User prompt
move texts 10 pixel left
User prompt
move play text 20 pixel up move volume text 20 pixel up move credits 15 pixel up move records 13 pixel up
User prompt
movem them 30 pixel down
User prompt
move them 15 pixel left
User prompt
move them 30 pixel down
User prompt
move them 30 pixel left
User prompt
move them left 10 pixel
User prompt
10 pixel more
User prompt
50 pixel more
User prompt
50 pixel more
User prompt
50 pixel more
User prompt
50 pixel more
User prompt
50 pixel more
User prompt
move play volume credits and records button down
Code edit (1 edits merged)
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Code edit (1 edits merged)
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User prompt
Please fix the bug: 'LK.Container is not a constructor' in or related to this line: 'var menuContainer = new LK.Container();' Line Number: 227
Code edit (1 edits merged)
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User prompt
when touched play unfreez the game
User prompt
oyun başladığı anda oyunu dondur 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,
Code edit (1 edits merged)
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User prompt
Please fix the bug: 'menu is not defined' in or related to this line: 'game.addChild(menu); // Menü ekleniyor' Line Number: 294
Code edit (1 edits merged)
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User prompt
Please fix the bug: 'menu is not defined' in or related to this line: 'game.addChild(menu); // Menü ekleniyor' Line Number: 294
Code edit (1 edits merged)
Please save this source code
/**** 
* 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;
	self.height = 300;
	self.update = function () {
		if (gameStarted && !gameOver) {
			// Yerçekimi ve zıplama hesaplaması
			self.velocityY += self.gravity;
			self.y += self.velocityY;
			if (self.y > groundY - 100) {
				self.y = groundY - 100;
				self.velocityY = 0;
				gameOver = true;
				endGame();
			}
			// Ekran sınır kontrolü: Karakterin tüm kenarları ekran içinde olmalı.
			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,
				screenRight = 2048,
				screenTop = 0,
				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) {
				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) {
						if (self.y < safeGapUpperEdge || self.y > safeGapLowerEdge) {
							gameOver = true;
							endGame();
						}
					}
				} 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;
	return self;
});
// Menu Class
var Menu = Container.expand(function () {
	var self = Container.call(this);
	self.zIndex = 10;
	// Menü arka planı
	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();
		gameStarted = true;
		gameOver = false;
	});
	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 Class (Tube mantığıyla oluşturulmuş)
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 Class
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
****/ 
/**** 
* Global Değişkenler
****/ 
var game = new LK.Game({
	backgroundColor: 0x000000
});
/**** 
* Game Code
****/ 
/**** 
* Global Değişkenler
****/ 
// Global "menu" değişkenini oluşturuyoruz.
var gapOffset = 400;
var gameStarted = false;
var gameOver = false;
var centerX = 2048 / 2;
var screenRight = 2048;
var tubeSpawnThreshold = centerX + (screenRight - centerX) / 2; // Örneğin 1536
var treeSpawnThreshold = centerX + 3 * (screenRight - centerX) / 4; // Örneğin 1792
var groundY = 2732;
var totalUnits = 10;
var lastSpawner = null;
var passCounter = 0;
var gameOverText = null;
// GUI: Skor sayacı
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);
var menu = new Menu();
game.addChild(menu);
menu.visible = true; // Başlangıçta menü açık
// Arka plan, sky, ground vs.
var background = LK.getAsset('background', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: groundY / 2
});
background.zIndex = 0;
game.addChild(background);
var sky = LK.getAsset('sky', {
	anchorX: 0.5,
	anchorY: 0,
	x: 2048 / 2,
	y: 0
});
sky.zIndex = 2;
game.addChild(sky);
var groundAsset = LK.getAsset('ground', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: groundY - -25
});
groundAsset.zIndex = 4.1;
game.addChild(groundAsset);
var ground2Asset = LK.getAsset('ground2', {
	anchorX: 0.5,
	anchorY: 0.5,
	x: 2048 / 2,
	y: groundY - 40
});
ground2Asset.zIndex = 0.5;
game.addChild(ground2Asset);
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.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;
			}
		}
	};
	game.children.forEach(function (child) {
		if (child.velocityX) {
			child.velocityX = 0;
		}
	});
	game.touchDisabled = true;
	LK.setTimeout(function () {
		game.touchDisabled = false;
	}, 3000);
	LK.setTimeout(function () {
		menu.visible = true; // Game over'dan sonra menüyü göster
	}, 2500);
}
// 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.rotation = 0;
	character.update = function () {
		if (gameStarted && !gameOver) {
			character.velocityY += character.gravity;
			character.y += character.velocityY;
			if (character.y > groundY - 100) {
				character.y = groundY - 100;
				character.velocityY = 0;
				gameOver = true;
				endGame();
			}
		}
	};
	gameStarted = false;
	gameOver = false;
	lastSpawner = null;
	passCounter = 0;
	counterText.setText(passCounter);
}
// Dokunma olayı: Menü açıkken dokunmaları pasif hale getir.
game.down = function (x, y, obj) {
	console.log("Game state before touch:", {
		gameStarted: gameStarted,
		gameOver: gameOver,
		menuVisible: menu.visible
	});
	if (menu.visible) {
		return;
	}
	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: Menü açıkken güncellemeyi duraklat.
game.update = function () {
	if (menu.visible) {
		return;
	}
	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
@@ -14,19 +14,19 @@
 	self.jumpStrength = -12;
 	self.width = 350;
 	self.height = 300;
 	self.update = function () {
-		// Update yalnızca oyun aktifken çalışsın
 		if (gameStarted && !gameOver) {
+			// Yerçekimi ve zıplama hesaplaması
 			self.velocityY += self.gravity;
 			self.y += self.velocityY;
 			if (self.y > groundY - 100) {
 				self.y = groundY - 100;
 				self.velocityY = 0;
 				gameOver = true;
 				endGame();
 			}
-			// Ekran sınır kontrolü: karakter ekranın dışına çıkarsa oyun biter.
