User prompt
arabanın tekerleklerini yapma. zaten asset olarak arabanın tekerlekleri bulunmakta. onun yerine sadece canları yap
User prompt
Karakter bir engele çarptığında 2 saniyeliğine yavaşlasın
User prompt
eğer tüm canları doluysa bile bir can daha eklesin. Ama en fazla can alma sayısı 9 olsun
User prompt
yol üzerinde toplanabilir canlar olsun. Bu canları aldığımızda canımız artsın
User prompt
can gittikten sonra ekranda kırmızı ışık yanmasın. Oyuncunun engelleri görmesini çok zorlaştırıyor
User prompt
canların yerini değiştir. sol alt köşeye koy
User prompt
oyuna can ekle. 3 tane olsun. canlar bittiğinde oyun bitsin
User prompt
yaptığımız en yüksek skoru kaydetsin ve en yüksek skor kısmında o yazsın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
En yüksek skor tablosunun aşağısında yaptığımız en yüksek skor bulunsun
User prompt
oyunda en son yaptığımız skoru görebilelim
User prompt
engellerin arasını biraz daha aç
User prompt
bazı engellerin arasını biraz daha aç, bazıları ise böyle kalsın.
User prompt
Please fix the bug: 'TypeError: LK.submitScore is not a function' in or related to this line: 'LK.submitScore(score); // Submit score to leaderboard' Line Number: 189
User prompt
oyuna skor tablosu ekle
User prompt
engellerim arasını biraz daha aç
User prompt
oyunu yavaş başlatıp daha sonra hızlanmasını sağla
User prompt
zıplamıyor
Code edit (1 edits merged)
Please save this source code
User prompt
Jumping Car: Endless Road
Initial prompt
düz sonsuz platformda engellerden zıplayan bir araba oyunu
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Car class var Car = Container.expand(function () { var self = Container.call(this); // Car body var carBody = self.attachAsset('car', { anchorX: 0.5, anchorY: 1 }); // Wheels var wheelOffsetY = 20; var wheelOffsetX = 70; var leftWheel = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, x: -wheelOffsetX, y: -wheelOffsetY }); var rightWheel = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5, x: wheelOffsetX, y: -wheelOffsetY }); // Physics self.vy = 0; // vertical velocity self.isJumping = false; // Car size for collision self.bodyWidth = carBody.width; self.bodyHeight = carBody.height; // Update method self.update = function () { // Gravity and jump physics self.y += self.vy; if (self.y < groundY) { self.vy += gravity; if (self.y > groundY) { self.y = groundY; self.vy = 0; self.isJumping = false; } } else if (self.y > groundY) { self.y = groundY; self.vy = 0; self.isJumping = false; } }; // Jump method self.jump = function () { if (!self.isJumping && self.y >= groundY) { self.vy = jumpVelocity; self.isJumping = true; LK.getSound('jump').play(); } }; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obs = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1 }); self.width = obs.width; self.height = obs.height; // For collision self.bodyWidth = obs.width; self.bodyHeight = obs.height; // Update method self.update = function () { self.x -= gameSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // sky blue }); /**** * Game Code ****/ // Jump sound // Road: dark gray box // Obstacle: red box // Wheel: black ellipse // Car: blue box // Constants var groundY = 2200; // y position of the road top var gravity = 4.5; var jumpVelocity = -80; var initialGameSpeed = 24; var maxGameSpeed = 60; var gameSpeed = initialGameSpeed; var obstacleMinGap = 500; var obstacleMaxGap = 1100; var obstacleMinY = groundY; var obstacleMaxY = groundY; var minObstacleHeight = 120; var maxObstacleHeight = 220; // Road var road = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: 0, y: groundY }); game.addChild(road); // Car var car = new Car(); car.x = 400; car.y = groundY; game.addChild(car); // Obstacles var obstacles = []; var nextObstacleX = 2048 + 400; // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Difficulty var ticksSinceStart = 0; // Touch handler: tap anywhere to jump game.down = function (x, y, obj) { car.jump(); }; // Main update loop game.update = function () { ticksSinceStart++; // Increase game speed smoothly over time for gradual acceleration if (gameSpeed < maxGameSpeed) { // Accelerate slowly at first, then faster as time goes on // The divisor controls how quickly speed ramps up (higher = slower ramp) var speedup = ticksSinceStart / 60 * 0.18; // 0.18 px/frame/sec, adjust for feel gameSpeed = initialGameSpeed + speedup; if (gameSpeed > maxGameSpeed) gameSpeed = maxGameSpeed; } // Update car car.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.x < -200) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection (AABB) var carLeft = car.x - car.bodyWidth / 2 + 20; var carRight = car.x + car.bodyWidth / 2 - 20; var carTop = car.y - car.bodyHeight; var carBottom = car.y; var obsLeft = obs.x - obs.bodyWidth / 2; var obsRight = obs.x + obs.bodyWidth / 2; var obsTop = obs.y - obs.bodyHeight; var obsBottom = obs.y; var intersect = !(carRight < obsLeft || carLeft > obsRight || carBottom < obsTop + 10 || carTop > obsBottom - 10); if (intersect) { LK.effects.flashScreen(0xff0000, 800); LK.setScore(score); // Ensure latest score is set LK.showGameOver(); return; } // Score: passed obstacle if (!obs.passed && obs.x + obs.bodyWidth / 2 < car.x - car.bodyWidth / 2) { obs.passed = true; score++; scoreTxt.setText(score); } } // Spawn new obstacles if (obstacles.length === 0 || obstacles.length > 0 && obstacles[obstacles.length - 1].x < 2048 - getNextGap()) { var obs = new Obstacle(); obs.x = 2048 + 100; obs.y = groundY; game.addChild(obs); obstacles.push(obs); } }; // Helper: get next gap (randomized, gets smaller as speed increases) function getNextGap() { var minGap = obstacleMinGap + 200 - Math.floor((gameSpeed - initialGameSpeed) * 10); var maxGap = obstacleMaxGap + 300 - Math.floor((gameSpeed - initialGameSpeed) * 12); if (minGap < 520) minGap = 520; if (maxGap < 720) maxGap = 720; // 30% chance to make a much wider gap, otherwise normal if (Math.random() < 0.3) { // Extra wide gap var extraMin = maxGap + 200; var extraMax = maxGap + 600; return extraMin + Math.floor(Math.random() * (extraMax - extraMin)); } else { // Normal gap return minGap + Math.floor(Math.random() * (maxGap - minGap)); } } // Reset score on game start LK.setScore(0); score = 0; scoreTxt.setText(score); // Show leaderboard button in the top GUI, right side var leaderboardBtn = new Text2("🏆", { size: 110, fill: 0xffff00 }); leaderboardBtn.anchor.set(1, 0); // right-top leaderboardBtn.x = -40; // offset from right edge leaderboardBtn.y = 0; leaderboardBtn.interactive = true; leaderboardBtn.buttonMode = true; leaderboardBtn.down = function (x, y, obj) { LK.showLeaderboard(); }; LK.gui.topRight.addChild(leaderboardBtn);
===================================================================
--- original.js
+++ change.js
@@ -199,9 +199,18 @@
var minGap = obstacleMinGap + 200 - Math.floor((gameSpeed - initialGameSpeed) * 10);
var maxGap = obstacleMaxGap + 300 - Math.floor((gameSpeed - initialGameSpeed) * 12);
if (minGap < 520) minGap = 520;
if (maxGap < 720) maxGap = 720;
- return minGap + Math.floor(Math.random() * (maxGap - minGap));
+ // 30% chance to make a much wider gap, otherwise normal
+ if (Math.random() < 0.3) {
+ // Extra wide gap
+ var extraMin = maxGap + 200;
+ var extraMax = maxGap + 600;
+ return extraMin + Math.floor(Math.random() * (extraMax - extraMin));
+ } else {
+ // Normal gap
+ return minGap + Math.floor(Math.random() * (maxGap - minGap));
+ }
}
// Reset score on game start
LK.setScore(0);
score = 0;
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