User prompt
bacground sesi ekleyebilrimsin sevimli ve sakin
User prompt
kediye zıplama sesi ekleyelim lütfen
User prompt
sağ üstte güneş eklermisn rica etsem
User prompt
sağ uste evet nesnesini eklermsin rica etsem
User prompt
sağ üstte yeni bir nesne ekle güneş olarak
User prompt
kaktüs ve kedinin yürüdügü yolu birazdaha belirgin kılıp detay eklermsin
User prompt
arka planı biraz mısır pramityle süslermsin detay olarak
User prompt
staminayı mausun sağ tuşuna basarak kullanmak istiyorum
User prompt
sol clikle basılı tutugumda staminayı harcadığım zaman 5 saniye kuşlar bana zarar veremiyor
User prompt
kuşlarla kaktüslerin geliş sekronunu tekrar düzenlermisn zıplamak için vakit kalsın
User prompt
kuşlar artık kediye zarar verebiliyorlar 10hp
User prompt
kuşları birazdaha aşagıdan ucururmsun rica etsem
User prompt
stamina 3 saniyelik asılı kalma eylemini bitirdikten sonra her gelecek olan 5 kaktüsü te bir tekrar dolsun stamina ama asılı kalma süzülme işleminden sonra sürekli tekrarlansın solclik basılı tuttum 5 saniye henüz dolmuyor ama yere indim ondan sonra 10 katüste bir tekara dolacak
User prompt
stamina 3 saniyelik asılı kalma eylemini bitirdikten sonra her gelecek olan 5 kaktüsü te bir tekrar dolsun stamina ama asılı kalma süzülme işleminden sonra sürekli tekrarlansın solclik basılı tuttum 5 saniye henüz dolmuyor ama yere indim ondan sonra 5 katüste bir tekara dolacak
User prompt
staminamız süzülmeyi kullanıp indikten sonra asılı kalma işlemi bittikten sonra her 5 katüste bir dolsun
User prompt
stamina barımız 5 kaktüs te bir dolsun
User prompt
mausun sol cligine basılı tutumuzda sadee 1 kez 3 saniye süzülüp sonra aşağı inmek zorunda ve tekrar kullanmak için bir stamina barı gerek kaktüs üzerinden atladıkça stamina dolacak stamine dolmadan bu sol click baslı tutma süzülme olayını gerçekleştiremiycez dolduğu zaman yapabilicez
User prompt
mausun sol cligine basılı tutumuzda sadee 1 kez 3 saniye süzülüp sonra aşağı inmek zorunda
User prompt
her hayalet altın alışımızda 10 hp yenilensin dolsun
User prompt
her altın 10 hp yenilesin
User prompt
hp bar eklermisin her dümana değiş 20 hp alsın benden
User prompt
mause nin sol tuşuna uzun bastımda 3 saniye havada süzülsün kedi
User prompt
her 1 altında bir toladgında 10 saniye havada kal
User prompt
her 1 hayalet aldgımda her defasında beni süzülerek uçur
User prompt
1 altın topladıktan sonra beni bullutlara ışınla
/**** * Classes ****/ // Bird class: flies from right to left, above ground, destroys itself off screen var Bird = Container.expand(function () { var self = Container.call(this); // Use 'gunes' asset for bird (placeholder, should be replaced with a bird asset if available) var birdSprite = self.attachAsset('gunes', { anchorX: 0.5, anchorY: 0.5 }); birdSprite.width = 120; birdSprite.height = 90; birdSprite.tint = 0x888888; birdSprite.alpha = 0.92; self.speed = 10 + Math.random() * 4; self.update = function () { self.x -= self.speed; // Destroy if off screen if (self.lastX >= -200 && self.x < -200) { self.destroy(); } self.lastX = self.x; }; return self; }); // Cactus class: moves left, destroys itself off screen var Cactus = Container.expand(function () { var self = Container.call(this); // Attach cactus asset, anchor bottom left var cactusSprite = self.attachAsset('cactus', { anchorX: 0.5, anchorY: 1 }); self.speed = 7 + Math.random() * 2; // even slower speed for easier gameplay self.update = function () { self.x -= self.speed; // Destroy if off screen if (self.lastX >= -200 && self.x < -200) { self.destroy(); } self.lastX = self.x; }; return self; }); // Cat class: