User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 600
User prompt
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
User prompt
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
User prompt
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
User prompt
Gece temasını sil gündüz teması yap m.ö. 3000 yılına uygun bir tema tasarla
User prompt
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
User prompt
Player büyük olsun birazdaha ve daha yükseğe zıplasın
Code edit (1 edits merged)
Please save this source code
User prompt
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 = -0.3; self.twinkleTimer = Math.random() * 100; self.update = function () { self.x += self.speed; self.twinkleTimer += 0.05; starGraphics.alpha = 0.3 + Math.sin(self.twinkleTimer) * 0.7; }; return self; }); var Cloud = Container.expand(function () { var self = Container.call(this); var cloudGraphics = self.attachAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -0.5; // Very slow parallax self.floatTimer = Math.random() * 100; self.update = function () { self.x += self.speed; self.floatTimer += 0.02; cloudGraphics.y = Math.sin(self.floatTimer) * 20; }; 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 Pyramid = Container.expand(function () { var self = Container.call(this); var pyramidType = Math.floor(Math.random() * 3) + 1; var pyramidGraphics = self.attachAsset('pyramid' + pyramidType, { anchorX: 0.5, anchorY: 1.0 }); self.speed = -2; // Slower parallax speed // Add stone blocks around pyramid for (var i = 0; i < 5; i++) { if (Math.random() > 0.4) { var stoneBlock = self.attachAsset('stone_block', { anchorX: 0.5, anchorY: 0.5 }); stoneBlock.x = (Math.random() - 0.5) * pyramidGraphics.width * 1.2; stoneBlock.y = -Math.random() * 100; } } // Add palm trees around pyramid if (Math.random() > 0.3) { var palmTrunk = self.attachAsset('palm_trunk', { anchorX: 0.5, anchorY: 1.0 }); var palmLeaves = self.attachAsset('palm_leaves', { anchorX: 0.5, anchorY: 0.5 }); palmTrunk.x = (Math.random() - 0.5) * pyramidGraphics.width * 1.5; palmTrunk.y = 0; palmLeaves.x = palmTrunk.x; palmLeaves.y = palmTrunk.y - palmTrunk.height; } self.update = function () { self.x += self.speed; }; return self; }); var Robot = Container.expand(function () { var self = Container.call(this); var robotGraphics = self.attachAsset('robot', { anchorX: 0.5, anchorY: 1.0 }); self.speed = -8; self.groundY = 2532; // Enhanced AI robot lights for Istanbul 2071 for (var i = 0; i < 5; i++) { var light = self.attachAsset('neon_light', { anchorX: 0.5, anchorY: 0.5 }); light.x = (Math.random() - 0.5) * 80; light.y = -Math.random() * 60 - 10; // AI robot eye colors var aiColors = [0x00ffff, 0xff0040, 0x40ff00]; light.tint = aiColors[Math.floor(Math.random() * aiColors.length)]; } // Add AI scanner beam var scanner = self.attachAsset('neon_light', { anchorX: 0, anchorY: 0.5 }); scanner.x = 50; scanner.y = -40; scanner.scaleX = 3; scanner.scaleY = 0.2; scanner.tint = 0xff0000; scanner.alpha = 0.7; self.scanTimer = 0; self.update = function () { self.x += self.speed; // Animate AI scanner self.scanTimer += 0.1; scanner.alpha = 0.3 + Math.sin(self.scanTimer) * 0.4; }; 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 Tower = Container.expand(function () { var self = Container.call(this); var towerType = Math.floor(Math.random() * 3) + 1; var towerGraphics = self.attachAsset('tower' + towerType, { anchorX: 0.5, anchorY: 1.0 }); self.speed = -2; // Enhanced neon lights for Istanbul 2071 towers for (var i = 0; i < 12; i++) { if (Math.random() > 0.2) { var light = self.attachAsset('neon_light', { anchorX: 0.5, anchorY: 0.5 }); light.x = (Math.random() - 0.5) * towerGraphics.width; light.y = -Math.random() * towerGraphics.height; // Add