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Karakter 2 kat büyüdüğünde rengi aynı kalsın
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Karakter 5 düşmanı anlattıktan sonra düşmanları yesin yani başka bir karakter fotoğrafı olsun
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tween .to olarak değiştir hatayı düzeltme ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: tween.Tween is not a constructor' in or related to this line: 'new tween.Tween(player.scale).to({' Line Number: 196
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(player.scale, {' Line Number: 196
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Kodtaki 196. sıranın başını tween .to olarak değiştir
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(player.scale, {' Line Number: 196
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196. Sıradaki hatayı düzeltme
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Karakter 5 düşman atlatınca 2 kat büyüsün ve büyük durma süresi 5 saniye olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Tween is not a constructor' in or related to this line: 'new Tween(player.scale).to({' Line Number: 196
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(player.scale, {' Line Number: 196
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Karakter 10 düşmanı atlatınca 2 kat büyüsün
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Karakter 10 düşmanı atlatınca başka bir karaktere dönüşmesin
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Karakterin 2 kat büyük durma süresi 5 saniye olsun
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10 düşmanı atlatınca karakteri oyuncu seçmesin onun yerine normal karakter 2 kat büyüsün ve yeni bir karaktere dönüşsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
10 tane düşmanı atlatıncaki karakteri ben belirleyelim
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Geçen düşmanların hepsini tek tek say ve sağ üstte ekranda görülecek şekilde hepsinin minyatürünü göster ve karakter 10 tane düşman atlatınca başka bir karaktere dönüşsün
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Geçen karakterlerin hepsini tek tek say
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Karakter on tane düşmanı atlatınca başka bir karaktere dönüşsün
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Karakter düşmanlara değince yenilmesin
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Düşmanların hızı artsın
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Düşmanların hızı 10 saniye artsın
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Düşmanların hızı 5 saniye artsın
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Düşmanların hızı 2 saniye artsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Düşmanların hızı 2 saniye artsın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Define a class for enemies var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.passed = false; self.update = function () { self.x -= enemySpeed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for enemy miniatures var EnemyMiniature = Container.expand(function () { var self = Container.call(this); var miniatureGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.3 }); return self; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFFFFF // Default tint, will be changed on transformation }); var playerJumpingGraphics = LK.getAsset('player_jumping', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFFFFF // Default tint, will be changed on transformation }); var playerTransformedGraphics = LK.getAsset('player_transformed', { anchorX: 0.5, anchorY: 0.5, tint: 0xFF9900 // Orange tint for transformed state }); playerJumpingGraphics.visible = false; playerTransformedGraphics.visible = false; self.addChild(playerJumpingGraphics); self.addChild(playerTransformedGraphics); self.isTransformed = false; self.speed = 5; self.jumpHeight = 40; self.isJumping = false; self.scale.set(1, 1); // Initialize scale for transformation self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% // Show jumping character playerGraphics.visible = false; playerTransformedGraphics.visible = false; playerJumpingGraphics.visible = true; if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; // Switch back to appropriate character based on transformation state if (self.isTransformed) { playerTransformedGraphics.visible = true; playerGraphics.visible = false; playerJumpingGraphics.visible = false; } else { playerGraphics.visible = true; playerTransformedGraphics.visible = false; playerJumpingGraphics.visible = false; } } } else { // Show appropriate character when not jumping based on transformation state if (self.isTransformed) { playerTransformedGraphics.visible = true; playerGraphics.visible = false; playerJumpingGraphics.visible = false; } else { playerGraphics.visible = true; playerTransformedGraphics.visible = false; playerJumpingGraphics.visible = false; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; self.transform = function (transformed) { self.isTransformed = transformed; if (transformed) { playerGraphics.visible = false; playerJumpingGraphics.visible = false; playerTransformedGraphics.visible = true; // Keep the original tint when transforming playerTransformedGraphics.tint = playerGraphics.tint; } else { playerGraphics.visible = !self.isJumping; playerJumpingGraphics.visible = self.isJumping; playerTransformedGraphics.visible = false; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // Initialize player var player = game.addChild(new Player()); player.x = 200; // Position player on the left side of the screen player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; var enemySpeed = 5; var speedIncreaseTimer = LK.setInterval(function () { enemySpeed += 1; console.log("Enemy speed increased to: " + enemySpeed); }, 5000); // 5 seconds // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Create text to display enemy count var enemyCountText = new Text2('Enemies Passed: 0', { size: 60, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Add enemy count text below score LK.gui.top.addChild(enemyCountText); enemyCountText.x = 2048 / 2; enemyCountText.y = 110; // Initialize enemy passed counter var enemiesPassed = 0; // Variable to track if transformation is in progress var isTransforming = false; // Create a container for enemy miniatures var miniatureContainer = new Container(); LK.gui.topRight.addChild(miniatureContainer); miniatureContainer.x = -50; // Offset from right edge miniatureContainer.y = 50; // Array to track miniatures var enemyMiniatures = []; // Handle game updates game.update = function () { player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); // Track last intersection state for clean collision detection if (enemies[j].lastIntersecting === undefined) { enemies[j].lastIntersecting = false; } var currentlyIntersecting = player.intersects(enemies[j]); // Handle collision when player is transformed if (player.isTransformed && currentlyIntersecting && !enemies[j].passed) { // "Eat" the enemy // Create eating animation effect LK.effects.flashObject(enemies[j], 0xFF0000, 300); // Add bonus score for eating enemy LK.setScore(LK.getScore() + 5); scoreText.setText(LK.getScore()); // Create "eaten" text var eatenText = new Text2('+5', { size: 40, fill: 0xFF0000 }); eatenText.anchor.set(0.5, 0.5); eatenText.x = enemies[j].x; eatenText.y = enemies[j].y - 50; game.addChild(eatenText); // Remove eaten text after animation tween(eatenText, { y: eatenText.y - 100, alpha: 0 }, { duration: 800, onFinish: function onFinish() { eatenText.destroy(); } }); // Remove the enemy enemies[j].destroy(); enemies.splice(j, 1); continue; } // If enemy passes player if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; // Increment both counters LK.setScore(LK.getScore() + 1); enemiesPassed++; // Update both text displays scoreText.setText(LK.getScore()); enemyCountText.setText('Enemies Passed: ' + enemiesPassed); // Flash the enemy count text to highlight change LK.effects.flashObject(enemyCountText, 0x00FF00, 300); // Add a miniature of the passed enemy to the top right corner var miniature = new EnemyMiniature(); enemyMiniatures.push(miniature); miniatureContainer.addChild(miniature); // Arrange miniatures in rows of 5 var rowLength = 5; var miniSize = 40; // Space for each miniature var row = Math.floor((enemyMiniatures.length - 1) / rowLength); var col = (enemyMiniatures.length - 1) % rowLength; miniature.x = -(col * miniSize); miniature.y = row * miniSize; // Achievement notification for passing 5 enemies if (enemiesPassed % 5 === 0 && enemiesPassed > 0 && !isTransforming) { // Player transformation isTransforming = true; // Change to transformed character player.transform(true); // Double the player size with animation tween(player.scale, { x: 2, y: 2 }, { duration: 500, easing: tween.easeOutElastic }); // Flash the player to highlight the achievement LK.effects.flashObject(player, 0xFF9900, 500); // Add text notification about transformation var transformText = new Text2('POWER UP!', { size: 80, fill: 0xFF9900 }); transformText.anchor.set(0.5, 0.5); transformText.x = player.x + 200; transformText.y = player.y - 150; game.addChild(transformText); LK.setTimeout(function () { transformText.destroy(); }, 2000); // Reset player size and appearance after 5 seconds LK.setTimeout(function () { tween(player.scale, { x: 1, y: 1 }, { duration: 500, easing: tween.easeInOutQuad, onFinish: function onFinish() { player.transform(false); isTransforming = false; } }); }, 5000); } } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -109,8 +109,10 @@
if (transformed) {
playerGraphics.visible = false;
playerJumpingGraphics.visible = false;
playerTransformedGraphics.visible = true;
+ // Keep the original tint when transforming
+ playerTransformedGraphics.tint = playerGraphics.tint;
} else {
playerGraphics.visible = !self.isJumping;
playerJumpingGraphics.visible = self.isJumping;
playerTransformedGraphics.visible = false;