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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 ****/ // 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 () { 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 () { 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 () { 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: 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 LK.playMusic('Troll', { loop: true }); 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); // 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 = []; var money = 0; // 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) { // 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; if (spawnType === 'obstacle') { var obs = new Obstacle(); obs.x = spawnX; obs.y = spawnY; obs.speed = currentSpeed; obstacles.push(obs); game.addChild(obs); } else if (spawnType === 'point') { var pt = new PointCollectible(); pt.x = spawnX; pt.y = spawnY; // Reduce coin (point) speed pt.speed = currentSpeed * 0.55; points.push(pt); game.addChild(pt); } else if (spawnType === 'heart') { var heart = new HeartCollectible(); heart.x = spawnX; heart.y = spawnY; // Reduce heart speed heart.speed = currentSpeed * 0.55; hearts.push(heart); game.addChild(heart); } else if (spawnType === 'bomb') { var bomb = new BombCollectible(); bomb.x = spawnX; bomb.y = spawnY; // Reduce bomb speed bomb.speed = currentSpeed * 0.55; 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)) { // 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) { 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); // 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)) { // Play explosion and 'Ahh' sound together LK.getSound('Meterial').play(); LK.getSound('Ahh').play(); // Play troll music on bomb collision LK.playMusic('Troll', { loop: false }); // 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) { LK.showGameOver(); return; } continue; } } }; // Center score text at top, avoid top left 100x100 scoreTxt.x = 1024; scoreTxt.y = 40;
===================================================================
--- original.js
+++ change.js
@@ -97,12 +97,16 @@
/****
* Game Code
****/
-// Point collectible: a yellow box
-// Obstacle: a red ellipse
-// Runner character: a colorful box
// 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
+LK.playMusic('Troll', {
+ loop: true
+});
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
// Runner start position
var runnerStartX = GAME_WIDTH / 2;