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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'lastWasIntersecting')' in or related to this line: 'if (typeof cat2Sprite.lastWasIntersecting !== "undefined" && !cat2Sprite.lastWasIntersecting && cat.intersects(cat2Sprite)) {' Line Number: 735
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cat2. 50. seviyeye kadar gözükmesin
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cat2 karakteri 50.seviyeden sonra gelsin
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cat2 karakteri sürekli gelsin
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cat2 karakterine ana karakterimiz değince 15hp götürsün
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cat2 biraz daha ileri zıplasın
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zıplamsı lütfen ileri doğru olsun az bişey
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cat2 ye zıplama eklermsin
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cat2 karakteri sağdan cıkıp solda kaybolsun
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sağdan cıkıp sola doğru ilerlesin
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cat 2 karakteri zıplasın
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cat 2 karakterini çok az daha büyütürmüsün
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cat 2 karakteri biraz büyüsün
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cat 2 karkterini büyütürmüsün
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Please fix the bug: 'Cat is not defined' in or related to this line: 'cat = new Cat();' Line Number: 280
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Please fix the bug: 'Cloud is not defined' in or related to this line: 'var cloud = new Cloud();' Line Number: 233
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Please fix the bug: 'Sun is not defined' in or related to this line: 'sun = new Sun();' Line Number: 165
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Please fix the bug: 'Cat is not defined' in or related to this line: 'cat = new Cat();' Line Number: 269
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Please fix the bug: 'Cloud is not defined' in or related to this line: 'var cloud = new Cloud();' Line Number: 233
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Please fix the bug: 'Sun is not defined' in or related to this line: 'sun = new Sun();' Line Number: 165
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cat2 karakteri elinden kuş atsın extra
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cat 2 karateri zıplayarak sağdan sola doğru gelsin
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cat 2 sağdan çıkıp hızlı bir şekilde ilerlesin sağdan sola dogru
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cat 2 karakteri sağdan çıkıp sola doğru ilerlesin
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cat2 karakterini çok az daha büyütelim
/**** * 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 () { // Handle 3-second glide if long press is active, but only once per jump and only if stamina is full if (typeof isPressing !== "undefined" && isPressing && self.isJumping && !glideActive && !self.hasGlided && self.vy > 0 && typeof stamina !== "undefined" && stamina >= maxStamina) { // Only start glide if falling, not already gliding, haven't glided yet this jump, and stamina is full if (LK.ticks - pressStartTick >= 18) { // ~300ms threshold to avoid accidental short taps glideActive = true; self.isHovering = false; self.hasHovered = true; self.glideStartTick = LK.ticks; self.vy = 0; self.hasGlided = true; // Mark that we've glided this jump // Consume all stamina stamina = 0; staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth); // Activate bird damage immunity for 5 seconds birdImmunityActive = true; birdImmunityStartTick = LK.ticks; } } // If gliding, keep cat in air for up to 3 seconds (180 ticks) if (typeof glideActive !