User prompt
sondaki bos gelince bütün hayaletler ölsün ve birde karakter büyük bossu öldürmek için 25 kez ona sıksın
User prompt
sondaki büyük boss öldüğünde yere anahtar düşsün bu anahtarı çıkış kapısını açsın ve oyun bitsin birde büyük boss geldikten sonra artık hayalet gelmesin
User prompt
Please fix the bug: 'RangeError: Invalid count value: -5' in or related to this line: 'healthBarFill.setText('█'.repeat(Math.floor(25 * healthPercent)));' Line Number: 697
User prompt
sonda gelen boss karakterin canını 50 götürsün 100 değil birde karakter kapı ve dolapların üstüne gelmeden açılmasınlar karakter üstlerine gidip bastığında açılsın
User prompt
karakter bütün hayaletleri öldürdükten sonra karakter ve boss bodrumda olsun ikinci kattaki odada olmasın direkt bodrumda boss gelsin
User prompt
karakterin elindeki silah sonda gelen boss'ada sıksın
User prompt
120 hayalet öldükten sonra o canavar gelsin
User prompt
hayalet sayısı 120 olsun
User prompt
karakter 250 hayaleti öldürdükten sonra ikinci kattaki odadaki canavar gelsin ama canavarın canı olsun ve canavar çok hızlı olsun ve canavar karakteri tekte öldürsün birde canavar karakter ona 40 kez ateş ederse ölsün
User prompt
hayaletletler her 20 hayalet öldürdüğümüzde daha hızlansınlar ve karakter bodrum katının üstündeki kattaki çıkan hayaletide silahla öldürsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakterin elindeki silah hayaletleri görünce ateş etsin birde hayaletler 8 saniye arayla gelsinler ve hayaletler her yönden gelmesin karakterin tam karşısından gelsinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakterin elindeki silah ateş etsin ve hayaletleri öldürsün birde hayaletler karakterin düşen yerin karşıdan gelenler sağdan soldan gelenler, birde karakterin canı azalınca hayaletler ise ölünce zemine kan dökülsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakter bodrum katından sadece kapının olduğu kısımdan yukarıya çıkabilsin başka türlü çıkamasın, karakter bodrum katına indiğinde eline bir silah gelsin ve karakterin karşısından 250 adet hayalet beşer beşer gelsin ve karakterin canını 10 eksiltsinler ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karakter bodrum kapısının anahtarını açtığında bodrum kapısına basarsa en alt kata düşsün
User prompt
karakterimiz anahtarı alıp bodrum katının kapısının üstüne gittiğinde kapı açılsın anahtar kapının üstüne gitmeden açılmasın
User prompt
ikinci kattaki canavar biraz daha hızlı olsun
User prompt
ikinci kattaki odada en alt köşede bir anahtar olsun bu anahtar bodrum katının anahtarı olsun bu anahtarı almak için karakter anahtarın üstünde dursun birde anahtarın yanında canavar olsun canavar karakterin canını bir vuruşta 50 götürsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
el feneri falan olmasın sadece ikinci kattaki oda aydınlık olsun
User prompt
karakterin elindeki fenerin ışığının açısı üçken olsun ve hayalet bu odada gözükmesin ve ışık açısı orta olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ikinci kattaki oda sisli olmasın karanlık olsun ve hayalet odada gözükmesin fenerin ışık tuttuğu yerde karaktere çok yakın olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
hayalet ikinci kattaki odaya gelmesin ve bir de o odaya girdiğimizde elimizde el feneri olsun feneri tuttuğumuz açı aydınlansın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
üst katta bir kapı olsun kapı zeminde olsun, kapıyı açtığımızda bizi farklı bir ekrana çevirsin o ekranda bir oda olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
birinci katın altında bir kat daha olsun o katın kapısıda bodrum katı kapısı olsun ve karakter hiç bir şekilde bodrum katına inemesin
User prompt
eğer hayelet karakteri dolaba girmeden görürse karakterin canını azaltmayana kadar gitmesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
