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: 0.92 // slightly above bottom for more natural feet placement
});
// 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
// Make the collision box wider and a bit taller for a more natural feel
self.width = self.animFrameWidth * 1.4;
self.height = walkGfx.height * 1.15;
// Vertically offset the player so feet are at y, not the center of the sprite
self.yOffset = walkGfx.height * 0.08; // adjust for anchorY above
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;
// Apply yOffset for correct feet placement
if (typeof player.yOffset === "number") {
player.y -= player.yOffset;
}
// 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;
// Restore yOffset after movement
if (typeof player.yOffset === "number") {
player.y += player.yOffset;
}
// 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
@@ -69,9 +69,9 @@
var self = Container.call(this);
// Use walk animation asset (spritesheet with horizontal frames)
var walkGfx = self.attachAsset('walk', {
anchorX: 0.5,
- anchorY: 1
+ anchorY: 0.92 // slightly above bottom for more natural feet placement
});
// Animation state
self.animFrame = 0;
self.animFrameCount = 6; // walk asset has 6 frames horizontally
@@ -89,8 +89,10 @@
// Hide the default .width/.height, override with frame size for collision
// Make the collision box wider and a bit taller for a more natural feel
self.width = self.animFrameWidth * 1.4;
self.height = walkGfx.height * 1.15;
+ // Vertically offset the player so feet are at y, not the center of the sprite
+ self.yOffset = walkGfx.height * 0.08; // adjust for anchorY above
self.vx = 0;
self.vy = 0;
self.isJumping = false;
self.lastX = 0;
@@ -220,8 +222,12 @@
} else {
player.vx = 0;
}
player.x += player.vx;
+ // Apply yOffset for correct feet placement
+ if (typeof player.yOffset === "number") {
+ player.y -= player.yOffset;
+ }
// 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;
@@ -290,8 +296,12 @@
player.vy = maxFallSpeed;
}
// Apply vertical movement
player.y += player.vy;
+ // Restore yOffset after movement
+ if (typeof player.yOffset === "number") {
+ player.y += player.yOffset;
+ }
// 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