User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 600
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Final score 100 olunca oyun bitsin sevinç gösterisi olsun dinozor kurtulsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Dinozor daha yükseğe zıplasın
User prompt
Dinozor büyük olsun
User prompt
Final skoru 300 olunca oyun bitsin dinozorun hayatını kurtarıyım ve bir sevinç gösterisi olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2071 yılı seçeneğini seçtiğimiz zaman gece İstanbul temalı gelişmiş bir şehir teması olacak ve ay yıldız sembolü olacak gece olarak tasarla
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2071 gelecek şehri gece olarak tasarla gelişmiş şehir İstanbul teması olarak tasarla ve yukarda türk sembolü olsun robotlar olsun
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'jump')' in or related to this line: 'player.jump();' Line Number: 393
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Oyun başlamadan önce bize iki seçenek bir gündüz teması m.ö. 3000 yılına uygun tema ve seçenek olsun ikinci seçenek ise 2071 yılında geçsin robotlar ve gökdelenler olsun gece teması olsun ve yukarda türk bayrağı sembolü olsun
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Gece temasını sil gündüz teması yap m.ö. 3000 yılına uygun bir tema tasarla
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Gece şehirli bölümünü sil yıl 2070 gelişmiş şehir ve yapay zeka teknoljisi ile şehir tasarla teması olsun
User prompt
Gece bölümünü yap şehirli bölümünüde yap temasını yap
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Player büyük olsun birazdaha ve daha yükseğe zıplasın
Code edit (1 edits merged)
Please save this source code
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Turtle Trouble
Initial prompt
Great choice! Here's a short and clear concept for a Super Mario–style 2D platformer game with turtles, written in English: --- Game Title: Turtle Trouble Genre: 2D Side-Scroller / Platformer Description: Jump, run, and survive in this classic 2D platformer! Players control a character who must jump over moving turtles to avoid being caught. If a turtle touches the player — Game Over. Gameplay Features: Classic Mario-style side-scrolling Jump over turtles or fall behind them Collect coins and stars for bonus points Increasing speed and difficulty as levels go on One-touch or arrow-key controls Game Over Condition: 👉 If a turtle touches the player — you lose! Why It Works: Simple, nostalgic platformer fun Fast-paced and addictive Easy to learn, hard to master Great for mobile or web Monetize with ads and level unlocks Technology: Unity 2D C# scripting Mobile and Web compatible --- Would you like a sample level design or character art idea next?
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var BackgroundStar = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star_bg', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -1; // Very slow parallax
self.twinkleTimer = Math.random() * 100;
self.update = function () {
self.x += self.speed;
self.twinkleTimer++;
starGraphics.alpha = 0.3 + Math.sin(self.twinkleTimer * 0.05) * 0.7;
};
return self;
});
var Building = Container.expand(function () {
var self = Container.call(this);
var buildingType = Math.floor(Math.random() * 3) + 1;
var buildingGraphics = self.attachAsset('building' + buildingType, {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = -2; // Slower parallax speed
// Add windows randomly
for (var i = 0; i < 6; i++) {
if (Math.random() > 0.4) {
var window = self.attachAsset('window', {
anchorX: 0.5,
anchorY: 0.5
});
window.x = (Math.random() - 0.5) * buildingGraphics.width * 0.6;
window.y = -Math.random() * buildingGraphics.height * 0.8;
}
}
self.update = function () {
self.x += self.speed;
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.value = 10;
self.bobOffset = 0;
self.update = function () {
self.x += self.speed;
// Add bobbing animation
self.bobOffset += 0.1;
coinGraphics.y = Math.sin(self.bobOffset) * 10;
};
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 1.0
});
self.velocityY = 0;
self.isJumping = false;
self.jumpForce = -35;
self.gravity = 1.2;
self.groundY = 2532; // Ground level
self.update = function () {
// Apply gravity
self.velocityY += self.gravity;
self.y += self.velocityY;
// Check ground collision
if (self.y >= self.groundY) {
self.y = self.groundY;
self.velocityY = 0;
self.isJumping = false;
}
};
self.jump = function () {
if (!self.isJumping) {
self.velocityY = self.jumpForce;
self.isJumping = true;
LK.getSound('jump').play();
}
};
return self;
});