handles jump, gravity, and collision var Cat = Container.expand(function () { var self = Container.call(this); // Attach cat asset, anchor bottom left for ground logic var catSprite = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); // Cat physics self.y = 0; self.x = 0; self.vy = 0; self.isJumping = false; self.groundY = 0; // will be set after creation // Double jump state self.jumpCount = 0; self.maxJumps = 2; // Jump parameters self.jumpVelocity = -65; self.gravity = 4; // Update method for physics self.update = function () { if (self.isJumping) { // If we are hovering, do not apply gravity or move if (self.isHovering) { // If we are in a special long hover, use that duration var hoverDuration; if (self.longHoverActive) { hoverDuration = self.longHoverTicks; } else { // Determine hover duration: 12 ticks (195ms) for first jump, 6 ticks (100ms) for others hoverDuration = self.jumpCount === 1 ? 12 : 6; } if (LK.ticks - self.hoverStartTick >= hoverDuration) { self.isHovering = false; // Resume falling, keep vy as 0 so gravity starts pulling down self.vy = 0; // End long hover if it was active if (self.longHoverActive) { self.longHoverActive = false; } } // While hovering, do nothing else return; } // Normal jump/fall self.vy += self.gravity; self.y += self.vy; // At apex: vy just turned positive (was going up, now going down) if (!self.isHovering && self.vy > 0 && !self.hasHovered) { self.isHovering = true; self.hasHovered = true; self.hoverStartTick = LK.ticks; self.vy = 0; // Stop vertical movement during hover // If a long hover was just triggered, keep it // Otherwise, normal hover return; } // Land on ground if (self.y >= self.groundY) { self.y = self.groundY; self.vy = 0; self.isJumping = false; self.isHovering = false; self.hasHovered = false; self.jumpCount = 0; // Reset jump count on landing self.longHoverActive = false; } } }; // Jump method self.jump = function () { if (self.jumpCount < self.maxJumps) { self.isJumping = true; self.vy = self.jumpVelocity; self.isHovering = false; self.hasHovered = false; self.hoverStartTick = 0; self.jumpCount++; } }; return self; }); // Cloud class: moves left, destroys itself off screen var Cloud = Container.expand(function () { var self = Container.call(this); // Use a white ellipse for the cloud var cloudSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); // Randomize cloud size var scale = 1.2 + Math.random() * 1.2; cloudSprite.width = 320 * scale; cloudSprite.height = 120 * scale; cloudSprite.tint = 0xFFFFFF; cloudSprite.alpha = 0.7 + Math.random() * 0.2; self.speed = 1.5 + Math.random() * 1.2; self.update = function () { self.x -= self.speed; if (self.lastX >= -400 && self.x < -400) { self.destroy(); } self.lastX = self.x; }; return self; }); // Gold class: moves left, destroys itself off screen, collectible by cat var Gold = Container.expand(function () { var self = Container.call(this); // Attach gold asset, anchor center var goldSprite = self.attachAsset('ghost', { anchorX: 0.5, anchorY: 0.5 }); goldSprite.width = 80; goldSprite.height = 80; self.speed = 7 + Math.random() * 2; self.collected = false; self.update = function () { self.x -= self.speed; // Destroy if off screen if (self.lastX >= -200 && self.x < -200) { self.destroy(); } self.lastX = self.x; }; return self; }); // Sun class: static, top right var Sun = Container.expand(function () { var self = Container.call(this); // Use a yellow ellipse for the sun var sunSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); sunSprite.width = 260; sunSprite.height = 260; sunSprite.tint = 0xFFF700; sunSprite.alpha = 0.95; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xF7E9A0 // light sand yellow, desert-like }); /**** * Game Code ****/ ; // --- GAME CODE --- // Add a visible ground path to make the cat's running route more distinct var groundPath = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); groundPath.width = 2048; groundPath.height = 120; groundPath.x = 2048 / 2; groundPath.y = GROUND_Y + 60; // center the path at ground level groundPath.tint = 0xE0C97A; // a sandier, darker color for contrast groundPath.alpha = 0.85; game.addChild(groundPath); // Add ground details: pebbles and stripes for more visual interest var pebbleCount = 18; for (var i = 0; i < pebbleCount; i++) { var pebble = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); pebble.width = 32 + Math.random() * 28; pebble.height = 18 + Math.random() * 12; pebble.x = 120 + Math.random() * (2048 - 240); pebble.y = GROUND_Y + 60 + (Math.random() - 0.5) * 60; pebble.tint = Math.random() > 0.5 ? 0xBCA86B : 0xD6C08B; pebble.alpha = 0.7 + Math.random() * 0.2; game.addChild(pebble); } // Add a few horizontal stripes to simulate track lines for (var s = 0; s < 3; s++) { var stripe = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); stripe.width = 2048 * (0.7 + Math.random() * 0.2); stripe.height = 12 + Math.random() * 8; stripe.x = 2048 / 2; stripe.y = GROUND_Y + 30 + s * 28 + Math.random() * 10; stripe.tint = 0xC2B07A; stripe.alpha = 0.32 + Math.random() * 0.08; game.addChild(stripe); } // Sun and clouds var sun; var clouds = []; var nextCloudTick = 0; // Birds var birds = []; var nextBirdTick = 0; // Game constants var GROUND_Y = 2200; // y position of ground (bottom of screen minus margin) var CAT_START_X = 400; var CAT_START_Y = GROUND_Y; var CACTUS_SPAWN_MIN = 40; // min frames between cacti (more frequent) var CACTUS_SPAWN_MAX = 80; // max frames between cacti (more frequent) // Game state var cat; var cacti = []; var golds = []; var score = 0; var goldScore = 0; var scoreTxt; var goldScoreTxt; var nextCactusTick = 0; var nextGoldTick = 0; var gameOver = false; // Speed multiplier for game progression var speedMultiplier = 1; var SPEED_MULTIPLIER_INCREMENT = 0.08; // how much to increase per score var SPEED_MULTIPLIER_MAX = 3; // cap the speed increase // Add score text to GUI scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Gold score text (smaller, right of score) goldScoreTxt = new Text2('0', { size: 90, fill: 0xFFD700 // gold color }); goldScoreTxt.anchor.set(0, 0); goldScoreTxt.x = 120; // right of main score goldScoreTxt.y = 20; LK.gui.top.addChild(goldScoreTxt); // Add sun (top right, margin from edge) sun = new Sun(); sun.x = 2048 - 220; sun.y = 220; game.addChild(sun); // Spawn a few initial clouds for (var i = 0; i < 3; i++) { var cloud = new Cloud(); cloud.x = 400 + Math.random() * 1400; cloud.y = 200 + Math.random() * 400; cloud.lastX = cloud.x; game.addChild(cloud); clouds.push(cloud); } nextCloudTick = 60 + Math.floor(Math.random() * 120); // Create cat cat = new Cat(); cat.x = CAT_START_X; cat.y = CAT_START_Y; cat.groundY = CAT_START_Y; cat.longHoverActive = false; cat.longHoverTicks = 600; // default, can be set on trigger game.addChild(cat); // Touch/click to jump game.down = function (x, y, obj) { if (!gameOver) { cat.jump(); } ; // Update golds, check for collection for (var j = golds.length - 1; j >= 0; j--) { var gold = golds[j]; gold.update(); // Remove if off screen if (gold.x < -200) { gold.destroy(); golds.splice(j, 1); continue; } // Collect gold: only trigger on first intersect and not already collected