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);
// Define methods on self
self.updateHealthBar = function () {
var healthPercentage = Math.max(0, self.hp / self.maxHp); // Ensure non-negative percentage
self.healthBarCurrent.width = self.maxHealthBarWidth * healthPercentage;
};
self.takeDamage = function (damage) {
self.hp -= damage;
LK.effects.flashObject(self, 0xFF0000, 200);
self.updateHealthBar(); // Update health bar display
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(); // This will also destroy child health bars
};
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();
}
}
};
// Constructor logic
var monsterGraphics = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
// Increased from 1.5
scaleY: 2.0 // Increased from 1.5
});
self.hp = 30;
self.maxHp = 30;
self.speed = 1;
self.xpValue = 25;
self.level = Math.floor(Math.random() * 5) + 1; // Random level between 1-5
// Health bar properties and initialization
self.maxHealthBarWidth = monsterGraphics.width * 0.8; // Health bar width relative to monster width
self.healthBarHeight = 8;
var healthBarGap = 5; // Gap between monster and health bar
// Position health bar above the monster graphics
self.healthBarOffsetY = -(monsterGraphics.height / 2) - self.healthBarHeight / 2 - healthBarGap;
self.healthBarBackground = self.attachAsset('monster_hp_bg', {
shape: 'box',
width: self.maxHealthBarWidth,
height: self.healthBarHeight,
color: 0x550000,
// Dark red for background
anchorX: 0.5,
// Center the background bar horizontally
anchorY: 0.5,
// Center the background bar vertically
x: 0,
// Centered horizontally relative to the monster
y: self.healthBarOffsetY // Positioned above the monster
});
self.healthBarCurrent = self.attachAsset('monster_hp_fg', {
shape: 'box',
width: self.maxHealthBarWidth,
// Initial full width
height: self.healthBarHeight,
color: 0x00FF00,
// Green for current health
anchorX: 0,
// Align left edge of the current health bar
anchorY: 0.5,
// Center the current health bar vertically
// Position its left edge to align with the left edge of the background bar
x: -self.maxHealthBarWidth / 2,
y: self.healthBarOffsetY // Positioned above the monster
});
// Monster level text
self.levelText = new Text2('Lv.' + self.level, {
size: 16,
fill: 0xFFFFFF
});
self.levelText.anchor.set(0.5, 0.5);
self.levelText.x = 0;
self.levelText.y = self.healthBarOffsetY - 20; // Position above health bar
self.addChild(self.levelText);
self.updateHealthBar(); // Initial call to set health bar width correctly
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 1.2
});
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 baseDamage = 10;
// Calculate damage increase every 5 levels
var damageMultiplier = Math.floor(self.level / 5);
var damage = baseDamage + damageMultiplier * 5;
if (self.level >= 20) {
swordType = 'steelSword';
} else if (self.level >= 10) {
swordType = 'ironSword';
}
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--;
}
// Auto attack - attack every 30 frames (0.5 seconds)
if (self.attackCooldown <= 0) {
// Check if there are monsters nearby to attack
var foundNearbyMonster = false;
for (var i = 0; i < monsters.length; i++) {
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) {
foundNearbyMonster = true;
break;
}
}
if (foundNearbyMonster) {
self.attack();
}
}
};
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
****/
// Add the dungeon background first so it's behind all other game elements
var dungeonBackgroundDisplay = game.addChild(LK.getAsset('dungeonBackground', {
anchorX: 0.0,
anchorY: 0.0,
x: 0,
y: 0
// The asset is defined with width 2048 and height 2732,
// so it will automatically cover the full game screen.
}));
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;
game.down = function (x, y, obj) {
var dx = x - player.x;
var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
moveDirection.x = dx / distance;
moveDirection.y = dy / distance;
}
};
game.up = function (x, y, obj) {
moveDirection.x = 0;
moveDirection.y = 0;
};
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
@@ -315,11 +315,10 @@
LK.gui.topLeft.addChild(hpText);
hpText.x = 120;
hpText.y = 110;
game.down = function (x, y, obj) {
- var gamePosition = game.toLocal(obj.parent.toGlobal(obj.position));
- var dx = gamePosition.x - player.x;
- var dy = gamePosition.y - player.y;
+ var dx = x - player.x;
+ var dy = y - player.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
moveDirection.x = dx / distance;
moveDirection.y = dy / distance;
ironSword. In-Game asset. High contrast. No shadows
Aynısını istiyorum farklı renklerle
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