User prompt
5 pixel left 8 pixel up
User prompt
15 pixel up 8 pixel left
User prompt
place x 10 pixel up 8 pixel left
User prompt
place text x 7 pixel up 5 pixel left
User prompt
3 pixel yukarı
User prompt
3 pixel yukarı
User prompt
3 pixel left
User prompt
move 4 pixel up 8 pixel left
User prompt
20 pixel left
User prompt
20 pixel left
User prompt
15 pixel sola 5 pixel yukarı
User prompt
200 pixel up 50 pixel left
User prompt
300 pixel left 600 pixel down
User prompt
place button_close 150 pixel left
User prompt
use button_close asset as close button
User prompt
sorun çözüldü records ekranını scale i koruyarak yüzde 25 büyült ve topscores attempts last score gibi textleri ortala
User prompt
ilk denememde 2 skor yaptım last score 0 yazdı 2. denememde 1 skor yaptım last score 0 yazdı son olarak 0 skor yaptım last score 0 yazdı Sorununuzun kaynağı, endGame() fonksiyonunda global lastScore değişkenini güncellemek yerine, aynı isimle yeni bir yerel değişken tanımlamanız. Bu yüzden global lastScore her zaman 0 kalıyor. Bunun yerine, var lastScore = passCounter; satırını global değişkeni güncelleyecek şekilde, yani sadece lastScore = passCounter; olarak değiştirmelisiniz. Bu sayede son oyunda elde ettiğiniz skor doğru şekilde güncellenecektir.
User prompt
Please fix the bug: 'Uncaught ReferenceError: lastScore is not defined' in or related to this line: 'recordsTextStr += "\nLast Score: " + lastScore; // Display the last score correctly' Line Number: 463
User prompt
1.deneme skor 2 2. deneme skor 1 3. deneme skor 0 bunları doğru yazdı last score ,ancak 4. denememde skoru 3 yapmama rağmen last score 0 yazdı çözümü şu Sorunun temelinde, skoru "last score" olarak göstermek için kullanılan dizideki sıralamanın yatıyor. Her oyun sonunda, yeni skor şu şekilde kaydediliyor: js Kopyala Düzenle records.push({ score: passCounter, attempt: records.length + 1 }); records.sort(function (a, b) { return b.score - a.score; }); Bu kod, kayıtları yüksekten düşüğe sıraladığı için dizinin son elemanı en düşük skoru temsil ediyor, en son yapılan oyunun skoru değil. Dolayısıyla 4. denemenizde skor 3 olsa da, daha düşük bir skor (örneğin 0) dizinin sonuna yerleştiği için "last score" 0 olarak görünüyor. Eğer "last score" olarak en son yapılan denemenin skorunu göstermek istiyorsanız, bunu ayrı bir değişkende saklamanız veya sıralamadan önceki kaydı kullanmanız gerekecek. Örneğin: Yeni bir değişken tanımlayabilirsiniz: js Kopyala Düzenle var lastScore = passCounter; ve bunu records.push işleminden sonra atayabilirsiniz. Veya "last score" bilgisini, sıralamadan önceki kaydı (örneğin, records[records.length - 1] kaydı) saklayabilirsiniz. Bu şekilde, son oyunun skoru doğru olarak görüntülenir.
