User prompt
menü arka planınıda mavi yap
User prompt
arka planıda mavi yap
User prompt
start yazısı beyaz olsun
User prompt
daha turuncu olsun
User prompt
tamam start butonunun renginide sarı ve turuncu karışımı yap
User prompt
tamam start butonunun arka planınıda startın yeni yerine taşı
User prompt
hint yazısı biraz daha aşağı gidebilir ayrıca menünün ortasında açık yeşil bir kare duruyor onuda fixle
User prompt
endless running adventure yazısını kaldır swipe left right yazan yeri startın altına al ve menüyü genel olarak tüm ekranı kaplayacak şekilde yap subway dashers logosu en üstte olsun start butonu ise biraz daha aşağı gidebilir
User prompt
üst ortaya koy ve menüyüde buna uygun olarak ayarla start butonu aşağı ortada olsun
User prompt
iki katına daha büyüt
User prompt
subway dashers logosunu biraz daha büyüt ve azıcık yukarı kaldır
User prompt
ortadaki yeşil kutuya oyunun logosunu koymak istiyorum subway dashers yazısınıda kaldır
User prompt
runner yazısı yerine subway dashers yaz
User prompt
modern runner yazısını kaldır ve menüyü polishle
User prompt
play kısmını start yap ve menüyü dahada güzelleştir estetik ve modern dursun
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var highScore = storage.get('highScore') || 0;' Line Number: 307 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
menüye high score ekle
User prompt
arkada oyun başlıyor hala ve karakter birşeye çarpıp ölüyor
User prompt
menüyü ingilizce yap birde hala başlatma tuşuna basmadan oyun başlıyor
User prompt
menüyü daha güzelleştir ve oyna butonuna basmadan oyun başlamasın
User prompt
oyuna menü ekle
User prompt
aynı zamanda özel güç yazısını kalan süresi ile birlikte aşağı ortaya taşı
User prompt
toplanan coin göstergesi ekranın dışında kalıyor onu sağ üste tam ayarla
User prompt
özel güçlerin kalan süresi yazsın altında
User prompt
engellerin üzerinden zıplamayı daha kolay hale getir ve animasyonunu daha güzel yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Coin class var Coin = Container.expand(function () { var self = Container.call(this); var coinAsset = self.attachAsset('coinCircle', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 0; self.update = function () { self.y += self.speed; }; return self; }); // Obstacle class (trains, barriers) var Obstacle = Container.expand(function () { var self = Container.call(this); // Attach asset for single obstacle var obsSingle1 = self.attachAsset('obstacleBox', { anchorX: 0.5, anchorY: 0.5, visible: true }); // Attach asset for train obstacle var obsTrain1 = self.attachAsset('obstacleTrain', { anchorX: 0.5, anchorY: 0.5, visible: false }); self.lane = 1; self.type = 'barrier'; // or 'train' self.speed = 0; // set by game // Animation state for obstacle self.animFrame = 0; self.animInterval = 18; // slightly slower than runner self.animTick = 0; self.setType = function (type) { self.type = type; // Set asset visibility if (type === 'barrier') { obsSingle1.visible = true; obsTrain1.visible = false; // Set size for single self.width = obsSingle1.width; self.height = obsSingle1.height; } else { obsSingle1.visible = false; obsTrain1.visible = true; // Set size for train self.width = obsTrain1.width; self.height = obsTrain1.height; } self.animFrame = 0; self.animTick = 0; }; self.update = function () { self.y += self.speed; // No animation for obstacles (only one asset per type) }; return self; }); // Powerup class var Powerup = Container.expand(function () { var self = Container.call(this); var powerupAsset = self.attachAsset('powerupStar', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.speed = 0; self.kind = 'invincible'; // or 'magnet' self.update = function () { self.y += self.speed; }; return self; }); // Player character class var Runner = Container.expand(function () { var self = Container.call(this); // Attach two runner assets for animation var runnerAsset1 = self.attachAsset('runnerBox', { anchorX: 0.5, anchorY: 0.5 }); var runnerAsset2 = self.attachAsset('runnerBox2', { anchorX: 