User prompt
Ana menüde platformer yazıyor ya o yazıyı LizardRun olarak değiştir ve yazı fontunu da değiştir
User prompt
Skorda yaptığın güzelleştirmeleri elenince çıkan ekranda da yapar mısın
User prompt
Hala oyun bitince enemyler harekete devam ediyor
User prompt
Bir de elendikten sonra arkada oyun devam ediyor onu da düzeltebilir misin
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'scoreTxt.style.stroke = 0xFFD700;' Line Number: 416
User prompt
Skorun yazı fontunu biraz güzelleştirebilir misin
User prompt
Goldcoinler normal coinlere göre daha seyrek spawn olsun
User prompt
Düzelmedi
User prompt
Hala bir sorun bar gitmiyor bir daha bak
User prompt
Tablo halen daha gitmiyor bir daha bakar mısın
User prompt
Play again dedikten sonra o tablo yok olsun bir daha elenince geri gelsin
User prompt
Oyun sonsuza kadar devam etsin skor sınırı olmasın bir de oyuncu enemye deyip elendikten sonra o oyuncunun highscorunu ve en son yaptığı skorunu gösteren bir tablo ekrana gelsin ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Aynı anda ekranda en fazla 2 coin olsun
User prompt
Spawn olmuyor
User prompt
Goldcoin de diğer coin gibi belirli aralıklarla teleport olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yeni bir coin türü ekler misin iki kat puan kazandıracak
User prompt
Platformu biraz uzatabilir misin
User prompt
Oyunun başlangıcında sağ tarafa koymuşsun onu kaldırıp ana menüde sağ tarafa koy
User prompt
Sağ tarafada enemy assetini koy
User prompt
Platform assetini koymuşsun karakter assetini koy ve bu asseti sol tarafa koy
User prompt
Olmadı
User prompt
Oyun başlamadan önce bir ana menü çıksın orda start game tuşuna basınca oyun başlasın
User prompt
Animasyon ekleyince oyun bozuldu düzeltir misin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Karakter coin toplayınca bir animasyon gözüksün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Havaya güneş ve bulut asseteri ekler misin güzel görünmesi için
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* 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 = -5;
self.width = enemyAsset.width;
self.height = enemyAsset.height;
self.update = function () {
// Only update enemy movement when game is playing
if (gameState !== 'playing') return;
self.x += self.vx;
if (self.lastX === undefined) self.lastX = self.x;
};
return self;
});
// GoldCoin class - worth 2 points
var GoldCoin = Container.expand(function () {
var self = Container.call(this);
var goldCoinAsset = self.attachAsset('goldCoin', {
anchorX: 0.5,
anchorY: 0.5
});
goldCoinAsset.tint = 0xFFD700; // Golden color
self.width = goldCoinAsset.width;
self.height = goldCoinAsset.height;
self.update = function () {
// Optionally animate gold coin
};
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;
// Update sprite direction based on movement
if (self.vx > 0) {
// Moving right - face right (normal)
playerAsset.scaleX = Math.abs(playerAsset.scaleX);
} else if (self.vx < 0) {
// Moving left - face left (flipped)
playerAsset.scaleX = -Math.abs(playerAsset.scaleX);
}
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
****/
// Import tween plugin for animations
// --- Game variables ---
var gameState = 'menu'; // 'menu' or 'playing'
var menuContainer;
var startButton;
var titleText;
var player;
var platforms = [];
var coins = [];
var goldCoins = [];
var enemies = [];
var score = 0;
var scoreTxt;
var dragStartX = null;
var dragStartY = null;
var jumpQueued = false;
var enemySpawnDelay = 0; // Delay counter for enemy spawning
var gameOverContainer;
var highScore = storage.highScore || 0;
// --- Setup main menu ---
function setupMenu() {
menuContainer = new Container();
game.addChild(menuContainer);
