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make a counter when yesil_1 has 3 point 12 second later make endlessbg3 move left dont ever use tween plugin
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spawn another endlessbg3 600 pixel right of endlessbg3 and make second one child of endlessbg3
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move it 150 pixel right
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move endlessbg3 300 pixel right
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Please fix the bug: 'Timeout.tick error: tween is not defined' in or related to this line: 'tween(endlessbg3, {' Line Number: 706 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move endlessbg3 300 pixel right and make it move left in 12 seconds ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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move endlessbg3 150 pixel down and place it right of bg3son x axis
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dont spawn background3 and dont make endlessbg3 child of anything
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create a child for bg3son the asset bb when bgson3 is off the screen spawn bb location of right of the screen and make it move left fast as bg3son
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create a child for bg3son the asset bb when bg3 is off the screen spawn bb location of right of the screen
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keep the spawn point of endlessbg3 and background3 in mind,spawn bb at the spawn point of endlessbg3 when endlessbg3 is not in the screen and make bb move to left
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I'll help create a seamless infinite scroll system using endlessbg3 and background3. Here's the implementation: Scrolling Background Solution javascript // Add this new class var ScrollingBackground3 = Container.expand(function () { var self = Container.call(this); // First background (starting with background3) self.bg1 = LK.getAsset('background3', { anchorX: 0, anchorY: 0 }); self.bg1.x = 0; self.addChild(self.bg1); // Second background (endlessbg3) self.bg2 = LK.getAsset('endlessbg3', { anchorX: 0, anchorY: 0 }); self.bg2.x = self.bg1.width; // Position right after first background self.addChild(self.bg2); // Third background (background3) self.bg3 = LK.getAsset('background3', { anchorX: 0, anchorY: 0 }); self.bg3.x = self.bg2.x + self.bg2.width; self.addChild(self.bg3); self.speed = 2; self.update = function() { // Move all backgrounds self.bg1.x -= self.speed; self.bg2.x -= self.speed; self.bg3.x -= self.speed; // Check and reset positions if (self.bg1.x + self.bg1.width <= 0) { self.bg1.x = self.bg3.x + self.bg3.width; // Swap asset type const temp = self.bg1; self.bg1 = self.bg3; self.bg3 = temp; } if (self.bg2.x + self.bg2.width <= 0) { self.bg2.x = self.bg1.x + self.bg1.width; // Swap asset type const temp = self.bg2; self.bg2 = self.bg1; self.bg1 = temp; } if (self.bg3.x + self.bg3.width <= 0) { self.bg3.x = self.bg2.x + self.bg2.width; // Swap asset type const temp = self.bg3; self.bg3 = self.bg2; self.bg2 = temp; } }; }); // Initialize in your game var scrollingBg3 = new ScrollingBackground3(); game.addChild(scrollingBg3); Key Features Seamless Alternating Pattern: Automatically alternates between background3 and endlessbg3 Three-Buffer System: Uses three background elements for smooth transitions Dynamic Swapping: Maintains the pattern sequence by swapping elements Efficient Recycling: Reuses background elements instead of creating new ones Add this to your game initialization code and call scrollingBg3.update() in your main game loop to activate the scrolling effect. This will create the pattern: background3 → endlessbg3 → background3 → endlessbg3... continuing infinitely as the game progresses.