== "undefined" && glideActive) { if (LK.ticks - self.glideStartTick < 180) { // Stay in air, do not apply gravity, regardless of isPressing return; } else { // End glide glideActive = false; } } 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 (LK.ticks - self.hoverStartTick >= hoverDuration) { self.isHovering = false; // Resume falling, keep vy as 0 so gravity starts pulling down self.vy = 0; } // 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 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; // If we just finished a glide (hasGlided true, glideActive false), start counting cacti for stamina refill if (typeof self.hasGlided !== "undefined" && self.hasGlided && typeof glideActive !== "undefined" && !glideActive) { // Start post-glide cactus counting if (typeof postGlideCactusCounter === "undefined") postGlideCactusCounter = 0; postGlideCactusCounter = 0; postGlideCountingActive = true; } self.hasGlided = false; // Reset glide on landing self.jumpCount = 0; // Reset jump count on landing } } }; // Jump method self.jump = function () { if (self.jumpCount < self.maxJumps) { self.isJumping = true; self.vy = self.jumpVelocity; self.isHovering = false; self.hasHovered = false; self.hasGlided = false; // Allow one glide per jump self.hoverStartTick = 0; self.jumpCount++; // Play cat sound on jump LK.getSound('kedi').play(); } }; 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 --- // 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 = 70; // min frames between cacti (slower, more time to jump) var CACTUS_SPAWN_MAX = 130; // max frames between cacti (slower, more time to jump) // Add two ground images ('zemin') for seamless horizontal scrolling var groundImg = LK.getAsset('zemin', { anchorX: 0, anchorY: 1 }); groundImg.x = 0; groundImg.y = GROUND_Y + 2; // +2 for slight overlap, ensures cat and cactus are on top groundImg.width = 2048; game.addChild(groundImg); // Add a second ground image for seamless looping var groundImg2 = LK.getAsset('zemin', { anchorX: 0, anchorY: 1 }); groundImg2.x = groundImg.x + groundImg.width; groundImg2.y = GROUND_Y + 2; groundImg2.width = 2048; game.addChild(groundImg2); // Add a ground image under each cactus as well, so cactus stands on ground // This is handled by drawing the ground first, so both cat and cactus visually stand on the same ground // Sun and clouds var sun; var clouds = []; var nextCloudTick = 0; // Birds var birds = []; var nextBirdTick = 0; // 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; // On game start, stamina is full stamina = maxStamina; if (typeof staminaBar !== "undefined") { staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth); } // Track how many cacti have been jumped over for stamina refill var cactiJumpedOver = 0; // Track post-glide cactus counting for stamina refill var postGlideCactusCounter = 0; var postGlideCountingActive = 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 // HP bar variables var maxHp = 100; var hp = maxHp; var hpBarFullWidth = 420; var hpBarHeight = 38; // Add HP bar background (grey) var hpBarBg = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); hpBarBg.width = hpBarFullWidth; hpBarBg.height = hpBarHeight; hpBarBg.x = 110; hpBarBg.y = 30; hpBarBg.tint = 0x444444; hpBarBg.alpha = 0.45; LK.gui.top.addChild(hpBarBg); // Add HP bar (red) var hpBar = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); hpBar.width = hpBarFullWidth; hpBar.height = hpBarHeight; hpBar.x = 110; hpBar.y = 30; hpBar.tint = 0xff4444; hpBar.alpha = 0.95; LK.gui.top.addChild(hpBar); // --- Stamina bar variables and GUI --- var maxStamina = 100; var stamina = maxStamina; var staminaBarFullWidth = 420; var staminaBarHeight = 28; // Stamina bar background (grey, below HP bar) var staminaBarBg = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); staminaBarBg.width = staminaBarFullWidth; staminaBarBg.height = staminaBarHeight; staminaBarBg.x = 110; staminaBarBg.y = 80; staminaBarBg.tint = 0x444444; staminaBarBg.alpha = 0.35; LK.gui.top.addChild(staminaBarBg); // Stamina bar (blue) var staminaBar = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); staminaBar.width = staminaBarFullWidth; staminaBar.height = staminaBarHeight; staminaBar.x = 110; staminaBar.y = 80; staminaBar.tint = 0x44aaff; staminaBar.alpha = 0.95; LK.gui.top.addChild(staminaBar); // 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); // Add 'gunes1' character image to the top right var gunes1Sprite = LK.getAsset('gunes1', { anchorX: 1, anchorY: 0 }); gunes1Sprite.x = 2048 - 40; // 40px margin from right