User prompt
Oyunda aynı anda en fazla 2 coin olsun
User prompt
Mesela karakter sola giderken sola baksın sağa giderken sağa baksın
User prompt
Yukarıdan giden kartallar biraz daha yukarıdan gidebilir mi
User prompt
Oyuncu 50 skora ylaşırsa oyunu kazansın
User prompt
Düşmanlar birleikte gelmesin birbirlerinde ayrı gelsinlar
User prompt
Düşmanların hızını birazcık arttır
User prompt
Düşmanlar sonsuza kadar gelmeye devam etsinler bir de hızlarını biraz azalt
User prompt
Düşmanlar da biraz seyrek gelsinler
User prompt
Bazı düşmanlar karakterin zıplama seviyesine yakın yetlerde doğsunlar
User prompt
Düşmaların üstüne değince düşmanlar ölmesin
User prompt
Biraz daha seyrek teleport olsunlar
User prompt
Paralar da sürekli rastgele yerlerde teleport olsun
User prompt
Karakter sola basılı tutulunca sola sağa baslı tutulunca sağa ilerlesin
User prompt
Oyun sürekli ilerlesin bitinca durmasın
User prompt
Bu oyunu düz bir zemin üzerinde yapar mısın
User prompt
İlerleme şeklini zıplama tuşuna basılı tutunca sağa doğru ilerlesin şeklinde yapar mısın
User prompt
It is not working
User prompt
Super Coin Jumper
Initial prompt
Can you make a game like super mario in the game we will collect moneys and we will destroy other creatures
/**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.width = coinAsset.width; self.height = coinAsset.height; self.update = function () { // Optionally animate coin }; return self; }); // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyAsset = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 1 }); self.vx = -6; self.width = enemyAsset.width; self.height = enemyAsset.height; self.update = function () { self.x += self.vx; if (self.lastX === undefined) self.lastX = self.x; }; return self; }); // Platform class var Platform = Container.expand(function () { var self = Container.call(this); var platAsset = self.attachAsset('platform', { anchorX: 0, anchorY: 0 }); self.width = platAsset.width; self.height = platAsset.height; // Allow dynamic width scaling self.setWidth = function (newWidth) { self.width = newWidth; platAsset.scaleX = newWidth / platAsset.width; }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerAsset = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); self.vx = 0; self.vy = 0; self.isOnGround = false; self.width = playerAsset.width; self.height = playerAsset.height; self.update = function () { // Gravity self.vy += 2.5; // Clamp vy if (self.vy > 60) self.vy = 60; self.x += self.vx; self.y += self.vy; // Save last position for collision checks if (self.lastX === undefined) self.lastX = self.x; if (self.lastY === undefined) self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // sky blue }); /**** * Game Code ****/ ; // --- Game variables --- var player; var platforms = []; var coins = []; var enemies = []; var score = 0; var scoreTxt; var dragStartX = null; var dragStartY = null; var jumpQueued = false; // --- Setup game objects --- function setupLevel() { // Player player = new Player(); player.x = 300; player.y = 2300; // Position player on ground game.addChild(player); // Ground platform - single flat ground across entire screen var ground = new Platform(); ground.x = 0; ground.y = 2400; ground.setWidth(2048); // Full screen width game.addChild(ground); platforms.push(ground); // Coins var coin1 = new Coin(); coin1.x = 750; coin1.y = 2300; game.addChild(coin1); coins.push(coin1); var coin2 = new Coin(); coin2.x = 1250; coin2.y = 2200; game.addChild(coin2); coins.push(coin2); var coin3 = new Coin(); coin3.x = 1700; coin3.y = 2300; game.addChild(coin3); coins.push(coin3); // Enemies var enemy1 = new Enemy(); enemy1.x = 1000; enemy1.y = 2400; game.addChild(enemy1); enemies.push(enemy1); var enemy2 = new Enemy(); enemy2.x = 1800; enemy2.y = 2400; game.addChild(enemy2); enemies.push(enemy2); // Score text scoreTxt = new Text2('0', { size: 120, fill: 0xFFF700 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.setText(score); } setupLevel(); // --- Controls (touch left/right side to move) --- var isHoldingLeft = false; var isHoldingRight = false; game.down = function (x, y, obj) { if (x < 2048 / 2) { isHoldingLeft = true; isHoldingRight = false; } else { isHoldingRight = true; isHoldingLeft = false; } jumpQueued = true; // Jump when starting to hold }; game.move = function (x, y, obj) { // Update movement direction based on current touch position if (x < 2048 / 2) { isHoldingLeft = true; isHoldingRight = false; } else { isHoldingRight = true; isHoldingLeft = false; } }; game.up = function (x, y, obj) { isHoldingLeft = false; isHoldingRight = false; player.vx = 0; // Stop moving when releasing }; // --- Main game loop --- game.update = function () { // Set player velocity based on holding state if (isHoldingLeft) { player.vx = -12; // Move left when holding left side } else if (isHoldingRight) { player.vx = 12; // Move right when holding right side } else { player.vx = 0; // Stop when not holding } // Player update player.update(); // Clamp player to screen if (player.x < 0) player.x = 0; if (player.x > 2048) player.x = 2048; // Platform collision player.isOnGround = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Simple AABB collision, only check if falling if (player.vy >= 0 && player.x + player.width / 2 > plat.x && player.x - player.width / 2 < plat.x + plat.width && player.y > plat.y && player.lastY <= plat.y) { // Land on platform player.y = plat.y; player.vy = 0; player.isOnGround = true; } } // Jump if (jumpQueued && player.isOnGround) { player.vy = -48; jumpQueued = false; } // Coin collection and random teleportation for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (player.intersects(coin)) { score += 1; scoreTxt.setText(score); // Teleport coin to random position instead of destroying coin.x = Math.random() * 2048; // Random x position across screen coin.y = 2300 - Math.random() * 200; // Random height above ground } // Randomly teleport coins even when not collected if (Math.random() < 0.002) { // Small chance each frame for random teleport coin.x = Math.random() * 2048; coin.y = 2300 - Math.random() * 200; } } // Enemy update and collision for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove if off screen and respawn if (enemy.x < -200) { enemy.destroy(); enemies.splice(i, 1); // Respawn enemy at right side of screen var newEnemy = new Enemy(); newEnemy.x = 2200; // Start slightly off right edge newEnemy.y = 2400; game.addChild(newEnemy); enemies.push(newEnemy); continue; } // Player/enemy collision var wasIntersecting = enemy.lastWasIntersecting || false; var isIntersecting = player.intersects(enemy); if (!wasIntersecting && isIntersecting) { // Check if player is falling onto enemy if (player.vy > 0 && player.y < enemy.y) { // Defeat enemy enemy.destroy(); enemies.splice(i, 1); player.vy = -32; // bounce score += 5; scoreTxt.setText(score); } else { // Player hit from side or below: game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } enemy.lastWasIntersecting = isIntersecting; } // Save lastY for player player.lastY = player.y; player.lastX = player.x; };
===================================================================
--- original.js
+++ change.js
@@ -204,23 +204,24 @@
if (jumpQueued && player.isOnGround) {
player.vy = -48;
jumpQueued = false;
}
- // Coin collection
+ // Coin collection and random teleportation
for (var i = coins.length - 1; i >= 0; i--) {
var coin = coins[i];
if (player.intersects(coin)) {
score += 1;
scoreTxt.setText(score);
- coin.destroy();
- coins.splice(i, 1);
- // Respawn coin at random position ahead
- var newCoin = new Coin();
- newCoin.x = player.x + 800 + Math.random() * 400; // Spawn ahead of player
- newCoin.y = 2300 - Math.random() * 200; // Random height
- game.addChild(newCoin);
- coins.push(newCoin);
+ // Teleport coin to random position instead of destroying
+ coin.x = Math.random() * 2048; // Random x position across screen
+ coin.y = 2300 - Math.random() * 200; // Random height above ground
}
+ // Randomly teleport coins even when not collected
+ if (Math.random() < 0.002) {
+ // Small chance each frame for random teleport
+ coin.x = Math.random() * 2048;
+ coin.y = 2300 - Math.random() * 200;
+ }
}
// Enemy update and collision
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];