if (!gold.collected && cat.intersects(gold)) { gold.collected = true; goldScore++; goldScoreTxt.setText(goldScore); gold.destroy(); golds.splice(j, 1); continue; } } }; // Main update loop game.update = function () { if (gameOver) return; // Update clouds and spawn new ones for (var i = clouds.length - 1; i >= 0; i--) { var cloud = clouds[i]; cloud.update(); if (cloud.x < -400) { cloud.destroy(); clouds.splice(i, 1); } } if (nextCloudTick <= 0) { var cloud = new Cloud(); cloud.x = 2048 + 200; cloud.y = 120 + Math.random() * 600; cloud.lastX = cloud.x; game.addChild(cloud); clouds.push(cloud); nextCloudTick = 60 + Math.floor(Math.random() * 120); } else { nextCloudTick--; } // Update birds and spawn new ones for (var i = birds.length - 1; i >= 0; i--) { var bird = birds[i]; bird.update(); if (bird.x < -200) { bird.destroy(); birds.splice(i, 1); } } if (nextBirdTick <= 0) { // Spawn 2-3 birds at once, with more scattered (random) vertical and horizontal spacing var birdCount = 2 + Math.floor(Math.random() * 2); // 2 or 3 birds var minBirdY = GROUND_Y - 1850; var maxBirdY = GROUND_Y - 1350; if (minBirdY < 0) minBirdY = 0; if (maxBirdY < 0) maxBirdY = 0; var yRange = maxBirdY - minBirdY; var usedYs = []; for (var b = 0; b < birdCount; b++) { var bird = new Bird(); // Scatter birds horizontally more bird.x = 2048 + 100 + Math.random() * 200 + b * 60 + Math.random() * 60; // Scatter birds vertically, allow overlap and more randomness var baseY = minBirdY + Math.random() * yRange; // Add more jitter, and avoid birds being too close vertically var jitterY = (Math.random() - 0.5) * 180; var finalY = baseY + jitterY; // Optionally, keep birds at least 120px apart vertically var minDist = 120; var attempts = 0; while (usedYs.some(function (y) { return Math.abs(y - finalY) < minDist; }) && attempts < 10) { finalY = minBirdY + Math.random() * yRange + (Math.random() - 0.5) * 180; attempts++; } usedYs.push(finalY); bird.y = finalY; bird.lastX = bird.x; // Apply speed multiplier to bird bird.speed = bird.speed * (0.8 + 0.4 * Math.random()) * speedMultiplier; game.addChild(bird); birds.push(bird); } // Bird group appears every 120-240 ticks nextBirdTick = 120 + Math.floor(Math.random() * 120); } else { nextBirdTick--; } // Update cat cat.update(); // Spawn cactus if (nextCactusTick <= 0) { var cactus = new Cactus(); cactus.x = 2048 + 100; // spawn just off right edge cactus.y = GROUND_Y; cactus.lastX = cactus.x; // Apply speed multiplier to cactus cactus.speed = cactus.speed * speedMultiplier; game.addChild(cactus); cacti.push(cactus); // Calculate minimum jump window: time to complete a jump (up, hover, down) // Estimate: jump up (abs(cat.jumpVelocity)/cat.gravity), hover (6 ticks), fall (same as up) // Total jump time in ticks var jumpUpTicks = Math.ceil(Math.abs(cat.jumpVelocity) / cat.gravity); var hoverTicks = 6; var jumpTotalTicks = jumpUpTicks + hoverTicks + jumpUpTicks; // Calculate cactus travel time from spawn to cat.x var cactusTravelDistance = 2048 + 100 - CAT_START_X; var avgCactusSpeed = (7 + 8.5) / 2 * speedMultiplier; // average speed, adjusted by multiplier if (avgCactusSpeed < 1) avgCactusSpeed = 1; // avoid divide by zero var cactusTravelTicks = cactusTravelDistance / avgCactusSpeed; // Minimum interval: enough time for cat to land and jump again before next cactus arrives // Add a small buffer (e.g. 10 ticks) var minInterval = Math.max(jumpTotalTicks + 10, 20); // Randomize interval, but always >= minInterval var spawnInterval = minInterval + Math.floor(Math.random() * 30); // Clamp to a minimum of 10 ticks for