User prompt
her altın alımında kutu sonra 2 saniye kaktüsler zarar veremesin
User prompt
ilk zıplayışında havada kalma süresi 195 msn
User prompt
ilk zıplayışında havada kalma süresi 190 msn
User prompt
kaktüse tam değmeden ölüm ekranı gelmesin lütfen
User prompt
ilk zıplayışındaki havad kalma süresi 200msn
User prompt
ilk zıplamadaki havada kalma süresi 190 msn olsun
User prompt
ilk zıplamadki havada kalma süresi 180 msn olsun
User prompt
ilk zıplamadaki havada kalma süresi 200msn olsun
User prompt
5 hayaletin topladığı yerde 5 saniye boyunca kalsın kedi ama inerken katüs olamaya bir yere insin tekrar zıplayabilsin
User prompt
1 hayalet topladğında 5 saniye asılı kalsın kedi
User prompt
1 altın topladgında 5 saniye uç
User prompt
bir kutu topladgında 5 saniye havada asılı kal
User prompt
1 coin topladgında 5 saniye havada süzülün
User prompt
Please fix the bug: 'ReferenceError: goldSprite is not defined' in or related to this line: 'if (!cat.ghostActive && goldSprite && goldSprite.assetId === 'ghost') {' Line Number: 500
User prompt
bir hayalet aldğında coin altın 2 saniye havada dursun süzülerek
User prompt
1 altın topladığında 3 saniye aşagı dogru süzülsün
User prompt
10 altın topladgında 3 saniye havada süzülsün hafif aşağı inerek
User prompt
bir top aldıktan sonra 5 saniye havada beklesin
User prompt
1 hayalet aldıktan sonra havada 5 saniye süzülsün
User prompt
30.seviyeden sonra 3 kere zıplayalım
User prompt
onuncu seviyenden sonra 3 defa zıplayalım
User prompt
koştugu yola detay eklermisin
User prompt
oyunun arka plan detayla ve desenler ekleyin lütfen
User prompt
kedinin koştıgu yolu belirgineştirebilirmisin
User prompt
Daha fazla derinlik için paralaks arka plan katmanları ekleyin ✅ Farklı derinliklerde ve konumlarda paralaks arka plan katmanları oluşturun ✅ Derinlik için arka plana ilk paralaks katmanlarını ekleyin
/**** * 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) { // 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; 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.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; // Invulnerability timer: when > 0, cat is immune to cactus var catInvulnerableTicks = 0; // 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; 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); // Set invulnerability for 2 seconds (120 ticks) catInvulnerableTicks = 120; gold.destroy(); golds.splice(j, 1); continue; } } }; // Main update loop game.update = function () { if (gameOver) return; // Decrease invulnerability timer if active if (catInvulnerableTicks > 0) { catInvulnerableTicks--; } // 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; } } // 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)) { // If not invulnerable, game over if (catInvulnerableTicks <= 0) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); gameOver = true; return; } // If invulnerable, ignore collision (do nothing) } // 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
@@ -250,8 +250,10 @@
var goldScoreTxt;
var nextCactusTick = 0;
var nextGoldTick = 0;
var gameOver = false;
+// Invulnerability timer: when > 0, cat is immune to cactus
+var catInvulnerableTicks = 0;
// 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
@@ -312,8 +314,10 @@
if (!gold.collected && cat.intersects(gold)) {
gold.collected = true;
goldScore++;
goldScoreTxt.setText(goldScore);
+ // Set invulnerability for 2 seconds (120 ticks)
+ catInvulnerableTicks = 120;
gold.destroy();
golds.splice(j, 1);
continue;
}
@@ -321,8 +325,12 @@
};
// Main update loop
game.update = function () {
if (gameOver) return;
+ // Decrease invulnerability timer if active
+ if (catInvulnerableTicks > 0) {
+ catInvulnerableTicks--;
+ }
// Update clouds and spawn new ones
for (var i = clouds.length - 1; i >= 0; i--) {
var cloud = clouds[i];
cloud.update();
@@ -476,13 +484,16 @@
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;
+ // If not invulnerable, game over
+ if (catInvulnerableTicks <= 0) {
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ gameOver = true;
+ return;
+ }
+ // If invulnerable, ignore collision (do nothing)
}
// 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++;