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Make yesil1 0 point at the beginning
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place background3 just same y axis as the bb asset right of bb asset
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place background3 just same y axis as the bb asset right of bb asset and 600 pixel up
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place background3 just same y axis as the bb asset right of bb asset
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Please fix the bug: 'ReferenceError: bg3son is not defined' in or related to this line: 'bg3son.addChild(otherBackground3);' Line Number: 633
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make other backgroud3 child of bg3son asset
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Please fix the bug: 'ReferenceError: bg3son is not defined' in or related to this line: 'bg3son.addChild(otherBackground3);' Line Number: 633
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make other backgroud3 child of bg3son
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Please fix the bug: 'ReferenceError: endlessbg3 is not defined' in or related to this line: 'background3.x = endlessbg3.x + endlessbg3.width / 2 + background3.width / 2;' Line Number: 632
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Please fix the bug: 'ReferenceError: endlessbg3 is not defined' in or related to this line: 'background3.x = endlessbg3.x + endlessbg3.width / 2 + background3.width / 2;' Line Number: 632
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Please fix the bug: 'ReferenceError: endlessbg3 is not defined' in or related to this line: 'background3.x = endlessbg3.x + endlessbg3.width / 2 + background3.width / 2;' Line Number: 632
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Please fix the bug: 'ReferenceError: background3 is not defined' in or related to this line: 'background3.addChild(otherBackground3);' Line Number: 633
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make other backgroud3 child of background3
/**** * Classes ****/ // Coin class 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.zIndex = 15; self.update = function () { self.x -= self.velocity; }; }); // Enemy class 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.zIndex = 10; self.canDamage = true; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // FlyinEnemy class 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.zIndex = 10; self.canDamage = true; self.homing = false; self.vx = 0; self.vy = 0; self.update = function () { if (!self.homing) { self.x -= self.speed; if (self.x < -50) { self.destroy(); } } else { self.x += self.vx; self.y += self.vy; if (self.x < -200 || self.x > 2248 || self.y < -200 || self.y > 2932) { self.destroy(); } } }; }); // Player class 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.isFalling = false; self.fallSpeed = 0; self.fallAcceleration = 0.7; self.fallTargetY = 2732 / 2 - 7; self.zIndex = 20; self.hearts = typeof remainingHearts !== 'undefined' ? remainingHearts : 3; self.update = function () { self.prevY = self.y; if (self.isFalling) { self.y += self.fallSpeed; self.fallSpeed += self.fallAcceleration; if (self.y >= self.fallTargetY) { self.y = self.fallTargetY; self.isFalling = false; self.fallSpeed = 0; game.weaponEnabled = true; } } self.prevY = self.y; if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; if (self.y >= 2732 / 2 - 3) { self.y = 2732 / 2 - 9; self.isJumping = false; self.velocityY = 0; } } }; self.invulnerable = false; self.hit = function () { if (!self.invulnerable) { self.loseHeart(); self.invulnerable = true; LK.setTimeout(function () { self.invulnerable = false; }, 500); } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; self.loseHeart = function () { self.hearts--; playerDeaths++; if (playerDeaths === 1 && hearts[0]) { hearts[0].destroy(); } else if (playerDeaths === 2 && hearts[1]) { hearts[1].destroy(); } else if (playerDeaths === 