extreme speeds if (spawnInterval < 10) spawnInterval = 10; nextCactusTick = Math.floor(spawnInterval); } else { nextCactusTick--; } // Spawn gold if (nextGoldTick <= 0) { var gold = new Gold(); gold.x = 2048 + 100; // Random Y: between ground and a bit above cat's jump apex var jumpApex = GROUND_Y + cat.jumpVelocity * (Math.abs(cat.jumpVelocity) / (2 * cat.gravity)); var minY = GROUND_Y - 400; var maxY = GROUND_Y - 1000; if (maxY < 0) maxY = 0; gold.y = minY - Math.random() * (minY - maxY); gold.lastX = gold.x; gold.collected = false; gold.speed = gold.speed * speedMultiplier; game.addChild(gold); golds.push(gold); // Gold appears less frequently than cacti nextGoldTick = 80 + Math.floor(Math.random() * 120); } else { nextGoldTick--; } // Update golds, check for collection for (var j = golds.length - 1; j >= 0; j--) { var gold = golds[j]; gold.update(); // Remove if off screen if (gold.x < -200) { gold.destroy(); golds.splice(j, 1); continue; } // Collect gold: only trigger on first intersect and not already collected if (!gold.collected && cat.intersects(gold)) { gold.collected = true; goldScore++; goldScoreTxt.setText(goldScore); gold.destroy(); golds.splice(j, 1); continue; } // --- NEW: Trigger 10s hover if cat passes under gold (within 1 unit below) --- // Only if cat is not already in long hover, and only trigger on the exact frame if (!cat.longHoverActive && typeof gold.lastY !== "undefined" && typeof cat.lastY !== "undefined") { // Check if cat's lastY was above gold and now is below gold (crossed under) if (cat.lastY <= gold.y && cat.y > gold.y) { // Only if cat is horizontally close to gold (within 1 unit) if (Math.abs(cat.x - gold.x) < 80) { cat.isHovering = true; cat.longHoverActive = true; cat.longHoverTicks = 600; // 10 seconds at 60 FPS cat.hoverStartTick = LK.ticks; cat.hasHovered = true; cat.vy = 0; } } } // Track lastY for gold and cat for next frame gold.lastY = gold.y; } // Track lastY for cat for next frame cat.lastY = cat.y; // Update cacti, check for collision and scoring for (var i = cacti.length - 1; i >= 0; i--) { var cactus = cacti[i]; cactus.update(); // Remove if off screen if (cactus.x < -200) { cactus.destroy(); cacti.splice(i, 1); continue; } // Collision detection (only trigger on first intersect) if (!cactus.lastWasIntersecting && cat.intersects(cactus)) { // Game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); gameOver = true; return; } // Scoring: passed cactus (cat.x > cactus.x + cactus.width/2) and not already scored if (!cactus.scored && cat.x > cactus.x + cactus.width / 2) { score++; scoreTxt.setText(score); cactus.scored = true; // Increase speed multiplier, capped at max speedMultiplier += SPEED_MULTIPLIER_INCREMENT; if (speedMultiplier > SPEED_MULTIPLIER_MAX) speedMultiplier = SPEED_MULTIPLIER_MAX; // After level 30, allow 3 jumps if (score >= 30) { cat.maxJumps = 3; } } cactus.lastWasIntersecting = cat.intersects(cactus); } };
===================================================================
--- original.js
+++ change.js
@@ -56,44 +56,35 @@
self.x = 0;
self.vy = 0;
self.isJumping = false;
self.groundY = 0; // will be set after creation
- // Gliding state
- self.isGliding = false;
- self.glideStartTick = 0;
- self.glideDuration = 0;
// Double jump state
self.jumpCount = 0;
self.maxJumps = 2;
// Jump parameters
self.jumpVelocity = -65;
self.gravity = 4;
// Update method for physics
self.update = function () {
- // --- Gliding logic ---
- if (self.isGliding) {
- // While gliding, move horizontally and vertically with gentle upward force
- self.y += self.vy;