birde bir tane hayalet tek olsun hayalet bizi 5 saniyede bulamayınca kapıdan çıkıp gitsin ve birde can barımız biraz aşağıda olsun ve biraz küçük olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ghost = Container.expand(function () { var self = Container.call(this); var ghostGraphics = self.attachAsset('ghost', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.alpha = 0.7; ghostGraphics.alpha = 0.7; self.searchTimer = 0; self.maxSearchTime = 300; // 5 seconds at 60fps self.isLeaving = false; self.update = function () { // Only increment search timer when player is hidden if (playerHidden) { self.searchTimer++; } // Move ghost towards player if not leaving if (!self.isLeaving) { var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (!playerHidden && distance > 0) { // Chase player if not hidden self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } else if (playerHidden && distance > 0) { // Move randomly when player is hidden self.x += (Math.random() - 0.5) * 4; self.y += (Math.random() - 0.5) * 4; } // Attack player if close enough and player is not hidden if (distance < 80 && !playerHidden) { // Damage player if (self.lastAttackTime === undefined) self.lastAttackTime = 0; var currentTime = LK.ticks; if (currentTime - self.lastAttackTime > 60) { // Attack once per second playerHealth -= 10; self.lastAttackTime = currentTime; updateHealthBar(); // Flash player red when damaged LK.effects.flashObject(player, 0xff0000, 500); // Check if player is dead if (playerHealth <= 0) { LK.showGameOver(); return; } // After dealing damage, ghost starts leaving self.isLeaving = true; } } } // If ghost hasn't found player after 5 seconds of searching (while player is hidden), start leaving if (self.searchTimer >= self.maxSearchTime && playerHidden && !self.isLeaving) { self.isLeaving = true; self.speed = 3; // Move faster when leaving } // If leaving, move towards entrance door if (self.isLeaving) { var doorX = house.entranceDoor.x + 40; var doorY = house.entranceDoor.y + 60; var dx = doorX - self.x; var dy = doorY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Remove ghost when it reaches the door if (distance < 30) { self.destroy(); currentGhost = null; ghostSpawnTimer = 0; for (var i = ghosts.length - 1; i >= 0; i--) { if (ghosts[i] === self) { ghosts.splice(i, 1); break; } } } } // Remove ghost if it goes off screen if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.destroy(); currentGhost = null; ghostSpawnTimer = 0; for (var i = ghosts.length - 1; i >= 0; i--) { if (ghosts[i] === self) { ghosts.splice(i, 1); break; } } } }; return self; }); var House = Container.expand(function () { var self = Container.call(this); // Ground floor var groundFloorWall = self.attachAsset('houseWall', { x: 0, y: 1200 }); var groundFloor = self.attachAsset('houseFloor', { x: 0, y: 1800 }); // Second floor var secondFloorWall = self.attachAsset('houseWall', { x: 0, y: 600 }); var secondFloor = self.attachAsset('houseFloor', { x: 0, y: 1200 }); // Stairs connecting floors - make them walkable var stairway = self.attachAsset('stairs', { x: 974, y: 1200, width: 100, height: 600 }); // Second floor room dividers var roomWall1 = self.attachAsset('houseWall', { x: 1024, y: 600, width: 20, height: 600 }); var roomWall2 = self.attachAsset('houseWall', { x: 0, y: 900, width: 1024, height: 20 }); var roomWall3 = self.attachAsset('houseWall', { x: 1044, y: 900, width: 1004, height: 20 }); // Floor barriers to prevent jumping between floors (except stairs) var floorBarrierLeft = self.attachAsset('houseWall', { x: 0, y: 1200, width: 974, height: 20 }); var floorBarrierRight = self.attachAsset('houseWall', { x: 1074, y: 1200, width: 974, height: 20 }); // Store barrier references for collision detection self.roomWall1 = roomWall1; self.roomWall2 = roomWall2; self.roomWall3 = roomWall3; self.floorBarrierLeft = floorBarrierLeft; self.floorBarrierRight = floorBarrierRight; // Windows var window1 = self.attachAsset('window', { x: 300, y: 700 }); var window2 = self.attachAsset('window', { x: 800, y: 700 }); var window3 = self.attachAsset('window', { x: 1200, y: 700 }); var window4 = self.attachAsset('window', { x: 1600, y: 700 }); var window5 = self.attachAsset('window', { x: 300, y: 1300 }); var window6 = self.attachAsset('window', { x: 800, y: 1300 }); var window7 = self.attachAsset('window', { x: 1200, y: 1300 }); var window8 = self.attachAsset('window', { x: 1600, y: 1300 }); // Exit door (locked) var exitDoor = self.attachAsset('door', { x: 1900, y: 1620 }); var exitLock = self.attachAsset('lock', { x: 1970, y: 1660 }); // Basement door (locked) var basementDoor = self.attachAsset('door', { x: 100, y: 1620 }); var basementLock = self.attachAsset('lock', { x: 170, y: 1660 }); // Closet on second floor var closet = self.attachAsset('closet', { x: 1800, y: 680 }); // Entrance door var entranceDoor = self.attachAsset('door', { x: 50, y: 1620 }); // Store door and closet references for game logic self.exitDoor = exitDoor; self.basementDoor = basementDoor; self.entranceDoor = entranceDoor; self.closet = closet; self.exitLocked = true; self.basementLocked = true; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; return self; }); /**** * Initialize Game ****/ // Set dark atmospheric background var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // House structure assets // Set dark atmospheric background game.setBackgroundColor(0x0a0a0a); // Create the two-story house var house = game.addChild(new House()); // Position house to fill entire screen house.x = 0; house.y = 0; // Create player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 1750; // Start on ground floor // Variables for player movement var dragNode = null; // Game state variables var gameStarted = false; var playerHidden = false; var originalPlayerAlpha = 1; var ghosts = []; var ghostSpawnTimer = 0; var currentGhost = null; var ghostSearchTimer = 0; var playerHealth = 100; var maxHealth = 100; // Create health bar var healthBarBg = new Text2('', { size: 25, fill: 0x333333 }); healthBarBg.anchor.set(0.5, 0); healthBarBg.x = 0; healthBarBg.y = 150; LK.gui.top.addChild(healthBarBg); var healthBarFill = new Text2('', { size: 25, fill: 0xff0000 }); healthBarFill.anchor.set(0, 0); healthBarFill.x = -125; healthBarFill.y = 150; LK.gui.top.addChild(healthBarFill); var healthText = new Text2('Health: 100/100', { size: 25, fill: 0xffffff }); healthText.anchor.set(0.5, 0); healthText.x = 0; healthText.y = 175; LK.gui.top.addChild(healthText); // Function to update health bar function updateHealthBar() { var healthPercent = playerHealth / maxHealth; var barWidth = Math.floor(250 * healthPercent); healthBarBg.setText('█████████████████████████'); healthBarFill.setText('█'.repeat(Math.floor(25 * healthPercent))); healthText.setText('Health: ' + playerHealth + '/' + maxHealth); } // Initialize health bar updateHealthBar(); // Touch controls for player movement game.down = function (x, y, obj) { // Check if clicked on closet var closetBounds = { x: house.closet.x, y: house.closet.y, width: 80, height: 120 }; if (x >= closetBounds.x && x <= closetBounds.x + closetBounds.width && y >= closetBounds.y && y <= closetBounds.y + closetBounds.height) { // Toggle hiding in closet if (!playerHidden) { // Hide player in closet player.x = closetBounds.x + closetBounds.width / 2; player.y = closetBounds.y + closetBounds.height / 2; player.alpha = 0.3; // Make player semi-transparent playerHidden = true; return; // Don't set drag node when hiding } else { // Come out of closet player.alpha = originalPlayerAlpha; playerHidden = false; return; // Don't set drag node when coming out } } // Only allow dragging if not hidden if (!playerHidden) { dragNode = player; } // Apply collision boundaries to keep player inside house walls var newX = x; var newY = y; // Horizontal boundaries (house walls at x=0 and x=2048) if (newX < 20) newX = 20; // Left wall boundary if (newX > 2028) newX = 2028; // Right wall boundary // Vertical boundaries if (newY < 620) newY = 620; // Top of second floor if (newY > 1800) newY = 1800; // Bottom of ground floor // Floor barrier collision - prevent jumping between floors except via stairs // Strict floor separation - only allow movement between floors in stairs area if (player.y <= 1200 && newY > 1200) { // Player trying to move from second floor to ground floor if (newX < 974 || newX > 1074) { // Not in stairs area - block movement newY = 1200; // Keep on second floor } } else if (player.y > 1200 && newY <= 1200) { // Player trying to move from ground floor to second floor if (newX < 974 || newX > 1074) { // Not in stairs area - block movement newY = 1201; // Keep on ground floor } } // Second floor room wall collisions if (newY >= 600 && newY <= 1200) { // Vertical room divider at x=1024 if (newX > 1024 && newX < 1044 && newY >= 600 && newY <= 1200) { if (player.x <= 1024) { newX = 1024; } else { newX = 1044; } } // Horizontal room dividers at y=900 if (newY > 900 && newY < 920) { if (newX < 1024 || newX > 1044) { if (player.y <= 900) { newY = 900; } else { newY = 920; } } } } player.x = newX; player.y = newY; }; game.move = function (x, y, obj) { if (dragNode && !playerHidden) { // Apply collision boundaries to keep player inside house walls var newX = x; var newY = y; // Horizontal boundaries (house walls at x=0 and x=2048) if (newX < 20) newX = 20; // Left wall boundary if (newX > 2028) newX = 2028; // Right wall boundary // Vertical boundaries if (newY < 620) newY = 620; // Top of second floor if (newY > 1800) newY = 1800; // Bottom of ground floor // Floor barrier collision - prevent jumping between floors except via stairs // Strict floor separation - only allow movement between floors in stairs area if (dragNode.y <= 1200 && newY > 1200) { // Player trying to move from second floor to ground floor if (newX < 974 || newX > 1074) { // Not in stairs area - block movement newY = 1200; // Keep on second floor } } else if (dragNode.y > 1200 && newY <= 1200) { // Player trying to move from ground floor to second floor if (newX < 974 || newX > 1074) { // Not in stairs area - block movement newY = 1201; // Keep on ground floor } } // Second floor room wall collisions if (newY >= 600 && newY <= 1200) { // Vertical room divider at x=1024 if (newX > 1024 && newX < 1044 && newY >= 600 && newY <= 1200) { if (dragNode.x <= 1024) { newX = 1024; } else { newX = 1044; } } // Horizontal room dividers at y=900 if (newY > 900 && newY < 920) { if (newX < 1024 || newX > 1044) { if (dragNode.y <= 900) { newY = 900; } else { newY = 920; } } } } dragNode.x = newX; dragNode.y = newY; } }; game.up = function (x, y, obj) { dragNode = null; }; // Player floor tracking var playerFloor = 1; // 1 = ground floor, 2 = second floor // Game update loop for stair interaction game.update = function () { // Check if player is on stairs area (walkable stairs) var stairLeft = 974; var stairRight = 974 + 100; var stairTop = 1200; var stairBottom = 1800; // Determine current floor based on Y position if (player.y <= 1200) { playerFloor = 2; // Second floor } else if (player.y >= 1200) { playerFloor = 1; // Ground floor } // Allow player to walk freely on stairs - no special collision needed // as stairs are now part of the walkable area between floors // Update collision boundaries - allow movement between floors via stairs if (player.y > 1800) player.y = 1800; // Bottom