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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
/**** * 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 }); 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, 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'); // 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 swipeStartY = null; var swipeActive = false; var swipeDetected = false; var swipeThreshold = 80; // Track both horizontal touch and swipe for jump independently game.down = function (x, y, obj) { isTouching = true; game.lastTouchX = x; swipeStartY = y; swipeActive = true; swipeDetected = false; // Determine intended direction based on touch position relative to player if (player && typeof player.x === "number") { if (x > player.x) { game.touchDirection = 1; // right } else if (x < player.x) { game.touchDirection = -1; // left } else { game.touchDirection = 0; } } else { game.touchDirection = 0; } }; game.move = function (x, y, obj) { // Detect upward swipe for jump, but allow horizontal movement at the same time // Only allow one jump per upward swipe gesture if (swipeActive && typeof swipeStartY === "number" && swipeStartY - y > swipeThreshold && !swipeDetected && player.jumpCount < 0.5) { jumpQueued = true; swipeDetected = true; // Reduce jump power by half for swipe jump player._swipeJump = true; } // Always update lastTouchX for horizontal movement if (isTouching) { game.lastTouchX = x; // Move player in the direction of swipe if (x > player.x + 10) { game.touchDirection = 1; // right } else if (x < player.x - 10) { game.touchDirection = -1; // left } else { game.touchDirection = 0; } } }; game.up = function (x, y, obj) { isTouching = false; game.lastTouchX = undefined; swipeActive = false; swipeStartY = null; swipeDetected = false; }; 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: move right if swipe started to the right of player, left if to the left // Allow jump and horizontal movement to be triggered simultaneously if (isTouching && typeof game.touchDirection === "number") { if (game.touchDirection === 1) { player.vx = speed; } else if (game.touchDirection === -1) { player.vx = -speed; } else { player.vx = 0; } } 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; 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; // Spawn at varying heights above the platform mush.y = platformTopY - Math.random() * 1.5 * mushroomHeight; 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
@@ -142,16 +142,9 @@
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);
-}
+// Mushrooms will now spawn dynamically with platforms
// Example enemy
var enemy1 = new Enemy();
enemy1.x = 1200;
enemy1.y = 2300;
@@ -351,41 +344,97 @@
LK.showGameOver();
return;
}
}
- // Move all platforms left and spawn new ones from the right
- var platformMoveSpeed = 8;
- var rightEdge = 2048;
- var leftEdge = -200;
+ // 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 platform is fully off the left edge, remove and spawn a new one at the right
- if (plat.x < leftEdge) {
+ if (plat.x + platformWidth / 2 < leftEdge) {
+ // Check if entire platform is off-screen
plat.destroy();
platforms.splice(i, 1);
}
}
- // Find the rightmost platform's x
- var rightmostX = -Infinity;
- for (var i = 0; i < platforms.length; i++) {
- if (platforms[i].x > rightmostX) rightmostX = platforms[i].x;
+ // 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);
+ }
}
- // If there is space at the right, spawn a new platform
- while (rightmostX < rightEdge) {
- var plat = new Platform();
- plat.x = rightmostX === -Infinity ? platformWidth / 2 : rightmostX + platformWidth;
- plat.y = 2300;
- // Insert platform at the back (behind all other children)
- game.addChildAt(plat, 0);
- platforms.push(plat);
- rightmostX = plat.x;
+ // 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;
+ // Spawn at varying heights above the platform
+ mush.y = platformTopY - Math.random() * 1.5 * mushroomHeight;
+ 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);
@@ -407,16 +456,11 @@
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)) {
+ // 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
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