User prompt
normal kalplerin boyutunu azıcık küçült ve azıcık sola kaydır. Jeton kısmına çarpmasın
User prompt
oyuna başladığımda canlar geri gelsin
User prompt
başlangıç ekranında can kısmı olmasın
User prompt
yap artık
User prompt
oyuna garaj kısmı ekle ve buradan araba seçelim. Garaj kısmına şimdilik "yeşil araba" adlı bir karakter koy. Assets kısmına ekleki daha sonra "yeşil araba"ya bir araba görüntüsü verebilelim
User prompt
başlangıç kısmına "garaj" bölümü koy ve oradan araba seçelim
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'this.style.fill = 0x00e676;' Line Number: 539
User prompt
bunlar için dükkan bölümü ekle ve oradan ücretsiz bir şekilde kullanalım
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'length')' in or related to this line: 'for (var i = 0; i < carOptionNodes.length; i++) {' Line Number: 310
User prompt
Please fix the bug: 'type is not defined' in or related to this line: 'var carBody = self.attachAsset(type === 'araba2' ? 'araba2' : 'car', {' Line Number: 114
User prompt
oyunun başına araba seçme kısmı ekle ve dokunduğumuz objeleri karakter olarak kullanabilelim
User prompt
Please fix the bug: 'ReferenceError: Bulut is not defined' in or related to this line: 'var bulut = new Bulut();' Line Number: 307
User prompt
Please fix the bug: 'Car is not defined' in or related to this line: 'var car = new Car();' Line Number: 64
User prompt
oyuna yağmur bulutu ekle. yere yağmur damlası atsın.
User prompt
oyuna fren ekle. bastığımızda yavaşlasın
User prompt
arkaplan müziği sadece ve sadece oyunu başlatma kısmında çalsın. Oyunu başlatmak için dokunduğumuzda müzik gitsin
User prompt
oyun başladığında müzik çalmasın
User prompt
oyunun başlangıç bölümüne "arkaplan" adlı müziği ekle
User prompt
bulutlar oyun başladıktan sonra çıksın
User prompt
oyuna arka plan objesi olarak bulut ekle ve bunu assets kısmına kaydet
User prompt
normal kalplerin çıkma olasılığını %1 düşür
User prompt
jetonların görünüşünü assets kısmına ekle
User prompt
Please fix the bug: 'TypeError: LK.showMessage is not a function' in or related to this line: 'LK.showMessage(taunt, {' Line Number: 494
User prompt
Her oyunu kaybettiğimizde oyuncu ile dalga geçen bir cümle koy
User prompt
DÜKKANIN ÇEVRESİNE BİR KUTU OLUŞTUR VE O KUTUYA BASTIĞIMIZDA DÜKKAN ADLI BİR YERE GEÇELİM
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highestScore: 0 }); /**** * Classes ****/ // Bulut (Cloud) background object class var Bulut = Container.expand(function () { var self = Container.call(this); var bulutImg = self.attachAsset('bulut', { anchorX: 0.5, anchorY: 0.5 }); self.width = bulutImg.width; self.height = bulutImg.height; // Set a random speed for parallax effect self.speed = 2 + Math.random() * 2; self.update = function () { self.x -= self.speed; }; return self; }); // Car class var Car = Container.expand(function () { var self = Container.call(this); // Car body var carBody = self.attachAsset('car', { anchorX: 0.5, anchorY: 1 }); // 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(); // Tilt the car slightly when jumping, then return to normal after 300ms if (typeof tween !== "undefined" && typeof tween.create === "function") { // Animate tilt to -0.25 var tiltTween = tween.create(carBody, { rotation: -0.25 }, 120, { easing: "easeOutCubic" }); tiltTween.then(function () { // Animate back to 0 var resetTween = tween.create(carBody, { rotation: 0 }, 180, { easing: "easeInCubic" }); // No need to do anything after reset }); } else { carBody.rotation = -0.25; // Fallback: reset after 300ms LK.setTimeout(function () { carBody.rotation = 0; }, 300); } } }; return self; }); // Coin collectible class var CoinCollectible = Container.expand(function () { var self = Container.call(this); // Use a yellow coin emoji for collectible var coinTxt = new Text2('🪙', { size: 110, fill: 0xffe066 // gold/yellow }); coinTxt.anchor.set(0.5, 1); self.addChild(coinTxt); self.width = coinTxt.width; self.height = coinTxt.height; // For collision self.bodyWidth = coinTxt.width; self.bodyHeight = coinTxt.height; self.update = function () { var speed = typeof effectiveGameSpeed !