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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'velocityY')' in or related to this line: 'self.velocityY += self.gravity;' Line Number: 431
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'velocityY')' in or related to this line: 'self.velocityY += self.gravity;' Line Number: 430
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'velocityY')' in or related to this line: 'self.velocityY += self.gravity;' Line Number: 429
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'velocityY')' in or related to this line: 'self.velocityY += self.gravity;' Line Number: 428
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'velocityY')' in or related to this line: 'self.velocityY += self.gravity;' Line Number: 426
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'velocityY')' in or related to this line: 'self.velocityY += self.gravity;' Line Number: 412
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'velocityY')' in or related to this line: 'self.velocityY += self.gravity;' Line Number: 410
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game is unplayable gravity doesnt work jump doesnt work game over doesnt work
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oyun başlayınca bir menüye yönlensin, 4 seçenek ilk seçenek play ikinci seçenek volume , 3. seçenek credits yapan kişi hakkında, 4. records en iyi 5 skoru ekranda yazar countu yani, make game unplayable if menu is opened when touched to button play close everything about menu and when game over lead to menu again when touched play make everything return to the first time game opened except records,
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when died return menu screen and make unplayable again when touched play make it playable again
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make game unplayable if menu is opened when touched to button play close everything about menu
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oyun başlayınca bir menüye yönlensin, 3 seçenek ilk seçenek play ikinci seçenek volume , 3. seçenek credits yapan kişi hakkında bunu yap
Code edit (1 edits merged)
Please save this source code
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trigger game over when character touches the mirrored tube
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make game over when touched tube or mirrored tube
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make character die when touched tube asset or mirrored tube
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make character die when character touches mirrored tube
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make character die when touched tree or tubes
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Move the counter 100 pixels to the right
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move pixel 200 pixel to right
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move 200 pixels right
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Move the counter 1000 pixels to the right
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move counter 100 pixel right
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move counter to middle
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more and more it is invisible because out of screen move it to the screen
/**** * 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 önde self.velocityY = 0; self.gravity = 0.3; self.jumpStrength = -12; self.width = 350; // Karakter genişliği self.height = 300; // Karakter yüksekliği self.update = function () { if (gameStarted && !gameOver) { self.velocityY += self.gravity; self.y += self.velocityY; if (self.y > groundY - 100 || self.intersects(Tube.bottomTube) || self.intersects(Tube.topTube)) { gameOver = true; endGame(); self.y = groundY - 100; self.velocityY = 0; gameOver = true; endGame(); } // Karakterin yarısı ekran dışına çıkarsa ölüm kontrolü var characterLeft = self.x - self.width / 2; var characterRight = self.x + self.width / 2; var characterTop = self.y - self.height / 2; var characterBottom = self.y + self.height / 2; // Ekran sınırları var screenLeft = 0; var screenRight = 2048; var screenTop = 0; var screenBottom = groundY; // Karakterin yarısı ekranın solundan çıkarsa if (characterLeft + self.width / 2 < screenLeft) { gameOver = true; endGame(); } // Karakterin yarısı ekranın sağından çıkarsa else if (characterRight - self.width / 2 > screenRight) { gameOver = true; endGame(); } // Karakterin yarısı ekranın üstünden çıkarsa else if (characterTop + self.height / 2 < screenTop) { gameOver = true; endGame(); } // Karakterin yarısı ekranın altından çıkarsa else if (characterBottom - self.height / 2 > screenBottom) { gameOver = true; endGame(); } } }; self.jump = function () { if (!gameOver) { self.velocityY = self.jumpStrength; } }; }); // GameOver Text var GameOverText = Container.expand(function () { var self = Container.call(this); // Metin oluşturma self.text = new Text2("GAME OVER", { fontFamily: "Arial", fontSize: 2250, fill: 0xFF0000, align: "center", fontWeight: "bold" }); // Metni ortala self.text.anchorX = 0.5; self.text.anchorY = 0.5; self.addChild(self.text); self.zIndex = 100; // En üstte göster return self; }); // Tree: Tube mantığıyla oluşturuldu, alt tree normal, // üst tree ise 180 derece döndürülerek aynalama efekti veriliyor. 