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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(player, {' Line Number: 349
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Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween.to(player, {' Line Number: 343 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Mantarlar 2 kat küçük olsun. Aralarında enaz 1, 2 yada 3 mantar boyu katlarda yükseklik farkı olsun ve aralikli gelsin. Oyuncu mantari yiyince yeşil renk ışıma yapsın ve titresin. Mantar yiyince ses çiksın
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Jump height 2 kat olsun. Havada 0.35 sn kalsın.
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Oyuncu zıplama 2 kat yüksek olsun. Sola saga dokunma ile gitnesin.
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Walk asset kaldır. Mantarları ve tabelayı 2 kat büyut. Mantar spawn yerlerini zıplamaya göre düzenle. oyuncu dokunmayla değil swipe ile hareket etsin. Oyuncu zıplaması swipe ve dokunma ile olsun.
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Platformu yavaşlat. Mantarlar ve tabela içinde spawn oluştur. Tabela yerde spawn olsun, mantarlar degisik yuksekliklerde
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Eklenen platform arkada çizilsin
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Spawn olan platform oyuncunun arkasında olsun
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Platformların hepsi aynı anda sola doğru kaysın ve ekrandaki platform kaybolmadan yenisi sağdan spawn olsun
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Swipe yönüne göre hareket etsin oyuncu
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Hangi yöne giderse o yöne dönsün oyuncu
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swipe devam ettikçe yukarıya devam ediyor bunu yarıya indir
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Yukarıya kaydırdıkça zıplama devam etmesin.
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Zıplama maksimum değerini yarıya indir
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Zıplama sayısını 1 yap
Code edit (1 edits merged)
Please save this source code
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Oyuncunun hemen sağında kaydırma yapınca sağa, solunda yaparsam sola gitsin
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zıplama sonrası ikinci zıplama olmasın
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zımpladıktan sonra 0.5 saniye yukarıda kalsın. Ayrıca zıplama anında 2. bir zıplamaya izin verme
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oyuncuya walk animasyonunu uygula
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Oyuncu aynı anda hem sağa kaydırabilelim hem de zıplatabilelim.
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Oyuncu ve düşmanı 2 kat büyüt
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oyuncu görünümünü düzelt
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oyuncu karesi çok dar oldu bunu iyileştir
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy class
var Enemy = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('enemy_dino', {
anchorX: 0.5,
anchorY: 1,
scaleX: 2,
scaleY: 2
});
self.vx = -2;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Simple left-right movement
self.x += self.vx;
};
return self;
});
// LevelGate class
var LevelGate = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('level_gate', {
anchorX: 0.5,
anchorY: 1,
scaleX: 2,
scaleY: 2
});
self.active = false;
return self;
});
// Initialize player
// Meteor class
var Meteor = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('meteor', {
anchorX: 0.5,
anchorY: 0.5
});
self.vy = 8;
self.lastY = 0;
self.update = function () {
self.lastY = self.y;
self.y += self.vy;
};
return self;
});
// Mushroom class
var Mushroom = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('mushroom', {
anchorX: 0.5,
anchorY: 1,
scaleX: 1,
scaleY: 1
});
self.collected = false;
return self;
});
// Platform class
var Platform = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('dino_player', {
anchorX: 0.5,
anchorY: 1,
scaleX: 2,
scaleY: 2
});
self.vx = 0;
self.vy = 0;
self.isJumping = false;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
// Rotate player to face direction of movement
if (self.vx > 0) {
// Face right
if (gfx.scaleX < 0) {
gfx.scaleX = Math.abs(gfx.scaleX);
