User prompt
Arka planda troll adlı müzik devamlı çalsın
User prompt
Karakter bombaya temas edince "Ahh" içindeki sesi oynat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Karakter bombaya temas edince troll içindeki sesi oynat ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Bombaya temas ettiğimizde patlama sesiyle beraber ahh sesi gelsin
User prompt
Coin topladigimda çıkan sarı yanma efektini bombaya temas ettiğinde çıkan kırmızı ışık efektine benzer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Coin topladigimda ekran kısa süreliğine sarı parlasın ve yavaşça sönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Karakter her zaman default renginde olsun
User prompt
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
User prompt
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
User prompt
Karakter mavi olmasın
User prompt
Son değişikliği geri al
User prompt
Karakter normal beklerken mavimsi oluyor onu düzelt
User prompt
Kalbe temas edince "ohh" sesi çıksın
User prompt
Paraya temas edince para toplama sesi oynasın
User prompt
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
User prompt
Bomba kalp ve coin ivmesini azalt
User prompt
Bazı bombalar siyah geliyor düzeltir misin
User prompt
Arka plan gri olsun
User prompt
Assets deki heart isimli resmi kalbe ekle
User prompt
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
User prompt
Oyuna can ekleyelim
User prompt
Kayma mesafesi parmağımın hareketi ile aynı olsun
User prompt
Karakterim parmağımın ilk dokunduğum konuma ışınlanmasın. Bunun yerine aradaki mesafeyi koruyarak aynı kaydırma hareketine devam etsin
User prompt
Karakterim parmağımın son dokunduğu değil anlık dokunduğu konuma hareket etsin
User prompt
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;