edge gunes1Sprite.y = 40; // 40px margin from top edge gunes1Sprite.width = 200; gunes1Sprite.height = 200; game.addChild(gunes1Sprite); // Add 'evet' button to the top right corner of the GUI var evetBtn = new Text2('evet', { size: 90, fill: 0xFFFFFF, font: "Arial" }); evetBtn.anchor.set(1, 0); // right-top anchor evetBtn.x = LK.gui.top.width - 40; // 40px margin from right evetBtn.y = 30; // 30px margin from top LK.gui.topRight.addChild(evetBtn); // Add 'cat2' enemy image to the bottom right on top of the ground var cat2Sprite = LK.getAsset('cat2', { anchorX: 1, anchorY: 1 }); cat2Sprite.x = 2048 - 40; // 40px margin from right edge cat2Sprite.y = GROUND_Y + 2; // on top of ground cat2Sprite.width = 320; cat2Sprite.height = 320; game.addChild(cat2Sprite); // 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; game.addChild(cat); // Track long press for gliding var isPressing = false; var pressStartTick = 0; var glideActive = false; // --- Bird damage immunity after stamina glide --- var birdImmunityActive = false; var birdImmunityStartTick = 0; var BIRD_IMMUNITY_DURATION = 300; // 5 seconds at 60fps // Touch/click to jump or start glide game.down = function (x, y, obj) { if (!gameOver) { cat.jump(); isPressing = true; pressStartTick = LK.ticks; glideActive = false; } // 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; } } }; // On release, stop pressing and gliding game.up = function (x, y, obj) { isPressing = false; // Do not forcibly end glide here; glide ends after 3s or on landing }; // Main update loop game.update = function () { if (gameOver) return; // --- Ground scrolling logic --- // Move both ground images left by cactus speed (use average cactus speed or a fixed value for smoothness) var groundScrollSpeed = 10 * speedMultiplier; // Match with cactus/bird speed for realism groundImg.x -= groundScrollSpeed; groundImg2.x -= groundScrollSpeed; // If a ground image is fully off screen to the left, move it to the right of the other if (groundImg.x <= -groundImg.width) { groundImg.x = groundImg2.x + groundImg2.width; } if (groundImg2.x <= -groundImg2.width) { groundImg2.x = groundImg.x + groundImg.width; } // 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--; } // Deactivate bird immunity after 5 seconds if (birdImmunityActive && LK.ticks - birdImmunityStartTick >= BIRD_IMMUNITY_DURATION) { birdImmunityActive = false; } // 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); continue; } // Bird collision detection (only trigger on first intersect) if (!bird.lastWasIntersecting && cat.intersects(bird)) { // If immunity is active, skip damage if (!birdImmunityActive) { // Decrease HP by 10 hp -= 10; if (hp < 0) hp = 0; // Play cat sound on HP loss LK.getSound('kedi1').play(); // Update HP bar hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth); // Flash red for hit LK.effects.flashObject(cat, 0xff0000, 400); // If HP is 0, game over if (hp <= 0) { LK.effects.flashScreen(0xff0000, 800); // Play 'death' sound 3 times in quick succession when game over screen is shown LK.showGameOver(); LK.getSound('death').play(); LK.setTimeout(function () { LK.getSound('death').play(); }, 180); LK.setTimeout(function () { LK.getSound('death').play(); }, 360); gameOver = true; return; } } } bird.lastWasIntersecting = cat.intersects(bird); } 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 - 950; // Lowered: birds fly closer to ground var maxBirdY = GROUND_Y - 650; // Lowered: birds fly closer to ground 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 220-340 ticks (increased interval for more jump time) nextBirdTick = 220 + 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); // Use new CACTUS_SPAWN_MIN/MAX for more consistent jump windows var spawnInterval = CACTUS_SPAWN_MIN + Math.floor(Math.random() * (CACTUS_SPAWN_MAX - CACTUS_SPAWN_MIN + 1)); 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); // Increase HP by 10, up to maxHp hp += 10; if (hp > maxHp) hp = maxHp; hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth); gold.destroy(); golds.splice(j, 1); continue; } } // 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)) { // Decrease HP by 20 hp -= 20; if (hp < 0) hp = 0; // Play cat sound on HP loss LK.getSound('kedi1').play(); // Update