}
} else if (self.vx < 0) {
// Face left (flip horizontally)
if (gfx.scaleX > 0) {
gfx.scaleX = -Math.abs(gfx.scaleX);
}
}
// Movement and gravity will be handled in game.update
// Player position is updated in game.update, so nothing to do here
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Play background music at game start
LK.playMusic('musicId');
// Import tween plugin for animations
// Global game objects and state
var player = null;
var platforms = [];
var mushrooms = [];
var enemies = [];
var meteors = [];
var levelGate = null;
var score = 0;
var mushroomsToNextLevel = 10;
var canLevelUp = false;
// Initialize player
player = new Player();
player.x = 300;
player.y = 2200;
// Create a seamless row of platforms spanning the screen horizontally
var platformAsset = LK.getAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
var platformWidth = platformAsset.width;
var yBase = 2300;
for (var px = 0; px < 2048; px += platformWidth) {
var plat = new Platform();
plat.x = px + platformWidth / 2;
plat.y = yBase;
game.addChild(plat);
platforms.push(plat);
}
// Add player after platforms so player is in front of platforms
game.addChild(player);
// Mushrooms will now spawn dynamically with platforms
// Example enemy
var enemy1 = new Enemy();
enemy1.x = 1200;
enemy1.y = 2300;
// Add enemy after player so enemy is in front of player
game.addChild(enemy1);
enemies.push(enemy1);
// Example meteor (will be dropped randomly in game.update)
// Touch controls
var jumpQueued = false;
var isTouching = false;
var swipeThreshold = 80;
// New variables for revised touch/swipe logic
var touchStartX = 0;
var touchStartY = 0;
var touchStartTimeTicks = 0;
var verticalSwipeForJumpRegistered = false;
var playerMovementDirection = 0; // -1 for left, 0 for still, 1 for right
// Track both horizontal touch and swipe for jump independently
game.down = function (x, y, obj) {
isTouching = true;
touchStartX = x;
touchStartY = y;
touchStartTimeTicks = LK.ticks;
verticalSwipeForJumpRegistered = false;
playerMovementDirection = 0; // Reset direction, will be set by game.move
};
game.move = function (x, y, obj) {
if (isTouching) {
// Detect upward swipe for jump
// Only allow one jump per upward swipe gesture
if (!verticalSwipeForJumpRegistered && touchStartY - y > swipeThreshold && player.jumpCount < 0.5) {
jumpQueued = true;
verticalSwipeForJumpRegistered = true;
// Reduce jump power by half for swipe jump
player._swipeJump = true;
}
// Update player movement direction based on horizontal swipe
if (x > player.x + 10) {
playerMovementDirection = 1; // right
} else if (x < player.x - 10) {
playerMovementDirection = -1; // left
} else {
playerMovementDirection = 0; // still
}
}
};
game.up = function (x, y, obj) {
if (isTouching) {
// Ensure this logic runs only once per touch end
var tapDurationTicks = LK.ticks - touchStartTimeTicks;
var dx = x - touchStartX;
var dy = y - touchStartY;
var tapDistance = Math.sqrt(dx * dx + dy * dy);
var maxTapDurationTicks = 15; // Approx 250ms at 60fps
var maxTapDistance = swipeThreshold * 0.75; // Allow some small movement for a tap
if (!verticalSwipeForJumpRegistered && tapDurationTicks < maxTapDurationTicks && tapDistance < maxTapDistance && player.jumpCount < 0.5) {
jumpQueued = true;
player._swipeJump = false; // Full power jump for tap
}
isTouching = false;
playerMovementDirection = 0; // Stop player movement when touch is released
// verticalSwipeForJumpRegistered is reset on next game.down
}
};
game.update = function () {
// Player movement
var speed = 16;
var gravity = 7.5; // Softer gravity for more natural jump arc
var jumpPower = -90; // Jump power
var maxFallSpeed = 60; // Terminal velocity
// Horizontal movement based on swipe direction
if (isTouching && playerMovementDirection === 1) {
player.vx = speed;
} else if (isTouching && playerMovementDirection === -1) {
player.vx = -speed;
} else {
player.vx = 0;
}
player.x += player.vx;
// Prevent player from moving outside the left and right screen boundaries
var playerHalfWidth = player.width ? player.width / 2 : 50;
if (player.x - playerHalfWidth < 0) {
player.x = playerHalfWidth;
}
if (player.x + playerHalfWidth > 2048) {
player.x = 2048 - playerHalfWidth;
}
// --- Clean, Natural Jump Physics ---
// Track jump state
if (typeof player.jumpCount === "undefined") {
player.jumpCount = 0;
}
