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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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tree yok oldu mirrored tree gözüküyor ama
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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 = 4; // En üstte 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: Konumlandırma, container (Tree) orijini etrafında ayarlandı. // Böylece, alt ağaç (bottomTree) container'ın orijininde, // üst ağaç (topTree) ise container orijinine göre negatif yönde konumlanıyor. 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; // Container'ın konumunu groundY'ye ayarlıyoruz. self.y = groundY; // Alt ağaç: Container'ın orijininde başlasın. self.bottomTree = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1, width: 300, height: bottomHeight, flipY: false }); self.bottomTree.y = 0; // Container'ın orijini // Üst ağaç: Container orijinine göre negatif yönde konumlandırılıyor. self.topTree = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0, width: 300, height: topHeight, flipY: true }); self.topTree.y = -250; // Arada boşluk bırakmak için ayarlanabilir self.zIndex = 3; // ground (zIndex:2) üzerinde, character (zIndex:4) altında self.x = 2048 + 800; 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: // - Alt tube: orijinal asset haliyle. // - Üst tube: 180 derece döndürülmüş hali. var Tube = 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; // Alt tube: normal asset. self.bottomTube = self.attachAsset('tube', { anchorX: 0.5, anchorY: 1, width: 300, height: bottomHeight, flipY: false }); // Üst tube: 180 derece döndürülüyor. self.topTube = self.attachAsset('tube', { anchorX: 0.5, anchorY: 0.5, width: 300, height: topHeight, flipY: false }); self.topTube.rotation = Math.PI; self.topTube.y = -groundY - 250 + topHeight / 2; self.zIndex = 3; // ground altında, character üstünde self.x = 2048 + 800; self.velocityX = -3.6; self.spawned = false; 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; game.addChild(newTree); lastSpawner = newTree; } self.prevX = self.x; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Global Değişkenler var gameStarted = false; var centerX = 2048 / 2; var groundY = 2732; var totalUnits = 10; var lastSpawner = null; // Sky: En arka katman. 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: Engellerin altında kalmayacak şekilde. var groundAsset = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: groundY - 5 }); groundAsset.zIndex = 2; 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 sağdan bir Tube spawn edilir. game.down = function (x, y, obj) { if (!gameStarted) { gameStarted = true; var initialTube = new Tube(); 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
@@ -25,46 +25,46 @@
self.jump = function () {
self.velocityY = self.jumpStrength;
};
});
-// Tube: Obstacle olarak kullanılacak; alt parça normal, üst parça mirrored.
-// Alt parça; anchorY: 1 ile groundY'ye sabitleniyor.
-// Üst parça; anchorY: 0, flipY:true kullanılarak aynalanıyor ve -groundY - 250 konumuna yerleştiriliyor.
-var Tube = Container.expand(function () {
+// Tree: Konumlandırma, container (Tree) orijini etrafında ayarlandı.
+// Böylece, alt ağaç (bottomTree) container'ın orijininde,
+// üst ağaç (topTree) ise container orijinine göre negatif yönde konumlanıyor.
+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;
+ // Container'ın konumunu groundY'ye ayarlıyoruz.
self.y = groundY;
- // Alt tube: normal tube, anchor alt kenarda
- self.bottomTube = self.attachAsset('tube', {
+ // Alt ağaç: Container'ın orijininde başlasın.
+ self.bottomTree = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 1,
width: 300,
height: bottomHeight,
flipY: false
});
- self.bottomTube.y = groundY;
- // Üst tube: mirrored tube, anchor üst kenara, flipY:true
- self.topTube = self.attachAsset('tube', {
+ self.bottomTree.y = 0; // Container'ın orijini
+ // Üst ağaç: Container orijinine göre negatif yönde konumlandırılıyor.
+ self.topTree = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0,
width: 300,
height: topHeight,
flipY: true
});
- self.topTube.y = -groundY - 250;
+ self.topTree.y = -250; // Arada boşluk bırakmak için ayarlanabilir
self.zIndex = 3; // ground (zIndex:2) üzerinde, character (zIndex:4) altında
self.x = 2048 + 800;
self.velocityX = -3.6;
self.spawned = false;
self.prevX = self.x;
self.update = function () {
if (gameStarted) {
self.x += self.velocityX;
- // Eğer obstacle centerX’i ilk kez geçiyorsa yeni bir Tube spawnla.
if (!self.spawned && self.prevX > centerX && self.x <= centerX) {
self.spawned = true;
var newTube = new Tube();
newTube.x = 2048 + 50;
@@ -74,8 +74,57 @@
self.prevX = self.x;
}
};
});
+// Tube:
+// - Alt tube: orijinal asset haliyle.
+// - Üst tube: 180 derece döndürülmüş hali.
+var Tube = 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;
+ // Alt tube: normal asset.
+ self.bottomTube = self.attachAsset('tube', {
+ anchorX: 0.5,
+ anchorY: 1,
+ width: 300,
+ height: bottomHeight,
+ flipY: false
+ });
+ // Üst tube: 180 derece döndürülüyor.
+ self.topTube = self.attachAsset('tube', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 300,
+ height: topHeight,
+ flipY: false
+ });
+ self.topTube.rotation = Math.PI;
+ self.topTube.y = -groundY - 250 + topHeight / 2;
+ self.zIndex = 3; // ground altında, character üstünde
+ self.x = 2048 + 800;
+ self.velocityX = -3.6;
+ self.spawned = false;
+ 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;
+ game.addChild(newTree);
+ lastSpawner = newTree;
+ }
+ self.prevX = self.x;
+ }
+ };
+});
/****
* Initialize Game
****/
@@ -85,12 +134,9 @@
/****
* Game Code
****/
-// tube asset'i varsayılan olarak flipY ile tanımlı
-/****
-* Global Variables
-****/
+// Global Değişkenler
var gameStarted = false;
var centerX = 2048 / 2;
var groundY = 2732;
var totalUnits = 10;
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