User prompt
2.ci bir bug, oyun geliştirme ekranında play tuşuna bastığında tekrar oyun ekranına geçmiyor, ve ayrıca play tuşuna basıldığında karakter klonlanıyor
User prompt
bir bug var, oyuncu yakalanınca kırmızı bir ekran geliyor, sol üstteki duraklat tuşuna bastığımızda kırmızı ekra gidiyor. kırmızı ekran hiç gelmesin
User prompt
Please fix the bug: 'Uncaught LK.Game can only be initialized once' in or related to this line: 'var newGame = new LK.Game({' Line Number: 195
User prompt
Oyuncu kaybettiğinde gelen ekran yarı opak olsun, ekranda 3 buton olsun. 1. si büyük ortasında play yazan ve ekranın ortasında duran buton, diğerleri altında duran eşit büyüklükte upgrade butanları olsun
User prompt
ilk parayı aldığımda kırmızı bir ekran geldi, oyuncu yakalanana kadar kaybetme ekranına girmemeli
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreTxt.setText('0');' Line Number: 242
User prompt
It's perfect in its current state, but it's very boring, the money I collect should accumulate and there should be a development screen, the player should enter this screen when he loses and there should be developments that can increase the player's speed with the money coefficient, we can increase these with the money collected. Let it get more and more expensive. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Increase the player's speed a little more
User prompt
Make the movement mechanic hold and make the player's speed a little faster than the cops
User prompt
The player's movement speed is unlimited, to fix this, the player's character will move in that direction wherever you click
Remix started
Copy Cash Thief
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Cash = Container.expand(function () { var self = Container.call(this); var cashGraphics = self.attachAsset('cash', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Cash logic if needed }; }); // Guard class var Guard = Container.expand(function () { var self = Container.call(this); var guardGraphics = self.attachAsset('guard', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { // Guard movement logic will be handled in the game update loop }; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // PowerUp logic if needed }; }); //<Assets used in the game will automatically appear here> // Thief class var Thief = Container.expand(function () { var self = Container.call(this); var thiefGraphics = self.attachAsset('thief', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 9; self.update = function () { // Thief movement logic will be handled in the game update loop }; }); // Trap class var Trap = Container.expand(function () { var self = Container.call(this); var trapGraphics = self.attachAsset('trap', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { // Trap logic if needed }; }); var UpgradeScreen = Container.expand(function () { var self = Container.call(this); // Background var bg = LK.getAsset('upgradeBackground', { width: 2048, height: 2732, color: 0x000000, shape: 'box', anchorX: 0, anchorY: 0, alpha: 0.5 }); self.addChild(bg); // Main Play button - large, centered var playButton = LK.getAsset('continueButton', { width: 600, height: 150, color: 0x00AA00, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); playButton.x = 1024; playButton.y = 1366; self.addChild(playButton); var playButtonText = new Text2('PLAY', { size: 80, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = 1024; playButtonText.y = 1366; self.addChild(playButtonText); // Money display var moneyText = new Text2('Money: $0', { size: 80, fill: 0xFFFFFF }); moneyText.anchor.set(0.5, 0.5); moneyText.x = 1024; moneyText.y = 800; self.addChild(moneyText); // Left upgrade button - Speed var speedButton = LK.getAsset('speedButton', { width: 400, height: 120, color: 0x0066CC, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); speedButton.x = 600; speedButton.y = 1800; self.addChild(speedButton); var speedButtonText = new Text2('SPEED', { size: 50, fill: 0xFFFFFF }); speedButtonText.anchor.set(0.5, 0.5); speedButtonText.x = 600; speedButtonText.y = 1770; self.addChild(speedButtonText); var speedCostText = new Text2('$100', { size: 40, fill: 0x00FF00 }); speedCostText.anchor.set(0.5, 0.5); speedCostText.x = 600; speedCostText.y = 1830; self.addChild(speedCostText); // Right upgrade button - placeholder for future upgrade var upgradeButton2 = LK.getAsset('speedButton', { width: 400, height: 120, color: 0xCC6600, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); upgradeButton2.x = 1448; upgradeButton2.y = 1800; self.addChild(upgradeButton2); var upgrade2ButtonText = new Text2('COMING SOON', { size: 