// Title text
titleText = new Text2('PLATFORMER', {
size: 200,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
titleText.x = 2048 / 2;
titleText.y = 2732 / 2 - 300;
menuContainer.addChild(titleText);
// Start button background
var buttonBg = LK.getAsset('player', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
buttonBg.x = 400;
buttonBg.y = 2732 / 2 + 100;
menuContainer.addChild(buttonBg);
// Start button text
startButton = new Text2('START GAME', {
size: 120,
fill: 0xFFFFFF
});
startButton.anchor.set(0.5, 0.5);
startButton.x = 2048 / 2;
startButton.y = 2732 / 2 + 100;
menuContainer.addChild(startButton);
// Make button interactive
startButton.interactive = true;
startButton.down = function () {
startGame();
};
// Add enemy on right side of menu
var menuEnemy = LK.getAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2,
scaleY: 2
});
menuEnemy.x = 1648; // Right side of screen
menuEnemy.y = 2732 / 2 + 100;
menuContainer.addChild(menuEnemy);
}
function startGame() {
// Remove menu
if (menuContainer) {
menuContainer.destroy();
menuContainer = null;
}
// Set game state to playing
gameState = 'playing';
// Setup the actual game
setupLevel();
}
function showCustomGameOver() {
// Set game state to stop game loop
gameState = 'gameOver';
// Update high score if current score is higher
if (score > highScore) {
highScore = score;
storage.highScore = highScore;
}
// Remove existing game over container if it exists
if (gameOverContainer) {
game.removeChild(gameOverContainer);
gameOverContainer.destroy();
gameOverContainer = null;
}
// Create game over container
gameOverContainer = new Container();
game.addChild(gameOverContainer);
// Background
var bgOverlay = LK.getAsset('platform', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.2,
scaleY: 0.8
});
bgOverlay.x = 2048 / 2;
bgOverlay.y = 2732 / 2;
bgOverlay.alpha = 0.8;
bgOverlay.tint = 0x000000;
gameOverContainer.addChild(bgOverlay);
// Game Over title
var gameOverTitle = new Text2('GAME OVER', {
size: 180,
fill: 0xFF0000
});
gameOverTitle.anchor.set(0.5, 0.5);
gameOverTitle.x = 2048 / 2;
gameOverTitle.y = 2732 / 2 - 300;
gameOverContainer.addChild(gameOverTitle);
// Current score
var currentScoreText = new Text2('Score: ' + score, {
size: 120,
fill: 0xFFFFFF
});
currentScoreText.anchor.set(0.5, 0.5);
currentScoreText.x = 2048 / 2;
currentScoreText.y = 2732 / 2 - 100;
gameOverContainer.addChild(currentScoreText);
// High score
var highScoreText = new Text2('High Score: ' + highScore, {
size: 120,
fill: 0xFFD700
});
highScoreText.anchor.set(0.5, 0.5);
highScoreText.x = 2048 / 2;
highScoreText.y = 2732 / 2 + 50;
gameOverContainer.addChild(highScoreText);
// Play again button
var playAgainButton = new Text2('PLAY AGAIN', {
size: 100,
fill: 0x00FF00
});
playAgainButton.anchor.set(0.5, 0.5);
playAgainButton.x = 2048 / 2;
playAgainButton.y = 2732 / 2 + 250;
playAgainButton.interactive = true;
playAgainButton.down = function () {
// Hide game over screen first
if (gameOverContainer) {
game.removeChild(gameOverContainer);
gameOverContainer.destroy();
gameOverContainer = null;
}
// Reset score
score = 0;
// Clear all game objects
for (var i = 0; i < coins.length; i++) {
coins[i].destroy();
}
for (var i = 0; i < goldCoins.length; i++) {
goldCoins[i].destroy();
}
for (var i = 0; i < enemies.length; i++) {
enemies[i].destroy();
}
for (var i = 0; i < platforms.length; i++) {
platforms[i].destroy();
}
if (player) player.destroy();
if (scoreTxt) {
scoreTxt.destroy();
scoreTxt = null;
}
// Reset control states
isHoldingLeft = false;
isHoldingRight = false;
jumpQueued = false;
enemySpawnDelay = 0;
// Clear arrays
coins = [];
goldCoins = [];
enemies = [];
platforms = [];
