Code edit (3 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading 'addEventListener')' in or related to this line: 'document.addEventListener("keydown", function (e) {' Line Number: 114
Code edit (1 edits merged)
Please save this source code
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sağ ve sola kaydırma hareketi ekran ortasına göre değil bulunduğumuz konuma göre olsun
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mantarlar ve tabela platformun üzerinde olsunlar. yerde olmaları şart değil ama her biri yüksek yada alçak platform üzerinde olsunlar
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Zıplama temizle tekrar ele al doğal değil
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Biraz daha ay yüzeyi gibi havadan hizla düşmesin
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Ziplayınca hemen hizlica düsmesin
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Oyuncu hem sol sag hemde ziplama aynı anda yapabilsin
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Hem saga hem zıplama ayni anda calissin
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Zıplama daha doğal olsun havadayken ikinci bir zıplamaya izin ver 3 olmasın
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Oyuncu ekrandan çıkmasın
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Zıplama fizik düzelt
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Zıplama 45 derecelik açiyla olsun ve biraz daha azalt
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Zıplama ivmeli olsun
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Düsman spawn olsun
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Ölünce ses çal
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'if (player.y > 2300) {' Line Number: 282
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'player.update();' Line Number: 264
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'player.y += player.vy;' Line Number: 260
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'y')' in or related to this line: 'if (player.y >= 2300) {' Line Number: 250
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Please fix the bug: 'TypeError: Cannot read properties of null (reading 'vy')' in or related to this line: 'player.vy += gravity;' Line Number: 235
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Please fix the bug: 'TypeError: Cannot set properties of null (setting 'vx')' in or related to this line: 'player.vx = 0;' Line Number: 232
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Oyunu başlat diye bir menü ekle
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Dene müziği çalsın oyun başlangıcında
/**** * Classes ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('enemy_dino', { anchorX: 0.5, anchorY: 1 }); 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 }); 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 }); 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 }); 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; // 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'); // 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); // Example mushrooms for (var i = 0; i < mushroomsToNextLevel; i++) { var mush = new Mushroom(); mush.x = 400 + i * 150; mush.y = 2200 - i % 3 * 200; game.addChild(mush); mushrooms.push(mush); } // 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; game.down = function (x, y, obj) { isTouching = true; game.lastTouchX = x; }; game.up = function (x, y, obj) { isTouching = false; game.lastTouchX = undefined; }; // Swipe up to queue a jump var swipeStartY = null; game.down = function (x, y, obj) { isTouching = true; game.lastTouchX = x; swipeStartY = y; }; game.up = function (x, y, obj) { isTouching = false; game.lastTouchX = undefined; if (typeof swipeStartY === "number" && swipeStartY - y > 80) { // Detected upward swipe jumpQueued = true; } swipeStartY = null; }; game.update = function () { // Player movement var speed = 8; // Reduce speed to match new jump distance var gravity = 11; // Even more gravity for a snappier fall // Jump at 45 degree angle and reduce jump power var jumpPower = -70; // Lower jump power for a shorter jump var jumpHorzPower = 70; // Horizontal component for 45 degree jump // Horizontal movement: move right if touch is on right half, left if on left half if (isTouching && typeof game.lastTouchX === "number") { if (game.lastTouchX < 1024) { player.vx = -speed; } else { player.vx = speed; } player.x += player.vx; } else { player.vx = 0; } // Gravity player.vy += gravity; // Platform collision (pre-check for jump) var onPlatform = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Simple AABB check for landing on top if (player.y + 10 >= plat.y - plat.height / 2 && player.y + 10 <= plat.y + plat.height / 2 && player.x > plat.x - plat.width / 2 && player.x < plat.x + plat.width / 2 && player.vy >= 0) { onPlatform = true; break; } } // Ground collision (pre-check for jump) var onGround = false; if (player.y >= 2300) { onGround = true; } // Jump if (jumpQueued && !player.isJumping && (onPlatform || onGround)) { // Jump at 45 degree angle: set both vy and vx player.vy = jumpPower; // Determine jump direction: if touching, jump in the direction of last touch, else jump right if (typeof game.lastTouchX === "number") { if (game.lastTouchX < 1024) { player.vx = -jumpHorzPower; } else { player.vx = jumpHorzPower; } } else { player.vx = jumpHorzPower; } player.isJumping = true; jumpQueued = false; } // Apply vertical movement player.y += player.vy; // Update player lastX/lastY for event logic player.update(); // Platform collision var landed = false; for (var i = 0; i < platforms.length; i++) { var plat = platforms[i]; // Simple AABB check for landing on top if (player.y + 10 >= plat.y - plat.height / 2 && player.y + 10 <= plat.y + plat.height / 2 && player.x > plat.x - plat.width / 2 && player.x < plat.x + plat.width / 2 && player.vy >= 0) { player.y = plat.y - plat.height / 2 - 10; player.vy = 0; if (player.isJumping) player.isJumping = false; landed = true; } } // Ground collision if (player.y > 2300) { player.y = 2300; player.vy = 0; if (player.isJumping) player.isJumping = false; } // 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; if (score >= mushroomsToNextLevel) { canLevelUp = true; if (levelGate) levelGate.active = true; } } } // Enemy spawn logic: spawn a new enemy every 180 ticks (about every 3 seconds) if (LK.ticks % 180 === 0) { var newEnemy = new Enemy(); // Spawn at a random x position within the visible area, on the ground/platform newEnemy.x = 400 + Math.floor(Math.random() * 1200); newEnemy.y = 2300; game.addChild(newEnemy); enemies.push(newEnemy); } // Enemy collision and update for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; enemy.update(); // Remove enemy if it goes off the left edge of the screen if (enemy.x < -100) { enemy.destroy(); enemies.splice(i, 1); continue; } if (player.intersects(enemy)) { LK.getSound('warn').play(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // 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 logic if (!levelGate) { levelGate = new LevelGate(); levelGate.x = 1800; levelGate.y = 1700; game.addChild(levelGate); } if (player.intersects(levelGate)) { 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
@@ -171,11 +171,13 @@
swipeStartY = null;
};
game.update = function () {
// Player movement
- var speed = 16;
+ var speed = 8; // Reduce speed to match new jump distance
var gravity = 11; // Even more gravity for a snappier fall
- var jumpPower = -120; // Jump higher
+ // Jump at 45 degree angle and reduce jump power
+ var jumpPower = -70; // Lower jump power for a shorter jump
+ var jumpHorzPower = 70; // Horizontal component for 45 degree jump
// Horizontal movement: move right if touch is on right half, left if on left half
if (isTouching && typeof game.lastTouchX === "number") {
if (game.lastTouchX < 1024) {
player.vx = -speed;
@@ -202,20 +204,25 @@
var onGround = false;
if (player.y >= 2300) {
onGround = true;
}
- // Jump (impulse, acceleration-based)
+ // Jump
if (jumpQueued && !player.isJumping && (onPlatform || onGround)) {
+ // Jump at 45 degree angle: set both vy and vx
player.vy = jumpPower;
- player.jumpTime = 0;
+ // Determine jump direction: if touching, jump in the direction of last touch, else jump right
+ if (typeof game.lastTouchX === "number") {
+ if (game.lastTouchX < 1024) {
+ player.vx = -jumpHorzPower;
+ } else {
+ player.vx = jumpHorzPower;
+ }
+ } else {
+ player.vx = jumpHorzPower;
+ }
player.isJumping = true;
jumpQueued = false;
}
- // Variable jump height: apply upward acceleration for a short time if still holding jump
- if (player.isJumping && typeof player.jumpTime === "number" && player.jumpTime < 10 && isTouching) {
- player.vy += -18; // Apply extra upward force for a few frames if still holding
- player.jumpTime++;
- }
// Apply vertical movement
player.y += player.vy;
// Update player lastX/lastY for event logic
player.update();
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