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