
	};
});
// 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;
		}
	};
});
// 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 () {
		// Ground update logic
	};
});
//<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
		if (game.mouse.down) {
			var dx = game.mouse.x - self.x;
			var dy = game.mouse.y - self.y;
			var distance = Math.sqrt(dx * dx + dy * dy);
			if (distance > self.speed) {
				self.x += dx / distance * self.speed;
				self.y += dy / distance * self.speed;
			} else {
				self.x = game.mouse.x;
				self.y = game.mouse.y;
			}
		}
	};
});
// 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) {
			this.destroy();
		};
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000 //Init game with black background 
});
/**** 
* Game Code
****/ 
// Initialize ground
var ground = [];
for (var i = 0; i < 20; i++) {
	for (var j = 0; j < 10; j++) {
		var groundPiece = new Ground();
		groundPiece.x = i * 100;
		groundPiece.y = 2732 - j * 100;
		ground.push(groundPiece);
		game.addChild(groundPiece);
	}
}
// Initialize main character
var mainCharacter = game.addChild(new MainCharacter());
mainCharacter.x = 2048 / 2;
mainCharacter.y = 2732 - 150;
// Initialize purple squares
var purpleSquares = [];
for (var i = 0; i < 20; i++) {
	for (var j = 0; j < 10; j++) {
		var purpleSquare = new PurpleSquare();
		purpleSquare.x = i * 100;
		purpleSquare.y = 2732 - j * 100;
		purpleSquares.push(purpleSquare);
		game.addChild(purpleSquare);
	}
}
// Initialize bullets
var bullets = [];
// Initialize enemies
var enemies = [];
// Handle player movement
game.down = function (x, y, obj) {
	mainCharacter.x = x;
	mainCharacter.y = y;
};
// Handle shooting
game.up = function (x, y, obj) {
	var bullet = new Bullet();
	bullet.x = mainCharacter.x;
	bullet.y = mainCharacter.y;
	bullets.push(bullet);
	game.addChild(bullet);
};
// Game update loop
game.update = function () {
	// Update main character
	mainCharacter.update();
	// Update enemies
	for (var i = 0; i < enemies.length; i++) {
		enemies[i].update();
		if (mainCharacter.intersects(enemies[i])) {
			LK.effects.flashScreen(0xff0000, 1000);
			LK.showGameOver();
		}
	}
	// Update bullets
	for (var j = bullets.length - 1; j >= 0; j--) {
		bullets[j].update();
		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
@@ -78,9 +78,9 @@
 	});
 	self.speed = 10;
 	self.update = function () {
 		// MainCharacter update logic
-		if (game.mouse.isDown) {
+		if (game.mouse.down) {
 			var dx = game.mouse.x - self.x;
 			var dy = game.mouse.y - self.y;
 			var distance = Math.sqrt(dx * dx + dy * dy);
 			if (distance > self.speed) {
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:quality(85)/https://cdn.frvr.ai/676e787535d88ff5b2e2cf71.png%3F3) 
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: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.