tinting for variety in Istanbul skyline var colors = [0x00ffff, 0xff0080, 0x8000ff, 0x00ff80]; light.tint = colors[Math.floor(Math.random() * colors.length)]; } } // Add antenna/spire details for Istanbul futuristic skyline if (Math.random() > 0.4) { var antenna = self.attachAsset('neon_light', { anchorX: 0.5, anchorY: 1.0 }); antenna.x = 0; antenna.y = -towerGraphics.height - 20; antenna.scaleX = 0.3; antenna.scaleY = 3; antenna.tint = 0xff0000; // Red antenna light } self.update = function () { self.x += self.speed; }; return self; }); var TurkishFlag = Container.expand(function () { var self = Container.call(this); var flagGraphics = self.attachAsset('turkish_flag', { anchorX: 0.5, anchorY: 0.5 }); var moon = self.attachAsset('flag_moon', { anchorX: 0.5, anchorY: 0.5 }); var star = self.attachAsset('flag_star', { anchorX: 0.5, anchorY: 0.5 }); moon.x = -15; moon.y = 0; star.x = -5; star.y = 0; star.rotation = 0.785; // 45 degrees self.waveTimer = 0; self.update = function () { self.waveTimer += 0.1; flagGraphics.skew.x = Math.sin(self.waveTimer) * 0.05; }; 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: 0x87ceeb }); /**** * Game Code ****/ // Futuristic theme assets // Game variables var gameSpeed = 8; var spawnTimer = 0; var difficultyTimer = 0; var distance = 0; var scoreMultiplier = 1; // Theme selection variables var gameStarted = false; var selectedTheme = null; // 'ancient' or 'futuristic' var themeSelectionUI = null; // Game objects var player; var ground; var sun; var turtles = []; var coins = []; var stars = []; var pyramids = []; var clouds = []; // 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() { // Initialize based on selected theme if (selectedTheme === 'ancient') { initializeAncientTheme(); } else if (selectedTheme === 'futuristic') { initializeFuturisticTheme(); } // Create player player = game.addChild(new Player()); player.x = 300; player.y = 2532; // Start background music LK.playMusic('bgmusic'); } // Spawn enemy (turtle or robot based on theme) function spawnTurtle() { if (selectedTheme === 'ancient') { var turtle = new Turtle(); turtle.x = 2200; turtle.y = 2532; turtle.speed = -(gameSpeed + Math.random() * 4); turtles.push(turtle); game.addChild(turtle); } else if (selectedTheme === 'futuristic') { var robot = new Robot(); robot.x = 2200; robot.y = 2532; robot.speed = -(gameSpeed + Math.random() * 4); turtles.push(robot); // Reuse turtles array for robots game.addChild(robot); } } // 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 background structure (pyramid or tower based on theme) function spawnPyramid() { if (selectedTheme === 'ancient') { var pyramid = new Pyramid(); pyramid.x = 2200; pyramid.y = 2732; pyramids.push(pyramid); game.addChild(pyramid); } else if (selectedTheme === 'futuristic') { var tower = new Tower(); tower.x = 2200; tower.y = 2732; pyramids.push(tower); // Reuse pyramids array for towers game.addChild(tower); } } // Touch controls game.down = function (x, y, obj) { if (player && gameStarted) { player.jump(); } }; // Main game loop game.update = function () { // Only run game logic if game has started if (!gameStarted) return; // 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 pyramids for background if (spawnTimer % 350 === 0) { spawnPyramid(); } // 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 pyramids for (var i = pyramids.length - 1; i >= 0; i--) { var pyramid = pyramids[i]; if (pyramid.x < -400) { pyramid.destroy(); pyramids.splice(i, 1); } } // Update and cleanup clouds/stars for (var i = clouds.length - 1; i >= 0; i--) { var cloud = clouds[i]; if (cloud.x < -150) { cloud.destroy(); clouds.splice(i, 1); // Spawn new cloud or star based on theme if (selectedTheme === 'ancient') { var newCloud = new Cloud(); newCloud.x = 2100 + Math.random() * 200; newCloud.y = Math.random() * 600 + 200; clouds.push(newCloud); game.addChild(newCloud); } else if (selectedTheme === 'futuristic') { var newStar = new BackgroundStar(); newStar.x = 2100 + Math.random() * 200; newStar.y = Math.random() * 1000 + 200; clouds.push(newStar); game.addChild(newStar); } } } // Add distance to score LK.setScore(LK.getScore() + Math.floor(gameSpeed / 10)); scoreTxt.setText(LK.getScore()); // Check victory condition if (LK.getScore() >= 300) { // Victory celebration with tween animations tween(player, { scaleX: 1.5, scaleY: 1.5 }, { duration: 500, easing: tween.bounceOut }); tween(player, { rotation: Math.PI * 2 }, { duration: 1000, easing: tween.easeInOut }); // Flash screen with victory colors LK.effects.flashScreen(0x00ff00, 1500); // Animate score text celebration tween(scoreTxt, { scaleX: 2, scaleY: 2 }, { duration: 800, easing: tween.elasticOut }); tween(scoreTxt, { rotation: 0.3 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(scoreTxt, { rotation: -0.3 }, { duration: 300, easing: tween.easeInOut, onFinish: function onFinish() { tween(scoreTxt, { rotation: 0 }, { duration: 300, easing: tween.easeInOut }); } }); } }); // Animate all remaining coins and stars for (var i = 0; i < coins.length; i++) { var coin = coins[i]; tween(coin, { scaleX: 2, scaleY: 2, rotation: Math.PI * 4 }, { duration: 1000, easing: tween.bounceOut }); } for (var i = 0; i < stars.length; i++) { var star = stars[i]; tween(star, { scaleX: 3, scaleY: 3, rotation: Math.PI * 6 }, { duration: 1200, easing: tween.elasticOut }); } // Show victory after animations setTimeout(function () { LK.showYouWin(); }, 2000); return; // Stop game loop } }; // Create theme selection screen function createThemeSelection() { // Create selection container themeSelectionUI = game.addChild(new Container()); // Title var titleTxt = new Text2('TEMA SEÇ / CHOOSE THEME', { size: 120, fill: 0x000000 }); titleTxt.anchor.set(0.5, 0.5); titleTxt.x = 1024; titleTxt.y = 800; themeSelectionUI.addChild(titleTxt); // Ancient theme button var ancientBtn = themeSelectionUI.addChild(new Container()); var ancientBg = ancientBtn.attachAsset('pyramid1', { anchorX: 0.5, anchorY: 0.5 }); var ancientTxt = new Text2('M.Ö. 3000\nANTİK MISIR', { size: 80, fill: 0x000000 }); ancientTxt.anchor.set(0.5, 0.5); ancientBtn.addChild(ancientTxt); ancientBtn.x = 600; ancientBtn.y = 1400; // Futuristic theme button var futuristicBtn = themeSelectionUI.addChild(new Container()); var futuristicBg = futuristicBtn.attachAsset('tower1', { anchorX: 0.5, anchorY: 0.5 }); var futuristicTxt = new Text2('2071\nİSTANBUL\nGELECEK ŞEHRİ', { size: 70, fill: 0x00ffff }); futuristicTxt.anchor.set(0.5, 0.5); futuristicBtn.addChild(futuristicTxt); futuristicBtn.x = 1448; futuristicBtn.y = 1400; // Event handlers ancientBtn.down = function () { selectedTheme = 'ancient'; startGameWithTheme(); }; futuristicBtn.down = function () { selectedTheme = 'futuristic'; startGameWithTheme(); }; } // Start game with selected theme function startGameWithTheme() { if (themeSelectionUI) { themeSelectionUI.destroy(); themeSelectionUI = null; } gameStarted = true; initializeGame(); } // Modified initialization for themes function initializeAncientTheme() { // Set daytime background game.setBackgroundColor(0x87ceeb); // Create sun sun = game.addChild(LK.getAsset('sun', { anchorX: 0.5, anchorY: 0.5 })); sun.x = 1700; sun.y = 400; // Create background clouds for (var i = 0; i < 15; i++) { var cloud = new Cloud(); cloud.x = Math.random() * 2500; cloud.y = Math.random() * 600 + 200; clouds.push(cloud); game.addChild(cloud); } // Create initial pyramids for (var i = 0; i < 