User prompt
skor 1 idi ancak last skor 0 yazıyor
User prompt
ilk skorum 1 ikinci skorum 4 idi last score 1 yazıyor 4 olması lazımdı
User prompt
ilk yaptığım skor 1 sonraki 1 sonraki 5 ve en son 0 idi last score sayacı ilk 1 sonra 1 sonra 5 ve sonra 5 oldu aslında 0 olması lazımdı
User prompt
last score doğru çalışmıyor hep 0 yazıyor
User prompt
top scores ekranındaki attempt sayısı doğru ancak attempts yazan yerdeki attempts doğru değil yaptığım attempin 1 fazlasını yazıyor
User prompt
Please fix the bug: 'Uncaught ReferenceError: Shape is not defined' in or related to this line: 'var closeButton = new Shape({' Line Number: 477
/**** * 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; self.velocityY = 0; self.gravity = 0.3; self.jumpStrength = -12; self.width = 350; self.height = 300; self.update = function () { if (gameStarted && !gameOver) { self.velocityY += self.gravity; self.y += self.velocityY; if (self.y > groundY - 100) { self.y = groundY - 100; self.velocityY = 0; gameOver = true; endGame(); } 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; if (characterLeft + self.width / 2 < 0 || characterRight - self.width / 2 > screenRight || characterTop + self.height / 2 < 0 || characterBottom - self.height / 2 > groundY) { gameOver = true; endGame(); } // Çarpışma kontrolü: Tube ve Tree 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; } }; return self; }); // GameOverText class 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; }); // Tree class: Üst ve alt ağaç oluşturma 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; self.bottomTree = self.attachAsset('tree', { anchorX: 0.5, anchorY: 1, width: 300, height: bottomHeight, flipY: false }); 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); } } }; return self; }); // Tube class: Üst ve alt boru oluşturma 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; self.bottomTube = self.attachAsset('tube', { anchorX: 0.5, anchorY: 1, width: 300, height: bottomHeight, flipY: false }); 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); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ /**** * Global Variables & Helper Functions ****/ var groundY = 2732; var menuOpen = true; var volumeOn = true; var records = []; // En iyi 5 skoru saklar var gapOffset = 400; var gameStarted = false; var gameOver = false; var screenRight = 2048; var totalUnits = 10; var tubeSpawnThreshold, treeSpawnThreshold; var lastSpawner = null; var gameOverText = null; var passCounter = 0; var lastScore = 0; // Initialize lastScore in the global scope function centerX() { return 2048 / 2; } function centerY() { return groundY / 2; } tubeSpawnThreshold = centerX() + (screenRight - centerX()) / 2; treeSpawnThreshold = centerX() + 3 * (screenRight - centerX()) / 4; /**** * Menu Setup ****/ var menuContainer = new Container(); menuContainer.zIndex = 200; // Menü arka planları var menuBackground = LK.getAsset('menu_background', { anchorX: 0.5, anchorY: 0.5, x: centerX(), y: centerY() }); menuBackground.zIndex = 200; menuContainer.addChild(menuBackground); var menuBackgroundPart = LK.getAsset('menu_background_part', { anchorX: 0.5, anchorY: 0.19, x: centerX(), y: centerY() }); menuBackgroundPart.zIndex = menuBackground.zIndex + 1; // 201 menuContainer.addChild(menuBackgroundPart); // Butonlar ve Label’lar (buton şekilleri başlangıçta görünmez, metinler her zaman görünür) var playButton = LK.getAsset('button_play', { anchorX: 0.5, anchorY: 0.5, x: centerX() - 40, y: centerY() + 239 }); playButton.visible = false; menuContainer.addChild(playButton); var playLabel = new Text2("PLAY", { fontFamily: "Arial", fontSize: 50, fill: 0xffffff }); playLabel.anchorX = 0.5; playLabel.anchorY = 0.5; playLabel.x = playButton.x - 30; playLabel.y = playButton.y; playLabel.visible = true; menuContainer.addChild(playLabel); var volumeButton = LK.getAsset('button_volume', { anchorX: 0.5, anchorY: 0.5, x: centerX() - 40, y: centerY() + 355 }); volumeButton.visible = false; menuContainer.addChild(volumeButton); var volumeLabel = new Text2("VOLUME", { fontFamily: "Arial", fontSize: 50, fill: 0xffffff }); volumeLabel.anchorX = 0.5; volumeLabel.anchorY = 0.5; volumeLabel.x = volumeButton.x - 45; volumeLabel.y = volumeButton.y; volumeLabel.visible = true; menuContainer.addChild(volumeLabel); var creditsButton = LK.getAsset('button_credits', { anchorX: 0.5, anchorY: 0.5, x: centerX() - 40, y: centerY() + 461 }); creditsButton.visible = false; menuContainer.addChild(creditsButton); var creditsLabel = new Text2("CREDITS", { fontFamily: "Arial", fontSize: 50, fill: 0xffffff }); creditsLabel.anchorX = 0.5; creditsLabel.anchorY = 0.5; creditsLabel.x = creditsButton.x - 47; creditsLabel.y = creditsButton.y; creditsLabel.visible = true; menuContainer.addChild(creditsLabel); var recordsButton = LK.getAsset('button_records', { anchorX: 0.5, anchorY: 0.5, x: centerX() - 40, y: centerY() + 577 }); recordsButton.visible = false; menuContainer.addChild(recordsButton); var recordsLabel = new Text2("RECORDS", { fontFamily: "Arial", fontSize: 50, fill: 0xffffff }); recordsLabel.anchorX = 0.5; recordsLabel.anchorY = 0.5; recordsLabel.x = recordsButton.x - 47 - 5 - 8 - 8 - 5; recordsLabel.y = recordsButton.y - 7 - 10 - 15 - 8; recordsLabel.visible = true; menuContainer.addChild(recordsLabel); // Fare hareketinde hover kontrolü: butonlar yalnızca imleç üzerindeyken görünür olur game.move = function (x, y, obj) { // PLAY if (x >= playButton.x - playButton.width / 2 && x <= playButton.x + playButton.width / 2 && y >= playButton.y - playButton.height / 2 && y <= playButton.y + playButton.height / 2) { playButton.visible = true; } else { playButton.visible = false; } // VOLUME if (x >= volumeButton.x - volumeButton.width / 2 && x <= volumeButton.x + volumeButton.width / 2 && y >= volumeButton.y - volumeButton.height / 2 && y <= volumeButton.y + volumeButton.height / 2) { volumeButton.visible = true; } else { volumeButton.visible = false; } // CREDITS if (x >= creditsButton.x - creditsButton.width / 2 && x <= creditsButton.x + creditsButton.width / 2 && y >= creditsButton.y - creditsButton.height / 2 && y <= creditsButton.y + creditsButton.height / 2) { creditsButton.visible = true; } else { creditsButton.visible = false; } // RECORDS if (x >= recordsButton.x - recordsButton.width / 2 && x <= recordsButton.x + recordsButton.width / 2 && y >= recordsButton.y - recordsButton.height / 2 && y <= recordsButton.y + recordsButton.height / 2) { recordsButton.visible = true; } else { recordsButton.visible = false; } }; 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 background = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: centerX(), y: groundY / 2 }); background.zIndex = 0; game.addChild(background); var sky = LK.getAsset('sky', { anchorX: 0.5, anchorY: 0, x: centerX(), y: 0 }); sky.zIndex = 2; game.addChild(sky); var groundAsset = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5, x: centerX(), y: groundY - -25 }); groundAsset.zIndex = 4.1; game.addChild(groundAsset); var ground2Asset = LK.getAsset('ground2', { anchorX: 0.5, anchorY: 0.5, x: centerX(), y: groundY - 40 }); ground2Asset.zIndex = 0.5; game.addChild(ground2Asset); // İlk karakter oluşturulması var character = game.addChild(new Character()); character.x = centerX(); character.y = groundY / 2; game.addChild(menuContainer); /**** * Helper Functions: Credits & Records ****/ function showCredits() { var creditsContainer = new Container(); creditsContainer.zIndex = 300; var bg = LK.getAsset('button_credits', { anchorX: 0.5, anchorY: 0.5, width: 500, height: 300, color: 0x000000 }); bg.x = centerX(); bg.y = centerY(); creditsContainer.addChild(bg); var creditsText = new Text2("Game by YourName", { fontFamily: "Arial", fontSize: 30, fill: 0xffffff }); creditsText.anchorX = 0.5; creditsText.anchorY = 0.5; creditsText.x = centerX(); creditsText.y = centerY(); creditsContainer.addChild(creditsText); game.addChild(creditsContainer); LK.setTimeout(function () { game.removeChild(creditsContainer); }, 3000); } function showRecords() { var recordsContainer = new Container(); recordsContainer.zIndex = 300; // Arka plan var bg = LK.getAsset('button_credits', { anchorX: 0.5, anchorY: 0.5, width: 1250, // Increased by 25% height: 2000, // Increased by 25% color: 0x000000 }); bg.x = centerX(); bg.y = centerY(); recordsContainer.addChild(bg); // Skor metni var recordsTextStr = "Top Scores:\n"; for (var i = 0; i < records.length; i++) { recordsTextStr += i + 1 + ". " + records[i].score + " (Attempt " + records[i].attempt + ")\n"; } if (records.length === 0) { recordsTextStr += "No records yet."; } recordsTextStr += "\nAttempts: " + records.length; recordsTextStr += "\nLast Score: " + lastScore; // Display the last score correctly var recordsText = new Text2(recordsTextStr, { fontFamily: "Arial", fontSize: 30, fill: 0xffffff, align: "center" }); recordsText.anchorX = 0.5; recordsText.anchorY = 0.5; recordsText.x = centerX(); recordsText.y = centerY(); recordsText.anchor.set(0.5, 0.5); // Center the text recordsContainer.addChild(recordsText); // Kapatma butonu: Kırmızı, yuvarlak daire var radius = 25; var closeButton = LK.getAsset('button_close', { anchorX: 0.5, anchorY: 0.5, width: radius * 2, height: radius * 2 }); closeButton.anchorX = 0.5; closeButton.anchorY = 0.5; closeButton.x = screenRight - radius - 10 - 300 - 50 - 15 - 20 - 20 - 8 - 3; closeButton.y = radius + 10 + 600 - 200 - 5 - 4 - 3 - 3; recordsContainer.addChild(closeButton); // Kapatma butonundaki "X" metni var closeLabel = new Text2("X", { fontFamily: "Arial", fontSize: 30, fill: 0xffffff, align: "center" }); closeLabel.anchorX = 0.5; closeLabel.anchorY = 0.5; closeLabel.x = closeButton.x; closeLabel.y = closeButton.y; recordsContainer.addChild(closeLabel); // Kapatma butonuna tıklayınca recordsContainer'ı kapat closeButton.on('down', function () { game.removeChild(recordsContainer); menuOpen = true; menuContainer.visible = true; }); game.addChild(recordsContainer); } /**** * End Game & Reset Functions ****/ 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; lastScore = passCounter; // Update the global lastScore variable records.push({ score: passCounter, attempt: records.length + 1 }); records.sort(function (a, b) { return b.score - a.score; }); if (records.length > 5) { records = records.slice(0, 5); } LK.setTimeout(function () { game.touchDisabled = false; menuOpen = true; menuContainer.visible = true; }, 2000); LK.setTimeout(function () { resetGame(); }, 2000); } function resetGame() { // Eğer varsa GameOverText kaldırılıyor if (gameOverText) { game.removeChild(gameOverText); gameOverText = null; } // Tüm Tree ve Tube öğeleri kaldırılıyor var objectsToRemove = []; game.children.forEach(function (child) { if (child instanceof Tree || child instanceof Tube) { objectsToRemove.push(child); } }); objectsToRemove.forEach(function (obj) { game.removeChild(obj); }); // Eski karakter kaldırılıyor ve yeni bir instance oluşturuluyor game.removeChild(character); character = game.addChild(new Character()); character.x = centerX(); character.y = groundY / 2; gameStarted = false; gameOver = false; lastSpawner = null; passCounter = 0; counterText.setText(passCounter); } /**** * Touch Event ****/ game.down = function (x, y, obj) { // Menü açıkken, dokunulan koordinatların PLAY, VOLUME, CREDITS, RECORDS buton alanlarına düşüp düşmediğini kontrol et. if (menuOpen) { // PLAY buton alanı if (x >= playButton.x - playButton.width / 2 && x <= playButton.x + playButton.width / 2 && y >= playButton.y - playButton.height / 2 && y <= playButton.y + playButton.height / 2) { menuOpen = false; menuContainer.visible = false; gameStarted = true; var initialTube = new Tube(); game.addChild(initialTube); lastSpawner = initialTube; return; } else if (x >= volumeButton.x - volumeButton.width / 2 && x <= volumeButton.x + volumeButton.width / 2 && y >= volumeButton.y - volumeButton.height / 2 && y <= volumeButton.y + volumeButton.height / 2) { volumeOn = !volumeOn; } else if (x >= creditsButton.x - creditsButton.width / 2 && x <= creditsButton.x + creditsButton.width / 2 && y >= creditsButton.y - creditsButton.height / 2 && y <= creditsButton.y + creditsButton.height / 2) { showCredits(); } else if (x >= recordsButton.x - recordsButton.width / 2 && x <= recordsButton.x + recordsButton.width / 2 && y >= recordsButton.y - recordsButton.height / 2 && y <= recordsButton.y + recordsButton.height / 2) { showRecords(); } return; } else if (gameOver) { if (!game.touchDisabled) { menuOpen = true; menuContainer.visible = true; resetGame(); } } else { character.jump(); character.rotation = 0.1; LK.setTimeout(function () { character.rotation = 0; }, 200); } }; /**** * Game Loop ****/ 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
@@ -313,10 +313,10 @@
fill: 0xffffff
});
recordsLabel.anchorX = 0.5;
recordsLabel.anchorY = 0.5;
-recordsLabel.x = recordsButton.x - 47 - 5 - 8 - 8;
-recordsLabel.y = recordsButton.y - 7 - 10 - 15;
+recordsLabel.x = recordsButton.x - 47 - 5 - 8 - 8 - 5;
+recordsLabel.y = recordsButton.y - 7 - 10 - 15 - 8;
recordsLabel.visible = true;
menuContainer.addChild(recordsLabel);
// Fare hareketinde hover kontrolü: butonlar yalnızca imleç üzerindeyken görünür olur
game.move = function (x, y, obj) {
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