User prompt
score ekarnın ortasında olsun
User prompt
score olsun
User prompt
score ekranın orta üstünde olsun
User prompt
score olsun ve her enemyi yok etiğimizde puan atsın
User prompt
platform bize doğru gelmesin olduğu yerde dursun
User prompt
havada bir coin olsun
Code edit (1 edits merged)
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User prompt
enemyleri y ekseninde 240 px aşağı indir
User prompt
enemyler platforma temas etsinler
User prompt
bayrak bize doğru gelmesin ve olduğu yerde dursun ve daha uzakta olsun ve enemyler birbirinde uzak olsun ve enemyler yere temas etsin ve enemyler daha fazla olsun
User prompt
kazandığımız yerde bir bayrak olsun
User prompt
kamera oyuncyu takip etsin
User prompt
enemy platforma temas ederek gitsin
User prompt
coin olmasın
User prompt
score olmasın
User prompt
platformu uzat çok uzat
User prompt
platformlar olmasın ve canları sola yasla ve zemini uzat
User prompt
oyunu yavaşlat
Code edit (1 edits merged)
Please save this source code
User prompt
Super Platformer Run
Initial prompt
marıo
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinSprite = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinSprite.width; self.height = coinSprite.height; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); // Attach enemy asset (blue box) var enemySprite = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0 }); self.width = enemySprite.width; self.height = enemySprite.height; // Enemy stays on the ground and moves only a little left-right self.vx = 0; self.moveRange = 40; // smaller movement range self.baseX = 0; self.update = function () { // Always keep enemy at ground level // Find the highest platform directly under the enemy's x position var bestPlatY = groundY; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Check if enemy is horizontally over the platform if (self.x + self.width * 0.4 > plat.x && self.x - self.width * 0.4 < plat.x + plat.width) { if (plat.y < bestPlatY) { bestPlatY = plat.y; } } } self.y = bestPlatY - self.height; // Optionally, add some small movement if (self.baseX === 0) { self.baseX = self.x; } self.x = self.baseX + Math.sin(LK.ticks / 60) * self.moveRange; }; return self; }); // Flag class var Flag = Container.expand(function () { var self = Container.call(this); var flagSprite = self.attachAsset('flag', { anchorX: 0.5, anchorY: 1 }); self.width = flagSprite.width; self.height = flagSprite.height; return self; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); // Attach platform asset (green box) var platformSprite = self.attachAsset('platform', { anchorX: 0, anchorY: 0 }); self.width = platformSprite.width; self.height = platformSprite.height; // Platforms are static, but can be moved for scrolling self.update = function () { // Platforms are stationary; do not move. }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); // Attach player asset (red box) var playerSprite = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); // Physics properties self.vx = 0; self.vy = 0; self.isOnGround = false; self.width = playerSprite.width; self.height = playerSprite.height; // Jumping state self.isJumping = false; // Update method called every tick self.update = function () { // Gravity self.vy += gravity; // Horizontal movement (auto-run) self.x += self.vx; // Vertical movement self.y += self.vy; // Prevent falling below ground if (self.y > groundY) { self.y = groundY; self.vy = 0; self.isOnGround = true; self.isJumping = false; } else { self.isOnGround = false; } }; // Jump method self.jump = function () { if (self.isOnGround && !self.isJumping) { self.vy = -jumpStrength; self.isJumping = true; self.isOnGround = false; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game constants --- // Tween plugin for animations var gravity = 1.2; var jumpStrength = 32; var scrollSpeed = 7; var groundY = 2300; // Y position of the ground/platforms // --- Game state --- var player; var platforms = []; var enemies = []; var flag; var coin; var lives = 3; var level = 1; var isGameOver = false; var isYouWin = false; // --- GUI elements --- var livesTxt = new Text2('♥♥♥', { size: 100, fill: 0xFF4444 }); // Anchor left, top livesTxt.anchor.set(0, 0); // Place at x=110 to avoid top-left menu, y=0 livesTxt.x = 110; livesTxt.y = 0; LK.gui.top.addChild(livesTxt); // Score variable and score text var score = 0; var scoreTxt = new Text2('0', { size: 100, fill: 0xffffff }); scoreTxt.anchor.set(0.5, 0); // center, top scoreTxt.x = 2048 / 2; scoreTxt.y = 0; LK.gui.top.addChild(scoreTxt); // --- Asset initialization (shapes) --- // --- Helper functions --- // Create a platform at (x, y) with optional width function createPlatform(x, y, width) { var plat = new Platform(); plat.x = x; plat.y = y; if (width) { plat.width = width; } platforms.push(plat); game.addChild(plat); return plat; } // Create an enemy at (x, y) function createEnemy(x, y) { var