player = null;
// Start new game
gameState = 'playing';
setupLevel();
};
gameOverContainer.addChild(playAgainButton);
}
// --- 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(2500); // Extended platform 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);
// Gold coins - worth 2 points each
var goldCoin1 = new GoldCoin();
goldCoin1.x = 900;
goldCoin1.y = 2250;
game.addChild(goldCoin1);
goldCoins.push(goldCoin1);
var goldCoin2 = new GoldCoin();
goldCoin2.x = 1500;
goldCoin2.y = 2150;
game.addChild(goldCoin2);
goldCoins.push(goldCoin2);
// 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 = 2200; // Position at jumping height
game.addChild(enemy2);
enemies.push(enemy2);
// Add more enemies at jumping height
var enemy3 = new Enemy();
enemy3.x = 1400;
enemy3.y = 2150; // Position at jumping height
game.addChild(enemy3);
enemies.push(enemy3);
// Sky decorations
var sun = LK.getAsset('sun', {
anchorX: 0.5,
anchorY: 0.5
});
sun.x = 1700;
sun.y = 400;
game.addChild(sun);
var cloud1 = LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
cloud1.x = 500;
cloud1.y = 600;
game.addChild(cloud1);
var cloud2 = LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
cloud2.x = 1200;
cloud2.y = 500;
game.addChild(cloud2);
var cloud3 = LK.getAsset('cloud', {
anchorX: 0.5,
anchorY: 0.5
});
cloud3.x = 300;
cloud3.y = 700;
game.addChild(cloud3);
// Score text with enhanced styling
scoreTxt = new Text2('0', {
size: 140,
fill: 0xFFFFFF,
font: "'Arial Black', 'Helvetica', sans-serif",
stroke: 0xFFD700,
strokeThickness: 8,
dropShadow: true,
dropShadowColor: 0x000000,
dropShadowBlur: 4,
dropShadowAngle: Math.PI / 4,
dropShadowDistance: 6
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(score);
}
// Initialize with menu
setupMenu();
// --- Controls (touch left/right side to move) ---
var isHoldingLeft = false;
var isHoldingRight = false;
game.down = function (x, y, obj) {
if (gameState !== 'playing') return;
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) {
if (gameState !== 'playing') return;
// 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) {
if (gameState !== 'playing') return;
isHoldingLeft = false;
isHoldingRight = false;
player.vx = 0; // Stop moving when releasing
};
// --- Main game loop ---
game.update = function () {
// Only update game logic when playing
if (gameState !== 'playing') return;
// 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;
}
// Ensure maximum 2 coins total (regular + gold coins) at any time
var totalCoins = coins.length + goldCoins.length;
while (totalCoins > 2) {
// Remove excess coins, prioritizing regular coins first
if (coins.length > 0) {
var extraCoin = coins.pop();
extraCoin.destroy();
} else if (goldCoins.length > 0) {
var extraGoldCoin = goldCoins.pop();
extraGoldCoin.destroy();
}
totalCoins = coins.length + goldCoins.length;
}
// Ensure minimum 1 coin is always present (if total is 0)
if (coins.length + goldCoins.length === 0) {
// Randomly decide between regular coin or gold coin
if (Math.random() < 0.85) {
var newCoin = new Coin();
newCoin.x = Math.random() * 2048;
newCoin.y = 2300 - Math.random() * 200;
game.addChild(newCoin);
coins.push(newCoin);
} else {
var newGoldCoin = new GoldCoin();
newGoldCoin.x = Math.random() * 2048;
newGoldCoin.y = 2300 - Math.random() * 300;
game.addChild(newGoldCoin);
goldCoins.push(newGoldCoin);
}
}
// 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);
// Remove coin from arrays immediately to prevent further interactions
coins.splice(i, 1);
// Play coin collection animation
tween(coin, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
// Destroy the animated coin
coin.destroy();
// Only create new coin if total coins is less than 2