== "undefined" ? effectiveGameSpeed : gameSpeed; self.x -= speed; }; return self; }); // Gold heart collectible class var GoldHeartCollectible = Container.expand(function () { var self = Container.call(this); // Use a text heart for collectible, gold color var goldHeartTxt = new Text2('❤', { size: 120, fill: 0xffd700 // gold }); goldHeartTxt.anchor.set(0.5, 1); self.addChild(goldHeartTxt); self.width = goldHeartTxt.width; self.height = goldHeartTxt.height; // For collision self.bodyWidth = goldHeartTxt.width; self.bodyHeight = goldHeartTxt.height; self.update = function () { var speed = typeof effectiveGameSpeed !== "undefined" ? effectiveGameSpeed : gameSpeed; self.x -= speed; }; return self; }); // Heart collectible class var HeartCollectible = Container.expand(function () { var self = Container.call(this); // Use a text heart for collectible var heartTxt = new Text2('❤', { size: 92, fill: 0xff69b4 }); heartTxt.anchor.set(0.5, 1); self.addChild(heartTxt); self.width = heartTxt.width; self.height = heartTxt.height; // For collision self.bodyWidth = heartTxt.width; self.bodyHeight = heartTxt.height; // Update method self.update = function () { // Use effectiveGameSpeed if defined, else fallback to gameSpeed var speed = typeof effectiveGameSpeed !== "undefined" ? effectiveGameSpeed : gameSpeed; self.x -= speed; }; 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 () { // Use effectiveGameSpeed if defined, else fallback to gameSpeed var speed = typeof effectiveGameSpeed !== "undefined" ? effectiveGameSpeed : gameSpeed; self.x -= speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // sky blue }); /**** * Game Code ****/ // Left-right moving obstacle asset // Constants // Car: blue box // Wheel: black ellipse // Obstacle: red box // Road: dark gray box // Jump sound 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); // --- Slow effect state --- var carIsSlowed = false; var carSlowTicks = 0; var carSlowDuration = 120; // 2 seconds at 60fps var carSlowSpeedFactor = 0.45; // 45% speed when slowed // Obstacles var obstacles = []; var nextObstacleX = 2048 + 400; // Heart collectibles var heartCollectibles = []; var nextHeartX = 2048 + 1200; // Start further out // Gold heart collectibles var goldHeartCollectibles = []; var goldHeartActive = false; var goldHeartTimer = 0; var goldHeartDuration = 8 * 60; // 8 seconds at 60fps var goldHeartDisplay = null; var goldHeartDisplayLives = 0; // --- Coin system --- // Persistent coin count (load from storage, default 0) var coins = typeof storage.coins === "number" ? storage.coins : 0; // Coin collectibles var coinCollectibles = []; // Coin display var coinTxt = new Text2('', { size: 90, fill: 0xffe066 }); coinTxt.anchor.set(1, 1); coinTxt.x = -40; coinTxt.y = -40; LK.gui.bottomRight.addChild(coinTxt); function updateCoinDisplay() { coinTxt.setText("Jeton: " + coins); } updateCoinDisplay(); // Score var score = 0; var lastScore = 0; var lives = 3; // Start with 3 lives var maxLives = 3; // This can grow up to 9 as hearts are collected var scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives display var livesTxt = null; var goldHeartDisplay = null; function updateLivesDisplay() { if (!gameStarted) { // Hide lives display on start screen if (livesTxt) livesTxt.setText(""); if (goldHeartDisplay) goldHeartDisplay.setText(""); return; } if (!livesTxt) { livesTxt = new Text2('', { size: 90, fill: 0xff4444 }); livesTxt.anchor.set(0, 1); // Shift a bit more left to avoid coin overlap livesTxt.x = 10; livesTxt.y = -40; LK.gui.bottomLeft.addChild(livesTxt); } if (goldHeartActive) { // Hide normal lives, show gold hearts if (!goldHeartDisplay) { goldHeartDisplay = new Text2('', { size: 76, fill: 0xffd700 }); goldHeartDisplay.anchor.set(0, 1); goldHeartDisplay.x = 18; goldHeartDisplay.y = -40; LK.gui.bottomLeft.addChild(goldHeartDisplay); } var hearts = ''; // Always cap display to 9 hearts maximum to prevent overflow var displayMax = maxLives > 9 ? 9 : maxLives; var displayLives = goldHeartDisplayLives > 9 ? 9 : goldHeartDisplayLives; for (var i = 0; i < displayLives; i++) hearts += '❤ '; for (var i = displayLives; i < displayMax; i++) hearts += '♡ '; goldHeartDisplay.setText("Altın Can: " + hearts.trim()); livesTxt.setText(""); // Hide normal } else { // Show normal lives, hide gold if (goldHeartDisplay) goldHeartDisplay.setText(""); var hearts = ''; var displayMax = maxLives > 9 ? 