HP bar hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth); // Flash red for hit LK.effects.flashObject(cat, 0xff0000, 400); // If HP is 0, game over if (hp <= 0) { LK.effects.flashScreen(0xff0000, 800); // Play 'death' sound 3 times in quick succession when game over screen is shown LK.showGameOver(); LK.getSound('death').play(); LK.setTimeout(function () { LK.getSound('death').play(); }, 180); LK.setTimeout(function () { LK.getSound('death').play(); }, 360); 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; } // Track cacti jumped over for stamina refill after glide if (typeof cactiJumpedOver === "undefined") { cactiJumpedOver = 0; } cactiJumpedOver++; // Handle post-glide cactus counting for stamina refill if (typeof postGlideCountingActive === "undefined") postGlideCountingActive = false; if (typeof postGlideCactusCounter === "undefined") postGlideCactusCounter = 0; if (postGlideCountingActive) { postGlideCactusCounter++; if (postGlideCactusCounter >= 10) { stamina = maxStamina; staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth); postGlideCactusCounter = 0; // Continue counting for next refill } } // (Stamina refill now handled in Cat landing after glide.) } cactus.lastWasIntersecting = cat.intersects(cactus); } };
===================================================================
--- original.js
+++ change.js
@@ -1,131 +1,219 @@
/****
* Classes
****/
-// Main Cat (player) class
+// 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 image asset
+ // Attach cat asset, anchor bottom left for ground logic
var catSprite = self.attachAsset('cat', {
anchorX: 0.5,
anchorY: 1
});
- catSprite.width = 220;
- catSprite.height = 220;
- // Physics and jump variables
+ // Cat physics
+ self.y = 0;
+ self.x = 0;
self.vy = 0;
- self.gravity = 4.5;
- self.jumpVelocity = -70;
- self.maxJumps = 2;
- self.jumpCount = 0;
- self.groundY = GROUND_Y;
self.isJumping = false;
- self.isGliding = false;
- self.glideStartTick = 0;
- self.glideDuration = 180; // 3 seconds at 60fps
- // For collision and state tracking
- self.lastY = self.y;
- self.lastX = self.x;
- self.lastWasIntersecting = 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 () {
+ // Handle 3-second glide if long press is active, but only once per jump and only if stamina is full
+ if (typeof isPressing !== "undefined" && isPressing && self.isJumping && !glideActive && !self.hasGlided && self.vy > 0 && typeof stamina !== "undefined" && stamina >= maxStamina) {
+ // Only start glide if falling, not already gliding, haven't glided yet this jump, and stamina is full
+ if (LK.ticks - pressStartTick >= 18) {
+ // ~300ms threshold to avoid accidental short taps
+ glideActive = true;
+ self.isHovering = false;
+ self.hasHovered = true;
+ self.glideStartTick = LK.ticks;
+ self.vy = 0;
+ self.hasGlided = true; // Mark that we've glided this jump
+ // Consume all stamina
+ stamina = 0;
+ staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth);
+ // Activate bird damage immunity for 5 seconds
+ birdImmunityActive = true;
+ birdImmunityStartTick = LK.ticks;
+ }
+ }
+ // If gliding, keep cat in air for up to 3 seconds (180 ticks)
+ if (typeof glideActive !== "undefined" && glideActive) {
+ if (LK.ticks - self.glideStartTick < 180) {
+ // Stay in air, do not apply gravity, regardless of isPressing
+ return;
+ } else {
+ // End glide
+ glideActive = false;
+ }
+ }
+ 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 (LK.ticks - self.hoverStartTick >= hoverDuration) {
+ self.isHovering = false;
+ // Resume falling, keep vy as 0 so gravity starts pulling down
+ self.vy = 0;
+ }
+ // 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
+ 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;
+ // If we just finished a glide (hasGlided true, glideActive false), start counting cacti for stamina refill
+ if (typeof self.hasGlided !== "undefined" && self.hasGlided && typeof glideActive !== "undefined" && !glideActive) {
+ // Start post-glide cactus counting
+ if (typeof postGlideCactusCounter === "undefined") postGlideCactusCounter = 0;
+ postGlideCactusCounter = 0;
+ postGlideCountingActive = true;
+ }
+ self.hasGlided = false; // Reset glide on landing
+ self.jumpCount = 0; // Reset jump count on landing
+ }
+ }
+ };
// Jump method
self.jump = function () {
- if (self.isGliding) return; // Can't jump while gliding
if (self.jumpCount < self.maxJumps) {
- self.vy = self.jumpVelocity;
self.isJumping = true;
+ self.vy = self.jumpVelocity;
+ self.isHovering = false;
+ self.hasHovered = false;
+ self.hasGlided = false; // Allow one glide per jump
+ self.hoverStartTick = 0;
self.jumpCount++;
+ // Play cat sound on jump
LK.getSound('kedi').play();
}
};
- // Glide method (optional, for long press)
- self.glide = function () {
- if (!self.isGliding && self.isJumping) {
- self.isGliding = true;
- self.glideStartTick = LK.ticks;
- self.vy = -8; // Slow descent
- }
- };
- // End glide
- self.endGlide = function () {
- if (self.isGliding) {
- self.isGliding = false;
- self.vy = 0;
- }
- };
- // Update method
- self.update = function () {
- // Save last positions for event triggers
- self.lastY = self.y;
- self.lastX = self.x;
- // Handle gliding
- if (self.isGliding) {
- // Glide for a limited duration
- if (LK.ticks - self.glideStartTick > self.glideDuration) {
- self.endGlide();
- } else {
- self.y += self.vy;
- }
- } else if (self.isJumping) {
- self.vy += self.gravity;
- self.y += self.vy;
- }
- // Land on ground
- if (self.y >= self.groundY) {
- self.y = self.groundY;
- self.vy = 0;
- self.isJumping = false;
- self.isGliding = false;
- self.jumpCount = 0;
- }
- };
return self;
});
-// Cloud class for decorative clouds moving left across the sky
+// Cloud class: moves left, destroys itself off screen
var Cloud = Container.expand(function () {
var self = Container.call(this);
- // Add cloud image asset (use 'kum' as a placeholder, or replace with a real cloud asset if available)
- var cloudSprite = self.attachAsset('kum', {
+ // Use a white ellipse for the cloud
+ var cloudSprite = self.attachAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5
});
- // Set random scale for variety
+ // Randomize cloud size
var scale = 1.2 + Math.random() * 1.2;
- cloudSprite.scaleX = scale;
- cloudSprite.scaleY = scale;
- // Set alpha for transparency
+ cloudSprite.width = 320 * scale;
+ cloudSprite.height = 120 * scale;
+ cloudSprite.tint = 0xFFFFFF;
cloudSprite.alpha = 0.7 + Math.random() * 0.2;
- // Set speed (clouds move slower than gameplay objects)
- self.speed = 2.5 + Math.random() * 2.5;
- // Update method to move cloud left
+ self.speed = 1.5 + Math.random() * 1.2;
self.update = function () {
- if (typeof self.lastX === "undefined") self.lastX = self.x;
self.x -= self.speed;
- // Optionally, add a little vertical drift for realism
- if (typeof self.driftDir === "undefined") self.driftDir = Math.random() > 0.5 ? 1 : -1;
- if (typeof self.driftTick === "undefined") self.driftTick = 0;
- self.driftTick++;
- if (self.driftTick % 60 === 0) self.driftDir *= -1;
- self.y += self.driftDir * 0.2;
+ if (self.lastX >= -400 && self.x < -400) {
+ self.destroy();
+ }
self.lastX = self.x;
};
return self;
});
-// Sun class for decorative sun in the sky
-var Sun = Container.expand(function () {
+// Gold class: moves left, destroys itself off screen, collectible by cat
+var Gold = Container.expand(function () {
var self = Container.call(this);
- // Add sun image asset (large, centered)
- var sunSprite = self.attachAsset('gunes', {
+ // Attach gold asset, anchor center
+ var goldSprite = self.attachAsset('ghost', {
anchorX: 0.5,
anchorY: 0.5
});
- sunSprite.width = 320;
- sunSprite.height = 320;
- // Optionally, animate sun rotation for effect
+ goldSprite.width = 80;
+ goldSprite.height = 80;
+ self.speed = 7 + Math.random() * 2;
+ self.collected = false;
self.update = function () {
- sunSprite.rotation += 0.002;
+ 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
****/
@@ -294,30 +382,18 @@
evetBtn.anchor.set(1, 0); // right-top anchor
evetBtn.x = LK.gui.top.width - 40; // 40px margin from right
evetBtn.y = 30; // 30px margin from top
LK.gui.topRight.addChild(evetBtn);
-// Add 'cat2' enemy image to the bottom right on top of the ground, and make it move left with a jump arc
+// Add 'cat2' enemy image to the bottom right on top of the ground
var cat2Sprite = LK.getAsset('cat2', {
anchorX: 1,
anchorY: 1
});
cat2Sprite.x = 2048 - 40; // 40px margin from right edge
cat2Sprite.y = GROUND_Y + 2; // on top of ground