boundary if (player.y < 620) player.y = 620; // Top boundary // Ghost spawning system - every 15 seconds (900 ticks at 60fps) ghostSpawnTimer++; if (ghostSpawnTimer >= 900) { ghostSpawnTimer = 0; spawnGhost(); } }; // Ghost spawning function function spawnGhost() { // Only spawn if no ghost currently exists if (currentGhost === null) { // Animate door opening tween(house.entranceDoor, { scaleX: 0.1 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { // Create ghost at entrance door var ghost = new Ghost(); ghost.x = house.entranceDoor.x + 40; ghost.y = house.entranceDoor.y + 60; ghosts.push(ghost); game.addChild(ghost); currentGhost = ghost; // Close door after ghost spawns tween(house.entranceDoor, { scaleX: 1 }, { duration: 300, easing: tween.easeIn }); } }); } } // Display instructions var instructionText = new Text2('Explore the haunted house\nUse stairs to move between floors\nExit and basement doors are locked', { size: 50, fill: 0xCCCCCC }); instructionText.anchor.set(0.5, 0); LK.gui.top.addChild(instructionText); ;
===================================================================
--- original.js
+++ change.js
@@ -18,21 +18,28 @@
self.searchTimer = 0;
self.maxSearchTime = 300; // 5 seconds at 60fps
self.isLeaving = false;
self.update = function () {
- // Increment search timer
- self.searchTimer++;
- // Move ghost towards player only if player is not hidden
- if (!playerHidden && !self.isLeaving) {
+ // Only increment search timer when player is hidden
+ if (playerHidden) {
+ self.searchTimer++;
+ }
+ // Move ghost towards player if not leaving
+ if (!self.isLeaving) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 0) {
+ if (!playerHidden && distance > 0) {
+ // Chase player if not hidden
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
+ } else if (playerHidden && distance > 0) {
+ // Move randomly when player is hidden
+ self.x += (Math.random() - 0.5) * 4;
+ self.y += (Math.random() - 0.5) * 4;
}
// Attack player if close enough and player is not hidden
- if (distance < 80) {
+ if (distance < 80 && !playerHidden) {
// Damage player
if (self.lastAttackTime === undefined) self.lastAttackTime = 0;
var currentTime = LK.ticks;
if (currentTime - self.lastAttackTime > 60) {
@@ -46,27 +53,17 @@
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
+ // After dealing damage, ghost starts leaving
+ self.isLeaving = true;
}
}
- } else if (!self.isLeaving) {
- // If player is hidden, ghost moves randomly
- self.x += (Math.random() - 0.5) * 4;
- self.y += (Math.random() - 0.5) * 4;
}
- // If ghost hasn't found player after 5 seconds, start leaving
- if (self.searchTimer >= self.maxSearchTime && !self.isLeaving) {
+ // If ghost hasn't found player after 5 seconds of searching (while player is hidden), start leaving
+ if (self.searchTimer >= self.maxSearchTime && playerHidden && !self.isLeaving) {
self.isLeaving = true;
- // Move towards entrance door to leave
- var doorX = house.entranceDoor.x + 40;
- var doorY = house.entranceDoor.y + 60;
- var dx = doorX - self.x;
- var dy = doorY - self.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance > 0) {
- self.speed = 3; // Move faster when leaving
- }
+ self.speed = 3; // Move faster when leaving
}
// If leaving, move towards entrance door
if (self.isLeaving) {
var doorX = house.entranceDoor.x + 40;
merdiven. In-Game asset. 2d. High contrast. No shadows
pencere. In-Game asset. 2d. High contrast. No shadows
pikselli bir karakter ama kız. In-Game asset. 2d. High contrast. No shadows
siyah sade uzun duvar. In-Game asset. 2d. High contrast. No shadows
hayalet. In-Game asset. 2d. High contrast. No shadows
kapı ama eskimiş. In-Game asset. 2d. High contrast. No shadows
silah gerçek. In-Game asset. 2d. High contrast. No shadows
anahtar. In-Game asset. 2d. High contrast. No shadows