9 : maxLives; for (var i = 0; i < lives && i < 9; i++) hearts += '❤ '; for (var i = lives; i < displayMax; i++) hearts += '♡ '; livesTxt.setText("Can: " + hearts.trim()); } } updateLivesDisplay(); // Last score display var lastScoreTxt = new Text2('', { size: 70, fill: 0xFFD700 }); lastScoreTxt.anchor.set(0.5, 0); lastScoreTxt.y = scoreTxt.height + 10; LK.gui.top.addChild(lastScoreTxt); // Highest score display (below leaderboard) var highestScore = storage.highestScore || 0; var highestScoreTxt = new Text2('', { size: 70, fill: 0x00ffcc }); highestScoreTxt.anchor.set(0.5, 0); highestScoreTxt.y = lastScoreTxt.y + lastScoreTxt.height + 10; LK.gui.top.addChild(highestScoreTxt); // Difficulty var ticksSinceStart = 0; // --- Start Screen Overlay --- var gameStarted = false; var startOverlay = new Container(); var startBg = LK.getAsset('road', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); startBg.alpha = 0.82; startOverlay.addChild(startBg); // Add a visual image to the start overlay var startVisual = LK.getAsset('car', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 700, scaleX: 2.2, scaleY: 2.2 }); startOverlay.addChild(startVisual); var startText = new Text2("Araba Koşusu", { size: 180, fill: 0xffffff }); startText.anchor.set(0.5, 0.5); startText.x = 2048 / 2; startText.y = 900; startOverlay.addChild(startText); var tapText = new Text2("Başlamak için ekrana dokun", { size: 90, fill: 0xffd700 }); tapText.anchor.set(0.5, 0.5); tapText.x = 2048 / 2; tapText.y = 1200; startOverlay.addChild(tapText); game.addChild(startOverlay); // Play 'arkaplan' music on the start screen overlay LK.playMusic('arkaplan'); // Touch handler: tap anywhere to jump or start game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; startOverlay.visible = false; LK.stopMusic(); // Stop 'arkaplan' music when game starts lives = maxLives; // Reset lives to maxLives when game starts updateLivesDisplay(); return; } car.jump(); }; // --- Bulut (cloud) background logic --- // Only define bulutlar array here, spawn logic will be in game.update after gameStarted if (typeof bulutlar === "undefined") { var bulutlar = []; } // Main update loop game.update = function () { if (!gameStarted) return; // --- Bulut (cloud) background logic (spawn/update only after gameStarted) --- if (bulutlar.length === 0) { // Spawn initial clouds for (var i = 0; i < 4; i++) { var bulut = new Bulut(); bulut.x = 400 + i * 500 + Math.random() * 200; bulut.y = 400 + Math.random() * 600; bulut.speed = 1.2 + Math.random() * 1.8; game.addChild(bulut); bulutlar.push(bulut); } } for (var i = bulutlar.length - 1; i >= 0; i--) { var bulut = bulutlar[i]; bulut.update(); if (bulut.x < -bulut.width / 2) { bulut.destroy(); bulutlar.splice(i, 1); } } // Spawn new bulut if needed if (bulutlar.length < 4) { var bulut = new Bulut(); bulut.x = 2048 + bulut.width / 2 + Math.random() * 200; bulut.y = 300 + Math.random() * 800; bulut.speed = 1.2 + Math.random() * 1.8; game.addChild(bulut); bulutlar.push(bulut); } 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; } // --- Car slow effect logic --- if (carIsSlowed) { carSlowTicks++; if (carSlowTicks >= carSlowDuration) { carIsSlowed = false; carSlowTicks = 0; } } var effectiveGameSpeed = carIsSlowed ? gameSpeed * carSlowSpeedFactor : gameSpeed; // Update car car.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; // If car is slowed, move obstacles at slowed speed for 2 seconds if (carIsSlowed) { var speed = gameSpeed * carSlowSpeedFactor; obs.x -= speed - (typeof effectiveGameSpeed !== "undefined" ? effectiveGameSpeed : gameSpeed); } 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) { if (goldHeartActive) { // No damage, just animate obstacle tumble and remove after if (typeof tween !== "undefined" && typeof tween.create === "function") { // Animate: rotate 1.5 turns, fall down tween.create(obs, { rotation: obs.rotation + Math.PI * 3, y: obs.y + 400, alpha: 0.2 }, 700, { easing: "easeInCubic" }).then(function () { obs.destroy(); }); } else { obs.destroy(); } obstacles.splice(i, 1); continue; } // Play 'engellenmek' sound on collision LK.getSound('engellenmek').play(); // Removed LK.effects.flashScreen(0xff0000, 800); lives--; updateLivesDisplay(); // --- Trigger car slow effect for 2 seconds --- carIsSlowed = true; carSlowTicks = 0; if (lives <= 0) { // Stop car movement and animate tilt to indicate a crash car.vy = 0; car.isJumping = false; // Animate car tilt to crash angle (0.35 radians) smoothly if (typeof tween !