3 && hearts[2]) { hearts[2].destroy(); } remainingHearts = self.hearts; if (hearts.length === 0) { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = flyinEnemies.length - 1; i >= 0; i--) { flyinEnemies[i].destroy(); flyinEnemies.splice(i, 1); } for (var i = coins.length - 1; i >= 0; i--) { coins[i].destroy(); coins.splice(i, 1); } self.destroy(); game.weaponEnabled = false; } }; }); // ScrollingBackground class var ScrollingBackground = Container.expand(function () { var self = Container.call(this); self.bg1 = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); self.bg1.x = 0; self.bg1.y = 0; self.addChild(self.bg1); 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); 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; } }; }); // ScrollingBackground2 class var ScrollingBackground2 = Container.expand(function () { var self = Container.call(this); var bg1 = LK.getAsset('background2', { anchorX: 0, anchorY: 0 }); bg1.x = 0; bg1.y = 0; self.addChild(bg1); var bg2 = LK.getAsset('background2', { anchorX: 1, anchorY: 0 }); bg2.scaleX = -1; bg2.x = bg1.width; bg2.y = 0; self.addChild(bg2); self.speed = 2; self.update = function () { bg1.x -= self.speed; bg2.x -= self.speed; if (bg1.x + bg1.width <= 0) { bg1.x = bg2.x + bg2.width; } if (bg2.x + bg2.width <= 0) { bg2.x = bg1.x + bg1.width; } }; }); // Tube class var Tube = Container.expand(function () { var self = Container.call(this); var tubeGraphics = self.attachAsset('tup_1', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.zIndex = 0; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Tube2 class var Tube2 = Container.expand(function () { var self = Container.call(this); var tubeGraphics = self.attachAsset('tube_2', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.zIndex = 2000; self.update = function () { self.x -= self.speed; if (self.x < -self.width) { self.destroy(); } }; }); // Weapon class 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; 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, height: 2732, backgroundColor: 0x000000 }); /**** * Game Code ****/ var control_2 = LK.getAsset('control_2', { anchorX: 0.5, anchorY: 0.5 }); /**** * Global Variables & Flags ****/ var startNormalEnemy = true; var coinCounter = 0; var flyinEnemies = []; var playerDeaths = 0; var hearts = []; var remainingHearts = 3; game.controlActive = false; var coins = []; var firstControlTriggered = false; var enemies = []; var enemySpawnInterval = Math.floor(Math.random() * 100) + 30; var enemySpawnCounter = 0; var stopSpawn = false; game.weaponEnabled = true; /**** * (A) Eski FlyinEnemy Spawn (sağdan sola, homing false) ****/ function spawnFlyinEnemy() { if (stopSpawn) { return; } var delay = Math.random() * 2000 + 2000; LK.setTimeout(function () { if (stopSpawn) { return; } var fe = new FlyinEnemy(); fe.x = 2048; fe.y = 449; fe.zIndex = 10; game.addChild(fe); flyinEnemies.push(fe); spawnFlyinEnemy(); }, delay); } spawnFlyinEnemy(); /**** * (B) Wave şeklinde, homing davranışlı FlyinEnemy Spawn ****/ function spawnWaveOfFlyinEnemies() { var spawnPoints = [{ x: 0, y: 0 }, { x: 2048, y: 0 }, { x: 0, y: 2732 }, { x: 2048, y: 2732 }, { x: 1024, y: 0 }, { x: 1024, y: 2732 }, { x: 0, y: 1366 }, { x: 2048, y: 1366 }]; for (var i = spawnPoints.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = spawnPoints[i]; spawnPoints[i] = spawnPoints[j]; spawnPoints[j] = temp; } spawnPoints.forEach(function (point, index) { LK.setTimeout(function () { var enemy = new FlyinEnemy(); enemy.homing = true; enemy.wave = true; enemy.x = point.x; enemy.y = point.y; var dx = player.x - enemy.x; var dy = player.y - enemy.y; var distance = Math.sqrt(dx * dx + dy * dy) || 1; enemy.vx = dx / distance * enemy.speed; enemy.vy = dy / distance * enemy.speed; enemy.zIndex = 2100; if (enemy.x < 1024) { enemy.scaleX = -1; } game.addChild(enemy); flyinEnemies.push(enemy); }, index * 800); if (index === spawnPoints.length - 1) { LK.setTimeout(function () { spawnFlyinEnemy(); }, 