enemy = new Enemy(); enemy.x = x; enemy.y = y; enemies.push(enemy); game.addChild(enemy); return enemy; } // Reset game state for new game or level function resetGame() { // Remove all platforms and enemies for (var i = 0; i < platforms.length; i++) { platforms[i].destroy(); } for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } if (flag) { flag.destroy(); flag = null; } if (coin) { coin.destroy(); coin = null; } platforms = []; enemies = []; // Reset lives lives = 3; level = 1; isGameOver = false; isYouWin = false; livesTxt.setText('♥♥♥'); // Reset score score = 0; scoreTxt.setText(score); // Create player if (player) { player.destroy(); } player = new Player(); player.x = 300; player.y = groundY; player.vx = scrollSpeed; game.addChild(player); // Create level createLevel(level); } // Create a level layout function createLevel(levelNum) { // Simple level: ground platform, some floating platforms, coins, enemies // Ground (very extended) createPlatform(0, groundY, 20000); // No floating platforms // Enemies (on ground, spread out and more of them) createEnemy(1200, groundY - 160 + 240); createEnemy(2000, groundY - 160 + 240); createEnemy(3000, groundY - 160 + 240); createEnemy(4000, groundY - 160 + 240); createEnemy(5200, groundY - 160 + 240); createEnemy(6500, groundY - 160 + 240); createEnemy(7500, groundY - 160 + 240); // End flag (no floating platform needed) // Place flag much farther to the right and keep it stationary flag = new Flag(); flag.x = 8000; flag.y = groundY; game.addChild(flag); } // --- Collision detection --- function rectsIntersect(a, b) { return a.x - a.width * 0.5 < b.x + b.width * 0.5 && a.x + a.width * 0.5 > b.x - b.width * 0.5 && a.y - a.height < b.y && a.y > b.y - b.height; } // --- Touch controls --- // Touch anywhere to jump game.down = function (x, y, obj) { if (isGameOver || isYouWin) { return; } player.jump(); }; // --- Main game update loop --- game.update = function () { if (isGameOver || isYouWin) { return; } // Update player player.update(); // Camera: keep player at 1/3 of screen, scroll world var cameraX = player.x - 600; if (cameraX < 0) { cameraX = 0; } // Move the game container so the player is always followed by the camera game.x = -cameraX; // Update platforms for (var i = platforms.length - 1; i >= 0; i--) { var plat = platforms[i]; plat.update(); // Remove platforms that are off screen if (plat.x + plat.width < cameraX - 200) { plat.destroy(); platforms.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove enemies that are off screen if (enemy.x < cameraX - 200) { enemy.destroy(); enemies.splice(i, 1); continue; } // Player hits enemy (from above) if (rectsIntersect(player, enemy) && player.vy > 0 && player.y - player.height < enemy.y - enemy.height + 30) { // Defeat enemy enemy.destroy(); enemies.splice(i, 1); player.vy = -jumpStrength * 0.7; // Bounce // Increase score score += 1; scoreTxt.setText(score); } // Player collides with enemy (side or bottom) else if (rectsIntersect(player, enemy)) { loseLife(); } } // Platform collision (only check platforms under player) var onPlatform = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Check if player is falling and above platform if (player.vy >= 0 && player.x + player.width * 0.4 > plat.x && player.x - player.width * 0.4 < plat.x + plat.width && player.y > plat.y - 10 && player.y < plat.y + 40) { // Land on platform player.y = plat.y; player.vy = 0; player.isOnGround = true; player.isJumping = false; onPlatform = true; break; } } if (!onPlatform && player.y < groundY) { player.isOnGround = false; } // Check for falling off screen if (player.y > 2732 + 200) { loseLife(); } // Check for level end (reaching far right) if (flag && rectsIntersect(player, flag)) { isYouWin = true; LK.showYouWin(); } }; // Lose a life and handle game over function loseLife() { if (isGameOver) { return; } lives -= 1; if (lives < 0) { lives = 0; } var livesStr = ''; for (var i = 0; i < lives; i++) { livesStr += '♥'; } livesTxt.setText(livesStr); // Flash screen red LK.effects.flashScreen(0xff0000, 800); if (lives <= 0) { isGameOver = true; LK.showGameOver(); } else { // Reset player position player.x = 300; player.y = groundY; player.vx = scrollSpeed; player.vy = 0; } } // --- Start game --- resetGame();
===================================================================
--- original.js
+++ change.js
@@ -171,18 +171,8 @@
scoreTxt.anchor.set(0.5, 0); // center, top
scoreTxt.x = 2048 / 2;
scoreTxt.y = 0;
LK.gui.top.addChild(scoreTxt);
-// Score variable and score text
-var score = 0;
-var scoreTxt = new Text2('0', {
- size: 100,
- fill: 0xffffff
-});
-scoreTxt.anchor.set(0.5, 0); // center, top
-scoreTxt.x = 2048 / 2;
-scoreTxt.y = 0;
-LK.gui.top.addChild(scoreTxt);
// --- Asset initialization (shapes) ---
// --- Helper functions ---
// Create a platform at (x, y) with optional width
function createPlatform(x, y, width) {