if (coins.length + goldCoins.length < 2) {
// Randomly decide between regular coin or gold coin
if (Math.random() < 0.9) {
var newCoin = new Coin();
newCoin.x = Math.random() * 2048; // Random x position across screen
newCoin.y = 2300 - Math.random() * 200; // Random height above ground
game.addChild(newCoin);
coins.push(newCoin);
} else {
var newGoldCoin = new GoldCoin();
newGoldCoin.x = Math.random() * 2048;
newGoldCoin.y = 2300 - Math.random() * 300;
game.addChild(newGoldCoin);
goldCoins.push(newGoldCoin);
}
}
}
});
continue; // Skip to next coin since this one was collected
}
// Randomly teleport coins even when not collected
if (Math.random() < 0.0005) {
// Small chance each frame for random teleport
coin.x = Math.random() * 2048;
coin.y = 2300 - Math.random() * 200;
}
}
// Gold coin collection - worth 2 points
for (var i = goldCoins.length - 1; i >= 0; i--) {
var goldCoin = goldCoins[i];
if (player.intersects(goldCoin)) {
score += 2; // Double points for gold coins
scoreTxt.setText(score);
// Remove gold coin from arrays immediately to prevent further interactions
goldCoins.splice(i, 1);
// Play gold coin collection animation
tween(goldCoin, {
scaleX: 1.8,
scaleY: 1.8,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
// Destroy the animated gold coin
goldCoin.destroy();
// Only create new coin if total coins is less than 2
if (coins.length + goldCoins.length < 2) {
// Randomly decide between regular coin or gold coin
if (Math.random() < 0.8) {
var newCoin = new Coin();
newCoin.x = Math.random() * 2048;
newCoin.y = 2300 - Math.random() * 200;
game.addChild(newCoin);
coins.push(newCoin);
} else {
var newGoldCoin = new GoldCoin();
newGoldCoin.x = Math.random() * 2048;
newGoldCoin.y = 2300 - Math.random() * 300;
game.addChild(newGoldCoin);
goldCoins.push(newGoldCoin);
}
}
}
});
continue;
}
// Randomly teleport gold coins at specific intervals (like regular coins)
if (Math.random() < 0.001) {
// Simple teleportation without nested animations
goldCoin.x = Math.random() * 2048;
goldCoin.y = 2300 - Math.random() * 300;
}
}
// Update enemy spawn delay
if (enemySpawnDelay > 0) {
enemySpawnDelay--;
}
// Enemy update and collision
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
enemy.update();
// Remove if off screen and potentially respawn with delay
if (enemy.x < -200) {
enemy.destroy();
enemies.splice(i, 1);
// Only spawn new enemy if no delay is active
if (enemySpawnDelay <= 0) {
var newEnemy = new Enemy();
newEnemy.x = 2200; // Start slightly off right edge
// Randomly spawn at ground level or jumping height
if (Math.random() < 0.4) {
newEnemy.y = 2000 + Math.random() * 150; // Higher flying height range
} else {
newEnemy.y = 2400; // Ground level
}
game.addChild(newEnemy);
enemies.push(newEnemy);
// Set delay for next enemy spawn (2-4 seconds at 60fps)
enemySpawnDelay = 120 + Math.random() * 120;
}
continue;
}
// Player/enemy collision
var wasIntersecting = enemy.lastWasIntersecting || false;
var isIntersecting = player.intersects(enemy);
if (!wasIntersecting && isIntersecting) {
// Player hit enemy: game over
LK.effects.flashScreen(0xff0000, 1000);
showCustomGameOver();
return;
}
enemy.lastWasIntersecting = isIntersecting;
}
// Save lastY for player
player.lastY = player.y;
player.lastX = player.x;
}; ===================================================================
--- original.js
+++ change.js
@@ -31,8 +31,10 @@
self.vx = -5;
self.width = enemyAsset.width;
self.height = enemyAsset.height;
self.update = function () {
+ // Only update enemy movement when game is playing
+ if (gameState !== 'playing') return;
self.x += self.vx;
if (self.lastX === undefined) self.lastX = self.x;
};
return self;