10000); } }); } /**** * Normal Enemy Spawn (sağdan sola, homing false) ****/ game.update = function () { scrollingBackground.update(); player.update(); if (game.scrollingBg2 && game.scrollingBg2.update) { game.scrollingBg2.update(); } for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child instanceof Tube || child === yesil1) { child.update(); } if (child.children) { for (var c = 0; c < child.children.length; c++) { var subChild = child.children[c]; if (subChild.update) { subChild.update(); } } } } enemySpawnCounter++; if (startNormalEnemy && !stopSpawn && enemySpawnCounter >= enemySpawnInterval && !(LK.ticks >= 876 && LK.ticks <= 936) && !(LK.ticks >= 1776 && LK.ticks <= 1836) && !(LK.ticks >= 2676 && LK.ticks <= 2736) && !(LK.ticks >= 3576 && LK.ticks <= 3636) && !(LK.ticks >= 4476 && LK.ticks <= 4536) && !(LK.ticks >= 5376 && LK.ticks <= 5436) && !(LK.ticks >= 6276 && LK.ticks <= 6336) && !(LK.ticks >= 7776 && LK.ticks <= 7836)) { var canSpawn = true; for (var i = 0; i < enemies.length; i++) { if (enemies[i].x > 1800) { canSpawn = false; break; } } if (canSpawn) { 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; var enemyLeft = 2048 - 75; var tubeRight = child.x + 125; var tubeLeft = child.x - 125; if (!(enemyLeft > tubeRight || enemyRight < tubeLeft)) { tubeCollision = true; break; } } } if (!tubeCollision) { LK.setTimeout(function () { if (stopSpawn) { return; } var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2 - 13; enemy.zIndex = 10; enemies.push(enemy); game.addChild(enemy); }, 100); } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); // --- Enemy - Player --- for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j]) { enemies[j].update(); } if (player.intersects(enemies[j]) && enemies[j].canDamage) { enemies[j].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.hit(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(enemies[j])) { var coin = new Coin(); coin.x = enemies[j].x; coin.y = enemies[j].y; coin.velocity = 5; game.addChild(coin); coins.push(coin); var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = enemies[j].x - 15; particleEffect.y = enemies[j].y; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); enemies[j].destroy(); child.destroy(); enemies.splice(j, 1); break; } } } // --- FlyinEnemy - Player --- for (var n = flyinEnemies.length - 1; n >= 0; n--) { if (flyinEnemies[n]) { flyinEnemies[n].update(); } if (player.intersects(flyinEnemies[n]) && flyinEnemies[n].canDamage) { flyinEnemies[n].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.hit(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(flyinEnemies[n])) { if (!flyinEnemies[n].wave) { var coin = new Coin(); coin.x = flyinEnemies[n].x; coin.y = flyinEnemies[n].y + 60; 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 - 30; particleEffect.y = flyinEnemies[n].y + 30; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); flyinEnemies[n].destroy(); child.destroy(); flyinEnemies.splice(n, 1); break; } } if (flyinEnemies[n] && !flyinEnemies[n].homing && flyinEnemies[n].x < -50) { flyinEnemies[n].destroy(); flyinEnemies.splice(n, 1); } } // --- Coin Toplanması --- for (var m = coins.length - 1; m >= 0; m--) { var coin = coins[m]; coin.x -= coin.velocity; if (coin.x < -100) { coin.destroy(); coins.splice(m, 1); } else if (player.intersects(coin)) { coinCounter++; scoreText.setText(coinCounter.toString()); if (coinCounter > 9 && !scoreText.movedLeft) { scoreText.x -= 20; scoreText.movedLeft = true; } coin.destroy(); coins.splice(m, 1); } } }; LK.stage.addChild(game); /**** * Tube Spawn (her 15 saniyede bir) ****/ function spawnTube() { if (stopSpawn) { return; } var tube = new Tube(); tube.x = 2048 + 125; tube.y = 2732 / 2 - 120; game.addChild(tube); var yesil1 = LK.getAsset('yesil_1', { anchorX: 0.5, anchorY: 0.5 }); yesil1.x = tube.x; yesil1.y = tube.y - 170; yesil1.speed = 10; yesil1.points = 3; yesil1.fadeBonusApplied = false; yesil1.coinBonusApplied = false; yesil1.touchBonusApplied = false; yesil1.update = function () { yesil1.x -= yesil1.speed; if (yesil1.x < -yesil1.width) { yesil1.destroy(); } function applyBonus(condition, bonusFlag, bonusName) { if (condition && !yesil1[bonusFlag]) { yesil1[bonusFlag] = true; yesil1.points += 1; console.log(bonusName + " applied. Yesil1 points: " + yesil1.points); } } applyBonus(game.fadeTriggered, 'fadeBonusApplied', "Fade bonus"); applyBonus(coinCounter >= 30, 'coinBonusApplied', "Coin bonus"); applyBonus(player.intersects(yesil1) && yesil1.points >= 2, 'touchBonusApplied', "Touch bonus"); // Freeze condition and trigger fade effect if (yesil1.points >= 3) { console.log("Freeze game triggered because yesil1 points reached: " + yesil1.points); stopSpawn = true; // Position bb asset in the middle of the screen var bb = LK.getAsset('bb', { anchorX: 0.5, anchorY: 0.5 }); bb.x = 2048 - bb.width / 2; // Position bb to the right of the screen bb.y = 2732 / 2 + 150; // Keep the y-axis the same game.addChild(bb); // Add bg3son to the game var bg3son = LK.getAsset('bg3son', { anchorX: 0.5, anchorY: 0.5 }); bg3son.zIndex = 2100; // Explicitly set zIndex for bg3son bg3son.x = 2048 / 2; bg3son.y = 2732 / 2 + 150; game.addChild(bg3son); // Add endlessbg3 as a child of bg3son var endlessbg3 = LK.getAsset('endlessbg3', { anchorX: 0.5, anchorY: 0.5 }); endlessbg3.zIndex = 2101; // Explicitly set zIndex for endlessbg3 endlessbg3.x = bg3son.width / 2 + endlessbg3.width / 2 - 150; endlessbg3.y = 0; // Align with bg3son bg3son.addChild(endlessbg3); var background3 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5 }); background3.zIndex = 2102; // Explicitly set zIndex for background3 background3.x = endlessbg3.x + endlessbg3.width / 2 + background3.width / 2; background3.y = endlessbg3.y; // Align with endlessbg3 bg3son.addChild(background3); // Place 'other background3' to the right of bb asset, keeping the y-axis the same var otherBackground3 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5 }); otherBackground3.x = bb.x + bb.width / 2 + otherBackground3.width / 2; otherBackground3.y = bb.y; // Align with bb background3.addChild(otherBackground3); for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj.update) { obj.update = function () {}; } } // Unfreeze and restore velocity of background2 and tube_1 after 5 seconds LK.setTimeout(function () { for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj instanceof ScrollingBackground2 || obj instanceof Tube) { obj.update = function () { this.x -= this.speed; if (this.x < -this.width) { this.destroy(); } }; } } }, 5000); // Add 'kara' asset to the center of the screen with a high zIndex so that it covers the characters var kara = LK.getAsset('kara', { anchorX: 0.5, anchorY: 0.5 }); kara.x = 2048 / 2; kara.y = 2732 / 2; kara.alpha = 0; kara.zIndex = 10000; // Ensures kara is drawn in front game.addChild(kara); // Fade in 'kara' asset over 0.5 seconds var fadeInSteps = 30; var fadeInStepTime = 500 / fadeInSteps; var fadeInStep = 0; var fadeInInterval = LK.setInterval(function () { if (fadeInStep < fadeInSteps) { kara.alpha = fadeInStep / fadeInSteps; fadeInStep++; } else { LK.clearInterval(fadeInInterval); // Fade out 'kara' asset over 0.5 seconds var fadeOutSteps = 30; var fadeOutStepTime = 500 / fadeOutSteps; var fadeOutStep = 0; var fadeOutInterval = LK.setInterval(function () { if (fadeOutStep < fadeOutSteps) { kara.alpha = 1 - fadeOutStep / fadeOutSteps; fadeOutStep++; } else { LK.clearInterval(fadeOutInterval); kara.destroy(); } // Add bg3son to the game var bg3son = LK.getAsset('bg3son', { anchorX: 0.5, anchorY: 0.5 }); bg3son.zIndex = 2100; // Explicitly set zIndex for bg3son bg3son.x = 2048 / 2; bg3son.y = 2732 / 2 + 150; game.addChild(bg3son); // Add endlessbg3 as a child of bg3son var endlessbg3 = LK.getAsset('endlessbg3', { anchorX: 0.5, anchorY: 0.5 }); endlessbg3.zIndex = 2101; // Explicitly set zIndex for endlessbg3 endlessbg3.x = bg3son.width / 2 + endlessbg3.width / 2 - 150; endlessbg3.y = 0; // Align with bg3son