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; // Alt Tree: normal asset self.bottomTree = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1, width: 300, height: bottomHeight, flipY: false }); // Üst Tree: 180 derece döndürülerek aynalama efekti veriliyor. self.topTree = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5, width: 300, height: topHeight, flipY: false }); self.topTree.rotation = Math.PI; self.topTree.y = -groundY - gapOffset + topHeight / 2; self.zIndex = 1; // Background'ın üstünde, sky/ground'dan önce self.x = 2048 + 800; // Ekranın hemen dışında spawn ediliyor self.velocityX = -3.6; self.spawned = false; self.prevX = self.x; self.update = function () { if (gameStarted && !gameOver) { self.x += self.velocityX; // Tree'nin spawn threshold değeri: Ekranın ortası ile en sağı arasındaki orta nokta if (!self.spawned && self.prevX > treeSpawnThreshold && self.x <= treeSpawnThreshold) { self.spawned = true; var newTube = new Tube(); newTube.x = 2048 + 800; // Yeni obje ekran dışında spawn ediliyor game.addChild(newTube); lastSpawner = newTube; } self.prevX = self.x; // Check if the character has passed between the tree and mirrored tree if (!self.passed && character.x > self.x + self.bottomTree.width / 2) { self.passed = true; passCounter += 1; // Increase the counter counterText.setText(passCounter); // Update the counter display } } }; }); // Tube: 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 döndürülerek aynalama efekti veriliyor. 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 - gapOffset + topHeight / 2; self.zIndex = 1; // Background'ın üstünde, sky/ground'dan önce self.x = 2048 + 800; // Ekranın hemen dışında spawn ediliyor self.velocityX = -3.6; self.spawned = false; self.prevX = self.x; self.update = function () { if (gameStarted && !gameOver) { self.x += self.velocityX; // Tube'un spawn threshold değeri: Ekranın en sağı ile ortasının arasındaki orta nokta if (!self.spawned && self.prevX > tubeSpawnThreshold && self.x <= tubeSpawnThreshold) { self.spawned = true; var newTree = new Tree(); newTree.x = 2048 + 800; // Yeni obje ekran dışında spawn ediliyor game.addChild(newTree); lastSpawner = newTree; } self.prevX = self.x; // Check if the character has passed between the tube and mirrored tube if (!self.passed && character.x > self.x + self.bottomTube.width / 2) { self.passed = true; passCounter += 1; // Increase the counter counterText.setText(passCounter); // Update the counter display } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize a counter to track the number of times the character goes between the tube and mirrored tube var passCounter = 0; // Create a Text2 object to display the counter on the top left of the screen var counterText = new Text2('0', { size: 100, fill: 0xFFFFFF }); counterText.anchor.set(0, 0); // Set anchor to the top-left corner counterText.x = 1320; // Move 100 pixels to the right counterText.y = 20; // Move slightly down LK.gui.topLeft.addChild(counterText); // Add the counter text to the GUI overlay /**** * Global Değişkenler ****/ // Background: En arkada. var gapOffset = 400; // Normal ve mirror arasındaki boşluk var gameStarted = false; var gameOver = false; var centerX = 2048 / 2; var screenRight = 2048; // Ekranın en sağı // Ekranın ortası ile en sağı arasındaki orta nokta (Tube için) var tubeSpawnThreshold = centerX + (screenRight - centerX) / 2; // Ekranın en sağı ile ortasının arasındaki orta nokta (Tree için) var treeSpawnThreshold = centerX + 3 * (screenRight - centerX) / 4; var groundY = 2732; var totalUnits = 10; var lastSpawner = null; var gameOverText = null; var background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: groundY / 2 }); background.zIndex = 0; game.addChild(background); // Sky: Ekranın en üstünde yer alması için konumlandırıldı. var sky = LK.getAsset('sky', { anchorX: 0.5, anchorY: 0, x: 2048 / 2, y: 0 }); sky.zIndex = 2; game.addChild(sky); // Ground: Sky'ın üzerinde. var groundAsset = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: groundY - -25 }); groundAsset.zIndex = 4.1; game.addChild(groundAsset); // Add ground2 on top of the existing ground asset // Add ground2 on top of the existing ground asset var ground2Asset = LK.getAsset('ground2', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: groundY - 40 }); // Set zIndex lower than tree and tube (which are 1) so ground2 appears behind them ground2Asset.zIndex = 0.5; game.addChild(ground2Asset); // Character: En önde. var character = game.addChild(new Character()); character.x = 2048 / 2; character.y = groundY / 2; // Oyun sonu fonksiyonu function endGame() { // Flash screen red for a moment LK.effects.flashScreen(0xFF0000, 500); // Make character untouchable and fall to the bottom of the screen character.velocityY = character.jumpStrength; character.update = function () { if (gameOver) { character.velocityY += character.gravity; character.y += character.velocityY; if (character.y > groundY + character.height) { character.y = groundY + character.height; character.velocityY = 0; } } }; // Tüm hareketleri durdur game.children.forEach(function (child) { if (child.velocityX) { child.velocityX = 0; } }); // Disable touch input for 3 seconds game.touchDisabled = true; LK.setTimeout(function () { game.touchDisabled = false; }, 3000); // 5 saniye sonra oyunu yeniden başlat LK.setTimeout(function () { resetGame(); }, 5000); } // Oyunu sıfırlama fonksiyonu function resetGame() { // Game Over metnini kaldır if (gameOverText) { game.removeChild(gameOverText); gameOverText = null; } // Tüm tube ve tree objelerini kaldır var objectsToRemove = []; game.children.forEach(function (child) { if (child instanceof Tree || child instanceof Tube) { objectsToRemove.push(child); } }); objectsToRemove.forEach(function (obj) { game.removeChild(obj); }); // Karakteri başlangıç pozisyonuna getir character.x = 2048 / 2; character.y = groundY / 2; character.velocityY = 0; character.rotation = 0; // Disable character rotation when game is over character.update = function () { if (gameOver) { character.rotation = 0; } }; // Oyunu sıfırla gameStarted = false; gameOver = false; lastSpawner = null; } // Dokunma olayı: Ekrana dokununca oyun başlar ve sağdan ilk Tube spawn edilir. game.down = function (x, y, obj) { if (gameOver) { if (!game.touchDisabled) { resetGame(); } } else 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
@@ -18,8 +18,10 @@
if (gameStarted && !gameOver) {
self.velocityY += self.gravity;
self.y += self.velocityY;
if (self.y > groundY - 100 || self.intersects(Tube.bottomTube) || self.intersects(Tube.topTube)) {
+ gameOver = true;
+ endGame();
self.y = groundY - 100;
self.velocityY = 0;
gameOver = true;
endGame();