User prompt
arabanın tekerleklerini yapma. zaten asset olarak arabanın tekerlekleri bulunmakta. onun yerine sadece canları yap
User prompt
Karakter bir engele çarptığında 2 saniyeliğine yavaşlasın
User prompt
eğer tüm canları doluysa bile bir can daha eklesin. Ama en fazla can alma sayısı 9 olsun
User prompt
yol üzerinde toplanabilir canlar olsun. Bu canları aldığımızda canımız artsın
User prompt
can gittikten sonra ekranda kırmızı ışık yanmasın. Oyuncunun engelleri görmesini çok zorlaştırıyor
User prompt
canların yerini değiştir. sol alt köşeye koy
User prompt
oyuna can ekle. 3 tane olsun. canlar bittiğinde oyun bitsin
User prompt
yaptığımız en yüksek skoru kaydetsin ve en yüksek skor kısmında o yazsın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
En yüksek skor tablosunun aşağısında yaptığımız en yüksek skor bulunsun
User prompt
oyunda en son yaptığımız skoru görebilelim
User prompt
engellerin arasını biraz daha aç
User prompt
bazı engellerin arasını biraz daha aç, bazıları ise böyle kalsın.
User prompt
Please fix the bug: 'TypeError: LK.submitScore is not a function' in or related to this line: 'LK.submitScore(score); // Submit score to leaderboard' Line Number: 189
User prompt
oyuna skor tablosu ekle
User prompt
engellerim arasını biraz daha aç
User prompt
oyunu yavaş başlatıp daha sonra hızlanmasını sağla
User prompt
zıplamıyor
Code edit (1 edits merged)
Please save this source code
User prompt
Jumping Car: Endless Road
Initial prompt
düz sonsuz platformda engellerden zıplayan bir araba oyunu
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); 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(); } }; 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 // 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() { 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]; 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) { // Removed LK.effects.flashScreen(0xff0000, 800); lives--; updateLivesDisplay(); // --- Trigger car slow effect for 2 seconds --- carIsSlowed = true; carSlowTicks = 0; if (lives <= 0) { 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]; 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) { // 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; } } // 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()) { // 40% chance to spawn a heart, otherwise skip if (Math.random() < 0.4) { var heart = new HeartCollectible(); heart.x = 2048 + 200 + Math.floor(Math.random() * 600); // Place heart above the road, but not too high 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; // 30% chance to make a much wider gap, otherwise normal if (Math.random() < 0.3) { // Extra wide gap var extraMin = maxGap + 300; var extraMax = maxGap + 900; 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 = []; 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
@@ -16,23 +16,8 @@
var carBody = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 1
});
- // Wheels
- var wheelOffsetY = 20;
- var wheelOffsetX = 70;
- var leftWheel = self.attachAsset('wheel', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: -wheelOffsetX,
- y: -wheelOffsetY
- });
- var rightWheel = self.attachAsset('wheel', {
- anchorX: 0.5,
- anchorY: 0.5,
- x: wheelOffsetX,
- y: -wheelOffsetY
- });
// Physics
self.vy = 0; // vertical velocity
self.isJumping = false;
// Car size for collision
@@ -67,19 +52,20 @@
});
// Heart collectible class
var HeartCollectible = Container.expand(function () {
var self = Container.call(this);
- // Use a pink ellipse for heart collectible
- var heart = self.attachAsset('wheel', {
- anchorX: 0.5,
- anchorY: 1,
- tint: 0xff69b4 // pink
+ // Use a text heart for collectible
+ var heartTxt = new Text2('❤', {
+ size: 120,
+ fill: 0xff69b4
});
- self.width = heart.width;
- self.height = heart.height;
+ heartTxt.anchor.set(0.5, 1);
+ self.addChild(heartTxt);
+ self.width = heartTxt.width;
+ self.height = heartTxt.height;
// For collision
- self.bodyWidth = heart.width;
- self.bodyHeight = heart.height;
+ 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;
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