== "undefined" && typeof tween.create === "function") { tween.create(car.children[0], { rotation: 0.35 }, 320, { easing: "easeOutCubic" }); } else { car.children[0].rotation = 0.35; } LK.setScore(score); // Ensure latest score is set lastScore = score; lastScoreTxt.setText("Son Skor: " + lastScore); // Update highest score if needed if (score > highestScore) { highestScore = score; storage.highestScore = highestScore; highestScoreTxt.setText("En Yüksek Skor: " + highestScore); } else { // Always show the stored value if not beaten highestScoreTxt.setText("En Yüksek Skor: " + (storage.highestScore || highestScore)); } LK.showGameOver(); return; } else { // Animate obstacle tumble and falling to ground, then remove after if (typeof tween !== "undefined" && typeof tween.create === "function") { tween.create(obs, { rotation: obs.rotation + Math.PI * 3, y: groundY + obs.height, alpha: 0.2 }, 700, { easing: "easeInCubic" }).then(function () { obs.destroy(); }); } else { obs.destroy(); } obstacles.splice(i, 1); continue; } } // Score: passed obstacle if (!obs.passed && obs.x + obs.bodyWidth / 2 < car.x - car.bodyWidth / 2) { obs.passed = true; score++; scoreTxt.setText(score); } } // --- Heart collectibles update and collision --- for (var i = heartCollectibles.length - 1; i >= 0; i--) { var heart = heartCollectibles[i]; // If car is slowed, move hearts at slowed speed for 2 seconds if (carIsSlowed) { var speed = gameSpeed * carSlowSpeedFactor; heart.x -= speed - (typeof effectiveGameSpeed !== "undefined" ? effectiveGameSpeed : gameSpeed); } heart.update(); // Remove if off screen if (heart.x < -200) { heart.destroy(); heartCollectibles.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 heartLeft = heart.x - heart.bodyWidth / 2; var heartRight = heart.x + heart.bodyWidth / 2; var heartTop = heart.y - heart.bodyHeight; var heartBottom = heart.y; var intersect = !(carRight < heartLeft || carLeft > heartRight || carBottom < heartTop + 10 || carTop > heartBottom - 10); if (intersect) { if (!goldHeartActive) { // Always increase lives, up to a hard cap of 9 if (lives < 9) { lives++; // If we go above maxLives, update maxLives to match (so display shows more hearts) if (lives > maxLives) maxLives = lives; updateLivesDisplay(); } } // Remove the heart collectible heart.destroy(); heartCollectibles.splice(i, 1); continue; } } // --- Gold heart collectibles update and collision --- for (var i = goldHeartCollectibles.length - 1; i >= 0; i--) { var goldHeart = goldHeartCollectibles[i]; goldHeart.update(); if (goldHeart.x < -200) { goldHeart.destroy(); goldHeartCollectibles.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 goldLeft = goldHeart.x - goldHeart.bodyWidth / 2; var goldRight = goldHeart.x + goldHeart.bodyWidth / 2; var goldTop = goldHeart.y - goldHeart.bodyHeight; var goldBottom = goldHeart.y; var intersect = !(carRight < goldLeft || carLeft > goldRight || carBottom < goldTop + 10 || carTop > goldBottom - 10); if (intersect) { // Activate gold heart mode goldHeartActive = true; goldHeartTimer = 0; // Fill lives to max when gold heart is collected lives = maxLives; // Cap goldHeartDisplayLives to 9 to prevent overflow goldHeartDisplayLives = lives > 9 ? 9 : lives; updateLivesDisplay(); // Remove the gold heart collectible goldHeart.destroy(); goldHeartCollectibles.splice(i, 1); continue; } } // --- Coin collectibles update and collision --- for (var i = coinCollectibles.length - 1; i >= 0; i--) { var coin = coinCollectibles[i]; coin.update(); if (coin.x < -200) { coin.destroy(); coinCollectibles.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 coinLeft = coin.x - coin.bodyWidth / 2; var coinRight = coin.x + coin.bodyWidth / 2; var coinTop = coin.y - coin.bodyHeight; var coinBottom = coin.y; var intersect = !(carRight < coinLeft || carLeft > coinRight || carBottom < coinTop + 10 || carTop > coinBottom - 10); if (intersect) { // Add coin, persistently coins++; storage.coins = coins; updateCoinDisplay(); coin.destroy(); coinCollectibles.splice(i, 1); continue; } } // Gold heart timer logic if (goldHeartActive) { goldHeartTimer++; if (goldHeartTimer >= goldHeartDuration) { goldHeartActive = false; goldHeartTimer = 0; updateLivesDisplay(); } } // 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); } // --- Spawn heart collectibles and coins occasionally --- if ((heartCollectibles.length === 0 || heartCollectibles.length > 0 && heartCollectibles[heartCollectibles.length - 1].x < 2048 - getNextHeartGap()) && goldHeartCollectibles.length === 0 // Only one gold heart at a time ) { var rand = Math.random(); if (rand < 0.02) { // 2% chance: spawn gold heart var goldHeart = new GoldHeartCollectible(); goldHeart.x = 2048 + 200 + Math.floor(Math.random() * 600); goldHeart.y = groundY - 180 - Math.floor(Math.random() * 200); game.addChild(goldHeart); goldHeartCollectibles.push(goldHeart); } else if (rand < 0.44) { // 39% chance: spawn normal heart (reduced by 1%) var heart = new HeartCollectible(); heart.x = 2048 + 200 + Math.floor(Math.random() * 600); heart.y = groundY - 180 - Math.floor(Math.random() * 200); game.addChild(heart); heartCollectibles.push(heart); } else if (rand < 0.85) { // 40% chance: spawn coin var coin = new CoinCollectible(); coin.x = 2048 + 200 + Math.floor(Math.random() * 600); coin.y = groundY - 180 - Math.floor(Math.random() * 200); game.addChild(coin); coinCollectibles.push(coin); } } }; // Helper: get next gap (randomized, gets smaller as speed increases) function getNextGap() { var minGap = obstacleMinGap + 400 - Math.floor((gameSpeed - initialGameSpeed) * 10); var maxGap = obstacleMaxGap + 600 - Math.floor((gameSpeed - initialGameSpeed) * 12); if (minGap < 720) minGap = 720; if (maxGap < 1000) maxGap = 1000; // 45% chance to make a much wider gap, otherwise normal if (Math.random() < 0.45) { // Extra wide gap (make even wider) var extraMin = maxGap + 700; var extraMax = maxGap + 1600; return extraMin + Math.floor(Math.random() * (extraMax - extraMin)); } else { // Normal gap return minGap + Math.floor(Math.random() * (maxGap - minGap)); } } // Helper: get next heart collectible gap (randomized, not too frequent) function getNextHeartGap() { // Hearts are less frequent than obstacles var minGap = 1200; var maxGap = 2200; return minGap + Math.floor(Math.random() * (maxGap - minGap)); } // Reset score and lives on game start LK.setScore(0); score = 0; // On game start, reset maxLives to 3, but if lives was higher, keep it (up to 9) if (lives > 3) { maxLives = lives > 9 ? 9 : lives; } else { maxLives = 3; } lives = maxLives; scoreTxt.setText(score); lastScoreTxt.setText(""); updateLivesDisplay(); heartCollectibles = []; goldHeartCollectibles = []; coinCollectibles = []; goldHeartActive = false; goldHeartTimer = 0; goldHeartDisplayLives = 0; updateCoinDisplay(); if ((storage.highestScore || highestScore) > 0) { highestScoreTxt.setText("En Yüksek Skor: " + (storage.highestScore || highestScore)); } else { highestScoreTxt.setText(""); } // 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
@@ -136,9 +136,9 @@
var HeartCollectible = Container.expand(function () {
var self = Container.call(this);
// Use a text heart for collectible
var heartTxt = new Text2('❤', {
- size: 120,
+ size: 92,
fill: 0xff69b4
});
heartTxt.anchor.set(0.5, 1);
self.addChild(heartTxt);
@@ -280,9 +280,10 @@
size: 90,
fill: 0xff4444
});
livesTxt.anchor.set(0, 1);
- livesTxt.x = 40;
+ // Shift a bit more left to avoid coin overlap
+ livesTxt.x = 10;
livesTxt.y = -40;
LK.gui.bottomLeft.addChild(livesTxt);
}
if (goldHeartActive) {
red car and driver. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sarı renkli "Stop" tabelası. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a human. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
altın para, berrak. In-Game asset. 2d. High contrast. No shadows
pixelart, cloud. In-Game asset. 2d. High contrast. No shadows
dark green car and driver. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
blue car and driver. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat