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move character and enemy 6 pixel up
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move character and enemy 4 pixel up
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fix character y location after first jump
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make character has the same y value as enemy
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move character 1 pixel downn move enemy 3 pixel up
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move character 9 pixel down
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see the issues you're describing. Let's fix them one by one: Player's landing position is shifting down by 10 pixels after jumping Enemies sometimes appear behind tubes instead of always in front Tubes should spawn off-screen (to the right) Tubes should move at the same speed as enemies Enemies shouldn't spawn inside tubes Here are the changes you need to make: 1. Fix player's landing position: In the Player class update function, change this line: javascriptCopyif (self.y >= 2732 / 2) { self.y = 2732 / 2; // "Zemin" seviyesi self.isJumping = false; self.velocityY = 0; } To this: javascriptCopyif (self.y >= 2732 / 2 - 30) { // Use the initial player.y value self.y = 2732 / 2 - 30; // Land at the same initial position self.isJumping = false; self.velocityY = 0; } 2. Make enemies always appear in front of tubes: Add a zIndex system to your game elements. In the spawnTube function: javascriptCopyfunction spawnTube() { var tube = LK.getAsset('tup_1', { anchorX: 0.5, anchorY: 0.5 }); tube.x = 2048 + 250; // Start off-screen to the right tube.y = 2732 / 2 - 120; tube.zIndex = 5; // Lower zIndex for tubes game.addChild(tube); LK.setTimeout(spawnTube, 5000); } Then in your enemy spawn code: javascriptCopyvar enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemy.zIndex = 10; // Higher zIndex for enemies enemies.push(enemy); game.addChild(enemy); And for flying enemies: javascriptCopyvar flyinEnemy = new FlyinEnemy(); flyinEnemy.x = 2048; flyinEnemy.y = 455; flyinEnemy.zIndex = 10; // Higher zIndex for flying enemies game.addChild(flyinEnemy); You'll also need to add a sorting function at the end of your game.update: javascriptCopy// Sort children by zIndex game.children.sort(function(a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); 3. Spawn tubes off-screen: Already addressed in the spawnTube function above, setting tube.x = 2048 + 250; 4. Match tube speed with enemies: This is already correct in your code with child.x -= 5; 5. Prevent enemies from spawning inside tubes: Add a collision check before adding a new enemy: javascriptCopyif (canSpawn) { // Check for tube collision before spawning enemy var tubeCollision = false; for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child.asset && child.asset.name === 'tup_1') { var enemyRight = 2048 + 75; // enemy.x + half enemy width var enemyLeft = 2048 - 75; // enemy.x - half enemy width var tubeRight = child.x + 125; // tube.x + half tube width var tubeLeft = child.x - 125; // tube.x - half tube width if (!(enemyLeft > tubeRight || enemyRight < tubeLeft)) { tubeCollision = true; break; } } } if (!tubeCollision) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemy.zIndex = 10; enemies.push(enemy); game.addChild(enemy); } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } These changes should fix all the issues you're experiencing. The player will land at the same position after jumping, enemies will always appear in front of tubes, tubes will spawn off-screen, and enemies won't spawn inside tubes.
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move tube 5 pixel downmove character 10 pixel up
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move tube 10 pixel down
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move character 10 pixel up
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move tube 15 pixel down move it 600 pixel right and move character 10 pixel up move enemy 5 pixel down
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move it 60 pixel up and make it spawn 600 pixel left and make it move to left fast as enemy
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move tube spawns 90 pixel up
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Thanks for the clarification. Let me help you understand the specific changes you need to make to your tube spawning system: First, locate the spawnTube function in your code (it's near line 127). For the tube positioning, make these changes: Change tube.x = 2048; to tube.x = 2048 / 2 + 200; This will position the tube ahead of the player (who is at position 2048/2 - 200) Change tube.y = Math.random() * (2732 - tube.height); to tube.y = 2732 / 2; This places the tube at the same height as your player and enemies For the spawn timing, change: LK.setTimeout(spawnTube, 20000); to LK.setTimeout(spawnTube, 5000); This reduces the spawn interval from 20 seconds to 5 seconds To make the tubes move with the rest of your game elements, add this code block to your game.update function (which starts around line 195): javascriptCopy// Add tube movement - place this inside your game.update function for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child.asset && child.asset.name === 'tup_1') { child.x -= 2; // Move at same speed as background // Remove tubes that go off-screen if (child.x < -50) { child.destroy(); } } } These changes will ensure your tubes spawn every 5 seconds in the middle of the screen, and they'll move left with the rest of your game world.