+			// Ekran sınır kontrolü: Karakterin tüm kenarları ekran içinde olmalı.
 			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;
@@ -37,9 +37,9 @@
 			if (characterLeft < screenLeft || characterRight > screenRight || characterTop < screenTop || characterBottom > screenBottom) {
 				gameOver = true;
 				endGame();
 			}
-			// Tube ve Tree ile çarpışma kontrolü
+			// Özel safe gap çarpışma kontrolü (Tube ve Tree için)
 			game.children.forEach(function (child) {
 				if (child instanceof Tube) {
 					var tubeLeft = child.x - child.bottomTube.width / 2;
 					var tubeRight = child.x + child.bottomTube.width / 2;
@@ -91,8 +91,9 @@
 // Menu Class
 var Menu = Container.expand(function () {
 	var self = Container.call(this);
 	self.zIndex = 10;
+	// Menü arka planı
 	var background = self.attachAsset('menu_background', {
 		anchorX: 0.5,
 		anchorY: 0.5,
 		x: 2048 / 2,
@@ -100,8 +101,9 @@
 		scaleX: 20,
 		scaleY: 30
 	});
 	self.addChild(background);
+	// Play Button
 	var playButton = self.attachAsset('button_play', {
 		anchorX: 0.5,
 		anchorY: 0.5,
 		x: 2048 / 2,
@@ -113,22 +115,25 @@
 		gameStarted = true;
 		gameOver = false;
 	});
 	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,
@@ -136,24 +141,26 @@
 	});
 	self.addChild(recordsButton);
 	return self;
 });
-// Tree Class (Tube mantığıyla)
+// Tree Class (Tube mantığıyla oluşturulmuş)
 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,
@@ -194,15 +201,17 @@
 	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,
@@ -251,22 +260,21 @@
 ****/ 
 /**** 
 * Global Değişkenler
 ****/ 
-// (Assets tanımlamaları aynı kalıyor)
+// Global "menu" değişkenini oluşturuyoruz.
 var gapOffset = 400;
 var gameStarted = false;
 var gameOver = false;
 var centerX = 2048 / 2;
 var screenRight = 2048;
-// Orijinal değerlere yakın eşikler:
 var tubeSpawnThreshold = centerX + (screenRight - centerX) / 2; // Örneğin 1536
 var treeSpawnThreshold = centerX + 3 * (screenRight - centerX) / 4; // Örneğin 1792
 var groundY = 2732;
 var totalUnits = 10;
 var lastSpawner = null;
-var gameOverText = null;
 var passCounter = 0;
+var gameOverText = null;
 // GUI: Skor sayacı
 var counterText = new Text2('0', {
 	size: 100,
 	fill: 0xFFFFFF
@@ -275,11 +283,11 @@
 counterText.x = 1320;
 counterText.y = 20;
 LK.gui.topLeft.addChild(counterText);
 var menu = new Menu();
-game.addChild(menu); // Menü ekleniyor 
-menu.visible = true; // Başlangıçta menü görünsün
-// Arka plan, sky, ground vs. eklemeleri:
+game.addChild(menu);
+menu.visible = true; // Başlangıçta menü açık
+// Arka plan, sky, ground vs.
 var background = LK.getAsset('background', {
 	anchorX: 0.5,
 	anchorY: 0.5,
 	x: 2048 / 2,
@@ -337,9 +345,9 @@
 	LK.setTimeout(function () {
 		game.touchDisabled = false;
 	}, 3000);
 	LK.setTimeout(function () {
-		menu.visible = true; // Menü, game over'dan sonra görünür olsun
+		menu.visible = true; // Game over'dan sonra menüyü göster
 	}, 2500);
 }
 // Oyunu sıfırlama fonksiyonu
 function resetGame() {
@@ -359,9 +367,8 @@
 	character.x = 2048 / 2;
 	character.y = groundY / 2;
 	character.velocityY = 0;
 	character.rotation = 0;
-	// Karakter update fonksiyonunu yeniden tanımlıyoruz:
 	character.update = function () {
 		if (gameStarted && !gameOver) {
 			character.velocityY += character.gravity;
 			character.y += character.velocityY;
@@ -370,9 +377,8 @@
 				character.velocityY = 0;
 				gameOver = true;
 				endGame();
 			}
-			// (Çarpışma kontrolü burada devam eder...)
 		}
 	};
 	gameStarted = false;
 	gameOver = false;
@@ -388,9 +394,9 @@
 		menuVisible: menu.visible
 	});
 	if (menu.visible) {
 		return;
-	} // Menü açıksa hiçbir işlem yapma
+	}
 	if (gameOver) {
 		if (!game.touchDisabled) {
 			resetGame();
 		}
@@ -405,13 +411,13 @@
 	LK.setTimeout(function () {
 		character.rotation = 0;
 	}, 200);
 };
-// Oyun döngüsü: Menü açıkken güncellemeyi duraklatıyoruz.
+// Oyun döngüsü: Menü açıkken güncellemeyi duraklat.
 game.update = function () {
 	if (menu.visible) {
 		return;
-	} // Menü açıkken güncelleme yapma
+	}
 	game.children.forEach(function (child) {
 		if (child.update) {
 			child.update();
 		}
:quality(85)/https://cdn.frvr.ai/67ca66e43b19280b799c63f5.png%3F3) 
 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
:quality(85)/https://cdn.frvr.ai/67dded40660402a845b054ae.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6831d6e02430dd37916b738c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6831d9572430dd37916b740b.png%3F3) 
 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