User prompt
oyuncu görünümünü düzelt
User prompt
oyuncu karesi çok dar oldu bunu iyileştir
User prompt
oyuncu için walk assetini kullan ve animasyon oynasın
User prompt
Dokunma ile zıplasın
User prompt
Oyuncu daha yükseğe zıplasın
User prompt
Oyuncu zıpladıktan sonra 2 sn havada beklesin
Code edit (3 edits merged)
Please save this source code
User prompt
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
User prompt
sağ ve sola kaydırma hareketi ekran ortasına göre değil bulunduğumuz konuma göre olsun
User prompt
mantarlar ve tabela platformun üzerinde olsunlar. yerde olmaları şart değil ama her biri yüksek yada alçak platform üzerinde olsunlar
User prompt
Zıplama temizle tekrar ele al doğal değil
User prompt
Biraz daha ay yüzeyi gibi havadan hizla düşmesin
User prompt
Ziplayınca hemen hizlica düsmesin
User prompt
Oyuncu hem sol sag hemde ziplama aynı anda yapabilsin
User prompt
Hem saga hem zıplama ayni anda calissin
User prompt
Zıplama daha doğal olsun havadayken ikinci bir zıplamaya izin ver 3 olmasın
User prompt
Oyuncu ekrandan çıkmasın
User prompt
Zıplama fizik düzelt
User prompt
Zıplama 45 derecelik açiyla olsun ve biraz daha azalt
User prompt
Zıplama ivmeli olsun
User prompt
Düsman spawn olsun
User prompt
Ölünce ses çal
User prompt
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
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'update')' in or related to this line: 'player.update();' Line Number: 264
/**** * 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); // Use walk animation asset (spritesheet with horizontal frames) var walkGfx = self.attachAsset('walk', { anchorX: 0.5, anchorY: 1 }); // Animation state self.animFrame = 0; self.animFrameCount = 6; // walk asset has 6 frames horizontally self.animFrameWidth = walkGfx.width / self.animFrameCount; self.animFrameTime = 0; self.animFrameDuration = 4; // frames per animation frame (adjust for speed) self.facing = 1; // 1: right, -1: left // Set initial frame walkGfx.crop = { x: 0, y: 0, width: self.animFrameWidth, height: walkGfx.height }; // Hide the default .width/.height, override with frame size for collision self.width = self.animFrameWidth; self.height = walkGfx.height; 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; // Animation: Only animate if moving horizontally if (self.vx !== 0) { self.animFrameTime++; if (self.animFrameTime >= self.animFrameDuration) { self.animFrameTime = 0; self.animFrame = (self.animFrame + 1) % self.animFrameCount; } } else { self.animFrame = 0; self.animFrameTime = 0; } // Set facing direction if (self.vx > 0) self.facing = 1;else if (self.vx < 0) self.facing = -1; // Update crop for animation frame walkGfx.crop = { x: self.animFrame * self.animFrameWidth, y: 0, width: self.animFrameWidth, height: walkGfx.height }; // Flip horizontally if facing left walkGfx.scaleX = self.facing; // Movement and gravity 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; var swipeStartY = null; // Track both horizontal touch and swipe for jump independently 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 = 16; var gravity = 7.5; // Softer gravity for more natural jump arc var jumpPower = -110; // Jump power var maxFallSpeed = 60; // Terminal velocity // Horizontal movement: move right if touch is on right half, left if on left half // Allow jump and horizontal movement to be triggered simultaneously if (isTouching && typeof game.lastTouchX === "number") { if (game.lastTouchX < 1024) { player.vx = -speed; } else { 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 < 2 if (jumpQueued && player.jumpCount < 2) { player.vy = jumpPower; player.isJumping = true; player.jumpCount++; 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; 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; } } // 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
@@ -66,21 +66,61 @@
});
// Player class
var Player = Container.expand(function () {
var self = Container.call(this);
- var gfx = self.attachAsset('dino_player', {
+ // Use walk animation asset (spritesheet with horizontal frames)
+ var walkGfx = self.attachAsset('walk', {
anchorX: 0.5,
anchorY: 1
});
+ // Animation state
+ self.animFrame = 0;
+ self.animFrameCount = 6; // walk asset has 6 frames horizontally
+ self.animFrameWidth = walkGfx.width / self.animFrameCount;
+ self.animFrameTime = 0;
+ self.animFrameDuration = 4; // frames per animation frame (adjust for speed)
+ self.facing = 1; // 1: right, -1: left
+ // Set initial frame
+ walkGfx.crop = {
+ x: 0,
+ y: 0,
+ width: self.animFrameWidth,
+ height: walkGfx.height
+ };
+ // Hide the default .width/.height, override with frame size for collision
+ self.width = self.animFrameWidth;
+ self.height = walkGfx.height;
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
+ // Animation: Only animate if moving horizontally
+ if (self.vx !== 0) {
+ self.animFrameTime++;
+ if (self.animFrameTime >= self.animFrameDuration) {
+ self.animFrameTime = 0;
+ self.animFrame = (self.animFrame + 1) % self.animFrameCount;
+ }
+ } else {
+ self.animFrame = 0;
+ self.animFrameTime = 0;
+ }
+ // Set facing direction
+ if (self.vx > 0) self.facing = 1;else if (self.vx < 0) self.facing = -1;
+ // Update crop for animation frame
+ walkGfx.crop = {
+ x: self.animFrame * self.animFrameWidth,
+ y: 0,
+ width: self.animFrameWidth,
+ height: walkGfx.height
+ };
+ // Flip horizontally if facing left
+ walkGfx.scaleX = self.facing;
+ // Movement and gravity handled in game.update
// Player position is updated in game.update, so nothing to do here
};
return self;
});
@@ -151,10 +191,8 @@
game.down = function (x, y, obj) {
isTouching = true;
game.lastTouchX = x;
swipeStartY = y;
- // Dokunma ile zıplama: Her dokunmada jumpQueued true yap
- jumpQueued = true;
};
game.up = function (x, y, obj) {
isTouching = false;
game.lastTouchX = undefined;
@@ -167,9 +205,9 @@
game.update = function () {
// Player movement
var speed = 16;
var gravity = 7.5; // Softer gravity for more natural jump arc
- var jumpPower = -180; // Jump power (higher jump)
+ var jumpPower = -110; // Jump power
var maxFallSpeed = 60; // Terminal velocity
// Horizontal movement: move right if touch is on right half, left if on left half
// Allow jump and horizontal movement to be triggered simultaneously
if (isTouching && typeof game.lastTouchX === "number") {
@@ -233,36 +271,26 @@
player.vy = jumpPower;
player.isJumping = true;
player.jumpCount++;
jumpQueued = false;
- // Start floating timer for 2 seconds
- player.floatUntil = LK.ticks + Math.floor(2 * 60); // 2 seconds at 60 FPS
}
// 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
- var floating = false;
- if (typeof player.floatUntil !== "undefined" && LK.ticks < player.floatUntil && player.vy < 0) {
- // Pause vertical movement for 2 seconds after jump, only while rising
- player.vy = 0;
- floating = true;
+ if (player.vy < 0) {
+ // Rising: gentle gravity for floaty apex
+ player.vy += gravity * 0.18;
+ } else {
+ // Falling: normal gravity
+ player.vy += gravity;
}
- if (!floating) {
- 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;
+ 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;
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