var Star = Container.expand(function () {
var self = Container.call(this);
var starGraphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.value = 50;
self.rotationSpeed = 0.1;
self.update = function () {
self.x += self.speed;
starGraphics.rotation += self.rotationSpeed;
};
return self;
});
var Turtle = Container.expand(function () {
var self = Container.call(this);
var turtleGraphics = self.attachAsset('turtle', {
anchorX: 0.5,
anchorY: 1.0
});
self.speed = -8;
self.groundY = 2532;
self.update = function () {
self.x += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x1a1a2e
});
/****
* Game Code
****/
// Game variables
var gameSpeed = 8;
var spawnTimer = 0;
var difficultyTimer = 0;
var distance = 0;
var scoreMultiplier = 1;
// Game objects
var player;
var ground;
var moon;
var turtles = [];
var coins = [];
var stars = [];
var buildings = [];
var backgroundStars = [];
// UI elements
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var distanceTxt = new Text2('0m', {
size: 80,
fill: 0xFFFFFF
});
distanceTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(distanceTxt);
// Initialize game elements
function initializeGame() {
// Create moon
moon = game.addChild(LK.getAsset('moon', {
anchorX: 0.5,
anchorY: 0.5
}));
moon.x = 1700;
moon.y = 400;
// Create background stars
for (var i = 0; i < 15; i++) {
var bgStar = new BackgroundStar();
bgStar.x = Math.random() * 2500;
bgStar.y = Math.random() * 800 + 200;
backgroundStars.push(bgStar);
game.addChild(bgStar);
}
// Create initial buildings
for (var i = 0; i < 12; i++) {
var building = new Building();
building.x = i * 200 + Math.random() * 100;
building.y = 2732;
buildings.push(building);
game.addChild(building);
}
// Create ground
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 1
}));
ground.x = 0;
ground.y = 2732;
// Create player
player = game.addChild(new Player());
player.x = 300;
player.y = 2532;
// Start background music
LK.playMusic('bgmusic');
}
// Spawn turtle enemy
function spawnTurtle() {
var turtle = new Turtle();
turtle.x = 2200;
turtle.y = 2532;
turtle.speed = -(gameSpeed + Math.random() * 4);
turtles.push(turtle);
game.addChild(turtle);
}
// Spawn coin
function spawnCoin() {
var coin = new Coin();
coin.x = 2200;
coin.y = 2400 - Math.random() * 300;
coin.speed = -gameSpeed;
coins.push(coin);
game.addChild(coin);
}
// Spawn star
function spawnStar() {
var star = new Star();
star.x = 2200;
star.y = 2300 - Math.random() * 200;
star.speed = -gameSpeed;
stars.push(star);
game.addChild(star);
}
// Spawn building
function spawnBuilding() {
var building = new Building();
building.x = 2200;
building.y = 2732;
buildings.push(building);
game.addChild(building);
}
// Touch controls
game.down = function (x, y, obj) {
player.jump();
};
// Main game loop
game.update = function () {
// Update distance
distance += gameSpeed / 10;
distanceTxt.setText(Math.floor(distance) + 'm');
// Increase difficulty over time
difficultyTimer++;
if (difficultyTimer % 1800 === 0) {
// Every 30 seconds
gameSpeed += 0.5;
}
// Spawn enemies and collectibles
spawnTimer++;
// Spawn turtles
if (spawnTimer % 120 === 0) {
spawnTurtle();
}
// Spawn coins
if (spawnTimer % 180 === 0) {
spawnCoin();
}
// Spawn stars (less frequent)
if (spawnTimer % 480 === 0) {
spawnStar();
}
// Spawn buildings for background
if (spawnTimer % 300 === 0) {
spawnBuilding();
}
// Update and check turtles
for (var i = turtles.length - 1; i >= 0; i--) {
var turtle = turtles[i];
// Remove if off screen
if (turtle.x < -100) {
turtle.destroy();
turtles.splice(i, 1);
continue;
}
// Check collision with player
if (turtle.intersects(player)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Update and check coins
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
// Remove if off screen
if (coin.x < -100) {
coin.destroy();
coins.splice(i, 1);
continue;
}
// Check collection
if (coin.intersects(player)) {
LK.setScore(LK.getScore() + coin.value * scoreMultiplier);
scoreTxt.setText(LK.getScore());
LK.getSound('coin').play();
coin.destroy();
coins.splice(i, 1);
}
}
// Update and check stars
for (var i = stars.length - 1; i >= 0; i--) {
var star = stars[i];
// Remove if off screen
if (star.x < -100) {
star.destroy();
stars.splice(i, 1);
continue;
}
// Check collection
if (star.intersects(player)) {
LK.setScore(LK.getScore() + star.value * scoreMultiplier);
scoreTxt.setText(LK.getScore());
scoreMultiplier += 0.1;
LK.getSound('star').play();
LK.effects.flashObject(star, 0xFFFFFF, 500);
star.destroy();
stars.splice(i, 1);
}
}
// Update and cleanup buildings
for (var i = buildings.length - 1; i >= 0; i--) {
