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after game reset character never dies fix it
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after game reset i cant control character fix it
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and really make game over you should replay
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character doesnt die after returned normal
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after 1 second returned to the normal make character touchable again i mean if it enters zone makes it die make it die
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finish the game over efect in 4 second and return normal
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when died make character jump and fall to the ground
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delete game over text and make screen red for just a moment
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make game over 15 time bigger
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make game over bigger and when touched screen restart game
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Please fix the bug: 'TypeError: LK.Text is not a constructor' in or related to this line: 'self.text = new LK.Text("GAME OVER", {' Line Number: 77
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Code edit (18 edits merged)
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tree yok oldu mirrored tree gözüküyor ama
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Code edit (11 edits merged)
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even more
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even more before
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turn 180 degree tree and turn mirrored tree 0 degree
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spawn tree and tube before it enters screen
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increase gap between mirrored tube and mirrored tree with unmirrored versions
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i want you to spawn tree when tube comes little bit right of the middle of the screen
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spawn tube faster not velocity i want tube spawn earlier
/**** * Classes ****/ // Character: Dokunulduğunda zıplar. var Character = Container.expand(function () { var self = Container.call(this); self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); self.zIndex = 100; self.velocityY = 0; self.gravity = 0.3; self.jumpStrength = -12; self.update = function () { if (gameStarted) { self.velocityY += self.gravity; self.y += self.velocityY; if (self.y > groundY - 100) { self.y = groundY - 100; self.velocityY = 0; } } }; self.jump = function () { self.velocityY = self.jumpStrength; }; }); // Tree: Tube ile aynı mantık; ancak asset olarak tree kullanılıyor. var Tree = Container.expand(function () { var self = Container.call(this); var bottomUnit = Math.floor(Math.random() * 8) + 1; var topUnit = 9 - bottomUnit; var unitSize = groundY / totalUnits; var bottomHeight = bottomUnit * unitSize; var topHeight = topUnit * unitSize; self.y = groundY; self.bottomTree = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1, width: 300, height: bottomHeight, flipY: 0 }); self.topTree = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0, width: 300, height: topHeight, flipY: 1 }); self.topTree.y = -groundY - 50; // Increase gap by moving the mirrored tree further up self.zIndex = 10; self.x = 2048 + 800; // Adjusted to spawn even earlier before entering the screen self.velocityX = -3.6; self.spawned = false; self.prevX = self.x; self.update = function () { if (gameStarted) { self.x += self.velocityX; if (!self.spawned && self.prevX > centerX && self.x <= centerX) { self.spawned = true; var newTube = new Tube(); newTube.x = 2048 + 50; game.addChild(newTube); lastSpawner = newTube; } self.prevX = self.x; } }; }); // Tube: Obstacle container – alt parça (tube) yere değiyor, üst parça (tube, flipY) tavana değiyor. var Tube = Container.expand(function () { var self = Container.call(this); // Rastgele: Alt birim 1-8, üst birim = 9 - alt. var bottomUnit = Math.floor(Math.random() * 8) + 1; var topUnit = 9 - bottomUnit; var unitSize = groundY / totalUnits; // Örneğin: groundY/10 var bottomHeight = bottomUnit * unitSize; var topHeight = topUnit * unitSize; // Container'ın y değeri sabit: groundY – böylece container'ın altı (0 yerel koordinat) global groundY'ye denk gelir. self.y = groundY; // Alt parça: anchorY = 1; yerel y = 0 → global y = groundY. self.bottomTube = self.attachAsset('tube', { anchorX: 0.5, anchorY: 1, width: 300, height: bottomHeight, flipY: 0 }); self.topTube = self.attachAsset('tube', { anchorX: 0.5, anchorY: 0, width: 300, height: topHeight, flipY: 1 }); self.topTube.y = -groundY - 50; // Increase gap by moving the mirrored tube further up self.zIndex = 10; self.x = 2048 + 800; // Adjusted to spawn even earlier before entering the screen self.velocityX = -3.6; self.spawned = false; // Spawn kontrolü self.prevX = self.x; self.update = function () { if (gameStarted) { self.x += self.velocityX; // Eğer obstacle, centerX’i ilk kez geçiyorsa spawn et. if (!self.spawned && self.prevX > centerX && self.x <= centerX) { self.spawned = true; var newTree = new Tree(); newTree.x = 2048 + 50; // Yeni obstacle ekranın en sağından // newTree.y otomatik olarak container içinde ayarlanıyor (y = groundY). game.addChild(newTree); lastSpawner = newTree; } self.prevX = self.x; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Global Variables ****/ // Sky: En arka katman. var gameStarted = false; var centerX = 2048 / 2; // Ekranın yatay ortası var groundY = 2732; // Ground'ın (aynı zamanda oyun yüksekliğinin) y konumu var totalUnits = 10; // Ekranı 10 birim kabul ediyoruz var lastSpawner = null; var sky = LK.getAsset('sky', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: groundY / 2, tint: 0x000000 }); sky.zIndex = 0; game.addChild(sky); // Background: Sky'ın üzerinde. var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: groundY / 2 }); background.zIndex = 1; game.addChild(background); // Ground: Obstacle’ların altında kalmaması için ground'un zIndex’ini uygun ayarlayın. var groundAsset = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: groundY - 5 }); groundAsset.zIndex = 5; game.addChild(groundAsset); // Character: Ekranın ortasında başlar. var character = game.addChild(new Character()); character.x = 2048 / 2; character.y = groundY / 2; // Dokunma olayı: Ekrana dokununca oyun başlar ve başlangıçta sadece en sağdan bir Tube spawn edilir. game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; var initialTube = new Tube(); // initialTube.x = 2048 + 50; // Zaten Tube constructor’da ayarlandı. game.addChild(initialTube); lastSpawner = initialTube; } character.jump(); character.rotation = 0.1; LK.setTimeout(function () { character.rotation = 0; }, 200); }; // Oyun döngüsü. game.update = function () { game.children.forEach(function (child) { if (child.update) { child.update(); } }); game.children.sort(function (a, b) { return (a.zIndex || 0) - (b.zIndex || 0); }); };
===================================================================
--- original.js
+++ change.js
@@ -50,9 +50,9 @@
flipY: 1
});
self.topTree.y = -groundY - 50; // Increase gap by moving the mirrored tree further up
self.zIndex = 10;
- self.x = 2048 + 600; // Adjusted to spawn even earlier before entering the screen
+ self.x = 2048 + 800; // Adjusted to spawn even earlier before entering the screen
self.velocityX = -3.6;
self.spawned = false;
self.prevX = self.x;
self.update = function () {
@@ -96,9 +96,9 @@
flipY: 1
});
self.topTube.y = -groundY - 50; // Increase gap by moving the mirrored tube further up
self.zIndex = 10;
- self.x = 2048 + 600; // Adjusted to spawn even earlier before entering the screen
+ self.x = 2048 + 800; // Adjusted to spawn even earlier before entering the screen
self.velocityX = -3.6;
self.spawned = false; // Spawn kontrolü
self.prevX = self.x;
self.update = function () {
green theme forest by green tones to the sky , not to much detail just simple tree shadows trees has no details just shadowed green and shadowless places, beautiful view. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
hyper realistic nature too reallistic proffational blue sky white clouds yellow sun an over realistic mountain view with full of trees and sun and clouds view a forest of a mountain challangeing mountain road. No background.cool background. view background. No shadows. 2d. In-Game asset. flat