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Karakteri takip eden "helehele" yerine "insta: oguzhandgzl" yaz
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Karakteri takip eden "helehele" yazısı olsun.
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Alt kısma " helehele" yaz
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Sağ alt köşeye ufak boyutlarda "insta: oguzhandgzl" yazısını ekle ve oyun başlangıcından bitişine kadar sabit kalsın.
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Sağ alt köşeye küçük boyutlarda "insta @oguzhandgzl" yazısını ekle
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Sağ alt köşeye "insta @oguzhandgzl" yazısını ekle
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Arka planda devamlı çalması için "Troll" adlı müziği ekle
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Can 0 olunca objelerin hareketi dursun
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Can sıfıra inince bekleme süresini 3 sn yap
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Can 0 olunca arka planda çıkan görsel "GameOver" olsun
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Can 0 olunca arka planda çıkan görsel karakterin görseli olsun
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Please fix the bug: 'TypeError: LK.effects.fadeScreen is not a function' in or related to this line: 'LK.effects.fadeScreen(0x000000, 1200, function () {' Line Number: 317
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Karakterim canı sıfır olunca oyun duraksasin "TrollGameOver" sesi çalsın, ekran yavaşça sönsün ve oyun bunlar olduktan sonra bitsin.
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Oyun baslayinca para değerini sıfır olsun
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Oyun bitince "TrollGameOver" adlı sesi oynat
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Karakter obstacle ile temas edince patlama sesi çıksın
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Karakter bomba ile temas edince ses çıkmasın
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Karakterim bomba ile temas edince patlama sesi çıksın
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Karakter bomba ile temas edince "Ahh" adlı ses oynasın
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Karakter bomba ile temas edince "Ahh" adlı ses oynasın
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Karakter kalp ile temas edince "ohh" adlı sesi oynatsin
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Karakter coin ile temas edince "Meterial" adlı sesi oynat
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Obje hızları rastgele olsun ama Max hızı çok fazla olmasın
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Kalbe temas ettiğimizde, bombaya temas edince oluşan efektin yeşil olanını ekle
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Tüm sesleri kaldırmanı istiyorum
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Bomb collectible class var BombCollectible = Container.expand(function () { var self = Container.call(this); var bombAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.update = function () { if (typeof lives === 'undefined' || lives > 0) { self.y += self.speed; } }; return self; }); // Heart collectible class var HeartCollectible = Container.expand(function () { var self = Container.call(this); var heartAsset = self.attachAsset('Heart', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 0; self.update = function () { if (typeof lives === 'undefined' || lives > 0) { self.y += self.speed; } }; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Speed will be set on creation self.speed = 0; self.update = function () { if (typeof lives === 'undefined' || lives > 0) { self.y += self.speed; } }; return self; }); // Point collectible class var PointCollectible = Container.expand(function () { var self = Container.call(this); var pointAsset = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); // Speed will be set on creation self.speed = 0; self.update = function () { if (typeof lives === 'undefined' || lives > 0) { self.y += self.speed; } }; return self; }); // Runner class var Runner = Container.expand(function () { var self = Container.call(this); var runnerAsset = self.attachAsset('runner', { anchorX: 0.5, anchorY: 0.5 }); // For swipe movement self.targetX = self.x; self.targetY = self.y; // For collision flash self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x888888 }); /**** * Game Code ****/ // Game area dimensions // Runner character: a colorful box // Obstacle: a red ellipse // Point collectible: a yellow box // Play 'Troll' music in a loop as background music var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Play Troll music continuously in the background LK.playMusic('Troll'); // Runner