bg3son.addChild(endlessbg3); // Add background3 as a child of bg3son var background3 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5 }); background3.zIndex = 2102; // Explicitly set zIndex for background3 background3.x = endlessbg3.x + endlessbg3.width / 2 + background3.width / 2; background3.y = endlessbg3.y; // Align with endlessbg3 bg3son.addChild(background3); // Add background3 as a child of bg3son var background3 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5 }); background3.zIndex = 2102; // Explicitly set zIndex for background3 background3.x = endlessbg3.x + endlessbg3.width / 2 + background3.width / 2; background3.y = endlessbg3.y; // Align with endlessbg3 bg3son.addChild(background3); // Add background3 as a child of bg3son var background3 = LK.getAsset('background3', { anchorX: 0.5, anchorY: 0.5 }); background3.zIndex = 2102; // Explicitly set zIndex for background3 background3.x = endlessbg3.x + endlessbg3.width / 2 + background3.width / 2; background3.y = endlessbg3.y; // Align with endlessbg3 bg3son.addChild(background3); // Keep bg3son stationary for 15 seconds, then move it left LK.setTimeout(function () { bg3son.update = function () { this.x -= 2; // Global movement speed is maintained }; }, 15000); }, fadeOutStepTime); } }, fadeInStepTime); LK.setTimeout(function () { player.destroy(); function destroyAndRemove(objects) { for (var i = objects.length - 1; i >= 0; i--) { objects[i].destroy(); objects.splice(i, 1); } } destroyAndRemove(enemies); destroyAndRemove(flyinEnemies); destroyAndRemove(coins); // Destroy background and tube_1 for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child.asset && (child.asset.name === 'background' || child.asset.name === 'tup_1')) { child.destroy(); } } }, 500); if (!game.isFading) { console.log("Triggering fade effect because yesil1 is active with points: " + yesil1.points); enhancedFadeEffect(); } } }; game.addChild(yesil1); var control = LK.getAsset('control', { anchorX: 0.5, anchorY: 0.5 }); control.x = 0; control.y = -177.5; tube.addChild(control); control.update = function () { if (player.intersects(control)) { if (!firstControlTriggered && coinCounter >= 10) { var toggleSpawn = function toggleSpawn(state, delay) { stopSpawn = state; if (!state) { LK.setTimeout(function () { stopSpawn = false; }, delay); } }; game.controlActive = true; control.update = function () {}; console.log("Control event triggered: coinCounter = " + coinCounter); startNormalEnemy = false; coins.forEach(function (coin) { coin.velocity = 0; }); LK.setTimeout(function () { coins.forEach(function (coin) { coin.velocity = 5; }); }, 4000); toggleSpawn(true, 5000); game.controlActive = true; LK.setTimeout(function () { for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].destroy(); enemies.splice(i, 1); } for (var i = flyinEnemies.length - 1; i >= 0; i--) { flyinEnemies[i].destroy(); flyinEnemies.splice(i, 1); } }, 400); for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj.update) { obj.update = function () {}; } } LK.setTimeout(function () { player.destroy(); }, 330); enhancedFadeEffect(); firstControlTriggered = true; } } }; if (!stopSpawn) { LK.setTimeout(spawnTube, 15000); } } spawnTube(); /**** * Arka Plan ve Oyuncu ****/ var scrollingBackground = new ScrollingBackground(); game.addChild(scrollingBackground); var player = game.addChild(new Player()); player.x = 2048 / 2 - 30; player.y = 2732 / 2 + 3; /**** * Skor GUI ve Kalp ****/ var counterBackground = LK.getAsset('counter_background', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(counterBackground); counterBackground.x = LK.gui.top.width / 2 - 62; counterBackground.y = 45; var scoreText = new Text2('0', { size: 80, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreText); scoreText.x = LK.gui.top.width / 2 - 85; scoreText.y = 0; for (var i = 0; i < 3; i++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); LK.gui.top.addChild(heart); heart.x = 50 + i * 110 + 390; heart.y = 