User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePosition = game.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 344
User prompt
Tuşları kaldır ekrana basarak hareket etsin otomatik olarak vursun
User prompt
Karakteri biraz daha büyük yapar mısın ve canavarları da aynı şekilde
User prompt
Arka plana zindanlarin içini ekler misiniz
User prompt
Arka plana zindanlarin içini ekler misiniz
User prompt
Canavarların leveli göster
User prompt
Her 5 level de hasar artsın
User prompt
Canavarları biraz büyütürmusun
User prompt
Canavarların canını göster
User prompt
Tuşları biraz ayrı tut
User prompt
Player insan gibi hareket etsin
User prompt
Player insan gibi hareket etsin
User prompt
Tuşları büyük yapar mısın
User prompt
Tuşları birazcık daha büyük yapar mısınız
User prompt
Hataları düzelt
User prompt
Tuşlara farklı bir resim ekleyecem
User prompt
Vurmuyor ki düzeltirir mısın
User prompt
Vurmuyor ki düzeltirir mısın
User prompt
HP hemen bitmesin
User prompt
Can olsun istiyorum 100e kadar
User prompt
Oynanış tuşları daha düzgün hareket ettirmek istiyorum
User prompt
Oynanış tuşları birazcık daha büyük yapar mısın
Code edit (1 edits merged)
Please save this source code
User prompt
Monster Slayer XP
Initial prompt
Oyun Özeti (Upit için) Oyuncu 2D karakterle canavarları öldürüyor. XP kazanarak seviye atlıyor. Her 10 levelde bir daha güçlü bir kılıç geliyor. --- Yapılacak Sistemler (Upit mantığına göre blok/blok kod yapısıyla): 1. Karakter Sistemi Hareket bloğu (sağ/sol/yukarı/aşağı) Saldırı bloğu (düğmeye basınca canavara hasar ver) 2. Canavar Sistemi Belirli HP değeri Oyuncudan hasar alınca HP düşer HP 0 olunca yok olur ve XP bırakır 3. XP & Level Sistemi XP sayacı (her canavardan +10 XP gibi) XP 100 olduğunda level +1 Her 10 levele gelince yeni bir kılıç aktif olur 4. Kılıç Sistemi Level aralığına göre kılıç belirlenir: Level 1-9: Tahta Kılıç (10 hasar) Level 10-19: Demir Kılıç (20 hasar) Saldırı bloğu bu hasarı uygular
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Monster = Container.expand(function () { var self = Container.call(this); var monsterGraphics = self.attachAsset('monster', { anchorX: 0.5, anchorY: 0.5 }); self.hp = 30; self.maxHp = 30; self.speed = 1; self.xpValue = 25; self.takeDamage = function (damage) { self.hp -= damage; LK.effects.flashObject(self, 0xFF0000, 200); if (self.hp <= 0) { self.die(); } }; self.die = function () { var xpOrb = new XPOrb(); xpOrb.x = self.x; xpOrb.y = self.y; xpOrb.xpValue = self.xpValue; game.addChild(xpOrb); xpOrbs.push(xpOrb); var index = monsters.indexOf(self); if (index > -1) { monsters.splice(index, 1); } self.destroy(); }; self.update = function () { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } if (distance < 50) { player.hp -= 0.2; // Player takes less damage if (player.hp <= 0) { LK.showGameOver(); } } }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.level = 1; self.xp = 0; self.xpToNext = 100; self.hp = 100; self.maxHp = 100; self.damage = 10; self.attackCooldown = 0; self.sword = null; self.vx = 0; // Horizontal velocity self.vy = 0; // Vertical velocity self.createSword = function () { if (self.sword) { self.removeChild(self.sword); } var swordType = 'woodenSword'; var damage = 10; if (self.level >= 20) { swordType = 'steelSword'; damage = 30; } else if (self.level >= 10) { swordType = 'ironSword'; damage = 20; } self.damage = damage; self.sword = self.attachAsset(swordType, { anchorX: 0, anchorY: 0.5, x: 45, y: 0 }); }; self.gainXP = function (amount) { self.xp += amount; if (self.xp >= self.xpToNext) { self.levelUp(); } }; self.levelUp = function () { self.level++; self.xp = 0; self.xpToNext = self.level * 100; // self.maxHp remains at 100, as per the "health up to 100" requirement. self.hp = self.maxHp; // Restore HP to the current maxHp (which is 100). if (self.level % 10 === 0) { self.createSword(); } LK.getSound('levelUp').play(); LK.effects.flashObject(self, 0xFFD700, 500); }; self.attack = function () { if (self.attackCooldown <= 0) { self.attackCooldown = 30; LK.getSound('attack').play(); if (self.sword) { tween(self.sword, { rotation: Math.PI / 4 }, { duration: 150, easing: tween.easeOut }); tween(self.sword, { rotation: 0 }, { duration: 150, easing: tween.easeIn }); } for (var i = monsters.length - 1; i >= 0; i--) { // Iterate backwards var monster = monsters[i]; var distance = Math.sqrt((self.x - monster.x) * (self.x - monster.x) + (self.y - monster.y) * (self.y - monster.y)); if (distance < 120) { // Increased attack range from 100 to 120 monster.takeDamage(self.damage); } } } }; self.update = function () { if (self.attackCooldown > 0) { self.attackCooldown--; } }; self.createSword(); return self; }); var XPOrb = Container.expand(function () { var self = Container.call(this); var orbGraphics = self.attachAsset('xpOrb', { anchorX: 0.5, anchorY: 0.5 }); self.xpValue = 25; self.magnetSpeed = 3; self.collected = false; self.update = function () { if (self.collected) return; var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 80) { self.x += dx / distance * self.magnetSpeed; self.y += dy / distance * self.magnetSpeed; if (distance < 30) { self.collect(); } } }; self.collect = function () { if (self.collected) return; self.collected = true; player.gainXP(self.xpValue); LK.getSound('xpPickup').play(); var index = xpOrbs.indexOf(self); if (index > -1) { xpOrbs.splice(index, 1); } self.destroy(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F2F }); /**** * Game Code ****/ var player; var monsters = []; var xpOrbs = []; var moveDirection = { x: 0, y: 0 }; var spawnTimer = 0; // Player movement physics constants var playerAcceleration = 0.5; // How quickly the player speeds up var playerMaxSpeed = 6; // Maximum speed of the player (same as previous constant speed) var playerFriction = 0.9; // How quickly the player slows down (0-1, lower is stronger friction) player = game.addChild(new Player()); player.x = 1024; player.y = 1366; var levelText = new Text2('Level: 1', { size: 40, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); LK.gui.topLeft.addChild(levelText); levelText.x = 120; levelText.y = 20; var xpText = new Text2('XP: 0/100', { size: 30, fill: 0xFFD700 }); xpText.anchor.set(0, 0); LK.gui.topLeft.addChild(xpText); xpText.x = 120; xpText.y = 70; var hpText = new Text2('HP: 100/100', { size: 30, fill: 0xFF4500 }); hpText.anchor.set(0, 0); LK.gui.topLeft.addChild(hpText); hpText.x = 120; hpText.y = 110; var attackButton = LK.getAsset('attackButtonImage', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.7 }); LK.gui.bottomRight.addChild(attackButton); attackButton.x = -100; attackButton.y = -100; var upButton = LK.getAsset('upArrowImage', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.5 }); LK.gui.bottomLeft.addChild(upButton); upButton.x = 100; upButton.y = -200; var downButton = LK.getAsset('downArrowImage', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.5 }); LK.gui.bottomLeft.addChild(downButton); downButton.x = 100; downButton.y = -100; var leftButton = LK.getAsset('leftArrowImage', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.5 }); LK.gui.bottomLeft.addChild(leftButton); leftButton.x = 50; leftButton.y = -150; var rightButton = LK.getAsset('rightArrowImage', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5, alpha: 0.5 }); LK.gui.bottomLeft.addChild(rightButton); rightButton.x = 150; rightButton.y = -150; attackButton.down = function () { player.attack(); }; upButton.down = function () { moveDirection.y = -1; upButton.alpha = 0.8; }; upButton.up = function () { if (moveDirection.y === -1) moveDirection.y = 0; upButton.alpha = 0.5; }; downButton.down = function () { moveDirection.y = 1; downButton.alpha = 0.8; }; downButton.up = function () { if (moveDirection.y === 1) moveDirection.y = 0; downButton.alpha = 0.5; }; leftButton.down = function () { moveDirection.x = -1; leftButton.alpha = 0.8; }; leftButton.up = function () { if (moveDirection.x === -1) moveDirection.x = 0; leftButton.alpha = 0.5; }; rightButton.down = function () { moveDirection.x = 1; rightButton.alpha = 0.8; }; rightButton.up = function () { if (moveDirection.x === 1) moveDirection.x = 0; rightButton.alpha = 0.5; }; function spawnMonster() { var monster = new Monster(); var side = Math.floor(Math.random() * 4); if (side === 0) { monster.x = Math.random() * 2048; monster.y = -50; } else if (side === 1) { monster.x = 2098; monster.y = Math.random() * 2732; } else if (side === 2) { monster.x = Math.random() * 2048; monster.y = 2782; } else { monster.x = -50; monster.y = Math.random() * 2732; } game.addChild(monster); monsters.push(monster); } game.update = function () { spawnTimer++; if (spawnTimer >= 120) { spawnMonster(); spawnTimer = 0; } // Player movement logic using acceleration and friction // Horizontal movement if (moveDirection.x !== 0) { player.vx += moveDirection.x * playerAcceleration; // Clamp velocity to maxSpeed if (player.vx > playerMaxSpeed) player.vx = playerMaxSpeed; if (player.vx < -playerMaxSpeed) player.vx = -playerMaxSpeed; } else { player.vx *= playerFriction; // If velocity is very small, set to 0 to stop movement completely if (Math.abs(player.vx) < 0.1) player.vx = 0; } // Vertical movement if (moveDirection.y !== 0) { player.vy += moveDirection.y * playerAcceleration; // Clamp velocity to maxSpeed if (player.vy > playerMaxSpeed) player.vy = playerMaxSpeed; if (player.vy < -playerMaxSpeed) player.vy = -playerMaxSpeed; } else { player.vy *= playerFriction; // If velocity is very small, set to 0 to stop movement completely if (Math.abs(player.vy) < 0.1) player.vy = 0; } // Calculate new potential position var newX = player.x + player.vx; var newY = player.y + player.vy; // Boundary checks and position update for X // The boundaries (40, 2008, etc.) are assumed to be for the player's center (x,y) if (newX >= 40 && newX <= 2008) { player.x = newX; } else { player.vx = 0; // Stop horizontal movement if hitting a boundary // Snap player to the boundary edge if (newX < 40) player.x = 40;else if (newX > 2008) player.x = 2008; } // Boundary checks and position update for Y if (newY >= 40 && newY <= 2692) { player.y = newY; } else { player.vy = 0; // Stop vertical movement if hitting a boundary // Snap player to the boundary edge if (newY < 40) player.y = 40;else if (newY > 2692) player.y = 2692; } for (var i = monsters.length - 1; i >= 0; i--) { var monster = monsters[i]; if (monster.x < -100 || monster.x > 2148 || monster.y < -100 || monster.y > 2832) { monster.destroy(); monsters.splice(i, 1); } } for (var j = xpOrbs.length - 1; j >= 0; j--) { var orb = xpOrbs[j]; if (orb.x < -50 || orb.x > 2098 || orb.y < -50 || orb.y > 2782) { orb.destroy(); xpOrbs.splice(j, 1); } } levelText.setText('Level: ' + player.level); xpText.setText('XP: ' + player.xp + '/' + player.xpToNext); hpText.setText('HP: ' + Math.max(0, Math.floor(player.hp)) + '/' + player.maxHp); };
