User prompt
altın kalbin çıkma olasılığını %2 yap
User prompt
Engellerin arasını 15 ila 45 cm olacak şekilde değiştir
User prompt
çift zıplama yaparken karakter biraz sağa kaysın ve yere indiğinde önceki koordinatına geri dönsün
User prompt
altın kalbin çıkma olasılığını %2 yap
User prompt
Oyuna çift zıplama ekle. %3 ihtimalle çift zıplama yaparken hızlı bir şekilde 360 derece dönsün ve "yuppi!" diye bir ses çıkarsın.
User prompt
altın kalbın çıkma olasılığını 1'e çıkar, normal kalbin olasılığını %2 azalt
User prompt
Altın kalbin çıkma olasılığı %00,1'e düşür
User prompt
Altın canların süresini 8 saniyeye düşür
User prompt
altın canların boyutunu azıcık küçült ve azıcık sola kaydır
User prompt
Altın can aldığımızda canlarımız ekrandan taşıyor. Bu sorunu düzelt
User prompt
Altın kalbi aldığımızda giden canlarımız dolmuş olsun
User prompt
oyuna %5 ihtimalle çıkan altın bir kalp ekle. Bu kalbi aldığımızda 15 saniyeliğine canlarımız altın renkte olsun ve bu 15 saniye içerisinde çarptığımız engellerden hasar yemeyelim. Sarı kalbi aldığımızda normal canlar 15 saniyeliiğine yok olsun ve yerine o anki kalbimizle aynı renkte olan başka sarı kalp gelsin. Bu sarı kalpler normal kalplerle aynı mantıkta olsun ama normal kalbin dışında bir obje olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
demek istediğim sarı kalbi aldığımızda normal canlar 15 saniyeliiğine yok olsun ve yerine o anki kalbimizle aynı renkte olan başka sarı kalp gelsin. Bu sarı kalpler normal kalplerle aynı mantıkta olsun ama normal kalbin dışında bir obje olsun. belki bu sorunu düzeltir
User prompt
hata düzelmedi. en iyisi altın kalbi aldığımızda 15 saniyeliğine normal kalplerin yerine sarı kalpler eklensin
User prompt
oyundaki kalpler altın renkte olmuyor. Bu sorunu düzeltir misin
User prompt
oyuna %5 ihtimalle çıkan altın bir kalp ekle. Bu kalbi aldığımızda 15 saniyeliğine canlarımız altın renkte olsun ve bu 15 saniye içerisinde çarptığımız engellerden hasar yemeyelim
User prompt
karakter kaza yaptığında animasyon şeklinde eğime geçsin
User prompt
karakter kaza yaptığında dursun
User prompt
araba kaza yaptığında 5 saniye ekranda görünsün ve oyun öyle bitsin
User prompt
kaza yaptığımızda aracın hafiften eğildiğini görelim ve oyun öyle bitsin.
User prompt
kaybettiğimizde karakter dursun ve kaza yapmış gibi hafif bir eğim alsın
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(carBody, {' Line Number: 60
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Karakter her zıpladığında karaktere hafif bir eğim verir misin? Ama daha sonradan normal haline geri dönsün
User prompt
Engellerin bazılarının aralarını biraz daha açabilir misin? Oyunun sürekli ekrana basma simülatörüne dönüşmesini istemiyorum
User prompt
karakter bir engele çarptığında yavaşladığı belli olmuyor. Karakter bir engele çarptığında onunla birlikte diğer objelerde 2 saniye yavaşlasın
/**** * 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; }); // 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 ****/ // 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); // --- 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; // 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; // 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; } // --- 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 remove obstacle obs.destroy(); obstacles.splice(i, 1); continue; } // 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 { // Remove the obstacle and let the game continue 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; } } // 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 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); } } }; // 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 = []; goldHeartActive = false; goldHeartTimer = 0; goldHeartDisplayLives = 0; 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
@@ -160,12 +160,10 @@
var jumpVelocity = -80;
var initialGameSpeed = 24;
var maxGameSpeed = 60;
var gameSpeed = initialGameSpeed;
-// 1 cm = 2048 / 27.32 ≈ 75 px (since 2048px = 27.32cm on iPad Pro 12" retina in portrait)
-// 15 cm = 1125 px, 45 cm = 3375 px
-var obstacleMinGap = 1125;
-var obstacleMaxGap = 3375;
+var obstacleMinGap = 500;
+var obstacleMaxGap = 1100;
var obstacleMinY = groundY;
var obstacleMaxY = groundY;
var minObstacleHeight = 120;
var maxObstacleHeight = 220;
@@ -474,10 +472,10 @@
// --- Spawn heart collectibles 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 < 0.001) {
- // 0.1% chance: spawn gold heart
+ 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);
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