if (typeof player.isJumping === "undefined") {
player.isJumping = false;
}
if (typeof player.wasOnGround === "undefined") {
player.wasOnGround = false;
}
if (typeof player.wasOnPlatform === "undefined") {
player.wasOnPlatform = false;
}
// Detect platform and ground contact (for landing)
var onPlatform = false;
var onGround = false;
var platformY = null;
for (var i = 0; i < platforms.length; i++) {
var plat = platforms[i];
// Check if player feet cross platform top (falling)
var platTop = plat.y - plat.height / 2;
var playerFeetLast = player.lastY + 10;
var playerFeetNow = player.y + 10;
if (playerFeetLast <= platTop && playerFeetNow >= platTop && player.x > plat.x - plat.width / 2 && player.x < plat.x + plat.width / 2 && player.vy >= 0) {
onPlatform = true;
platformY = platTop - 10;
break;
}
}
if (player.lastY < 2300 && player.y >= 2300) {
onGround = true;
}
// Reset jump count and state if landed
if ((onPlatform || onGround) && player.vy >= 0) {
player.jumpCount = 0;
player.isJumping = false;
}
// Allow jump if jumpQueued and jumpCount < 0.5 (half the previous max, disables double jump)
if (jumpQueued && player.jumpCount < 0.5) {
if (player._swipeJump) {
player.vy = jumpPower / 2;
player._swipeJump = false;
} else {
player.vy = jumpPower;
}
player.isJumping = true;
player.jumpCount = 0.5; // Always set to 0.5, never allow more than 0.5 jumps
jumpQueued = false;
}
// Variable jump height: if player releases touch while rising, cut jump short
if (!isTouching && player.vy < 0) {
player.vy += gravity * 1.2; // Slightly faster fall if jump released early
}
// Gravity: smooth, natural arc
if (player.vy < 0) {
// Rising: gentle gravity for floaty apex
player.vy += gravity * 0.18;
} else {
// Falling: normal gravity
player.vy += gravity;
}
if (player.vy > maxFallSpeed) {
player.vy = maxFallSpeed;
}
// Apply vertical movement
player.y += player.vy;
// Snap to platform if landed
if (onPlatform) {
player.y = platformY;
player.vy = 0;
player.isJumping = false;
player.jumpCount = 0;
}
// Snap to ground if landed
if (player.y > 2300) {
player.y = 2300;
player.vy = 0;
player.isJumping = false;
player.jumpCount = 0;
}
// Update player lastX/lastY for event logic
player.update();
// Mushroom collection
for (var i = 0; i < mushrooms.length; i++) {
var mush = mushrooms[i];
if (!mush.collected && player.intersects(mush)) {
mush.collected = true;
mush.visible = false;
score += 1;
// Green flash and shake effect on player
LK.effects.flashObject(player, 0x00ff00, 400);
tween.create(player).to({
x: player.x - 20
}, 60).yoyo().repeat(1).start();
tween.create(player).to({
x: player.x + 20
}, 60).yoyo().repeat(1).start();
// Play mushroom collect sound
LK.getSound('warn').play();
if (score >= mushroomsToNextLevel) {
canLevelUp = true;
if (levelGate) {
levelGate.active = true;
}
}
}
}
// Enemy collision
for (var i = 0; i < enemies.length; i++) {
var enemy = enemies[i];
enemy.update();
if (player.intersects(enemy)) {
LK.getSound('warn').play();
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
}
// Define edges for element removal and spawning trigger
var rightEdge = 2048; // Right edge of the screen
var spawnTriggerEdge = 2048 + 200; // Start spawning new platforms when the rightmost is beyond the screen edge
var leftEdge = -200; // Left edge for despawning elements
// Get asset dimensions for positioning. These calls are lightweight.
var platformAsset = LK.getAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
var platformWidth = platformAsset.width;
var platformHeight = platformAsset.height;
var mushroomAsset = LK.getAsset('mushroom', {
anchorX: 0.5,
anchorY: 1
}); // anchorY:1 for bottom
var mushroomHeight = mushroomAsset.height;
// Move existing platforms
var platformMoveSpeed = 3; // Platforms are now slower
for (var i = platforms.length - 1; i >= 0; i--) {
var plat = platforms[i];
plat.x -= platformMoveSpeed;
if (plat.x + platformWidth / 2 < leftEdge) {
// Check if entire platform is off-screen
plat.destroy();
platforms.splice(i, 1);
}
}
// Move existing mushrooms
for (var i = mushrooms.length - 1; i >= 0; i--) {
var mush = mushrooms[i];
if (mush.collected) continue; // Already collected, will be invisible
mush.x -= platformMoveSpeed;
if (mush.x + mushroomAsset.width / 2 < leftEdge) {
// Using mushroomAsset.width for consistency
mush.destroy();
mushrooms.splice(i, 1);
}