0.5, anchorY: 0.5, visible: false }); // Lane index: 0 (left), 1 (center), 2 (right) self.lane = 1; self.y = 0; // Will be set by game self.isJumping = false; self.jumpStartY = 0; self.jumpTime = 0; self.jumpDuration = 44; // frames (longer jump, about 0.73s) self.jumpHeight = 420; // px (higher jump) // Animation state self.animFrame = 0; self.animInterval = 16; // frames between switching (slower animation) self.animTick = 0; // Move to lane (with tween) self.moveToLane = function (laneIdx) { self.lane = laneIdx; var targetX = laneX(laneIdx); tween(self, { x: targetX }, { duration: 120, easing: tween.cubicOut }); }; // Start jump self.jump = function () { if (self.isJumping) return; self.isJumping = true; self.jumpStartY = self.y; self.jumpTime = 0; }; // Update per frame self.update = function () { // Animation: alternate visible asset every animInterval frames self.animTick++; if (self.animTick >= self.animInterval) { self.animTick = 0; self.animFrame = 1 - self.animFrame; runnerAsset1.visible = self.animFrame === 0; runnerAsset2.visible = self.animFrame === 1; } if (self.isJumping) { self.jumpTime++; // Simple parabolic jump var t = self.jumpTime / self.jumpDuration; if (t > 1) t = 1; var jumpOffset = -4 * self.jumpHeight * t * (t - 1); self.y = runnerY() + jumpOffset; // Squash and stretch effect var scaleY, scaleX; if (t < 0.15) { // Squash at takeoff scaleY = 0.7 + 0.3 * (t / 0.15); scaleX = 1.2 - 0.2 * (t / 0.15); } else if (t > 0.85) { // Squash at landing var t2 = (t - 0.85) / 0.15; scaleY = 1.0 - 0.3 * t2; scaleX = 1.0 + 0.2 * t2; } else { // Stretch in air scaleY = 1.15 - 0.15 * ((t - 0.15) / 0.7); scaleX = 0.85 + 0.15 * ((t - 0.15) / 0.7); } runnerAsset1.scale.y = scaleY; runnerAsset1.scale.x = scaleX; runnerAsset2.scale.y = scaleY; runnerAsset2.scale.x = scaleX; if (self.jumpTime >= self.jumpDuration) { self.isJumping = false; self.y = runnerY(); // Reset scale runnerAsset1.scale.y = 1; runnerAsset1.scale.x = 1; runnerAsset2.scale.y = 1; runnerAsset2.scale.x = 1; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a6cff }); /**** * Game Code ****/ // Rail images for 3 lanes (tiled vertically for better appearance) // new single obstacle asset // new train obstacle asset // new train obstacle asset var rails = []; var railAssetNames = ['railLeft', 'railCenter', 'railRight']; var railTileHeight = 400; // Use a reasonable tile height for the rail image var railImageHeight = LK.getAsset(railAssetNames[0], { anchorX: 0.5, anchorY: 0 }).height; var railImageWidth = LK.getAsset(railAssetNames[0], { anchorX: 0.5, anchorY: 0 }).width; var railTilesCount = Math.ceil(2732 / railTileHeight) + 1; for (var i = 0; i < 3; i++) { rails[i] = []; for (var t = 0; t < railTilesCount; t++) { var rail = LK.getAsset(railAssetNames[i], { anchorX: 0.5, anchorY: 0, x: laneX(i), y: t * railTileHeight, width: railImageWidth, height: railTileHeight }); rails[i].push(rail); game.addChild(rail); } } // --- Lane positions --- function laneX(idx) { // 3 lanes, centered, with 320px between centers var center = 2048 / 2; return center + (idx - 1) * 320; } function runnerY() { // Place runner near bottom, but above bottom edge return 2732 - 420; } // --- Game state --- var runner; var obstacles = []; var coins = []; var powerups = []; var score = 0; var coinScore = 0; var speed = 10; // px per frame, much slower start, increases over time var ticks = 0; var invincibleTicks = 0; var magnetTicks = 0; var lastSwipeX = null; var lastSwipeY = null; var swipeStartX = null; var swipeStartY = null; var swipeStartTime = null; var isGameOver = false; // --- Score display --- var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Coin display --- var coinTxt = new Text2('0', { size: 80, fill: 0xF7D038 }); // Set anchor to right/top and add margin from the edge coinTxt.anchor.set(1, 0); coinTxt.x = -40; // 40px margin from right edge coinTxt.y = 0; // flush with top LK.gui.topRight.addChild(coinTxt); // --- Powerup display (bottom center, with timer