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
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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
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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,
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Please fix the bug: 'menu is not defined' in or related to this line: 'game.addChild(menu); // Menü ekleniyor' Line Number: 294
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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
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/**** 
* 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 - 100) {
				self.y = groundY - 100;
				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 + self.width / 2 < screenLeft || characterRight - self.width / 2 > screenRight || characterTop + self.height / 2 < screenTop || characterBottom - self.height / 2 > 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: Displays options for play, volume, credits, and records
var Menu = Container.expand(function () {
	var self = Container.call(this);
	self.zIndex = 10; // Display above other elements
	// Background for the menu
	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;
		game.touchDisabled = false;
		resetGame();
		gameStarted = true; // Unfreeze the game by setting gameStarted to true
	});
	self.addChild(playButton);
	// Volume button
	var volumeButton = self.attachAsset('button_volume', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 1300
	});
	volumeButton.on('down', function () {
		// Implement volume control logic here
	});
	self.addChild(volumeButton);
	// Credits button
	var creditsButton = self.attachAsset('button_credits', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 1600
	});
	creditsButton.on('down', function () {
		// Implement credits display logic here
	});
	self.addChild(creditsButton);
	// Records button
	var recordsButton = self.attachAsset('button_records', {
		anchorX: 0.5,
		anchorY: 0.5,
		x: 2048 / 2,
		y: 1900
	});
	recordsButton.on('down', function () {
		// Implement records display logic here
	});
	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
****/ 
// Initialize the menu
var menu = new Menu();
game.addChild(menu);
game.touchDisabled = true; // Disable game interactions when the menu is open
menu.visible = true; // Show the menu at the start
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.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; // Show the menu when the game is over
		game.touchDisabled = true; // Disable game interactions when the menu is open
	}, 5000);
}
// 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 (gameOver) {
			character.rotation = 0;
		}
	};
	gameStarted = false;
	gameOver = false;
	lastSpawner = null;
	passCounter = 0;
	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
@@ -116,8 +116,9 @@
 	playButton.on('down', function () {
 		self.visible = false;
 		game.touchDisabled = false;
 		resetGame();
+		gameStarted = true; // Unfreeze the game by setting gameStarted to true
 	});
 	self.addChild(playButton);
 	// Volume button
 	var volumeButton = self.attachAsset('button_volume', {
: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