/****
* Classes
****/
// Coin sınıfı (madeni para)
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphic = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
// Düşman sınıfı
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.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
// Oyuncu sınıfı
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.jumpHeight = 40;
self.isJumping = false;
self.velocityY = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Yer çekimi etkisi
if (self.y >= 2732 / 2) {
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
LK.getSound('jumpSound').play(); // Zıplama sesi
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Gökyüzü mavisi
});
/****
* Game Code
****/
// Coin resmi
// Arkaplan
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
// Oyuncu
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
// Düşmanlar
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Coin'ler
var coins = [];
var coinSpawnInterval = 200;
var coinSpawnCounter = 0;
// Skor
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
// Game update
game.update = function () {
player.update();
// Düşman oluştur
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = 2732 / 2;
enemies.push(enemy);
game.addChild(enemy);
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
// Coin oluştur
coinSpawnCounter++;
if (coinSpawnCounter >= coinSpawnInterval) {
var coin = new Coin();
coin.x = 2048;
coin.y = 2732 / 2 + 150; // Yerde biraz daha aşağı
coins.push(coin);
game.addChild(coin);
coinSpawnCounter = 0;
}
// Düşmanları güncelle
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.getSound('hitSound').play();
LK.showGameOver();
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
// Coin çarpışma
for (var c = coins.length - 1; c >= 0; c--) {
coins[c].update();
if (player.intersects(coins[c])) {
LK.getSound('coinSound').play();
LK.setScore(LK.getScore() + 5);
scoreText.setText(LK.getScore());
coins[c].destroy();
coins.splice(c, 1);
}
}
};
// Oyuncu zıplaması
game.down = function (x, y, obj) {
player.jump();
}; ===================================================================
--- original.js
+++ change.js
@@ -1,8 +1,23 @@
/****
* Classes
****/
-// Define a class for enemies
+// Coin sınıfı (madeni para)
+var Coin = Container.expand(function () {
+ var self = Container.call(this);
+ var coinGraphic = self.attachAsset('coin', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 5;
+ self.update = function () {
+ self.x -= self.speed;
+ if (self.x < -50) {
+ self.destroy();
+ }
+ };
+});
+// Düşman sınıfı
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
@@ -15,10 +30,9 @@
self.destroy();
}
};
});
-//<Assets used in the game will automatically appear here>
-// Define a class for the player character
+// Oyuncu sınıfı
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
@@ -30,11 +44,10 @@
self.velocityY = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
- self.velocityY += 0.7; // Decreased gravity effect by 30%
+ self.velocityY += 0.7; // Yer çekimi etkisi
if (self.y >= 2732 / 2) {
- // Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
@@ -43,73 +56,100 @@
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
+ LK.getSound('jumpSound').play(); // Zıplama sesi
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB // Sky blue background
+ backgroundColor: 0x87CEEB // Gökyüzü mavisi
});
/****
* Game Code
****/
+// Coin resmi
+// Arkaplan
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
-// Initialize player
+// Oyuncu
var player = game.addChild(new Player());
player.x = 2048 / 2;
player.y = 2732 / 2;
-// Initialize enemies
+// Düşmanlar
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
-// Create a new Text2 object to display the score
+// Coin'ler
+var coins = [];
+var coinSpawnInterval = 200;
+var coinSpawnCounter = 0;
+// Skor
var scoreText = new Text2('0', {
size: 100,
- fill: "#ffffff"
+ fill: 0xFFFFFF
});
-// Add the score text to the game GUI at the top center of the screen
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
-// Handle game updates
+// Game update
game.update = function () {
player.update();
- // Spawn enemies
+ // Düşman oluştur
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = 2732 / 2;
enemies.push(enemy);
game.addChild(enemy);
- // Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
- // Update enemies
+ // Coin oluştur
+ coinSpawnCounter++;
+ if (coinSpawnCounter >= coinSpawnInterval) {
+ var coin = new Coin();
+ coin.x = 2048;
+ coin.y = 2732 / 2 + 150; // Yerde biraz daha aşağı
+ coins.push(coin);
+ game.addChild(coin);
+ coinSpawnCounter = 0;
+ }
+ // Düşmanları güncelle
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
LK.effects.flashScreen(0xff0000, 1000);
+ LK.getSound('hitSound').play();
LK.showGameOver();
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
+ // Coin çarpışma
+ for (var c = coins.length - 1; c >= 0; c--) {
+ coins[c].update();
+ if (player.intersects(coins[c])) {
+ LK.getSound('coinSound').play();
+ LK.setScore(LK.getScore() + 5);
+ scoreText.setText(LK.getScore());
+ coins[c].destroy();
+ coins.splice(c, 1);
+ }
+ }
};
-// Handle player jump
+// Oyuncu zıplaması
game.down = function (x, y, obj) {
player.jump();
};
\ No newline at end of file
pixel gold coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. coins
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