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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
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move counter to more left
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50 pixel left
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1 cantimeter left
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left
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even more left
/****
* 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) {
// Yerçekimi ve zıplama hesaplaması
self.velocityY += self.gravity;
self.y += self.velocityY;
if (self.y > groundY - self.height / 2) {
self.y = groundY - self.height / 2;
self.velocityY = 0;
gameOver = true;
endGame();
}
// Ekran sınır 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;
var screenLeft = 0;
var screenRight = 2048;
var screenTop = 0;
var screenBottom = groundY;
if (characterLeft < screenLeft || characterRight > screenRight || characterTop < screenTop || characterBottom > screenBottom) {
gameOver = true;
endGame();
}
// Özel safe gap çarpışma kontrolü (Tube ve Tree için)
game.children.forEach(function (child) {
// Tube kontrolü
if (child instanceof Tube) {
var tubeLeft = child.x - child.bottomTube.width / 2;
var tubeRight = child.x + child.bottomTube.width / 2;
var safeGapLowerEdge = child.y - child.bottomTube.height;
var safeGapUpperEdge = -gapOffset + child.topTube.height;
if (self.x + self.width / 2 > tubeLeft && self.x - self.width / 2 < tubeRight) {
// Karakterin merkezinin (self.y) safe gap içinde olup olmadığı kontrolü
if (self.y < safeGapUpperEdge || self.y > safeGapLowerEdge) {
gameOver = true;
endGame();
}
}
}
// Tree kontrolü (Tube ile aynı mantık)
else if (child instanceof Tree) {
var treeLeft = child.x - child.bottomTree.width / 2;
var treeRight = child.x + child.bottomTree.width / 2;
var safeGapLowerEdge = child.y - child.bottomTree.height;
var safeGapUpperEdge = -gapOffset + child.topTree.height;
if (self.x + self.width / 2 > treeLeft && self.x - self.width / 2 < treeRight) {
if (self.y < safeGapUpperEdge || self.y > safeGapLowerEdge) {
gameOver = true;
endGame();
}
}
}
});
}
};
self.jump = function () {
if (!gameOver) {
self.velocityY = self.jumpStrength;
}
};
});
// GameOver Text
var GameOverText = Container.expand(function () {
var self = Container.call(this);
self.text = new Text2("GAME OVER", {
fontFamily: "Arial",
fontSize: 2250,
fill: 0xFF0000,
align: "center",
fontWeight: "bold"
});
self.text.anchorX = 0.5;
self.text.anchorY = 0.5;
self.addChild(self.text);
self.zIndex = 100; // En üstte göster
return self;
});
// Menu Class
var Menu = Container.expand(function () {
var self = Container.call(this);
self.zIndex = 10; // Ensure menu is on top
// Background
var background = self.attachAsset('menu_background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
scaleX: 20,
scaleY: 30
});
self.addChild(background);
// Play Button
var playButton = self.attachAsset('button_play', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1000
});
playButton.on('down', function () {
self.visible = false;
resetGame();
});
self.addChild(playButton);
// Volume Button
var volumeButton = self.attachAsset('button_volume', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1300
});
self.addChild(volumeButton);
// Credits Button
var creditsButton = self.attachAsset('button_credits', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1600
});
self.addChild(creditsButton);
// Records Button
var recordsButton = self.attachAsset('button_records', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 1900
});
self.addChild(recordsButton);
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
self.bottomTree = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 1,
width: 300,
height: bottomHeight,
flipY: false
});
// Üst Tree (aynalama)
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;
self.x = 2048 + 800;
self.velocityX = -3.6;
self.spawned = false;
self.prevX = self.x;
self.update = function () {
if (gameStarted && !gameOver) {
self.x += self.velocityX;
if (!self.spawned && self.prevX > treeSpawnThreshold && self.x <= treeSpawnThreshold) {
self.spawned = true;
var newTube = new Tube();
newTube.x = 2048 + 800;
game.addChild(newTube);
lastSpawner = newTube;
}
self.prevX = self.x;
if (!self.passed && character.x > self.x + self.bottomTree.width / 2) {
self.passed = true;
passCounter += 1;
counterText.setText(passCounter);
}
}
};
});
// 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
self.bottomTube = self.attachAsset('tube', {