- // Optionally, slow down the upward movement over time for a smooth arc
- self.vy += 1.2; // gravity pulls down gently during glide
- // End gliding after duration or if cat hits ground
- if (LK.ticks - self.glideStartTick >= self.glideDuration || self.y >= self.groundY) {
- self.isGliding = false;
- self.vy = 0;
- if (self.y > self.groundY) self.y = self.groundY;
- }
- // If gliding, skip normal jump/fall logic
- return;
- }
if (self.isJumping) {
// If we are hovering, do not apply gravity or move
if (self.isHovering) {
- // Determine hover duration: 12 ticks (195ms) for first jump, 6 ticks (100ms) for others
- var hoverDuration = self.jumpCount === 1 ? 12 : 6;
+ // If we are in a special long hover, use that duration
+ var hoverDuration;
+ if (self.longHoverActive) {
+ hoverDuration = self.longHoverTicks;
+ } else {
+ // Determine hover duration: 12 ticks (195ms) for first jump, 6 ticks (100ms) for others
+ hoverDuration = self.jumpCount === 1 ? 12 : 6;
+ }
if (LK.ticks - self.hoverStartTick >= hoverDuration) {
self.isHovering = false;
// Resume falling, keep vy as 0 so gravity starts pulling down
self.vy = 0;
+ // End long hover if it was active
+ if (self.longHoverActive) {
+ self.longHoverActive = false;
+ }
}
// While hovering, do nothing else
return;
}
@@ -105,8 +96,10 @@
self.isHovering = true;
self.hasHovered = true;
self.hoverStartTick = LK.ticks;
self.vy = 0; // Stop vertical movement during hover
+ // If a long hover was just triggered, keep it
+ // Otherwise, normal hover
return;
}
// Land on ground
if (self.y >= self.groundY) {
@@ -115,8 +108,9 @@
self.isJumping = false;
self.isHovering = false;
self.hasHovered = false;
self.jumpCount = 0; // Reset jump count on landing
+ self.longHoverActive = false;
}
}
};
// Jump method
@@ -309,8 +303,10 @@
cat = new Cat();
cat.x = CAT_START_X;
cat.y = CAT_START_Y;
cat.groundY = CAT_START_Y;
+cat.longHoverActive = false;
+cat.longHoverTicks = 600; // default, can be set on trigger
game.addChild(cat);
// Touch/click to jump
game.down = function (x, y, obj) {
if (!gameOver) {
@@ -331,15 +327,8 @@
if (!gold.collected && cat.intersects(gold)) {
gold.collected = true;
goldScore++;
goldScoreTxt.setText(goldScore);
- // --- Make the cat glide (süzülerek uçur) ---
- // Set a glide state and timer on the cat
- cat.isGliding = true;
- cat.glideStartTick = LK.ticks;
- cat.glideDuration = 36; // 36 ticks ≈ 600ms of gliding
- cat.vy = -18; // upward gentle velocity for gliding
- // Optionally, visually indicate gliding (e.g. alpha or scale)
gold.destroy();
golds.splice(j, 1);
continue;
}
@@ -489,9 +478,29 @@
gold.destroy();
golds.splice(j, 1);
continue;
}
+ // --- NEW: Trigger 10s hover if cat passes under gold (within 1 unit below) ---
+ // Only if cat is not already in long hover, and only trigger on the exact frame
+ if (!cat.longHoverActive && typeof gold.lastY !== "undefined" && typeof cat.lastY !== "undefined") {
+ // Check if cat's lastY was above gold and now is below gold (crossed under)
+ if (cat.lastY <= gold.y && cat.y > gold.y) {
+ // Only if cat is horizontally close to gold (within 1 unit)
+ if (Math.abs(cat.x - gold.x) < 80) {
+ cat.isHovering = true;
+ cat.longHoverActive = true;
+ cat.longHoverTicks = 600; // 10 seconds at 60 FPS
+ cat.hoverStartTick = LK.ticks;
+ cat.hasHovered = true;
+ cat.vy = 0;
+ }
+ }
+ }
+ // Track lastY for gold and cat for next frame
+ gold.lastY = gold.y;
}
+ // Track lastY for cat for next frame
+ cat.lastY = cat.y;
// Update cacti, check for collision and scoring
for (var i = cacti.length - 1; i >= 0; i--) {
var cactus = cacti[i];
cactus.update();