/**** * 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; // Coin artık düşmanla aynı hizada 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(); };
/****
* 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; // Coin artık düşmanla aynı hizada
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();
};
pixel gold coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. coins
2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows..
pink forest template background pixels 2d düz zemin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows. bacground pink templete and trees