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)
Please save this source code
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 ****/ // 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: 1 }); self.width = enemySprite.width; self.height = enemySprite.height; // Enemy will follow the platform it is on self.vx = 2 + Math.random() * 2; // random speed between 2-4 px/frame self.direction = Math.random() < 0.5 ? 1 : -1; // random initial direction self.platform = null; // will be set after creation self.update = function () { // If not assigned, find the platform under the enemy if (!self.platform) { for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Check if enemy is above platform and within platform's x range if (self.y === plat.y && self.x >= plat.x && self.x <= plat.x + plat.width) { self.platform = plat; break; } } } // Move with platform scroll if (self.platform) { // Move left/right along the platform self.x += self.vx * self.direction; // Clamp to platform edges and reverse direction if at edge if (self.x < self.platform.x + self.width * 0.5) { self.x = self.platform.x + self.width * 0.5; self.direction = 1; } if (self.x > self.platform.x + self.platform.width - self.width * 0.5) { self.x = self.platform.x + self.platform.width - self.width * 0.5; self.direction = -1; } // Move with platform's scroll self.x -= scrollSpeed; } else { // If not on a platform, just scroll left self.x -= scrollSpeed; } }; 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 () { // Move left for scrolling effect self.x -= scrollSpeed; }; 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 ****/ // Tween plugin for animations // --- Game constants --- 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 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); // --- 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(); platforms = []; enemies = []; // Reset lives lives = 3; level = 1; isGameOver = false; isYouWin = false; livesTxt.setText('♥♥♥'); // 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) createEnemy(1100, groundY - 160); createEnemy(2000, groundY - 160); createEnemy(2500, groundY - 160); // End flag (no floating platform needed) } // --- 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; // 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 } // 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 (player.x > 3200) { // Win! 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
@@ -15,17 +15,43 @@
anchorY: 1
});
self.width = enemySprite.width;
self.height = enemySprite.height;
- // Simple left-right movement on platform
- self.vx = -scrollSpeed;
- self.moveRange = 100;
- self.baseX = 0;
+ // Enemy will follow the platform it is on
+ self.vx = 2 + Math.random() * 2; // random speed between 2-4 px/frame
+ self.direction = Math.random() < 0.5 ? 1 : -1; // random initial direction
+ self.platform = null; // will be set after creation
self.update = function () {
- self.x -= scrollSpeed;
- // Optionally, add some movement
- if (self.baseX === 0) self.baseX = self.x;
- self.x = self.baseX + Math.sin(LK.ticks / 40) * self.moveRange;
+ // If not assigned, find the platform under the enemy
+ if (!self.platform) {
+ for (var i = 0; i < platforms.length; i++) {
+ var plat = platforms[i];
+ // Check if enemy is above platform and within platform's x range
+ if (self.y === plat.y && self.x >= plat.x && self.x <= plat.x + plat.width) {
+ self.platform = plat;
+ break;
+ }
+ }
+ }
+ // Move with platform scroll
+ if (self.platform) {
+ // Move left/right along the platform
+ self.x += self.vx * self.direction;
+ // Clamp to platform edges and reverse direction if at edge
+ if (self.x < self.platform.x + self.width * 0.5) {
+ self.x = self.platform.x + self.width * 0.5;
+ self.direction = 1;
+ }
+ if (self.x > self.platform.x + self.platform.width - self.width * 0.5) {
+ self.x = self.platform.x + self.platform.width - self.width * 0.5;
+ self.direction = -1;
+ }
+ // Move with platform's scroll
+ self.x -= scrollSpeed;
+ } else {
+ // If not on a platform, just scroll left
+ self.x -= scrollSpeed;
+ }
};
return self;
});
// Platform class