User prompt
obstaclebox2, obstaclesingle, obstacletrain2 assetlerini kaldır
User prompt
tekli ve ikili obstacleların assetlerini ikiye ayır ikisine farklı asset koyayım
User prompt
hala tekli obstacle çıkmaya devam ediyor
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obstacle boxlar ikili olunca çok güzel duruyor tekli olanları kaldır yerine yeni bir asset ekleki güzel duran bir asset ayarlayayım onada
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oyun çok daha yavaş başlasın yani yavaş koşalım şuanki 500 skordaki hızı 1000 skordaki hıza ayarla ve engel sayısınıda %25 arttır
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koşma animasyonu daha yavaş olsun
User prompt
tamam şimdi karakter için bir asset yerine iki asset yap bunlar sürekli olarak değişmeli oynasın koşma animasyonu yapacağım bir sağa bir sola şeklinde
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raylar yukarı doğru stretched ve çirkin gözüküyor daha güzel yap
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asseti yaptım ama gözükmüyor raylar hala eski görünümünde
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raylar için bir asset yüklemek istiyorum assets kısmına ekle onları
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3 adet ray yap
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arka plana istediğim bir fotoğrafı koymak istiyorum
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arkaplanı değiştirmek istiyorum
Code edit (1 edits merged)
Please save this source code
User prompt
Subway Dashers
Initial prompt
subway surfers
/**** * 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 obstacle asset (box for now) var obsAsset = self.attachAsset('obstacleBox', { anchorX: 0.5, anchorY: 0.5 }); self.lane = 1; self.type = 'barrier'; // or 'train' self.speed = 0; // set by game self.update = function () { self.y += self.speed; }; 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 runner asset (box for now) var runnerAsset = self.attachAsset('runnerBox', { anchorX: 0.5, anchorY: 0.5 }); // 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 = 32; // frames (about 0.5s) self.jumpHeight = 320; // px // 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 () { 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; if (self.jumpTime >= self.jumpDuration) { self.isJumping = false; self.y = runnerY(); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x008080 }); /**** * Game Code ****/ // Rail images for 3 lanes (tiled vertically for better appearance) 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 = 18; // px per frame, 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 }); coinTxt.anchor.set(0, 0); LK.gui.topRight.addChild(coinTxt); // --- Powerup display --- var powerupTxt = new Text2('', { size: 60, fill: 0x83DE44 }); powerupTxt.anchor.set(1, 0); LK.gui.topRight.addChild(powerupTxt); // --- Initialize runner --- runner = new Runner(); runner.x = laneX(1); runner.y = runnerY(); game.addChild(runner); // --- Touch/Swipe controls --- game.down = function (x, y, obj) { swipeStartX = x; swipeStartY = y; swipeStartTime = LK.ticks; lastSwipeX = x; lastSwipeY = y; }; game.move = function (x, y, obj) { 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) { swipeStartX = null; swipeStartY = null; }; // --- Helper: spawn obstacle --- function spawnObstacle() { var obs = new Obstacle(); obs.lane = Math.floor(Math.random() * 3); obs.x = laneX(obs.lane); obs.y = -120; obs.type = Math.random() < 0.7 ? 'barrier' : 'train'; obs.speed = speed; // For trains, make them taller if (obs.type === 'train') { obs.height = 320; obs.width = 200; obs.getChildAt(0).height = 320; obs.getChildAt(0).width = 200; } 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 (isGameOver) return; ticks++; // Increase speed over time if (ticks % 180 === 0 && speed < 38) { speed += 1.2; } // Update runner runner.update(); // Update powerup timers if (invincibleTicks > 0) { invincibleTicks--; powerupTxt.setText("INVINCIBLE"); } else if (magnetTicks > 0) { magnetTicks--; powerupTxt.setText("MAGNET"); } else { powerupTxt.setText(""); } // Spawn obstacles if (ticks % Math.max(48, 120 - speed * 2) === 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
@@ -112,20 +112,35 @@
/****
* Game Code
****/
-// Rail images for 3 lanes
+// Rail images for 3 lanes (tiled vertically for better appearance)
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++) {
- var rail = LK.getAsset(railAssetNames[i], {
- anchorX: 0.5,
- anchorY: 0,
- x: laneX(i),
- y: 0
- });
- rails.push(rail);
- game.addChild(rail);
+ 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
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