anchorX: 0.5,
anchorY: 1,
width: 300,
height: bottomHeight,
flipY: false
});
// Üst Tube (aynalama)
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;
self.x = 2048 + 800;
self.velocityX = -3.6;
self.spawned = false;
self.prevX = self.x;
self.update = function () {
if (gameStarted && !gameOver) {
self.x += self.velocityX;
if (!self.spawned && self.prevX > tubeSpawnThreshold && self.x <= tubeSpawnThreshold) {
self.spawned = true;
var newTree = new Tree();
newTree.x = 2048 + 800;
game.addChild(newTree);
lastSpawner = newTree;
}
self.prevX = self.x;
if (!self.passed && character.x > self.x + self.bottomTube.width / 2) {
self.passed = true;
passCounter += 1;
counterText.setText(passCounter);
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
var menu = new Menu();
game.addChild(menu);
menu.visible = true; // Show menu at the start
// Disable game interactions when menu is open
game.down = function (x, y, obj) {
if (menu.visible) {
return;
} // Do nothing if menu is open
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);
};
var passCounter = 0;
var counterText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
counterText.anchor.set(0, 0);
counterText.x = 1320;
counterText.y = 20;
LK.gui.topLeft.addChild(counterText);
/****
* Global Değişkenler
****/
var gapOffset = 400;
var gameStarted = false;
var gameOver = false;
var centerX = 2048 / 2;
var screenRight = 2048;
var tubeSpawnThreshold = centerX + (screenRight - centerX) / 2;
var treeSpawnThreshold = centerX + 3 * (screenRight - centerX) / 4;
var groundY = 2732;
var totalUnits = 10;
var lastSpawner = null;
var gameOverText = null;
// Background
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: groundY / 2
});
background.zIndex = 0;
game.addChild(background);
// Sky
var sky = LK.getAsset('sky', {
anchorX: 0.5,
anchorY: 0,
x: 2048 / 2,
y: 0
});
sky.zIndex = 2;
game.addChild(sky);
// Ground: zIndex 4.1 (karakterin arkasında kalacak)
var groundAsset = LK.getAsset('ground', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: groundY - -25
});
groundAsset.zIndex = 4.1;
game.addChild(groundAsset);
// Ground2: Arka planda, zIndex daha düşük
var ground2Asset = LK.getAsset('ground2', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: groundY - 40
});
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 bitiş fonksiyonu
function endGame() {
LK.effects.flashScreen(0xFF0000, 500);
character.velocityY = character.jumpStrength;
character.gravity = 0.3;
character.update = function () {
if (gameOver) {
character.velocityY += character.gravity;
character.y += character.velocityY;
if (character.y > groundY + character.height / 2) {
character.y = groundY + character.height / 2;
character.velocityY = 0;
}
}
};
game.children.forEach(function (child) {
if (child.velocityX) {
child.velocityX = 0;
}
});
game.touchDisabled = true;
LK.setTimeout(function () {
game.touchDisabled = false;
}, 3000);
menu.visible = true; // Show menu when game over
}
// Oyunu sıfırlama fonksiyonu
function resetGame() {
if (gameOverText) {
game.removeChild(gameOverText);
gameOverText = null;
}
var objectsToRemove = [];
game.children.forEach(function (child) {
if (child instanceof Tree || child instanceof Tube) {
objectsToRemove.push(child);
}
});
objectsToRemove.forEach(function (obj) {
game.removeChild(obj);
});
character.x = 2048 / 2;
character.y = groundY / 2;
character.velocityY = 0;
character.gravity = 0.3;
character.rotation = 0;
character.update = function () {
if (!gameOver) {
self.velocityY += self.gravity;
self.y += self.velocityY;
if (self.y > groundY - self.height / 2) {
self.y = groundY - self.height / 2;
self.velocityY = 0;
gameOver = true;
endGame();
}
} else {
character.rotation = 0;
}
};
gameStarted = false;
gameOver = false;
lastSpawner = null;
// Do not reset passCounter to preserve records
counterText.setText(passCounter);
}
// Dokunma olayı: Dokununca oyun başlar ve 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
@@ -348,8 +348,9 @@
// Oyun bitiş fonksiyonu
function endGame() {
LK.effects.flashScreen(0xFF0000, 500);
character.velocityY = character.jumpStrength;
+ character.gravity = 0.3;
character.update = function () {
if (gameOver) {
character.velocityY += character.gravity;
character.y += character.velocityY;
@@ -387,8 +388,9 @@
});
character.x = 2048 / 2;
character.y = groundY / 2;
character.velocityY = 0;
+ character.gravity = 0.3;
character.rotation = 0;
character.update = function () {
if (!gameOver) {
self.velocityY += self.gravity;
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