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Arka planda troll adlı müzik devamlı çalsın
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Karakter bombaya temas edince "Ahh" içindeki sesi oynat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Karakter bombaya temas edince troll içindeki sesi oynat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Bombaya temas ettiğimizde patlama sesiyle beraber ahh sesi gelsin
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Coin topladigimda çıkan sarı yanma efektini bombaya temas ettiğinde çıkan kırmızı ışık efektine benzer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Coin topladigimda ekran kısa süreliğine sarı parlasın ve yavaşça sönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Karakter her zaman default renginde olsun
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Please fix the bug: 'Error: Error: Invalid color format. Expected 0xRRGGBB format, received: undefined' in or related to this line: 'tween(runner, {' Line Number: 403
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Please fix the bug: 'Error: Error: Invalid color format. Expected 0xRRGGBB format, received: null' in or related to this line: 'tween(runner, {' Line Number: 364
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Karakter mavi olmasın
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Son değişikliği geri al
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Karakter normal beklerken mavimsi oluyor onu düzelt
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Kalbe temas edince "ohh" sesi çıksın
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Paraya temas edince para toplama sesi oynasın
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Karakter rengi herhangi bir yere temas etmediyse normal olsun. Coin e temas ederse 1 saniyeliğine sarımsı olsun, bombaya temas ederse 1 saniyeliğine kırmızımsı olsun, kalbe temas ederse 1 saniyeliğine beyazımsı olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Bomba kalp ve coin ivmesini azalt
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Bazı bombalar siyah geliyor düzeltir misin
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Arka plan gri olsun
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Assets deki heart isimli resmi kalbe ekle
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Yukarıdan can da gelsin ve onlara temas ettikçe can sayımız artsın. Eğer bombaya temas edersek can sayımız azalsın. Eğer canımız sıfır olursa oyun bitsin. Ayrıca ne kadar canımız ve paramız olduğunu sol üst köşede yazsın
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Oyuna can ekleyelim
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Kayma mesafesi parmağımın hareketi ile aynı olsun
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Karakterim parmağımın ilk dokunduğum konuma ışınlanmasın. Bunun yerine aradaki mesafeyi koruyarak aynı kaydırma hareketine devam etsin
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Karakterim parmağımın son dokunduğu değil anlık dokunduğu konuma hareket etsin
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Karakteri, parmağımı sağ sol yaparak kontrol edeyim
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // 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 () { 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 () { 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: 0xf0f0f0 }); /**** * Game Code ****/ // Point collectible: a yellow box // Obstacle: a red ellipse // Runner character: a colorful box // Game area dimensions var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // 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 scoreTxt = new Text2('0', { size: 120, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Arrays for obstacles and points var obstacles = []; var points = []; // 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; isSwiping = true; }; game.move = function (x, y, obj) { // Always follow finger as long as touch is held (no need to check isSwiping) // Clamp new x to stay within game area (leaving 100px margin on all sides) var newX = clamp(x, 100 + runner.width / 2, GAME_WIDTH - runner.width / 2 - 100); // Only move x, keep y fixed at runnerStartY tween.stop(runner, { x: true }); tween(runner, { x: newX, y: runnerStartY }, { duration: 120, easing: tween.cubicOut }); // Update swipe start for continuous drag (optional, but harmless) swipeStartX = x; swipeStartY = y; }; 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 and points if (tickCount % spawnInterval === 0) { // Randomly decide: obstacle or point (70% obstacle, 30% point) var spawnType = Math.random() < 0.7 ? 'obstacle' : 'point'; 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; if (spawnType === 'obstacle') { var obs = new Obstacle(); obs.x = spawnX; obs.y = spawnY; obs.speed = currentSpeed; obstacles.push(obs); game.addChild(obs); } else { var pt = new PointCollectible(); pt.x = spawnX; pt.y = spawnY; pt.speed = currentSpeed; points.push(pt); game.addChild(pt); } // 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)) { // Flash runner runner.flash(); // Flash screen LK.effects.flashScreen(0xff3b30, 600); // Game over LK.showGameOver(); return; } } // 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)) { // Add score score += 1; LK.setScore(score); scoreTxt.setText(score); // Flash runner yellow tween.stop(runner, { tint: true }); tween(runner, { tint: 0xffe156 }, { duration: 80, onFinish: function onFinish() { tween(runner, { tint: 0x2d9cff }, { duration: 120 }); } }); pt.destroy(); points.splice(j, 1); continue; } } }; // Center score text at top, avoid top left 100x100 scoreTxt.x = 1024; scoreTxt.y = 40;
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// 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 () {
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 () {
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: 0xf0f0f0
});
/****
* Game Code
****/
// Point collectible: a yellow box
// Obstacle: a red ellipse
// Runner character: a colorful box
// Game area dimensions
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
// 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 scoreTxt = new Text2('0', {
size: 120,
fill: 0x222222
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Arrays for obstacles and points
var obstacles = [];
var points = [];
// 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;
isSwiping = true;
};
game.move = function (x, y, obj) {
// Always follow finger as long as touch is held (no need to check isSwiping)
// Clamp new x to stay within game area (leaving 100px margin on all sides)
var newX = clamp(x, 100 + runner.width / 2, GAME_WIDTH - runner.width / 2 - 100);
// Only move x, keep y fixed at runnerStartY
tween.stop(runner, {
x: true
});
tween(runner, {
x: newX,
y: runnerStartY
}, {
duration: 120,
easing: tween.cubicOut
});
// Update swipe start for continuous drag (optional, but harmless)
swipeStartX = x;
swipeStartY = y;
};
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 and points
if (tickCount % spawnInterval === 0) {
// Randomly decide: obstacle or point (70% obstacle, 30% point)
var spawnType = Math.random() < 0.7 ? 'obstacle' : 'point';
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;
if (spawnType === 'obstacle') {
var obs = new Obstacle();
obs.x = spawnX;
obs.y = spawnY;
obs.speed = currentSpeed;
obstacles.push(obs);
game.addChild(obs);
} else {
var pt = new PointCollectible();
pt.x = spawnX;
pt.y = spawnY;
pt.speed = currentSpeed;
points.push(pt);
game.addChild(pt);
}
// 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)) {
// Flash runner
runner.flash();
// Flash screen
LK.effects.flashScreen(0xff3b30, 600);
// Game over
LK.showGameOver();
return;
}
}
// 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)) {
// Add score
score += 1;
LK.setScore(score);
scoreTxt.setText(score);
// Flash runner yellow
tween.stop(runner, {
tint: true
});
tween(runner, {
tint: 0xffe156
}, {
duration: 80,
onFinish: function onFinish() {
tween(runner, {
tint: 0x2d9cff
}, {
duration: 120
});
}
});
pt.destroy();
points.splice(j, 1);
continue;
}
}
};
// Center score text at top, avoid top left 100x100
scoreTxt.x = 1024;
scoreTxt.y = 40;