User prompt
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
User prompt
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
User prompt
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"); var storage = LK.import("@upit/storage.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 = -5; 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 = 0.8; self.jumpPower = -20; 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; }); var LuckyBlock = Container.expand(function () { var self = Container.call(this); var luckyBlockGraphics = self.attachAsset('luckyBlock', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; 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 = []; var bestDistance = storage.bestDistance || 0; var luckyBlock = null; var lives = 5; var maxLives = 10; // 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 best distance display in top-right corner var bestDistanceText = new Text2('Best: ' + bestDistance, { size: 50, fill: 0xFFD700 }); bestDistanceText.anchor.set(1.0, 0); LK.gui.topRight.addChild(bestDistanceText); // 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 = -5 * speedMultiplier; blocks.push(newBlock); game.addChild(newBlock); // Spawn lucky block occasionally on top of ground if (Math.random() < 0.1 && !luckyBlock) { // 10% chance and only if no lucky block exists luckyBlock = new LuckyBlock(); luckyBlock.x = 2200; // Spawn off-screen right luckyBlock.y = 2652; // On top of ground surface level luckyBlock.lastIntersecting = false; game.addChild(luckyBlock); } } // 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) { // Update best distance if current is higher var currentDistance = Math.floor(distance / 10); if (currentDistance > bestDistance) { bestDistance = currentDistance; storage.bestDistance = bestDistance; } LK.showGameOver(); return; } } block.lastIntersecting = currentIntersecting; } // Update lucky block if (luckyBlock) { // Move lucky block left luckyBlock.x -= gameSpeed; // Remove if off-screen if (luckyBlock.x < -200) { luckyBlock.destroy(); luckyBlock = null; } else { // Check collision with character for life bonus var luckyIntersecting = character.intersects(luckyBlock); if (!luckyBlock.lastIntersecting && luckyIntersecting && !luckyBlock.collected) { // Lucky block collected - add life luckyBlock.collected = true; lives++; if (lives > maxLives) lives = maxLives; // Add new health bar if we have space if (health < maxHealth && healthBars[health]) { health++; var healthBarToShow = healthBars[health - 1]; healthBarToShow.alpha = 1; } // Play sound and visual effect LK.getSound('powerup').play(); LK.effects.flashScreen(0x00FF00, 300); // Green flash // Remove lucky block luckyBlock.destroy(); luckyBlock = null; } if (luckyBlock) { luckyBlock.lastIntersecting = luckyIntersecting; } } } // Check if character fell off screen var currentGroundCheck = character.y <= character.groundY + 10; if (lastGroundCheck && !currentGroundCheck && character.y > 2800) { // Character fell off screen // Update best distance if current is higher var currentDistance = Math.floor(distance / 10); if (currentDistance > bestDistance) { bestDistance = currentDistance; storage.bestDistance = bestDistance; } 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 = -5 * 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
@@ -12,9 +12,9 @@
var blockGraphics = self.attachAsset('block', {
anchorX: 0.5,
anchorY: 1.0
});
- self.speed = -8;
+ self.speed = -5;
self.update = function () {
self.x += self.speed;
};
return self;
@@ -151,9 +151,9 @@
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;
+ newBlock.speed = -5 * speedMultiplier;
blocks.push(newBlock);
game.addChild(newBlock);
// Spawn lucky block occasionally on top of ground
if (Math.random() < 0.1 && !luckyBlock) {
@@ -261,9 +261,9 @@
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;
+ var newBlockSpeed = -5 * speedMultiplier;
// Update speed for all existing blocks
for (var k = 0; k < blocks.length; k++) {
blocks[k].speed = newBlockSpeed;
}
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