User prompt
Eklenen platform arkada çizilsin
User prompt
Spawn olan platform oyuncunun arkasında olsun
User prompt
Platformların hepsi aynı anda sola doğru kaysın ve ekrandaki platform kaybolmadan yenisi sağdan spawn olsun
User prompt
Swipe yönüne göre hareket etsin oyuncu
User prompt
Hangi yöne giderse o yöne dönsün oyuncu
User prompt
swipe devam ettikçe yukarıya devam ediyor bunu yarıya indir
User prompt
Yukarıya kaydırdıkça zıplama devam etmesin.
User prompt
Zıplama maksimum değerini yarıya indir
User prompt
Zıplama sayısını 1 yap
Code edit (1 edits merged)
Please save this source code
User prompt
Oyuncunun hemen sağında kaydırma yapınca sağa, solunda yaparsam sola gitsin
User prompt
zıplama sonrası ikinci zıplama olmasın
User prompt
zımpladıktan sonra 0.5 saniye yukarıda kalsın. Ayrıca zıplama anında 2. bir zıplamaya izin verme
User prompt
oyuncuya walk animasyonunu uygula
User prompt
Oyuncu aynı anda hem sağa kaydırabilelim hem de zıplatabilelim.
User prompt
Oyuncu ve düşmanı 2 kat büyüt
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 (1 edits merged)
Please save this source code
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
/**** * 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); // 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; 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; } } // Move all platforms left and spawn new ones from the right var platformMoveSpeed = 8; var rightEdge = 2048; var leftEdge = -200; var platformAsset = LK.getAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); var platformWidth = platformAsset.width; 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) { 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; } // 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; } // 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
@@ -374,15 +374,15 @@
var rightmostX = -Infinity;
for (var i = 0; i < platforms.length; i++) {
if (platforms[i].x > rightmostX) rightmostX = platforms[i].x;
}
- // If there is space at the right, spawn a new platform behind the player
+ // If there is space at the right, spawn a new platform
while (rightmostX < rightEdge) {
var plat = new Platform();
- // Place new platform behind the player (left of player)
- plat.x = player.x - platformWidth;
+ plat.x = rightmostX === -Infinity ? platformWidth / 2 : rightmostX + platformWidth;
plat.y = 2300;
- game.addChild(plat);
+ // Insert platform at the back (behind all other children)
+ game.addChildAt(plat, 0);
platforms.push(plat);
rightmostX = plat.x;
}
// Meteor drop (randomly every 120 ticks)
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