50; hearts.push(heart); } /**** * enhancedFadeEffect: Fade-out, clear scene, spawn background2, Tube2, then new player ****/ function enhancedFadeEffect() { if (game.isFading || game.fadeCompleted || !game.controlActive) { return; } game.isFading = true; game.fadeTriggered = true; var overlay = LK.getAsset('overlay', { anchorX: 0, anchorY: 0 }); overlay.alpha = 0; // Ensure overlay stays on top overlay.zIndex = 10000; if (!overlay.parent) { LK.stage.addChild(overlay); } var steps = 20; var duration = 500; var stepTime = duration / steps; var currentStep = 0; var fadeOutInterval = LK.setInterval(function () { if (currentStep < steps) { overlay.alpha = currentStep / steps; currentStep++; } else { LK.clearInterval(fadeOutInterval); currentStep = 0; stopSpawn = true; while (game.children.length > 0) { game.removeChild(game.children[0]); } var scrollingBg2 = new ScrollingBackground2(); scrollingBg2.alpha = 0; game.scrollingBg2 = scrollingBg2; game.addChild(scrollingBg2); var tube2 = new Tube2(); control_2.x = 0; control_2.y = -177.5; tube2.addChild(control_2); control_2.update = function () { if (player && player.intersects(control_2)) { if (coinCounter >= 30) { console.log("Control_2 event triggered: coinCounter = " + coinCounter); for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj.update) { obj.update = function () {}; } } } } }; tube2.x = 2048 / 2 + 140; tube2.y = tube2.height / 2 - 60; game.addChild(tube2); LK.setTimeout(function () { var newPlayer = new Player(); newPlayer.hearts = remainingHearts; newPlayer.x = 2048 / 2 - 30; newPlayer.y = tube2.y; newPlayer.isFalling = true; newPlayer.fallSpeed = 0; newPlayer.fallAcceleration = 0.7; newPlayer.fallTargetY = 2732 / 2 - 7; game.addChild(newPlayer); player = newPlayer; game.weaponEnabled = true; LK.setTimeout(function () { spawnWaveOfFlyinEnemies(); }, 800); LK.setTimeout(function () { startNormalEnemy = true; }, 10500); }, 500); var fadeInDuration = 500; var fadeInStepTime = fadeInDuration / steps; var fadeInInterval = LK.setInterval(function () { if (currentStep < steps) { if (game.scrollingBg2) { game.scrollingBg2.alpha = currentStep / steps; } currentStep++; } else { LK.clearInterval(fadeInInterval); if (overlay.parent) { overlay.parent.removeChild(overlay); } var oldScrollingSpeed = game.scrollingBg2.speed; var oldTubeSpeed = tube2.speed; game.scrollingBg2.speed = 0; tube2.speed = 0; LK.setTimeout(function () { game.scrollingBg2.speed = oldScrollingSpeed; tube2.speed = oldTubeSpeed; stopSpawn = false; game.isFading = false; game.fadeCompleted = true; }, 8000); } }, fadeInStepTime); } }, stepTime); } /**** * Oyun Döngüsü ****/ game.update = function () { scrollingBackground.update(); player.update(); if (game.scrollingBg2 && game.scrollingBg2.update) { game.scrollingBg2.update(); } for (var t = 0; t < game.children.length; t++) { var child = game.children[t]; if (child instanceof Tube) { child.update(); } if (child.children) { for (var c = 0; c < child.children.length; c++) { var subChild = child.children[c]; if (subChild.update) { subChild.update(); } } } } enemySpawnCounter++; if (startNormalEnemy && !stopSpawn && enemySpawnCounter >= enemySpawnInterval && !(LK.ticks >= 876 && LK.ticks <= 936) && !(LK.ticks >= 1776 && LK.ticks <= 1836) && !(LK.ticks >= 2676 && LK.ticks <= 2736) && !(LK.ticks >= 3576 && LK.ticks <= 3636) && !(LK.ticks >= 4476 && LK.ticks <= 4536) && !(LK.ticks >= 5376 && LK.ticks <= 5436) && !(LK.ticks >= 6276 && LK.ticks <= 6336) && !(LK.ticks >= 7776 && LK.ticks <= 7836)) { var canSpawn = true; for (var i = 0; i < enemies.length; i++) { if (enemies[i].x > 1800) { canSpawn = false; break; } } if (canSpawn) { 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; var enemyLeft = 2048 - 75; var tubeRight = child.x + 125; var tubeLeft = child.x - 125; if (!