below) --- var powerupTxt = new Text2('', { size: 60, fill: 0x83DE44 }); powerupTxt.anchor.set(0.5, 0); // center horizontally, top edge powerupTxt.x = 0; powerupTxt.y = 0; var powerupTimerTxt = new Text2('', { size: 48, fill: 0xffffff }); powerupTimerTxt.anchor.set(0.5, 0); // center horizontally, top edge powerupTimerTxt.x = 0; powerupTimerTxt.y = 70; // 70px below the main text // Create a container for both texts var powerupContainer = new Container(); powerupContainer.addChild(powerupTxt); powerupContainer.addChild(powerupTimerTxt); // Position container at bottom center, above the very bottom (e.g. 120px up) powerupContainer.x = 0; powerupContainer.y = -120; LK.gui.bottom.addChild(powerupContainer); // --- MENU OVERLAY --- var menuOverlay = new Container(); menuOverlay.interactive = true; menuOverlay.visible = true; // Decorative background (cover full screen) var menuBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 30, scaleY: 30, tint: 0x1a6cff, // blue background to match game alpha: 0.92 }); menuOverlay.addChild(menuBg); // (Removed decorative accent that appeared as a light green square in the center) // (Removed menuTitleShadow and menuTitle for logo insertion) // Add Subway Dashers logo image to menu overlay (top center) var logoImg = LK.getAsset('subwayDashersLogo', { anchorX: 0.5, anchorY: 0, x: 0, y: -1200, scaleX: 7.2, scaleY: 7.2 }); menuOverlay.addChild(logoImg); // (Subtitle removed) // Play button with modern glassy background and shadow (move to bottom center of menu) var playBtnBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 700, scaleX: 5.2, scaleY: 2.2, tint: 0xffffff, alpha: 0.18 }); menuOverlay.addChild(playBtnBg); var playBtnShadow = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 710, scaleX: 5.2, scaleY: 2.2, tint: 0x000000, alpha: 0.13 }); menuOverlay.addChild(playBtnShadow); var playBtnAccent = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 700, scaleX: 4.7, scaleY: 1.7, // Use a more orange color tint: 0xFF8C1A, alpha: 0.97 }); menuOverlay.addChild(playBtnAccent); var playBtn = new Text2('START', { size: 120, fill: "#fff", font: "Impact, 'Arial Black', Tahoma", alpha: 0.98, shadow: { color: "#000", blur: 12, x: 0, y: 8 } }); playBtn.anchor.set(0.5, 0.5); playBtn.x = 0; playBtn.y = 700; menuOverlay.addChild(playBtn); // Add a subtle divider line (move above play button) var divider = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 520, scaleX: 2.8, scaleY: 0.09, tint: 0xffffff, alpha: 0.18 }); menuOverlay.addChild(divider); // Add a subtle glassy highlight above the button for polish (move above play button) var menuHighlight = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 540, scaleX: 2.2, scaleY: 0.22, tint: 0xffffff, alpha: 0.13 }); menuOverlay.addChild(menuHighlight); // Decorative hint text, more modern (move further below play button) var hintTxt = new Text2('Swipe left/right to move · Swipe up to jump', { size: 54, fill: "#fff", alpha: 0.82 }); hintTxt.anchor.set(0.5, 0.5); hintTxt.x = 0; hintTxt.y = 950; // moved further down menuOverlay.addChild(hintTxt); // Add a soft drop shadow under the menu for depth var menuDropShadow = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 420, scaleX: 7.5, scaleY: 1.1, tint: 0x000000, alpha: 0.10 }); menuOverlay.addChild(menuDropShadow); // Center overlay horizontally and vertically for full screen coverage menuOverlay.x = 2048 / 2; menuOverlay.y = 2732 / 2; // Add to stage game.addChild(menuOverlay); // --- Initialize runner --- runner = new Runner(); runner.x = laneX(1); runner.y = runnerY(); game.addChild(runner); // Hide runner and UI until game starts runner.visible = false; scoreTxt.visible = false; coinTxt.visible = false; powerupContainer.visible = false; // --- Touch/Swipe controls --- var gameStarted = false; // Block all input until Play is pressed game.down = function (x, y, obj) { if (!gameStarted) return; swipeStartX = x; swipeStartY = y; swipeStartTime = LK.ticks; lastSwipeX = x; lastSwipeY = y; }; game.move = function (x, y, obj) { if (!gameStarted) return; if (swipeStartX === null) return; var dx = x - swipeStartX; var dy = y - swipeStartY; var absDx = Math.abs(dx); var absDy = Math.abs(dy); var swipeThreshold = 120; var swipeTime = LK.ticks - swipeStartTime; if (swipeTime > 36) { // Too slow, reset swipeStartX = null; swipeStartY = null; return; } if (absDx > absDy && absDx > swipeThreshold) { // Horizontal swipe if (dx > 0 && runner.lane < 2) { runner.moveToLane(runner.lane + 1); } else if (dx < 0 && runner.lane > 0) { runner.moveToLane(runner.lane - 1); } swipeStartX = null; swipeStartY = null; } else if (absDy > absDx && dy < -swipeThreshold) { // Upward swipe (jump) runner.jump(); swipeStartX = null; swipeStartY = null; } }; game.up = function (x, y, obj) { if (!gameStarted) return; swipeStartX = null; swipeStartY = null; }; function startGame() { if (gameStarted) return; gameStarted = true; menuOverlay.visible = false; runner.visible = true; scoreTxt.visible = true; coinTxt.visible = true; powerupContainer.visible = true; // Reset state isGameOver = false; score = 0; coinScore = 0; speed = 10; ticks = 0; invincibleTicks = 0; magnetTicks = 0; scoreTxt.setText('0'); coinTxt.setText('0'); powerupTxt.setText(''); powerupTimerTxt.setText(''); } // Play button interaction playBtn.interactive = true; playBtn.down = function (x, y, obj) { startGame(); }; // Remove tap-anywhere-to-start: only play button starts the game menuOverlay.down = function (x, y, obj) { // Do nothing, only playBtn starts the game }; game.down = function (x, y, obj) { if (!gameStarted) return; swipeStartX = x; swipeStartY = y; swipeStartTime = LK.ticks; lastSwipeX = x; lastSwipeY = y; }; game.move = function (x, y, obj) { if (!gameStarted) return; if (swipeStartX === null) return; var dx = x - swipeStartX; var dy = y - swipeStartY; var absDx = Math.abs(dx); var absDy = Math.abs(dy); var swipeThreshold = 120; var swipeTime = LK.ticks - swipeStartTime; if (swipeTime > 36) { // Too slow, reset swipeStartX = null; swipeStartY = null; return; } if (absDx > absDy && absDx > swipeThreshold) { // Horizontal swipe if (dx > 0 && runner.lane < 2) { runner.moveToLane(runner.lane + 1); } else if (dx < 0 && runner.lane > 0) { runner.moveToLane(runner.lane - 1); } swipeStartX = null; swipeStartY = null; } else if (absDy > absDx && dy < -swipeThreshold) { // Upward swipe (jump) runner.jump(); swipeStartX = null; swipeStartY = null; } }; game.up = function (x, y, obj) { if (!gameStarted) return; swipeStartX = null; swipeStartY = null; }; // Show menu again on game over game.on('destroy', function () { menuOverlay.visible = true; runner.visible = false; scoreTxt.visible = false; coinTxt.visible = false; powerupContainer.visible = false; gameStarted = false; }); // --- Helper: spawn obstacle --- function spawnObstacle() { var obs = new Obstacle(); obs.lane = Math.floor(Math.random() * 3); obs.x = laneX(obs.lane); obs.y = -120; var type = Math.random() < 0.7 ? 'barrier' : 'train'; obs.setType(type); obs.speed = speed; obstacles.push(obs); game.addChild(obs); } // --- Helper: spawn coin --- function spawnCoin() { var coin = new Coin(); coin.lane = Math.floor(Math.random() * 3); coin.x = laneX(coin.lane); coin.y = -80; coin.speed = speed; coins.push(coin); game.addChild(coin); } // --- Helper: spawn powerup --- function spawnPowerup() { var powerup = new Powerup(); powerup.lane = Math.floor(Math.random() * 3); powerup.x = laneX(powerup.lane); powerup.y = -100; powerup.speed = speed; powerup.kind = Math.random() < 0.5 ? 