}
// Move existing level gate
if (levelGate) {
levelGate.x -= platformMoveSpeed;
var levelGateAsset = LK.getAsset('level_gate', {
anchorX: 0.5,
anchorY: 1
}); // anchorY:1 for bottom
if (levelGate.x + levelGateAsset.width / 2 < leftEdge) {
levelGate.destroy();
levelGate = null; // Allow a new one to spawn if conditions met again
}
}
// Find the rightmost platform's x position (its right edge)
var rightmostPlatformEdge = 0; // Default to 0 if no platforms exist
if (platforms.length > 0) {
var currentRightmostX = -Infinity;
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].x > currentRightmostX) {
currentRightmostX = platforms[i].x;
}
}
rightmostPlatformEdge = currentRightmostX + platformWidth / 2;
}
// Spawn new platforms if there's space on the right
while (rightmostPlatformEdge < spawnTriggerEdge) {
var newPlat = new Platform();
newPlat.x = rightmostPlatformEdge === 0 ? platformWidth / 2 : rightmostPlatformEdge + platformWidth / 2;
newPlat.y = 2300; // Base Y for platforms
game.addChildAt(newPlat, 0); // Add new platforms at the back
platforms.push(newPlat);
rightmostPlatformEdge = newPlat.x + platformWidth / 2;
var platformTopY = newPlat.y - platformHeight / 2;
// Chance to spawn a mushroom on this new platform
if (Math.random() < 0.25) {
// 25% chance for a mushroom
var mush = new Mushroom();
mush.x = newPlat.x;
// Choose a random height difference: 1, 2, or 3 mushroom heights above the platform
var mushroomHeights = [1, 2, 3];
var heightIndex = Math.floor(Math.random() * mushroomHeights.length);
var heightMultiplier = mushroomHeights[heightIndex];
// Use the current (scaled) mushroom height for spacing
var mushHeight = mushroomAsset.height; // Now scale is 1x
// Add a little random offset for variety
var yOffset = Math.random() * 20 - 10;
// Place the mushroom at the chosen height above the platform
mush.y = platformTopY - heightMultiplier * mushHeight + yOffset;
game.addChild(mush); // Add mushroom on top of layers
mushrooms.push(mush);
}
// Spawn level gate on this new platform if conditions are met and no gate exists
if (canLevelUp && !levelGate) {
levelGate = new LevelGate();
levelGate.x = newPlat.x;
levelGate.y = platformTopY; // Place bottom of the gate on the platform surface
levelGate.active = true;
game.addChild(levelGate); // Add gate on top of layers
}
}
// Meteor drop (randomly every 120 ticks)
if (LK.ticks % 120 === 0) {
var meteor = new Meteor();
meteor.x = 400 + Math.floor(Math.random() * 1200);
meteor.y = -100;
game.addChild(meteor);
meteors.push(meteor);
}
// Meteor update and collision
for (var i = meteors.length - 1; i >= 0; i--) {
var meteor = meteors[i];
meteor.update();
if (player.intersects(meteor)) {
LK.getSound('warn').play();
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
if (meteor.y > 2800) {
meteor.destroy();
meteors.splice(i, 1);
}
}
// Level gate will now spawn dynamically on a platform when canLevelUp is true
if (levelGate && player.intersects(levelGate)) {
// Check if levelGate exists before intersecting
if (canLevelUp) {
LK.showYouWin();
} else {
// Play warning sound
LK.getSound('warn').play();
}
}
};
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Update score display in game.update
var oldGameUpdate = game.update;
game.update = function () {
scoreTxt.setText(score);
oldGameUpdate();
}; ===================================================================
--- original.js
+++ change.js
@@ -333,12 +333,12 @@
mush.visible = false;
score += 1;
// Green flash and shake effect on player
LK.effects.flashObject(player, 0x00ff00, 400);
- tween.to(player, {
+ tween.create(player).to({
x: player.x - 20
}, 60).yoyo().repeat(1).start();
- tween.to(player, {
+ tween.create(player).to({
x: player.x + 20
}, 60).yoyo().repeat(1).start();
// Play mushroom collect sound
LK.getSound('warn').play();
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Dino Mantar Macerası" and with the description "Sevimli bir dinozorla platformlarda zıplayıp mantar topla, düşmanlardan ve meteorlardan kaç, 10 mantar sonrası tabeladan yeni seviyeye geç!". No text on banner!
yukardan aşağıya olsun açısı
sevimli bir dinazor olsun ancak açık kırmızı ve dişleri olan azcık da kızgın olsun. High contrast. No shadows
mantarın yüzü olmasın altı da düz olsun platforma gelecek
Üzerine EXIT yazalım.
sağ ve sol kenar keskin olsun
Kalp. In-Game asset. 2d