8; i++) { var pyramid = new Pyramid(); pyramid.x = i * 300 + Math.random() * 100; pyramid.y = 2732; pyramids.push(pyramid); game.addChild(pyramid); } // Create ground ground = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 1 })); ground.x = 0; ground.y = 2732; } function initializeFuturisticTheme() { // Set Istanbul night background - dark night sky game.setBackgroundColor(0x0a0a1a); // Create large Turkish moon and star symbol in the sky - prominent position var moonSymbol = game.addChild(LK.getAsset('flag_moon', { anchorX: 0.5, anchorY: 0.5 })); moonSymbol.x = 1600; moonSymbol.y = 400; moonSymbol.scaleX = 20; // Make moon large and prominent moonSymbol.scaleY = 20; moonSymbol.tint = 0xffffff; // Bright white moon var starSymbol = game.addChild(LK.getAsset('flag_star', { anchorX: 0.5, anchorY: 0.5 })); starSymbol.x = 1750; starSymbol.y = 400; starSymbol.scaleX = 15; // Large star starSymbol.scaleY = 15; starSymbol.rotation = 0.785; // 45 degrees starSymbol.tint = 0xffffff; // Bright white star // Create background stars for night Istanbul skyline for (var i = 0; i < 120; i++) { var star = new BackgroundStar(); star.x = Math.random() * 2500; star.y = Math.random() * 800 + 100; clouds.push(star); // Reuse clouds array for stars game.addChild(star); } // Create initial futuristic Istanbul towers with more variety for (var i = 0; i < 15; i++) { var tower = new Tower(); tower.x = i * 150 + Math.random() * 80; tower.y = 2732; // Make some towers taller for Istanbul skyline effect if (Math.random() > 0.3) { tower.scaleY = 1.3 + Math.random() * 1.2; } pyramids.push(tower); // Reuse pyramids array for towers game.addChild(tower); } // Create futuristic Istanbul ground with neon effects ground = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 1 })); ground.x = 0; ground.y = 2732; ground.tint = 0x1a1a2e; // Dark futuristic Istanbul ground with blue tint } // Create theme selection screen instead of initializing game createThemeSelection();
===================================================================
--- original.js
+++ change.js
@@ -490,8 +490,85 @@
}
// Add distance to score
LK.setScore(LK.getScore() + Math.floor(gameSpeed / 10));
scoreTxt.setText(LK.getScore());
+ // Check victory condition
+ if (LK.getScore() >= 300) {
+ // Victory celebration with tween animations
+ tween(player, {
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 500,
+ easing: tween.bounceOut
+ });
+ tween(player, {
+ rotation: Math.PI * 2
+ }, {
+ duration: 1000,
+ easing: tween.easeInOut
+ });
+ // Flash screen with victory colors
+ LK.effects.flashScreen(0x00ff00, 1500);
+ // Animate score text celebration
+ tween(scoreTxt, {
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 800,
+ easing: tween.elasticOut
+ });
+ tween(scoreTxt, {
+ rotation: 0.3
+ }, {
+ duration: 300,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(scoreTxt, {
+ rotation: -0.3
+ }, {
+ duration: 300,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
+ tween(scoreTxt, {
+ rotation: 0
+ }, {
+ duration: 300,
+ easing: tween.easeInOut
+ });
+ }
+ });
+ }
+ });
+ // Animate all remaining coins and stars
+ for (var i = 0; i < coins.length; i++) {
+ var coin = coins[i];
+ tween(coin, {
+ scaleX: 2,
+ scaleY: 2,
+ rotation: Math.PI * 4
+ }, {
+ duration: 1000,
+ easing: tween.bounceOut
+ });
+ }
+ for (var i = 0; i < stars.length; i++) {
+ var star = stars[i];
+ tween(star, {
+ scaleX: 3,
+ scaleY: 3,
+ rotation: Math.PI * 6
+ }, {
+ duration: 1200,
+ easing: tween.elasticOut
+ });
+ }
+ // Show victory after animations
+ setTimeout(function () {
+ LK.showYouWin();
+ }, 2000);
+ return; // Stop game loop
+ }
};
// Create theme selection screen
function createThemeSelection() {
// Create selection container