'invincible' : 'magnet'; powerups.push(powerup); game.addChild(powerup); } // --- Main update loop --- game.update = function () { if (!gameStarted) return; if (isGameOver) return; ticks++; // Increase speed over time // Old: every 180 ticks, +1.2, max 38 // New: every 180 ticks, +0.6, max 38 (so it takes twice as long to reach max speed) if (ticks % 180 === 0 && speed < 38) { speed += 0.6; } // Update runner runner.update(); // Update powerup timers if (invincibleTicks > 0) { invincibleTicks--; powerupTxt.setText("INVINCIBLE " + Math.ceil(invincibleTicks / 60).toString() + "s"); powerupTimerTxt.setText(""); } else if (magnetTicks > 0) { magnetTicks--; powerupTxt.setText("MAGNET " + Math.ceil(magnetTicks / 60).toString() + "s"); powerupTimerTxt.setText(""); } else { powerupTxt.setText(""); powerupTimerTxt.setText(""); } // Spawn obstacles // 25% more obstacles: reduce interval by 25% if (ticks % Math.max(36, Math.floor((120 - speed * 2) * 0.75)) === 0) { spawnObstacle(); } // Spawn coins if (ticks % 36 === 0) { spawnCoin(); } // Spawn powerups if (ticks % 420 === 0) { spawnPowerup(); } // --- Update obstacles --- for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.speed = speed; obs.update(); // Remove if off screen if (obs.y > 2732 + 200) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with runner var collides = false; if (obs.lane === runner.lane) { // If runner is jumping, only collide with trains (tall obstacles) if (obs.type === 'train') { // Trains are tall, can hit in air if (Math.abs(obs.y - runner.y) < 180) { collides = true; } } else { // Barriers: only if runner is not jumping if (!runner.isJumping && Math.abs(obs.y - runner.y) < 160) { collides = true; } } } if (collides && invincibleTicks === 0) { // Game over LK.effects.flashScreen(0xff0000, 800); isGameOver = true; LK.setScore(score); LK.showGameOver(); return; } } // --- Update coins --- for (var j = coins.length - 1; j >= 0; j--) { var coin = coins[j]; coin.speed = speed; coin.update(); // Remove if off screen if (coin.y > 2732 + 100) { coin.destroy(); coins.splice(j, 1); continue; } // Collect coin var collect = false; if (magnetTicks > 0) { // Magnet: collect if in any lane and close if (Math.abs(coin.y - runner.y) < 220) { collect = true; } } else { if (coin.lane === runner.lane && Math.abs(coin.y - runner.y) < 120) { collect = true; } } if (collect) { coinScore++; score += 10; coinTxt.setText(coinScore); scoreTxt.setText(score); coin.destroy(); coins.splice(j, 1); } } // --- Update powerups --- for (var k = powerups.length - 1; k >= 0; k--) { var p = powerups[k]; p.speed = speed; p.update(); // Remove if off screen if (p.y > 2732 + 120) { p.destroy(); powerups.splice(k, 1); continue; } // Collect powerup var collectP = false; if (p.lane === runner.lane && Math.abs(p.y - runner.y) < 140) { collectP = true; } if (collectP) { if (p.kind === 'invincible') { invincibleTicks = 180; // 3 seconds LK.effects.flashObject(runner, 0x83de44, 800); } else if (p.kind === 'magnet') { magnetTicks = 240; // 4 seconds LK.effects.flashObject(runner, 0xf7d038, 800); } p.destroy(); powerups.splice(k, 1); } } // --- Score increases over time --- if (ticks % 12 === 0) { score++; scoreTxt.setText(score); } }; // --- Reset state on game over --- game.on('destroy', function () { // Clean up arrays for (var i = 0; i < obstacles.length; i++) obstacles[i].destroy(); for (var j = 0; j < coins.length; j++) coins[j].destroy(); for (var k = 0; k < powerups.length; k++) powerups[k].destroy(); obstacles = []; coins = []; powerups = []; isGameOver = false; score = 0; coinScore = 0; speed = 18; ticks = 0; invincibleTicks = 0; magnetTicks = 0; scoreTxt.setText('0'); coinTxt.setText('0'); powerupTxt.setText(''); });
===================================================================
--- original.js
+++ change.js
@@ -295,9 +295,10 @@
x: 0,
y: 0,
scaleX: 30,
scaleY: 30,
- tint: 0x222e3a,
+ tint: 0x1a6cff,
+ // blue background to match game
alpha: 0.92
});
menuOverlay.addChild(menuBg);
// (Removed decorative accent that appeared as a light green square in the center)
2d coin pixel art. In-Game asset. 2d. High contrast. No shadows
2d star pixel art green. In-Game asset. 2d. High contrast. No shadows
2d rail upside view. In-Game asset. 2d. High contrast. No shadows
2d pixel art obstacle upview. In-Game asset. 2d. High contrast. No shadows
subway surfers style logo with text subway dashers. In-Game asset. 2d. High contrast. No shadows