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
Ayakları olsun istiyorum ve düz dursun istiyorum Arka plan yok
Arka plan yok olmalı Beyaz olsun
Bomba. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Coin. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat