User prompt
her o altını alırken ses ekle
User prompt
oyuncu daha az zıplasın
User prompt
oyuncu biraz daha aşağıya zıplasın
User prompt
sütunlar daha yavaş gelsin ve arası daha geniş olsun
User prompt
oyuncuyunun hızını yavaşlat
User prompt
sütunların arasına altınlar koy
User prompt
arka plan tasarla
User prompt
çok az daha yavaş gitsin
User prompt
daha az zıplasın
User prompt
oyuncu daha yavaş ve daha yükseğe zıplasın
User prompt
sütunlar dik ve uzun olsun
User prompt
Generate the first version of the source code of my game: Flappy Square.
User prompt
Flappy Square
Initial prompt
Make me a game like flappy bird
/****
* Classes
****/
// Coin class: collectible coin between columns
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinAsset = self.attachAsset('gapBox', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
alpha: 1
});
coinAsset.tint = 0xFFD700; // gold color
self.speed = 7;
self.collected = false;
self.update = function () {
self.lastX = self.x;
self.x -= self.speed;
};
return self;
});
// Gap class: invisible area between pipes for scoring
var Gap = Container.expand(function () {
var self = Container.call(this);
var gapAsset = self.attachAsset('gapBox', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0 // invisible
});
self.speed = 7;
self.passed = false;
self.update = function () {
self.lastX = self.x;
self.x -= self.speed;
};
return self;
});
// Obstacle class: a single vertical pipe (top or bottom)
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obstacleAsset = self.attachAsset('obstacleRect', {
anchorX: 0.5,
anchorY: 0.0
});
self.speed = 7;
self.passed = false;
self.update = function () {
self.lastX = self.x;
self.x -= self.speed;
};
return self;
});
// Player class: the flappy square
var Player = Container.expand(function () {
var self = Container.call(this);
var playerAsset = self.attachAsset('playerSquare', {
anchorX: 0.5,
anchorY: 0.5
});
self.gravity = 1.4;
self.jumpStrength = -32;
self.velocityY = 0;
self.alive = true;
self.update = function () {
if (!self.alive) return;
self.lastY = self.y;
self.velocityY += self.gravity;
self.y += self.velocityY;
};
self.jump = function () {
if (!self.alive) return;
self.velocityY = self.jumpStrength;
};
self.die = function () {
self.alive = false;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
;
// --- Add Background Image ---
var background = LK.getAsset('backgroundImage', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(background);
// --- Flappy Square Game Variables ---
var player;
var obstacles = [];
var gaps = [];
var score = 0;
var scoreTxt;
var gameStarted = false;
var spawnInterval = 120; // frames between pipes
var ticksSinceLastSpawn = 0;
var gapHeight = 700;
var pipeWidth = 180; // match obstacleRect width for tall columns
var minPipeHeight = 300;
var maxPipeHeight = 1800;
// --- Initialize Player and Score ---
function resetGame() {
// Remove old obstacles and gaps
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
for (var j = 0; j < gaps.length; j++) {
gaps[j].destroy();
}
obstacles = [];
gaps = [];
// Remove old coins
if (window.coins) {
for (var i = 0; i < window.coins.length; i++) {
window.coins[i].destroy();
}
window.coins = [];
}
// Remove old player if exists
if (player) player.destroy();
// Create player
player = new Player();
player.x = 600;
player.y = 1366;
game.addChild(player);
// Reset score
score = 0;
if (!scoreTxt) {
scoreTxt = new Text2('0', {
size: 180,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
}
scoreTxt.setText(score);
// Reset state
gameStarted = false;
ticksSinceLastSpawn = 0;
}
resetGame();
// --- Tap to Jump ---
game.down = function (x, y, obj) {
if (!gameStarted) {
gameStarted = true;
player.velocityY = 0;
}
if (player.alive) {
player.jump();
}
};
// --- Main Game Loop ---
game.update = function () {
if (!player.alive) return;
// Only scroll and spawn pipes after first tap
if (gameStarted) {
// Update player
player.update();
// Spawn obstacles and gaps
ticksSinceLastSpawn++;
if (ticksSinceLastSpawn >= spawnInterval) {
ticksSinceLastSpawn = 0;
// Randomize gap position
var gapY = minPipeHeight + Math.floor(Math.random() * (maxPipeHeight - minPipeHeight - gapHeight));
// Top pipe
var topPipe = new Obstacle();
topPipe.x = 2200;
topPipe.y = 0;
// Use tall obstacle asset, position so bottom aligns with gap
topPipe.height = gapY;
topPipe.scaleY = gapY / 1600;
game.addChild(topPipe);
obstacles.push(topPipe);
// Bottom pipe
var bottomPipe = new Obstacle();
bottomPipe.x = 2200;
bottomPipe.y = gapY + gapHeight;
// Use tall obstacle asset, position so top aligns with gap
bottomPipe.height = 2732 - (gapY + gapHeight);
bottomPipe.scaleY = bottomPipe.height / 1600;
game.addChild(bottomPipe);
obstacles.push(bottomPipe);
// Gap
var gap = new Gap();
gap.x = 2200;
gap.y = gapY + gapHeight / 2;
gap.width = pipeWidth;
gap.height = gapHeight;
game.addChild(gap);
gaps.push(gap);
// Coin (place in the center of the gap)
var coin = new Coin();
coin.x = 2200;
coin.y = gapY + gapHeight / 2;
game.addChild(coin);
if (!window.coins) window.coins = [];
window.coins.push(coin);
}
// Update obstacles and gaps
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
// Remove if off screen
if (obs.x < -300) {
obs.destroy();
obstacles.splice(i, 1);
}
// Collision
if (player.intersects(obs)) {
player.die();
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
}
for (var j = gaps.length - 1; j >= 0; j--) {
var gap = gaps[j];
gap.update();
// Remove if off screen
if (gap.x < -300) {
gap.destroy();
gaps.splice(j, 1);
}
// Score
if (!gap.passed && player.x > gap.x) {
gap.passed = true;
score++;
scoreTxt.setText(score);
}
}
// Coin update and collection
if (!window.coins) window.coins = [];
for (var c = window.coins.length - 1; c >= 0; c--) {
var coin = window.coins[c];
coin.update();
// Remove if off screen
if (coin.x < -300) {
coin.destroy();
window.coins.splice(c, 1);
continue;
}
// Collect coin
if (!coin.collected && player.intersects(coin)) {
coin.collected = true;
coin.destroy();
window.coins.splice(c, 1);
score++;
scoreTxt.setText(score);
LK.getSound('s').play();
// Optionally: LK.effects.flashObject(player, 0xFFD700, 300);
}
}
// Check ground/ceiling collision
if (player.y > 2732 - 100 || player.y < 0) {
player.die();
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
}
};
// --- Reset on Game Over ---
LK.on('gameover', function () {
resetGame();
}); ===================================================================
--- original.js
+++ change.js
@@ -257,8 +257,9 @@
coin.destroy();
window.coins.splice(c, 1);
score++;
scoreTxt.setText(score);
+ LK.getSound('s').play();
// Optionally: LK.effects.flashObject(player, 0xFFD700, 300);
}
}
// Check ground/ceiling collision
bana dimdik tovalet fırçası tasarla. In-Game asset. 2d. High contrast. No shadows
bok . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
arka plan oluştur tovalet olsun. In-Game asset. 2d. High contrast. No shadows
man. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat