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oyuna lucky bloklar spawn olduğu zaman ekrana sarı renkli siyah dış çizgili yazı ile "Lucky Blok has a spawned" yazdır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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change lucky blok health bonus maximum 1
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oyun ekranının sol üst kısmına can barı ekle, maksimum can 5 olsun, lucky bloklar'dan gelen canları'da ekle lucky blok canları maksimum 2 olsun
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can barını kaldıer
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lucky bloklar karakterimizin kafa hizasının üstünde spawn olsun
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bize hasar veren bloklar boşluklu yani araklıklı spawn olsunlar
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oyunun ekranında lucky blok spawnlandı diye yazı yaz
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bizi öldüren blokların hızı yavaşlat
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lucky bloklar ground'un üstünde spawn olsunlar
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yer çekimini arttır ve karakter yükseğe zıplasın
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can barımız 5 olsun
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+5 can ekle
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yer çekimini azalt
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'lastIntersecting')' in or related to this line: 'luckyBlock.lastIntersecting = luckyIntersecting;' Line Number: 255
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Add a lucky block in Mario to the bottom of the y axis of the game screen and when our character jumps and touches the lucky block, +1 life will be added.
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karakterimiz her defasında kaktüse çarptığı zaman -1 can azalsın
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karakterimiz her 10 blokları aştığı zaman +1 can barı eklensin can barı sınırı max 3 olsun
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oyun ekranın sağ üst köşesine en yüksek yol kat ettiğine dair bir sayaç ekle ve bu sayaç kaydedilsin, oyundan çıkıp girdiğimizde görebilelim ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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0.6 yap
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0.5 yap
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karakterimizin blokların üstünden atalayacak şekilde yer çekimini ayarla
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karakterimizin yer çekimini sıfırla
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karakterimizin yer çekimini 0.65 yap
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karakterimizin yer çekimini azalt
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can barının resmi kırmızı kalp olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Block = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('block', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -8; self.update = function () { self.x += self.speed; }; return self; }); var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 1.0 }); self.velocityY = 0; self.gravity = 0.6; self.jumpPower = -16; self.isGrounded = false; self.groundY = 2652; // Ground level self.jump = function () { if (self.isGrounded) { self.velocityY = self.jumpPower; self.isGrounded = false; LK.getSound('jump').play(); } }; self.update = function () { // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Ground collision if (self.y >= self.groundY) { self.y = self.groundY; self.velocityY = 0; self.isGrounded = true; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var character; var blocks = []; var gameSpeed = 8; var blockSpawnTimer = 0; var blockSpawnInterval = 90; // frames between spawns var distance = 0; var lastGroundCheck = true; var lastDistanceMilestone = 0; var dayNightTimer = 0; var isDayTime = true; var health = 3; var maxHealth = 3; var healthBars = []; // Create ground var ground = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 1.0, x: 0, y: 2732 })); // Create character character = game.addChild(new Character()); character.x = 300; character.y = character.groundY; // Create score display var scoreText = new Text2('Distance: 0', { size: 60, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Create health bars in top-left corner for (var h = 0; h < maxHealth; h++) { var healthBarContainer = new Container(); // Create red heart shape var healthHeart = healthBarContainer.addChild(LK.getAsset('healthBar', { anchorX: 0.5, anchorY: 0.5, x: 30, y: 30 })); healthBarContainer.x = 120 + h * 80; healthBarContainer.y = 20; healthBars.push(healthBarContainer); LK.gui.topLeft.addChild(healthBarContainer); } // Touch controls game.down = function (x, y, obj) { character.jump(); }; // Game update loop game.update = function () { // Update distance distance += gameSpeed; LK.setScore(Math.floor(distance / 10)); scoreText.setText('Distance: ' + Math.floor(distance / 10)); // Spawn blocks blockSpawnTimer++; // Random spawn interval for varied timing var randomSpawnInterval = blockSpawnInterval + Math.floor(Math.random() * 40) - 20; // ±20 frames variation if (blockSpawnTimer >= randomSpawnInterval) { blockSpawnTimer = 0; // Create new block on top of ground var newBlock = new Block(); newBlock.x = 2200; // Spawn off-screen right // Spawn blocks on top of the ground surface newBlock.y = 2652; // Ground surface level (2732 - 80) // Set speed based on current distance milestone var currentMilestone = Math.floor(distance / 1000); var speedMultiplier = 1 + currentMilestone * 0.5; newBlock.speed = -8 * speedMultiplier; blocks.push(newBlock); game.addChild(newBlock); } // Update blocks for (var i = blocks.length - 1; i >= 0; i--) { var block = blocks[i]; // Track previous position for collision detection if (block.lastIntersecting === undefined) { block.lastIntersecting = false; } // Remove blocks that have moved off-screen if (block.x < -200) { block.destroy(); blocks.splice(i, 1); continue; } // Check collision with character var currentIntersecting = character.intersects(block); if (!block.lastIntersecting && currentIntersecting) { // Collision detected LK.getSound('collision').play(); LK.effects.flashScreen(0xff0000, 500); // Reduce health health--; // Hide one health bar with tween animation if (health >= 0 && health < maxHealth) { var healthBarToHide = healthBars[health]; tween(healthBarToHide, { alpha: 0 }, { duration: 300 }); } // Check if game over if (health <= 0) { LK.showGameOver(); return; } } block.lastIntersecting = currentIntersecting; } // Check if character fell off screen var currentGroundCheck = character.y <= character.groundY + 10; if (lastGroundCheck && !currentGroundCheck && character.y > 2800) { // Character fell off screen LK.showGameOver(); return; } lastGroundCheck = currentGroundCheck; // Speed up blocks every 1000 distance var currentDistanceMilestone = Math.floor(distance / 1000); if (currentDistanceMilestone > (lastDistanceMilestone || 0)) { // Calculate new speed multiplier (0.5x faster each 1000 distance) var speedMultiplier = 1 + currentDistanceMilestone * 0.5; var newBlockSpeed = -8 * speedMultiplier; // Update speed for all existing blocks for (var k = 0; k < blocks.length; k++) { blocks[k].speed = newBlockSpeed; } // Update the milestone tracker lastDistanceMilestone = currentDistanceMilestone; } // Day/Night cycle - every 2 minutes (7200 ticks at 60fps) dayNightTimer++; if (dayNightTimer >= 7200) { dayNightTimer = 0; isDayTime = !isDayTime; var targetColor = isDayTime ? 0x87CEEB : 0x191970; // Day blue vs Night dark blue tween(game, { backgroundColor: targetColor }, { duration: 2000, easing: tween.easeInOut }); } // Increase difficulty over time if (LK.ticks % 600 === 0) { // Every 10 seconds if (blockSpawnInterval > 45) { blockSpawnInterval -= 5; } if (gameSpeed < 12) { gameSpeed += 0.5; } } };
===================================================================
--- original.js
+++ change.js
@@ -24,9 +24,9 @@
anchorX: 0.5,
anchorY: 1.0
});
self.velocityY = 0;
- self.gravity = 0.5;
+ self.gravity = 0.6;
self.jumpPower = -16;
self.isGrounded = false;
self.groundY = 2652; // Ground level
self.jump = function () {
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