40, fill: 0xFFFFFF }); upgrade2ButtonText.anchor.set(0.5, 0.5); upgrade2ButtonText.x = 1448; upgrade2ButtonText.y = 1800; self.addChild(upgrade2ButtonText); self.updateDisplay = function () { var totalMoney = storage.totalMoney || 0; var speedLevel = storage.speedLevel || 1; var speedCost = 100 * Math.pow(2, speedLevel - 1); moneyText.setText('Money: $' + totalMoney); speedCostText.setText('$' + speedCost); if (totalMoney >= speedCost) { speedCostText.fill = 0x00FF00; } else { speedCostText.fill = 0xFF0000; } }; speedButton.down = function (x, y, obj) { var totalMoney = storage.totalMoney || 0; var speedLevel = storage.speedLevel || 1; var speedCost = 100 * Math.pow(2, speedLevel - 1); if (totalMoney >= speedCost) { storage.totalMoney = totalMoney - speedCost; storage.speedLevel = speedLevel + 1; self.updateDisplay(); } }; playButton.down = function (x, y, obj) { self.destroy(); // Restart the game without creating new LK.Game instance startGame(); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x808080 //Init game with grey background }); /**** * Game Code ****/ // Initialize storage with defaults if (storage.totalMoney === undefined) storage.totalMoney = 0; if (storage.speedLevel === undefined) storage.speedLevel = 1; // Initialize game variables and UI elements var thief; var cashItems = []; var traps = []; var guards = []; var powerUps = []; var score = 0; var scoreMultiplier = 1; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Hold-to-move mechanics var isHolding = false; var holdX = 0; var holdY = 0; function spawnPowerUp() { var powerUp = new PowerUp(); powerUp.x = Math.random() * 2048; powerUp.y = Math.random() * 2732; powerUps.push(powerUp); game.addChild(powerUp); } function startGame() { // Clear existing game objects from screen if (thief) { thief.destroy(); thief = null; } cashItems.forEach(function (cash) { cash.destroy(); }); traps.forEach(function (trap) { trap.destroy(); }); guards.forEach(function (guard) { guard.destroy(); }); powerUps.forEach(function (powerUp) { powerUp.destroy(); }); // Clear existing arrays cashItems = []; traps = []; guards = []; powerUps = []; score = 0; scoreMultiplier = 1; // Create thief with upgraded speed thief = game.addChild(new Thief()); thief.x = 1024; thief.y = 1366; thief.speed = 9 + (storage.speedLevel - 1) * 2; // Reset score display scoreTxt.setText('0'); LK.setScore(0); // Reset hold state isHolding = false; } // Start the game startGame(); game.move = function (x, y, obj) { if (isHolding) { holdX = x; holdY = y; } }; game.up = function (x, y, obj) { isHolding = false; }; function spawnCash() { var cash = new Cash(); cash.x = Math.random() * 2048; cash.y = Math.random() * 2732; cashItems.push(cash); game.addChild(cash); } function spawnTrap() { var trap = new Trap(); trap.x = Math.random() * 2048; trap.y = Math.random() * 2732; traps.push(trap); game.addChild(trap); } function spawnGuard() { var guard = new Guard(); guard.x = Math.random() * 2048; guard.y = Math.random() * 2732; guards.push(guard); game.addChild(guard); } game.down = function (x, y, obj) { // Start holding movement isHolding = true; holdX = x; holdY = y; }; game.update = function () { for (var i = cashItems.length - 1; i >= 0; i--) { if (thief.intersects(cashItems[i])) { score += 10 * scoreMultiplier; LK.setScore(score); scoreTxt.setText(score); cashItems[i].destroy(); cashItems.splice(i, 1); LK.getSound('CashCollect').play(); } } for (var i = traps.length - 1; i >= 0; i--) { if (thief.intersects(traps[i])) { // Add current score to total money storage.totalMoney = (storage.totalMoney || 0) + score; // Clear game state before showing upgrade screen thief.destroy(); thief = null; cashItems.forEach(function (cash) { cash.destroy(); }); traps.forEach(function (trap) { trap.destroy(); }); guards.forEach(function (guard) { guard.destroy(); }); powerUps.forEach(function (powerUp) { powerUp.destroy(); }); cashItems = []; traps = []; guards = []; powerUps = []; // Show upgrade screen instead of game over var upgradeScreen = new UpgradeScreen(); game.addChild(upgradeScreen); upgradeScreen.updateDisplay(); return; } } for (var i = guards.length - 1; i >= 0; i--) { if (thief.intersects(guards[i])) { // Add current score to total money storage.totalMoney = (storage.totalMoney || 0) + score; // Clear game state before showing upgrade screen thief.destroy(); thief = null; cashItems.forEach(function (cash) { cash.destroy(); }); traps.forEach(function (trap) { trap.destroy(); }); guards.forEach(function (guard) { guard.destroy(); }); powerUps.forEach(function (powerUp) { powerUp.destroy(); }); cashItems = []; traps = []; guards = []; powerUps = []; // Show upgrade screen instead of game over var upgradeScreen = new UpgradeScreen(); game.addChild(upgradeScreen); upgradeScreen.updateDisplay(); return; } } if (LK.ticks % 120 == 0) { spawnCash(); } if (LK.ticks % 300 == 0) { spawnTrap(); } if (LK.ticks % 600 == 0) { spawnGuard(); LK.getSound('Spawn').play(); } if (LK.ticks % 900 == 0) { spawnPowerUp(); } for (var i = powerUps.length - 1; i >= 0; i--) { if (thief.intersects(powerUps[i])) { scoreMultiplier = 2; LK.getSound('PowerUpCollect').play(); powerUps[i].destroy(); powerUps.splice(i, 1); LK.setTimeout(function () { scoreMultiplier = 1; }, 10000); } } // Move thief based on hold position if (isHolding) { var dx = holdX - thief.x; var dy = holdY - thief.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > thief.speed) { // Normalize direction and apply thief speed thief.x += dx / distance * thief.speed; thief.y += dy / distance * thief.speed; } else { // Close enough to hold position, snap to position thief.x = holdX; thief.y = holdY; } } guards.forEach(function (guard) { if (thief.x > guard.x) { guard.x += guard.speed; } else { guard.x -= guard.speed; } if (thief.y > guard.y) { guard.y += guard.speed; } else { guard.y -= guard.speed; } }); };
===================================================================
--- original.js
+++ change.js
@@ -220,8 +220,25 @@
powerUps.push(powerUp);
game.addChild(powerUp);
}
function startGame() {
+ // Clear existing game objects from screen
+ if (thief) {
+ thief.destroy();
+ thief = null;
+ }
+ cashItems.forEach(function (cash) {
+ cash.destroy();
+ });
+ traps.forEach(function (trap) {
+ trap.destroy();
+ });
+ guards.forEach(function (guard) {
+ guard.destroy();
+ });
+ powerUps.forEach(function (powerUp) {
+ powerUp.destroy();
+ });
// Clear existing arrays
cashItems = [];
traps = [];
guards = [];
@@ -235,8 +252,10 @@
thief.speed = 9 + (storage.speedLevel - 1) * 2;
// Reset score display
scoreTxt.setText('0');
LK.setScore(0);
+ // Reset hold state
+ isHolding = false;
}
// Start the game
startGame();
game.move = function (x, y, obj) {
@@ -289,8 +308,27 @@
for (var i = traps.length - 1; i >= 0; i--) {
if (thief.intersects(traps[i])) {
// Add current score to total money
storage.totalMoney = (storage.totalMoney || 0) + score;
+ // Clear game state before showing upgrade screen
+ thief.destroy();
+ thief = null;
+ cashItems.forEach(function (cash) {
+ cash.destroy();
+ });
+ traps.forEach(function (trap) {
+ trap.destroy();
+ });
+ guards.forEach(function (guard) {
+ guard.destroy();
+ });
+ powerUps.forEach(function (powerUp) {
+ powerUp.destroy();
+ });
+ cashItems = [];
+ traps = [];
+ guards = [];
+ powerUps = [];
// Show upgrade screen instead of game over
var upgradeScreen = new UpgradeScreen();
game.addChild(upgradeScreen);
upgradeScreen.updateDisplay();
@@ -300,8 +338,27 @@
for (var i = guards.length - 1; i >= 0; i--) {
if (thief.intersects(guards[i])) {
// Add current score to total money
storage.totalMoney = (storage.totalMoney || 0) + score;
+ // Clear game state before showing upgrade screen
+ thief.destroy();
+ thief = null;
+ cashItems.forEach(function (cash) {
+ cash.destroy();
+ });
+ traps.forEach(function (trap) {
+ trap.destroy();
+ });
+ guards.forEach(function (guard) {
+ guard.destroy();
+ });
+ powerUps.forEach(function (powerUp) {
+ powerUp.destroy();
+ });
+ cashItems = [];
+ traps = [];
+ guards = [];
+ powerUps = [];
// Show upgrade screen instead of game over
var upgradeScreen = new UpgradeScreen();
game.addChild(upgradeScreen);
upgradeScreen.updateDisplay();
A stack of money. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
A trap. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Powerup about cash. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Üst tarafta incarse speed yazacak alt tarafta cost: üst taraf koyu beyaz alt taraf açık pastel yeşil olacak. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat bu bir kutu içi dolu
Üzerinde Play Gain yazan ve geri dönme işareti olan içi dolu buton, koyu pastel yeşil renkte yazılar beyaz renkte . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
İncarse speed yazısı Incarse money olsun
İçinde yazı olmasın. düz beyaz renk ile dolu olsun çerçevenin içi
Bu bir oyun menüsü arkaplanı, elinde para çantası tutan 2d bir hırsız altınlar ve paraların olduğu bir odada ekrana bakıyor. canlı renkler. In-Game asset. 2d. High contrast. No shadows
Arkadaki şey para çantası, ortadaki şey hırsızın siyah beresi. yanlara doğru çıkanlar hırsınız omuzları. . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
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