(enemyLeft > tubeRight || enemyRight < tubeLeft)) { tubeCollision = true; break; } } } if (!tubeCollision) { LK.setTimeout(function () { if (stopSpawn) { return; } var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2 - 13; enemy.zIndex = 10; enemies.push(enemy); game.addChild(enemy); }, 100); } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } enemySpawnCounter = 0; enemySpawnInterval = Math.floor(Math.random() * 100) + 30; } game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); // Çarpışma Kontrolleri for (var j = enemies.length - 1; j >= 0; j--) { if (enemies[j]) { enemies[j].update(); } if (player.intersects(enemies[j]) && enemies[j].canDamage) { enemies[j].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(enemies[j])) { var coin = new Coin(); coin.x = enemies[j].x; coin.y = enemies[j].y; coin.velocity = 5; game.addChild(coin); coins.push(coin); var particleEffect = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5, color: 0x808080 }); particleEffect.x = enemies[j].x - 15; particleEffect.y = enemies[j].y; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); enemies[j].destroy(); child.destroy(); enemies.splice(j, 1); break; } } } for (var n = flyinEnemies.length - 1; n >= 0; n--) { if (flyinEnemies[n]) { flyinEnemies[n].update(); } if (player.intersects(flyinEnemies[n]) && flyinEnemies[n].canDamage) { flyinEnemies[n].canDamage = false; LK.effects.flashScreen(0xff0000, 750, 0.0001); player.loseHeart(); if (player.hearts <= 0) { LK.showGameOver(); } } for (var k = game.children.length - 1; k >= 0; k--) { var child = game.children[k]; if (child instanceof Weapon && child.intersects(flyinEnemies[n])) { if (!flyinEnemies[n].wave) { var coin = new Coin(); coin.x = flyinEnemies[n].x; coin.y = flyinEnemies[n].y + 60; 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 - 30; particleEffect.y = flyinEnemies[n].y + 30; game.addChild(particleEffect); LK.setTimeout(function () { particleEffect.destroy(); }, 150); flyinEnemies[n].destroy(); child.destroy(); flyinEnemies.splice(n, 1); break; } } if (flyinEnemies[n] && !flyinEnemies[n].homing && flyinEnemies[n].x < -50) { flyinEnemies[n].destroy(); flyinEnemies.splice(n, 1); } } for (var m = coins.length - 1; m >= 0; m--) { var coin = coins[m]; coin.x -= coin.velocity; if (coin.x < -100) { coin.destroy(); coins.splice(m, 1); } else if (player.intersects(coin)) { coinCounter++; scoreText.setText(coinCounter.toString()); if (coinCounter > 9 && !scoreText.movedLeft) { scoreText.x -= 20; scoreText.movedLeft = true; } coin.destroy(); coins.splice(m, 1); } } }; LK.stage.addChild(game); // Dokunma/Kontrol game.down = function (x, y, obj) { if (player.isJumping && game.weaponEnabled) { 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; var angle = Math.acos(weapon.directionY / Math.sqrt(weapon.directionX * weapon.directionX + weapon.directionY * weapon.directionY)); var angleInDegrees = angle * (180 / Math.PI); if (angleInDegrees <= 30) { weapon.speed *= 1.3; } game.addChild(weapon); LK.setTimeout(function () { weapon.destroy(); }, 9000); game.lastWeaponTime = Date.now(); } } player.jump(); }; // Oyunu Sahneye Ekle LK.stage.addChild(game);
===================================================================
--- original.js
+++ change.js
@@ -593,9 +593,26 @@
});
bb.x = 2048 - bb.width / 2; // Position bb to the right of the screen
bb.y = 2732 / 2 + 150; // Keep the y-axis the same
game.addChild(bb);
- // Add background3 as a child of bg3son
+ // Add bg3son to the game
+ var bg3son = LK.getAsset('bg3son', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ bg3son.zIndex = 2100; // Explicitly set zIndex for bg3son
+ bg3son.x = 2048 / 2;
+ bg3son.y = 2732 / 2 + 150;
+ game.addChild(bg3son);
+ // Add endlessbg3 as a child of bg3son
+ var endlessbg3 = LK.getAsset('endlessbg3', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ endlessbg3.zIndex = 2101; // Explicitly set zIndex for endlessbg3
+ endlessbg3.x = bg3son.width / 2 + endlessbg3.width / 2 - 150;
+ endlessbg3.y = 0; // Align with bg3son
+ bg3son.addChild(endlessbg3);
var background3 = LK.getAsset('background3', {
anchorX: 0.5,
anchorY: 0.5
});
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