===================================================================
--- original.js
+++ change.js
@@ -55,25 +55,22 @@
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
- self.playerGraphics = self.attachAsset('player', {
+ var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
- self.velocityX = 0;
- self.velocityY = 0;
- self.acceleration = 0.8;
- self.friction = 0.92; // Lower value means more friction (quicker stop)
- self.maxSpeed = 7;
self.level = 1;
self.xp = 0;
self.xpToNext = 100;
self.hp = 100;
self.maxHp = 100;
self.damage = 10;
self.attackCooldown = 0;
self.sword = null;
+ self.vx = 0; // Horizontal velocity
+ self.vy = 0; // Vertical velocity
self.createSword = function () {
if (self.sword) {
self.removeChild(self.sword);
}
@@ -90,9 +87,8 @@
self.sword = self.attachAsset(swordType, {
anchorX: 0,
anchorY: 0.5,
x: 45,
- // Position relative to player center
y: 0
});
};
self.gainXP = function (amount) {
@@ -104,21 +100,21 @@
self.levelUp = function () {
self.level++;
self.xp = 0;
self.xpToNext = self.level * 100;
- self.hp = self.maxHp;
+ // self.maxHp remains at 100, as per the "health up to 100" requirement.
+ self.hp = self.maxHp; // Restore HP to the current maxHp (which is 100).
if (self.level % 10 === 0) {
self.createSword();
}
LK.getSound('levelUp').play();
LK.effects.flashObject(self, 0xFFD700, 500);
};
self.attack = function () {
if (self.attackCooldown <= 0) {
- self.attackCooldown = 30; // 0.5 seconds cooldown at 60FPS
+ self.attackCooldown = 30;
LK.getSound('attack').play();
if (self.sword) {
- // Sword swing animation
tween(self.sword, {
rotation: Math.PI / 4
}, {
duration: 150,
@@ -127,18 +123,17 @@
tween(self.sword, {
rotation: 0
}, {
duration: 150,
- delay: 150,
- // Start return swing after forward swing
easing: tween.easeIn
});
}
for (var i = monsters.length - 1; i >= 0; i--) {
+ // Iterate backwards
var monster = monsters[i];
- var distance = Math.sqrt(Math.pow(self.x - monster.x, 2) + Math.pow(self.y - monster.y, 2));
+ var distance = Math.sqrt((self.x - monster.x) * (self.x - monster.x) + (self.y - monster.y) * (self.y - monster.y));
if (distance < 120) {
- // Attack range
+ // Increased attack range from 100 to 120
monster.takeDamage(self.damage);
}
}
}
@@ -146,62 +141,8 @@
self.update = function () {
if (self.attackCooldown > 0) {
self.attackCooldown--;
}
- // Apply acceleration based on moveDirection
- if (moveDirection.x !== 0) {
- self.velocityX += moveDirection.x * self.acceleration;
- } else {
- self.velocityX *= self.friction;
- }
- if (moveDirection.y !== 0) {
- self.velocityY += moveDirection.y * self.acceleration;
- } else {
- self.velocityY *= self.friction;
- }
- // Clamp to max speed
- var currentSpeed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY);
- if (currentSpeed > self.maxSpeed) {
- var ratio = self.maxSpeed / currentSpeed;
- self.velocityX *= ratio;
- self.velocityY *= ratio;
- }
- // Stop if speed is very low (to prevent endless sliding)
- if (Math.abs(self.velocityX) < 0.1 && moveDirection.x === 0) {
- self.velocityX = 0;
- }
- if (Math.abs(self.velocityY) < 0.1 && moveDirection.y === 0) {
- self.velocityY = 0;
- }
- // Update position
- var newX = self.x + self.velocityX;
- var newY = self.y + self.velocityY;
- // Boundary checks
- var halfWidth = self.playerGraphics.width / 2;
- var halfHeight = self.playerGraphics.height / 2;
- // Game world dimensions: 2048x2732
- var minX = halfWidth;
- var maxX = 2048 - halfWidth;
- var minY = 150 + halfHeight; // Ensure player is below top GUI elements (approx 150px margin)
- var maxY = 2732 - halfHeight;
- if (newX >= minX && newX <= maxX) {
- self.x = newX;
- } else {
- self.velocityX = 0; // Stop movement if hitting horizontal boundary
- self.x = Math.max(minX, Math.min(newX, maxX)); // Clamp position to boundary
- }
- if (newY >= minY && newY <= maxY) {
- self.y = newY;
- } else {
- self.velocityY = 0; // Stop movement if hitting vertical boundary
- self.y = Math.max(minY, Math.min(newY, maxY)); // Clamp position to boundary
- }
- // Flip player graphic based on horizontal velocity
- if (self.velocityX < -0.1) {
- self.playerGraphics.scale.x = -1; // Face left
- } else if (self.velocityX > 0.1) {
- self.playerGraphics.scale.x = 1; // Face right
- }
};
self.createSword();
return self;
});
@@ -258,8 +199,12 @@
x: 0,
y: 0
};
var spawnTimer = 0;
+// Player movement physics constants
+var playerAcceleration = 0.5; // How quickly the player speeds up
+var playerMaxSpeed = 6; // Maximum speed of the player (same as previous constant speed)
+var playerFriction = 0.9; // How quickly the player slows down (0-1, lower is stronger friction)
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
var levelText = new Text2('Level: 1', {
@@ -395,9 +340,51 @@
if (spawnTimer >= 120) {
spawnMonster();
spawnTimer = 0;
}
- // Player movement logic is now handled in Player.update()
+ // Player movement logic using acceleration and friction
+ // Horizontal movement
+ if (moveDirection.x !== 0) {
+ player.vx += moveDirection.x * playerAcceleration;
+ // Clamp velocity to maxSpeed
+ if (player.vx > playerMaxSpeed) player.vx = playerMaxSpeed;
+ if (player.vx < -playerMaxSpeed) player.vx = -playerMaxSpeed;
+ } else {
+ player.vx *= playerFriction;
+ // If velocity is very small, set to 0 to stop movement completely
+ if (Math.abs(player.vx) < 0.1) player.vx = 0;
+ }
+ // Vertical movement
+ if (moveDirection.y !== 0) {
+ player.vy += moveDirection.y * playerAcceleration;
+ // Clamp velocity to maxSpeed
+ if (player.vy > playerMaxSpeed) player.vy = playerMaxSpeed;
+ if (player.vy < -playerMaxSpeed) player.vy = -playerMaxSpeed;
+ } else {
+ player.vy *= playerFriction;
+ // If velocity is very small, set to 0 to stop movement completely
+ if (Math.abs(player.vy) < 0.1) player.vy = 0;
+ }
+ // Calculate new potential position
+ var newX = player.x + player.vx;
+ var newY = player.y + player.vy;
+ // Boundary checks and position update for X
+ // The boundaries (40, 2008, etc.) are assumed to be for the player's center (x,y)
+ if (newX >= 40 && newX <= 2008) {
+ player.x = newX;
+ } else {
+ player.vx = 0; // Stop horizontal movement if hitting a boundary
+ // Snap player to the boundary edge
+ if (newX < 40) player.x = 40;else if (newX > 2008) player.x = 2008;
+ }
+ // Boundary checks and position update for Y
+ if (newY >= 40 && newY <= 2692) {
+ player.y = newY;
+ } else {
+ player.vy = 0; // Stop vertical movement if hitting a boundary
+ // Snap player to the boundary edge
+ if (newY < 40) player.y = 40;else if (newY > 2692) player.y = 2692;
+ }
for (var i = monsters.length - 1; i >= 0; i--) {
var monster = monsters[i];
if (monster.x < -100 || monster.x > 2148 || monster.y < -100 || monster.y > 2832) {
monster.destroy();
ironSword. In-Game asset. High contrast. No shadows
Aynısını istiyorum farklı renklerle
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