User prompt
yıldızlar daha az sıklıkta gelsin
User prompt
yıldızlar nadir bir şekilde gelsin
User prompt
yıldızlar sahnenin ortasından daha yukarıda olsun
User prompt
yıldızlar x ekseninde 0 olsun
User prompt
yıldızlar y ekseninde daha yukarıda olsun
User prompt
daha yükseğe
User prompt
yıldızlar daha yukarıda olsun
User prompt
engelin box colliderını küçült
User prompt
bir tık daha kaydır
User prompt
score yazını bir tık x düzleminde sola kaydır
User prompt
yıldızlar sahnenin ortasında yukarı şekilde olsun
User prompt
yıldızlar y ekseninde karakterden yukarı şekilde gelsin
User prompt
score rengi siyah olsun
User prompt
score u sol tarafta değil sağda göster
User prompt
scoreText.setText("Score: " + LK.getScore());
User prompt
game.addChild(scoreText); // GUI yerine doğrudan sahneye ekle scoreText.x = 100; scoreText.y = 100; bunu ekle
User prompt
LK.setScore(0); // oyun başında skoru başlat scoreText.setText("Score: " + LK.getScore()); // string olarak yaz scoreText.y = 50; // çok yukarıda kalmasın bu kodu ekle
/**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 35; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); // Define a class for stars var Star = Container.expand(function () { var self = Container.call(this); var starGraphics = self.attachAsset('star', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } if (player.intersects(self)) { LK.setScore(LK.getScore() + 3); scoreText.setText("Score: " + LK.getScore()); self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ LK.setScore(0); // Initialize score at the start of the game var background1 = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background1.x = 0; background1.y = 0; var background2 = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background2.x = 2048; background2.y = 0; LK.playMusic('backgroundMusic', { volume: 1 }); // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Initialize stars var stars = []; var starSpawnInterval = 50; var starSpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('Score: ' + LK.getScore(), { size: 100, fill: 0x000000 }); // Add the score text to the game scene and set its position to the right side of the screen game.addChild(scoreText); scoreText.x = 2048 - scoreText.width - 70; // 70 is the margin from the right edge scoreText.y = 100; // Handle game updates game.update = function () { background1.x -= 2; background2.x -= 2; if (background1.x <= -2048) { background1.x = background2.x + 2048; } if (background2.x <= -2048) { background2.x = background1.x + 2048; } player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Spawn stars starSpawnCounter++; if (starSpawnCounter >= starSpawnInterval) { var star = new Star(); star.x = 2048; star.y = 2732 / 3; stars.push(star); game.addChild(star); // Randomize the spawn interval for the next star starSpawnInterval = Math.floor(Math.random() * 200) + 100; starSpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText("Score: " + LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); LK.getSound('jump').play(); };
===================================================================
--- original.js
+++ change.js
@@ -146,9 +146,9 @@
star.y = 2732 / 3;
stars.push(star);
game.addChild(star);
// Randomize the spawn interval for the next star
- starSpawnInterval = Math.floor(Math.random() * 100) + 30;
+ starSpawnInterval = Math.floor(Math.random() * 200) + 100;
starSpawnCounter = 0;
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
star, yellow, 2D. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
chick. knife. chick hold knife hand. 2D Single Monster. In-Game asset. 2d. Blank background. High contrast. No shadows..
farm style 2D Platformer Background.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
farmer mario . Single 2D Mario Character. In-Game asset. 2d. Blank background.