User prompt
BAK CANIM BENİM BEŞ SAATİR SANA DÜKKAN KISMINI OLUŞTUR DİYE YALVARIYORUM AMA DÜKKAN KISMINA BASMAMA RAĞMEN OYUNA BAŞLIYORUM LÜTFEN DÜZELT YA DA YAP ŞUNU YALVARIRIM
User prompt
yap bunu
User prompt
Dükkana bastığımızda dükkan kısmına gidelim. Oyuna başlamayalım.
User prompt
dükkan kısmını biraz aşağı çek ve üzerine dokununca dükkan adlı bir yere götürmesini sağla
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showLeaderBoard is not a function' in or related to this line: 'LK.showLeaderBoard();' Line Number: 797
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showLeaderboard is not a function' in or related to this line: 'LK.showLeaderboard();' Line Number: 797
User prompt
oyuna dükkan bölümü ekle ama daha içine bir şey koyma. bu kısmı daha sonradan jeton ile yeni araçlar alabilmek için kullanacağız
User prompt
oyuna jeton ekle bu jetonlar oyun bitince de elimizde bulunuyor olsun. jetonları oyunda toplanabilir bir obje yap. Jetonlar oyunun para birimi olsun
User prompt
oyuna jeton ekle bu jetonlar oyun bitince de elimizde bulunuyor olsun. jetonları oyunda toplanabilir bir obje yap ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
oyuna jeton ekle bu jetonlar oyun bitince de elimizde bulunuyor olsun
User prompt
başlangıca bir görsel ekle
User prompt
oyuna bir başlangıç ekle
User prompt
oyundaki hareketli engelleri şimdilik kaldır
User prompt
oyunda hareketli engeller daha hızlı ve hareketli olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'return function () {' Line Number: 247 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'return function () {' Line Number: 248
User prompt
tüm engellere çarptığımızda engeller eğim alarak ekrandan aşağı düşsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
engelin çıkma olasılığını %5'e düşür
User prompt
bunu yap
User prompt
bu engelleri assets kısmına ekle
User prompt
oyuna yavaşça sağ sola giden bir engel oluştur ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyuna hareketli engeller ekle. Bu engeller "deli1" olsun.
User prompt
engellere çarptığımızda yere düşme animasyonu ekle
User prompt
engellere çarptığımızda engeller takla atarak aşağı düşsün
User prompt
karakter, engele çarptığında "engellenmek" sesini kullan
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highestScore: 0
});
/****
* 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
});
// 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: 120,
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 = new Text2('', {
size: 90,
fill: 0xff4444
});
// Anchor to left-bottom
livesTxt.anchor.set(0, 1);
// Place a bit above the very bottom and a bit right from the very left
livesTxt.x = 40;
livesTxt.y = -40;
LK.gui.bottomLeft.addChild(livesTxt);
function updateLivesDisplay() {
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);
// --- Shop Button and Overlay ---
// Shop button (visible on start screen)
var shopBtn = new Text2("Dükkan", {
size: 100,
fill: 0x00ccff
});
shopBtn.anchor.set(1, 0);
// Move shop button further down (e.g. y = 260)
shopBtn.x = 2048 - 60;
shopBtn.y = 260;
shopBtn.interactive = true;
shopBtn.buttonMode = true;
// Make the text look like a button (optional: add underline or bold, or a subtle shadow if desired)
// Add to start overlay
startOverlay.addChild(shopBtn);
// Make the shopBtn a tappable button that opens the shop overlay
shopBtn.down = function (x, y, obj) {
// Show shop overlay, hide start overlay
shopOverlay.visible = true;
startOverlay.visible = false;
};
// Shop overlay (hidden by default)
var shopOverlay = new Container();
var shopBg = LK.getAsset('road', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
shopBg.alpha = 0.92;
shopOverlay.addChild(shopBg);
var shopTitle = new Text2("Dükkan", {
size: 180,
fill: 0xffffff
});
shopTitle.anchor.set(0.5, 0);
shopTitle.x = 2048 / 2;
shopTitle.y = 180;
shopOverlay.addChild(shopTitle);
var shopDesc = new Text2("Buradan yakında yeni araçlar alabileceksin!", {
size: 90,
fill: 0xffd700
});
shopDesc.anchor.set(0.5, 0);
shopDesc.x = 2048 / 2;
shopDesc.y = 400;
shopOverlay.addChild(shopDesc);
// Shop close button
var shopCloseBtn = new Text2("Kapat", {
size: 90,
fill: 0xff4444
});
shopCloseBtn.anchor.set(0.5, 0);
shopCloseBtn.x = 2048 / 2;
shopCloseBtn.y = 700;
shopCloseBtn.interactive = true;
shopCloseBtn.buttonMode = true;
shopOverlay.addChild(shopCloseBtn);
shopOverlay.visible = false;
game.addChild(shopOverlay);
// Shop button handler
shopBtn.down = function (x, y, obj) {
// Show shop overlay, hide start overlay, do NOT start the game
shopOverlay.visible = true;
startOverlay.visible = false;
};
// Shop close handler
shopCloseBtn.down = function (x, y, obj) {
shopOverlay.visible = false;
startOverlay.visible = true;
// Do NOT start the game here
};
// Touch handler: tap anywhere to jump or start
game.down = function (x, y, obj) {
// If shop overlay is visible, do not start the game or jump
if (shopOverlay.visible) {
// Do nothing, stay in shop
return;
}
if (!gameStarted) {
gameStarted = true;
startOverlay.visible = false;
return;
}
car.jump();
};
// Main update loop
game.update = function () {
if (!gameStarted) return;
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 < 0.45) {
// 40% chance: spawn normal heart
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
@@ -414,25 +414,26 @@
shopOverlay.visible = false;
game.addChild(shopOverlay);
// Shop button handler
shopBtn.down = function (x, y, obj) {
- // Show shop overlay, hide start overlay
+ // Show shop overlay, hide start overlay, do NOT start the game
shopOverlay.visible = true;
startOverlay.visible = false;
};
// Shop close handler
shopCloseBtn.down = function (x, y, obj) {
shopOverlay.visible = false;
startOverlay.visible = true;
+ // Do NOT start the game here
};
// Touch handler: tap anywhere to jump or start
game.down = function (x, y, obj) {
+ // If shop overlay is visible, do not start the game or jump
+ if (shopOverlay.visible) {
+ // Do nothing, stay in shop
+ return;
+ }
if (!gameStarted) {
- // If shop overlay is visible, do not start the game
- if (shopOverlay.visible) {
- // Do nothing, stay in shop
- return;
- }
gameStarted = true;
startOverlay.visible = false;
return;
}
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