start position var runnerStartX = GAME_WIDTH / 2; var runnerStartY = GAME_HEIGHT - 400; // Create runner var runner = new Runner(); runner.x = runnerStartX; runner.y = runnerStartY; runner.targetX = runner.x; runner.targetY = runner.y; game.addChild(runner); // Score var score = 0; var money = 0; // Ensure money is 0 at game start var scoreTxt = new Text2('0', { size: 120, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Lives and Money var lives = 3; var livesMoneyTxt = new Text2('♥ ' + lives + ' $' + money, { size: 100, fill: 0xff3b30 }); livesMoneyTxt.anchor.set(0, 0); livesMoneyTxt.x = 120; livesMoneyTxt.y = 40; LK.gui.top.addChild(livesMoneyTxt); // Arrays for obstacles and points var obstacles = []; var points = []; var hearts = []; var bombs = []; // Difficulty progression var baseSpeed = 14; var speedIncrease = 0.012; // per tick var spawnInterval = 60; // ticks between spawns var minSpawnInterval = 24; var tickCount = 0; // Swipe handling var swipeStartX = null; var swipeStartY = null; var isSwiping = false; // Helper: clamp value function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } // Touch/drag events for swipe game.down = function (x, y, obj) { // Only start swipe if touch is not in top left 100x100 if (x < 100 && y < 100) return; swipeStartX = x; swipeStartY = y; runnerStartX = runner.x; // Save runner's current X as the base for delta isSwiping = true; }; game.move = function (x, y, obj) { // Only move runner if swipe is active if (isSwiping && swipeStartX !== null) { // Move runner by the same delta as finger movement var deltaX = x - swipeStartX; var newX = clamp(runnerStartX + deltaX, 100 + runner.width / 2, GAME_WIDTH - runner.width / 2 - 100); runner.x = newX; runner.y = runnerStartY; } }; game.up = function (x, y, obj) { isSwiping = false; swipeStartX = null; swipeStartY = null; // Optionally, snap runner back to base Y tween(runner, { y: runnerStartY }, { duration: 180, easing: tween.cubicOut }); }; // Main game update loop game.update = function () { tickCount++; // Increase speed over time var currentSpeed = baseSpeed + speedIncrease * tickCount; // Spawn obstacles, points, hearts, and bombs if (tickCount % spawnInterval === 0) { // Helper to get random speed in range [min, max] var getRandomSpeed = function getRandomSpeed(min, max) { return min + Math.random() * (max - min); }; // Randomly decide: obstacle, point, heart, or bomb // 60% obstacle, 25% point, 8% heart, 7% bomb var rand = Math.random(); var spawnType = 'obstacle'; if (rand < 0.6) spawnType = 'obstacle';else if (rand < 0.85) spawnType = 'point';else if (rand < 0.93) spawnType = 'heart';else spawnType = 'bomb'; var laneCount = 5; var laneWidth = (GAME_WIDTH - 400) / laneCount; var lane = Math.floor(Math.random() * laneCount); var spawnX = 200 + laneWidth / 2 + lane * laneWidth; var spawnY = -120; // Set max speed for each type var maxObstacleSpeed = 28; var maxCollectibleSpeed = 18; if (spawnType === 'obstacle') { var obs = new Obstacle(); obs.x = spawnX; obs.y = spawnY; // Randomize speed, but cap at maxObstacleSpeed var minObsSpeed = Math.max(currentSpeed * 0.7, 8); var maxObsSpeed = Math.min(currentSpeed * 1.1, maxObstacleSpeed); obs.speed = getRandomSpeed(minObsSpeed, maxObsSpeed); obstacles.push(obs); game.addChild(obs); } else if (spawnType === 'point') { var pt = new PointCollectible(); pt.x = spawnX; pt.y = spawnY; // Randomize speed, but cap at maxCollectibleSpeed var minPtSpeed = Math.max(currentSpeed * 0.35, 5); var maxPtSpeed = Math.min(currentSpeed * 0.65, maxCollectibleSpeed); pt.speed = getRandomSpeed(minPtSpeed, maxPtSpeed); points.push(pt); game.addChild(pt); } else if (spawnType === 'heart') { var heart = new HeartCollectible(); heart.x = spawnX; heart.y = spawnY; // Randomize speed, but cap at maxCollectibleSpeed var minHeartSpeed = Math.max(currentSpeed * 0.35, 5); var maxHeartSpeed = Math.min(currentSpeed * 0.65, maxCollectibleSpeed); heart.speed = getRandomSpeed(minHeartSpeed, maxHeartSpeed); hearts.push(heart); game.addChild(heart); } else if (spawnType === 'bomb') { var bomb = new BombCollectible(); bomb.x = spawnX; bomb.y = spawnY; // Randomize speed, but cap at maxCollectibleSpeed var minBombSpeed = Math.max(currentSpeed * 0.35, 5); var maxBombSpeed = Math.min(currentSpeed * 0.65, maxCollectibleSpeed); bomb.speed = getRandomSpeed(minBombSpeed, maxBombSpeed); bombs.push(bomb); game.addChild(bomb); } // Gradually decrease spawn interval to increase difficulty if (spawnInterval > minSpawnInterval && tickCount % 600 === 0) { spawnInterval -= 4; if (spawnInterval < minSpawnInterval) spawnInterval = minSpawnInterval; } } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with runner if (obs.intersects(runner)) { // Play explosion sound LK.getSound('Explosion').play(); // Flash