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
User prompt
obstacle boxlar ikili olunca çok güzel duruyor tekli olanları kaldır yerine yeni bir asset ekleki güzel duran bir asset ayarlayayım onada
User prompt
oyun çok daha yavaş başlasın yani yavaş koşalım şuanki 500 skordaki hızı 1000 skordaki hıza ayarla ve engel sayısınıda %25 arttır
User prompt
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
User prompt
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
User prompt
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); // Asset will be attached in spawnObstacle based on type/size self.obsAsset = null; self.lane = 1; self.type = 'barrier'; // or 'train' self.size = 'double'; // default, can be 'single' or 'double' self.speed = 0; // set by game self.attachCorrectAsset = function () { if (self.obsAsset) { self.removeChild(self.obsAsset); } if (self.size === 'single') { self.obsAsset = self.attachAsset('obstacleSingle', { anchorX: 0.5, anchorY: 0.5 }); } else { self.obsAsset = self.attachAsset('obstacleBox', { anchorX: 0.5, anchorY: 0.5 }); } }; 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 ****/ // TODO: Replace NEW_ASSET_ID_FOR_SINGLE with your new asset id // 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 = 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 }); 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; // Only spawn double obstacles for barriers, never single obs.size = 'double'; obs.attachCorrectAsset(); // Only spawn double obstacles for barriers, never single if (obs.type === 'barrier') { obs.size = 'double'; } else { obs.size = 'double'; // trains always double (or you can add logic for single train if needed) } obs.attachCorrectAsset(); // 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 // 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"); } else if (magnetTicks > 0) { magnetTicks--; powerupTxt.setText("MAGNET"); } else { powerupTxt.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
@@ -22,16 +22,30 @@
});
// 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
- });
+ // Asset will be attached in spawnObstacle based on type/size
+ self.obsAsset = null;
self.lane = 1;
self.type = 'barrier'; // or 'train'
+ self.size = 'double'; // default, can be 'single' or 'double'
self.speed = 0; // set by game
+ self.attachCorrectAsset = function () {
+ if (self.obsAsset) {
+ self.removeChild(self.obsAsset);
+ }
+ if (self.size === 'single') {
+ self.obsAsset = self.attachAsset('obstacleSingle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ } else {
+ self.obsAsset = self.attachAsset('obstacleBox', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ };
self.update = function () {
self.y += self.speed;
};
return self;
@@ -129,8 +143,9 @@
/****
* Game Code
****/
+// TODO: Replace NEW_ASSET_ID_FOR_SINGLE with your new asset id
// 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
@@ -260,8 +275,18 @@
obs.x = laneX(obs.lane);
obs.y = -120;
obs.type = Math.random() < 0.7 ? 'barrier' : 'train';
obs.speed = speed;
+ // Only spawn double obstacles for barriers, never single
+ obs.size = 'double';
+ obs.attachCorrectAsset();
+ // Only spawn double obstacles for barriers, never single
+ if (obs.type === 'barrier') {
+ obs.size = 'double';
+ } else {
+ obs.size = 'double'; // trains always double (or you can add logic for single train if needed)
+ }
+ obs.attachCorrectAsset();
// For trains, make them taller
if (obs.type === 'train') {
obs.height = 320;
obs.width = 200;
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
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subway surfers style logo with text subway dashers. In-Game asset. 2d. High contrast. No shadows