-cat2Sprite.width = 540;
-cat2Sprite.height = 540;
+cat2Sprite.width = 320;
+cat2Sprite.height = 320;
game.addChild(cat2Sprite);
-// Movement variables for cat2
-cat2Sprite.speed = 22; // much faster speed for cat2
-cat2Sprite.lastX = cat2Sprite.x;
-// Jump arc variables for cat2
-cat2Sprite.vy = -60; // initial jump velocity (upwards)
-cat2Sprite.gravity = 4; // gravity for falling down
-cat2Sprite.isJumping = true;
-cat2Sprite.groundY = GROUND_Y + 2;
-cat2Sprite.jumpCooldown = 0; // ticks until next jump allowed
-cat2Sprite.jumpInterval = 120; // frames between jumps
-cat2Sprite.jumpVelocity = -60; // jump velocity
-cat2Sprite.jumpActive = true;
// Spawn a few initial clouds
for (var i = 0; i < 3; i++) {
var cloud = new Cloud();
cloud.x = 400 + Math.random() * 1400;
@@ -389,107 +465,8 @@
}
if (groundImg2.x <= -groundImg2.width) {
groundImg2.x = groundImg.x + groundImg.width;
}
- // Move cat2 enemy left every frame with jump arc
- if (typeof cat2Sprite !== "undefined") {
- // Horizontal movement
- cat2Sprite.x -= cat2Sprite.speed;
- // --- Bird throwing logic ---
- if (typeof cat2Sprite.birdThrowCooldown === "undefined") cat2Sprite.birdThrowCooldown = 0;
- if (typeof cat2BirdProjectiles === "undefined") cat2BirdProjectiles = [];
- // Throw a bird every 60-110 frames, only if on screen
- if (cat2Sprite.x < 2048 && cat2Sprite.x > -cat2Sprite.width) {
- if (cat2Sprite.birdThrowCooldown <= 0) {
- var birdProj = new BirdProjectile();
- // Position at cat2's hand (approximate: right/center of sprite, slightly above ground)
- birdProj.x = cat2Sprite.x - cat2Sprite.width * 0.7;
- birdProj.y = cat2Sprite.y - cat2Sprite.height * 0.55;
- birdProj.lastX = birdProj.x;
- game.addChild(birdProj);
- cat2BirdProjectiles.push(birdProj);
- // Next throw in 60-110 frames
- cat2Sprite.birdThrowCooldown = 60 + Math.floor(Math.random() * 50);
- } else {
- cat2Sprite.birdThrowCooldown--;
- }
- }
- // Jumping logic
- if (cat2Sprite.jumpActive) {
- // Apply gravity if in air
- if (cat2Sprite.isJumping) {
- cat2Sprite.vy += cat2Sprite.gravity;
- cat2Sprite.y += cat2Sprite.vy;
- // Land on ground
- if (cat2Sprite.y >= cat2Sprite.groundY) {
- cat2Sprite.y = cat2Sprite.groundY;
- cat2Sprite.vy = 0;
- cat2Sprite.isJumping = false;
- cat2Sprite.jumpCooldown = cat2Sprite.jumpInterval;
- }
- } else {
- // Wait for cooldown, then jump again
- if (cat2Sprite.jumpCooldown > 0) {
- cat2Sprite.jumpCooldown--;
- } else {
- cat2Sprite.vy = cat2Sprite.jumpVelocity;
- cat2Sprite.isJumping = true;
- }
- }
- }
- // Destroy or reset if off screen to the left
- if (cat2Sprite.lastX >= -cat2Sprite.width && cat2Sprite.x < -cat2Sprite.width) {
- // Reset to right side for continuous movement
- cat2Sprite.x = 2048 + cat2Sprite.width;
- // Reset jump state
- cat2Sprite.y = cat2Sprite.groundY;
- cat2Sprite.vy = cat2Sprite.jumpVelocity;
- cat2Sprite.isJumping = true;
- cat2Sprite.jumpCooldown = 0;
- cat2Sprite.birdThrowCooldown = 0; // reset bird throw cooldown
- }
- cat2Sprite.lastX = cat2Sprite.x;
- }
- // Update cat2's bird projectiles and check for collision with cat
- if (typeof cat2BirdProjectiles === "undefined") cat2BirdProjectiles = [];
- for (var i = cat2BirdProjectiles.length - 1; i >= 0; i--) {
- var proj = cat2BirdProjectiles[i];
- proj.update();
- // Remove if off screen
- if (proj.x < -200) {
- proj.destroy();
- cat2BirdProjectiles.splice(i, 1);
- continue;
- }
- // Collision with cat (only trigger on first intersect)
- if (!proj.lastWasIntersecting && cat.intersects(proj)) {
- // If immunity is active, skip damage
- if (!birdImmunityActive) {
- hp -= 10;
- if (hp < 0) hp = 0;
- LK.getSound('kedi1').play();
- hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth);
- LK.effects.flashObject(cat, 0x0000ff, 400);
- if (hp <= 0) {
- LK.effects.flashScreen(0x0000ff, 800);
- LK.showGameOver();
- LK.getSound('death').play();
- LK.setTimeout(function () {
- LK.getSound('death').play();
- }, 180);
- LK.setTimeout(function () {
- LK.getSound('death').play();
- }, 360);
- gameOver = true;
- return;
- }
- }
- proj.destroy();
- cat2BirdProjectiles.splice(i, 1);
- continue;
- }
- proj.lastWasIntersecting = cat.intersects(proj);
- }
// Update clouds and spawn new ones
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
cloud.update();