runner runner.flash(); // Flash screen LK.effects.flashScreen(0xff3b30, 600); // Decrease lives lives -= 1; if (lives < 0) lives = 0; livesMoneyTxt.setText('♥ ' + lives + ' $' + money); // Remove obstacle so it doesn't hit again obs.destroy(); obstacles.splice(i, 1); // Game over if no lives left if (lives <= 0) { // Pause the game loop game.paused = true; // Play 'TrollGameOver' sound LK.getSound('TrollGameOver').play(); // Fade out the screen over 1.2 seconds, then show game over var fadeOverlay = new Container(); var fadeRect = LK.getAsset('GameOver', { // Use GameOver image as overlay width: GAME_WIDTH, height: GAME_HEIGHT, anchorX: 0, anchorY: 0, x: 0, y: 0 }); fadeRect.alpha = 0; fadeOverlay.addChild(fadeRect); game.addChild(fadeOverlay); tween(fadeRect, { alpha: 1 }, { duration: 3000, onFinish: function onFinish() { LK.showGameOver(); } }); return; } continue; } } // Update points for (var j = points.length - 1; j >= 0; j--) { var pt = points[j]; pt.update(); // Remove if off screen if (pt.y - pt.height / 2 > GAME_HEIGHT + 100) { pt.destroy(); points.splice(j, 1); continue; } // Collectible collision if (pt.intersects(runner)) { // Play coin collect sound LK.getSound('Meterial').play(); // Add score and money score += 1; money += 1; LK.setScore(score); scoreTxt.setText(score); livesMoneyTxt.setText('♥ ' + lives + ' $' + money); // Flash screen yellow, similar to bomb's effect (darker, longer, more solid) LK.effects.flashScreen(0xffc800, 600); pt.destroy(); points.splice(j, 1); continue; } } // Update hearts for (var h = hearts.length - 1; h >= 0; h--) { var heart = hearts[h]; heart.update(); // Remove if off screen if (heart.y - heart.height / 2 > GAME_HEIGHT + 100) { heart.destroy(); hearts.splice(h, 1); continue; } // Collectible collision if (heart.intersects(runner)) { // Play 'ohh' sound LK.getSound('ohh').play(); // Add life lives += 1; livesMoneyTxt.setText('♥ ' + lives + ' $' + money); // Flash screen green, similar to bomb's effect but green LK.effects.flashScreen(0x00ff00, 600); // No runner tint flash on heart collect; runner always stays default color heart.destroy(); hearts.splice(h, 1); continue; } } // Update bombs for (var b = bombs.length - 1; b >= 0; b--) { var bomb = bombs[b]; bomb.update(); // Remove if off screen if (bomb.y - bomb.height / 2 > GAME_HEIGHT + 100) { bomb.destroy(); bombs.splice(b, 1); continue; } // Bomb collision if (bomb.intersects(runner)) { // Lose a life lives -= 1; if (lives < 0) lives = 0; livesMoneyTxt.setText('♥ ' + lives + ' $' + money); // No runner tint flash on bomb collect; runner always stays default color LK.effects.flashScreen(0x222222, 600); bomb.destroy(); bombs.splice(b, 1); // Game over if no lives left if (lives <= 0) { // Pause the game loop game.paused = true; // Play 'TrollGameOver' sound LK.getSound('TrollGameOver').play(); // Fade out the screen over 1.2 seconds, then show game over var fadeOverlay = new Container(); var fadeRect = LK.getAsset('GameOver', { // Use GameOver image as overlay width: GAME_WIDTH, height: GAME_HEIGHT, anchorX: 0, anchorY: 0, x: 0, y: 0 }); fadeRect.alpha = 0; fadeOverlay.addChild(fadeRect); game.addChild(fadeOverlay); tween(fadeRect, { alpha: 1 }, { duration: 3000, onFinish: function onFinish() { LK.showGameOver(); } }); return; } continue; } } }; // Center score text at top, avoid top left 100x100 scoreTxt.x = 1024; scoreTxt.y = 40; // Add Instagram handle text to bottom right corner var instaTxt = new Text2('insta: oguzhandgzl', { size: 50, fill: 0x222222 }); instaTxt.anchor.set(1, 1); // Anchor at bottom right instaTxt.x = GAME_WIDTH - 40; instaTxt.y = GAME_HEIGHT - 40; LK.gui.bottomRight.addChild(instaTxt); // Add instagram handle text that follows the character var heleText = new Text2('insta: oguzhandgzl', { size: 50, fill: 0x222222 }); heleText.anchor.set(0.5, 0); // Anchor at top center game.addChild(heleText); // Add update to game.update function to make helehele follow the runner var originalUpdate = game.update; game.update = function () { // Call the original update function originalUpdate.call(this); // Update heleText position to follow the runner heleText.x = runner.x; heleText.y = runner.y + 150; // Position below the runner };
===================================================================
--- original.js
+++ change.js
@@ -440,10 +440,10 @@
instaTxt.anchor.set(1, 1); // Anchor at bottom right
instaTxt.x = GAME_WIDTH - 40;
instaTxt.y = GAME_HEIGHT - 40;
LK.gui.bottomRight.addChild(instaTxt);
-// Add helehele text that follows the character
-var heleText = new Text2('helehele', {
+// Add instagram handle text that follows the character
+var heleText = new Text2('insta: oguzhandgzl', {
size: 50,
fill: 0x222222
});
heleText.anchor.set(0.5, 0); // Anchor at top center