var building = buildings[i];
if (building.x < -300) {
building.destroy();
buildings.splice(i, 1);
}
}
// Update and cleanup background stars
for (var i = backgroundStars.length - 1; i >= 0; i--) {
var bgStar = backgroundStars[i];
if (bgStar.x < -50) {
bgStar.destroy();
backgroundStars.splice(i, 1);
// Spawn new star
var newStar = new BackgroundStar();
newStar.x = 2100 + Math.random() * 200;
newStar.y = Math.random() * 800 + 200;
backgroundStars.push(newStar);
game.addChild(newStar);
}
}
// Add distance to score
LK.setScore(LK.getScore() + Math.floor(gameSpeed / 10));
scoreTxt.setText(LK.getScore());
};
// Initialize the game
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,47 @@
/****
* Classes
****/
+var BackgroundStar = Container.expand(function () {
+ var self = Container.call(this);
+ var starGraphics = self.attachAsset('star_bg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -1; // Very slow parallax
+ self.twinkleTimer = Math.random() * 100;
+ self.update = function () {
+ self.x += self.speed;
+ self.twinkleTimer++;
+ starGraphics.alpha = 0.3 + Math.sin(self.twinkleTimer * 0.05) * 0.7;
+ };
+ return self;
+});
+var Building = Container.expand(function () {
+ var self = Container.call(this);
+ var buildingType = Math.floor(Math.random() * 3) + 1;
+ var buildingGraphics = self.attachAsset('building' + buildingType, {
+ anchorX: 0.5,
+ anchorY: 1.0
+ });
+ self.speed = -2; // Slower parallax speed
+ // Add windows randomly
+ for (var i = 0; i < 6; i++) {
+ if (Math.random() > 0.4) {
+ var window = self.attachAsset('window', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ window.x = (Math.random() - 0.5) * buildingGraphics.width * 0.6;
+ window.y = -Math.random() * buildingGraphics.height * 0.8;
+ }
+ }
+ self.update = function () {
+ self.x += self.speed;
+ };
+ return self;
+});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
@@ -86,9 +125,9 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x87CEEB
+ backgroundColor: 0x1a1a2e
});
/****
* Game Code
@@ -101,11 +140,14 @@
var scoreMultiplier = 1;
// Game objects
var player;
var ground;
+var moon;
var turtles = [];
var coins = [];
var stars = [];
+var buildings = [];
+var backgroundStars = [];
// UI elements
var scoreTxt = new Text2('0', {
size: 100,
fill: 0xFFFFFF
@@ -119,8 +161,31 @@
distanceTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(distanceTxt);
// Initialize game elements
function initializeGame() {
+ // Create moon
+ moon = game.addChild(LK.getAsset('moon', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ }));
+ moon.x = 1700;
+ moon.y = 400;
+ // Create background stars
+ for (var i = 0; i < 15; i++) {
+ var bgStar = new BackgroundStar();
+ bgStar.x = Math.random() * 2500;
+ bgStar.y = Math.random() * 800 + 200;
+ backgroundStars.push(bgStar);
+ game.addChild(bgStar);
+ }
+ // Create initial buildings
+ for (var i = 0; i < 12; i++) {
+ var building = new Building();
+ building.x = i * 200 + Math.random() * 100;
+ building.y = 2732;
+ buildings.push(building);
+ game.addChild(building);
+ }
// Create ground
ground = game.addChild(LK.getAsset('ground', {
anchorX: 0,
anchorY: 1
@@ -160,8 +225,16 @@
star.speed = -gameSpeed;
stars.push(star);
game.addChild(star);
}
+// Spawn building
+function spawnBuilding() {
+ var building = new Building();
+ building.x = 2200;
+ building.y = 2732;
+ buildings.push(building);
+ game.addChild(building);
+}
// Touch controls
game.down = function (x, y, obj) {
player.jump();
};
@@ -189,8 +262,12 @@
// Spawn stars (less frequent)
if (spawnTimer % 480 === 0) {
spawnStar();
}
+ // Spawn buildings for background
+ if (spawnTimer % 300 === 0) {
+ spawnBuilding();
+ }
// Update and check turtles
for (var i = turtles.length - 1; i >= 0; i--) {
var turtle = turtles[i];
// Remove if off screen
@@ -243,8 +320,30 @@
star.destroy();
stars.splice(i, 1);
}
}
+ // Update and cleanup buildings
+ for (var i = buildings.length - 1; i >= 0; i--) {
+ var building = buildings[i];
+ if (building.x < -300) {
+ building.destroy();
+ buildings.splice(i, 1);
+ }
+ }
+ // Update and cleanup background stars
+ for (var i = backgroundStars.length - 1; i >= 0; i--) {
+ var bgStar = backgroundStars[i];
+ if (bgStar.x < -50) {
+ bgStar.destroy();
+ backgroundStars.splice(i, 1);
+ // Spawn new star
+ var newStar = new BackgroundStar();
+ newStar.x = 2100 + Math.random() * 200;
+ newStar.y = Math.random() * 800 + 200;
+ backgroundStars.push(newStar);
+ game.addChild(newStar);
+ }
+ }
// Add distance to score
LK.setScore(LK.getScore() + Math.floor(gameSpeed / 10));
scoreTxt.setText(LK.getScore());
};