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tube_1 ekranda 20 saniyede bir spawnla
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downwards considered as only 30 degrees down of characters down the rest is not downward
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karakter altına atarken weapon %30 daha hızlı gitsin
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countext 9 dan büyük bir sayı olursa 1 kez 20 pixel sola hareket ettir başka hareket ettirme
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Move scoreText 6 pixels to the left if coinCounter is greater than 9
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countext 9 dan büyük bir sayı olursa 15 pixel sola hareket ettir
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move scoretext 3 pixel left
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place coretext 10 pixel right
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place counter 15 pixel left
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place counter 15 pixel left
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place counter background ahead of background back of counter
/**** * Classes ****/ // Define a class for coins var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.velocity = 5; self.update = function () { self.x -= self.velocity; }; }); // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for flying enemies var FlyinEnemy = Container.expand(function () { var self = Container.call(this); var flyinEnemyGraphics = self.attachAsset('flyin_enemy', { anchorX: 0.5, anchorY: 0 }); self.speed = 5; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Gravity if (self.y >= 2732 / 2) { self.y = 2732 / 2; // "Zemin" seviyesi self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); // ScrollingBackground: orijinal ve mirrored arka plan var ScrollingBackground = Container.expand(function () { var self = Container.call(this); // Orijinal arka plan self.bg1 = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); self.bg1.x = 0; self.bg1.y = 0; self.addChild(self.bg1); // Mirrored arka plan (flipX) self.bg2 = LK.getAsset('background', { anchorX: 1, anchorY: 0 }); self.bg2.scaleX = -1; self.bg2.x = self.bg1.width; self.bg2.y = 0; self.addChild(self.bg2); // Arka plan kayma hızı self.speed = 2; self.update = function () { self.bg1.x -= self.speed; self.bg2.x -= self.speed; if (self.bg1.x + self.bg1.width <= 0) { self.bg1.x = self.bg2.x + self.bg2.width; } if (self.bg2.x + self.bg2.width <= 0) { self.bg2.x = self.bg1.x + self.bg1.width; } }; }); // Define a class for the weapon var Weapon = Container.expand(function () { var self = Container.call(this); var weaponGraphics = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 40; self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; weaponGraphics.rotation += 0.3; // Yok etme kontrolü if (Math.abs(game.down.x - self.x) < self.speed && Math.abs(game.down.y - self.y) < self.speed) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ width: 2048, // Mantıksal genişlik height: 2732, // Mantıksal yükseklik backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Function to spawn tube_1 every 20 seconds function spawnTube() { var tube = LK.getAsset('tup_1', { anchorX: 0.5, anchorY: 0.5 }); tube.x = 2048 / 2 + 200; tube.y = 2732 / 2 - 90; // Move 90 pixels up from center y position game.addChild(tube); // Set a timeout to spawn the next tube LK.setTimeout(spawnTube, 5000); } // Start the tube spawning process spawnTube(); var centerText = new Text2('0', { size: 200, fill: 0xFF0000, // Kırmızı, net görünür anchorX: 0.5, anchorY: 0.5 }); centerText.x = 2048 / 2; centerText.y = 2732 / 2; game.addChild(centerText); // Coin'lerden toplanan puanı takip etmek için değişken (artışı kaldırdık) var coinCounter = 0; // Global diziler ve değişkenler var flyinEnemies = []; var coins = []; // Arka plan ve oyuncu var scrollingBackground = new ScrollingBackground(); game.addChild(scrollingBackground); var player = game.addChild(new Player()); player.x = 2048 / 2 - 200; player.y = 2732 / 2; // Düşmanlar var enemies = []; var enemySpawnInterval = 50; var enemySpawnCounter = 0; // Skor metni arka planı var counterBackground = LK.getAsset('counter_background', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(counterBackground); counterBackground.x = LK.gui.top.width / 2 - 60; counterBackground.y = 40; // Skor metni (GUI katmanında, ekranın üstünde) var scoreText = new Text2('0', { size: 80, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreText); scoreText.x = LK.gui.top.width / 2 - 83; scoreText.y = 0; // Uçan düşmanları periyodik olarak oluştur function spawnFlyinEnemy() { var delay = Math.random() * 2000 + 2000; // 2000-4000 ms LK.setTimeout(function () { var flyinEnemy = new FlyinEnemy(); flyinEnemy.x = 2048; flyinEnemy.y = 450; game.addChild(flyinEnemy); flyinEnemies.push(flyinEnemy); spawnFlyinEnemy(); }, delay); } spawnFlyinEnemy(); // Oyun döngüsü game.update = function () { // Arka plan ve oyuncu güncellemesi scrollingBackground.update(); player.update(); // Add tube movement - place this inside your game.update function for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child.asset && child.asset.name === 'tup_1') { child.x -= 2; // Move at same speed as background // Remove tubes that go off-screen if (child.x < -50) { child.destroy(); } } } // Düşman spawn işlemleri enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var canSpawn = true; for (var i = 0; i < enemies.length; i++) { if (enemies[i].x > 1800) { canSpawn = false; break; } } if (canSpawn) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } // Normal düşmanların update + çarpışma for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); // Oyuncu ile çarpışma if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Oyuncu, düşmanı geçince skor güncellemesi // Weapon çarpışması: coin üretimi for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(enemies[j])) { // Düşmandan coin oluşturuluyor var coin = new Coin(); coin.x = enemies[j].x; coin.y = enemies[j].y; coin.velocity = 5; // Coin update fonksiyonu coin update kısmında yapılacak game.addChild(coin); coins.push(coin); // Particle efekti var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = enemies[j].x; particleEffect.y = enemies[j].y; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); enemies[j].destroy(); child.destroy(); enemies.splice(j, 1); break; } } } // Flying enemy update + çarpışma for (var n = flyinEnemies.length - 1; n >= 0; n--) { flyinEnemies[n].update(); if (player.intersects(flyinEnemies[n])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } // Weapon çarpışması for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(flyinEnemies[n])) { var coin = new Coin(); coin.x = flyinEnemies[n].x + 60; coin.y = flyinEnemies[n].y + 130; coin.velocity = 5; game.addChild(coin); coins.push(coin); var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = flyinEnemies[n].x + 60; particleEffect.y = flyinEnemies[n].y + 130; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); flyinEnemies[n].destroy(); child.destroy(); flyinEnemies.splice(n, 1); break; } } if (flyinEnemies[n] && flyinEnemies[n].x < -50) { flyinEnemies[n].destroy(); flyinEnemies.splice(n, 1); } } // Coin update + çarpışma (Sadece coin temasında sayıyı değiştirmeden coin yok edilecek) for (var m = coins.length - 1; m >= 0; m--) { var coin = coins[m]; // Coin’in sol tarafa doğru hareketi (doğrudan güncelleme) coin.x -= coin.velocity; // Eğer coin ekran dışına çıktıysa (dokunulmadan) yok ol if (coin.x < -100) { coin.destroy(); coins.splice(m, 1); } // Eğer coin oyuncu ile temas ediyorsa: coin toplanır ve sayacı artırır else if (player.intersects(coin)) { coinCounter++; centerText.setText(coinCounter.toString()); scoreText.setText(coinCounter.toString()); if (coinCounter > 9 && !scoreText.movedLeft) { scoreText.x -= 20; scoreText.movedLeft = true; } coin.destroy(); coins.splice(m, 1); } } }; // Dokunma/Mouse event: jump + weapon game.down = function (x, y, obj) { if (player.isJumping) { if (!game.lastWeaponTime || Date.now() - game.lastWeaponTime > 350) { var weapon = new Weapon(); weapon.x = player.x; weapon.y = player.y; var dx = x - weapon.x; var dy = y - weapon.y; var distance = Math.sqrt(dx * dx + dy * dy); weapon.directionX = dx / distance; weapon.directionY = dy / distance; // Calculate the angle in radians between the weapon direction and the downward direction var angle = Math.acos(weapon.directionY / Math.sqrt(weapon.directionX * weapon.directionX + weapon.directionY * weapon.directionY)); // Convert the angle to degrees var angleInDegrees = angle * (180 / Math.PI); // Check if the angle is within 30 degrees of directly downward if (angleInDegrees <= 30) { weapon.speed *= 1.3; // Increase speed by 30% when shooting within 30 degrees downwards } game.addChild(weapon); LK.setTimeout(function () { weapon.destroy(); }, 9000); game.lastWeaponTime = Date.now(); } } player.jump(); }; // Önemli: Oyunu çalıştırmayı unutmayın LK.stage.addChild(game);
===================================================================
--- original.js
+++ change.js
@@ -144,9 +144,9 @@
anchorX: 0.5,
anchorY: 0.5
});
tube.x = 2048 / 2 + 200;
- tube.y = 2732 / 2; // Center y position
+ tube.y = 2732 / 2 - 90; // Move 90 pixels up from center y position
game.addChild(tube);
// Set a timeout to spawn the next tube
LK.setTimeout(spawnTube, 5000);
}
Single 2D Mario Character. In-Game asset. 2d. Blank background.
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completely black simple counter without sharp edges
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