User prompt
obstaclebox2, obstaclesingle, obstacletrain2 assetlerini kaldır
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tekli ve ikili obstacleların assetlerini ikiye ayır ikisine farklı asset koyayım
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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
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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 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 = 32; // frames (about 0.5s)
self.jumpHeight = 320; // px
// 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;
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
@@ -73,9 +73,9 @@
self.jumpDuration = 32; // frames (about 0.5s)
self.jumpHeight = 320; // px
// Animation state
self.animFrame = 0;
- self.animInterval = 8; // frames between switching
+ self.animInterval = 16; // frames between switching (slower animation)
self.animTick = 0;
// Move to lane (with tween)
self.moveToLane = function (laneIdx) {
self.lane = laneIdx;
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