User prompt
MARİO İSE SPAGETTİ ARASIN
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OYUNA Bİ CANAVAR OLARAK LUİGİYİ EKLE
User prompt
Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, 0.5, {' Line Number: 75 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'if (storage.getItem('achievement_' + achievement.id)) {' Line Number: 297 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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oyunda başarım olsun
User prompt
ejderha daha yavaş olsun
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ADD 1 MINUTE 20 SECONDS TO THE GAME
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ADD 1 MINUTE 20 SECONDS TO THE GAME
User prompt
ADD A 250 POINT HEALTH BAR
Code edit (1 edits merged)
Please save this source code
User prompt
Dragon's Treasure Escape
Initial prompt
MAKE ME A GAME ABOUT ESCAPE FROM THE DRAGON AND LET IT BE IN MARAD AND WE WILL BE A TREASURE HUNTER
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Dragon = Container.expand(function () { var self = Container.call(this); var dragonGraphics = self.attachAsset('dragon', { anchorX: 0.5, anchorY: 0.5 }); self.baseSpeed = 3; self.currentSpeed = self.baseSpeed; self.fireTimer = 0; self.fireInterval = 120; // 2 seconds initially self.update = function () { // Follow player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * self.currentSpeed; self.y += dy / distance * self.currentSpeed; } // Fire breathing timer self.fireTimer++; if (self.fireTimer >= self.fireInterval) { self.breatheFire(); self.fireTimer = 0; } // Adjust difficulty based on score var difficulty = Math.floor(score / 10); self.currentSpeed = self.baseSpeed + difficulty * 0.5; self.fireInterval = Math.max(60, 120 - difficulty * 10); }; self.breatheFire = function () { var fireball = new Fireball(); fireball.x = self.x; fireball.y = self.y; // Aim towards player var dx = player.x - self.x; var dy = player.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); fireball.directionX = dx / distance; fireball.directionY = dy / distance; fireballs.push(fireball); game.addChild(fireball); LK.getSound('fire').play(); }; return self; }); var Fireball = Container.expand(function () { var self = Container.call(this); var fireballGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.directionX = 0; self.directionY = 0; self.lifetime = 300; // 5 seconds self.update = function () { self.x += self.directionX * self.speed; self.y += self.directionY * self.speed; fireballGraphics.rotation += 0.2; fireballGraphics.alpha = Math.sin(LK.ticks * 0.5) * 0.3 + 0.7; self.lifetime--; if (self.lifetime <= 0) { self.shouldDestroy = true; } // Check bounds if (self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { self.shouldDestroy = true; } }; return self; }); var Gem = Container.expand(function () { var self = Container.call(this); var gemGraphics = self.attachAsset('gem', { anchorX: 0.5, anchorY: 0.5 }); self.points = 25; self.floatOffset = Math.random() * Math.PI * 2; self.update = function () { gemGraphics.y = Math.sin(LK.ticks * 0.15 + self.floatOffset) * 3; gemGraphics.rotation += 0.05; gemGraphics.scaleX = Math.sin(LK.ticks * 0.1 + self.floatOffset) * 0.2 + 1; gemGraphics.scaleY = Math.sin(LK.ticks * 0.1 + self.floatOffset) * 0.2 + 1; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.invulnerable = false; self.invulnerabilityTime = 0; self.speedBoost = false; self.speedBoostTime = 0; self.update = function () { if (self.invulnerabilityTime > 0) { self.invulnerabilityTime--; playerGraphics.alpha = Math.sin(LK.ticks * 0.3) * 0.5 + 0.5; if (self.invulnerabilityTime <= 0) { self.invulnerable = false; playerGraphics.alpha = 1; } } if (self.speedBoostTime > 0) { self.speedBoostTime--; if (self.speedBoostTime <= 0) { self.speedBoost = false; playerGraphics.tint = 0xFFFFFF; } } }; self.activateInvulnerability = function () { self.invulnerable = true; self.invulnerabilityTime = 120; // 2 seconds at 60fps }; self.activateSpeedBoost = function () { self.speedBoost = true; self.speedBoostTime = 300; // 5 seconds at 60fps playerGraphics.tint = 0x00FFFF; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerupGraphics = self.attachAsset('powerup', { anchorX: 0.5, anchorY: 0.5 }); self.type = Math.random() < 0.5 ? 'speed' : 'invulnerable'; self.floatOffset = Math.random() * Math.PI * 2; if (self.type === 'invulnerable') { powerupGraphics.tint = 0xFFD700; } self.update = function () { powerupGraphics.y = Math.sin(LK.ticks * 0.2 + self.floatOffset) * 8; powerupGraphics.rotation += 0.1; powerupGraphics.alpha = Math.sin(LK.ticks * 0.3) * 0.3 + 0.7; }; return self; }); var Treasure = Container.expand(function () { var self = Container.call(this); var treasureGraphics = self.attachAsset('treasure', { anchorX: 0.5, anchorY: 0.5 }); self.points = 10; self.floatOffset = Math.random() * Math.PI * 2; self.update = function () { treasureGraphics.y = Math.sin(LK.ticks * 0.1 + self.floatOffset) * 5; treasureGraphics.rotation += 0.02; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x8B4513 }); /**** * Game Code ****/ game.setBackgroundColor(0xDEB887); // Game variables var score = 0; var health = 250; var maxHealth = 250; var gameTimer = 80 * 60; // 1 minute 20 seconds (80 seconds) at 60fps var treasures = []; var gems = []; var powerups = []; var fireballs = []; var treasureSpawnTimer = 0; var gemSpawnTimer = 0; var powerupSpawnTimer = 0; // Create player var player = game.addChild(new Player()); player.x = 1024; player.y = 1366; // Create dragon var dragon = game.addChild(new Dragon()); dragon.x = 200; dragon.y = 200; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var healthTxt = new Text2('Health: 250/250', { size: 60, fill: 0x00FF00 }); healthTxt.anchor.set(0, 0); healthTxt.x = 120; healthTxt.y = 20; LK.gui.addChild(healthTxt); var timerTxt = new Text2('Time: 1:20', { size: 70, fill: 0xFFFFFF }); timerTxt.anchor.set(1, 0); timerTxt.x = 2048 - 20; timerTxt.y = 20; LK.gui.addChild(timerTxt); var instructionTxt = new Text2('Tap to move! Collect treasures, avoid the dragon!', { size: 50, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 1); LK.gui.bottom.addChild(instructionTxt); // Game logic functions function spawnTreasure() { var treasure = new Treasure(); treasure.x = Math.random() * 1800 + 124; treasure.y = Math.random() * 2400 + 166; treasures.push(treasure); game.addChild(treasure); } function spawnGem() { var gem = new Gem(); gem.x = Math.random() * 1800 + 124; gem.y = Math.random() * 2400 + 166; gems.push(gem); game.addChild(gem); } function spawnPowerUp() { var powerup = new PowerUp(); powerup.x = Math.random() * 1800 + 124; powerup.y = Math.random() * 2400 + 166; powerups.push(powerup); game.addChild(powerup); } function updateScore(points) { score += points; scoreTxt.setText('Score: ' + score); LK.setScore(score); } function updateHealth(damage) { health = Math.max(0, health - damage); healthTxt.setText('Health: ' + health + '/' + maxHealth); // Change color based on health percentage var healthPercent = health / maxHealth; if (healthPercent > 0.6) { healthTxt.fill = 0x00FF00; // Green } else if (healthPercent > 0.3) { healthTxt.fill = 0xFFFF00; // Yellow } else { healthTxt.fill = 0xFF0000; // Red } if (health <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } } function updateTimer() { gameTimer = Math.max(0, gameTimer - 1); var totalSeconds = Math.floor(gameTimer / 60); var minutes = Math.floor(totalSeconds / 60); var seconds = totalSeconds % 60; var timeText = minutes + ':' + (seconds < 10 ? '0' : '') + seconds; timerTxt.setText('Time: ' + timeText); // Change color based on remaining time if (gameTimer <= 10 * 60) { // Last 10 seconds timerTxt.fill = 0xFF0000; // Red } else if (gameTimer <= 30 * 60) { // Last 30 seconds timerTxt.fill = 0xFFFF00; // Yellow } else { timerTxt.fill = 0xFFFFFF; // White } if (gameTimer <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); } } // Touch controls var targetX = player.x; var targetY = player.y; game.down = function (x, y, obj) { targetX = x; targetY = y; }; game.move = function (x, y, obj) { targetX = x; targetY = y; }; // Game update loop game.update = function () { // Update timer updateTimer(); // Move player towards target var dx = targetX - player.x; var dy = targetY - player.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { var speed = player.speedBoost ? player.speed * 1.5 : player.speed; player.x += dx / distance * speed; player.y += dy / distance * speed; } // Keep player in bounds player.x = Math.max(40, Math.min(2008, player.x)); player.y = Math.max(40, Math.min(2692, player.y)); // Spawn treasures treasureSpawnTimer++; if (treasureSpawnTimer >= 90) { // Every 1.5 seconds spawnTreasure(); treasureSpawnTimer = 0; } // Spawn gems gemSpawnTimer++; if (gemSpawnTimer >= 180) { // Every 3 seconds spawnGem(); gemSpawnTimer = 0; } // Spawn power-ups powerupSpawnTimer++; if (powerupSpawnTimer >= 600) { // Every 10 seconds spawnPowerUp(); powerupSpawnTimer = 0; } // Check treasure collection for (var i = treasures.length - 1; i >= 0; i--) { var treasure = treasures[i]; if (player.intersects(treasure)) { updateScore(treasure.points); LK.effects.flashObject(treasure, 0xFFFFFF, 300); treasure.destroy(); treasures.splice(i, 1); LK.getSound('collect').play(); } } // Check gem collection for (var i = gems.length - 1; i >= 0; i--) { var gem = gems[i]; if (player.intersects(gem)) { updateScore(gem.points); LK.effects.flashObject(gem, 0xFFFFFF, 300); gem.destroy(); gems.splice(i, 1); LK.getSound('collect').play(); } } // Check power-up collection for (var i = powerups.length - 1; i >= 0; i--) { var powerup = powerups[i]; if (player.intersects(powerup)) { if (powerup.type === 'speed') { player.activateSpeedBoost(); } else if (powerup.type === 'invulnerable') { player.activateInvulnerability(); } LK.effects.flashObject(powerup, 0xFFFFFF, 300); powerup.destroy(); powerups.splice(i, 1); LK.getSound('powerup').play(); } } // Check dragon collision if (!player.invulnerable && player.intersects(dragon)) { if (!player.lastDragonHit) { updateHealth(50); player.activateInvulnerability(); LK.effects.flashScreen(0xFF0000, 500); player.lastDragonHit = true; } } else { player.lastDragonHit = false; } // Check fireball collisions for (var i = fireballs.length - 1; i >= 0; i--) { var fireball = fireballs[i]; if (fireball.shouldDestroy) { fireball.destroy(); fireballs.splice(i, 1); continue; } if (!player.invulnerable && player.intersects(fireball)) { if (!fireball.hasHit) { updateHealth(25); player.activateInvulnerability(); LK.effects.flashScreen(0xFF0000, 300); fireball.hasHit = true; fireball.shouldDestroy = true; } } } // Win condition if (score >= 500) { LK.showYouWin(); } }; // Start background music LK.playMusic('desert'); // Initial treasures for (var i = 0; i < 3; i++) { spawnTreasure(); }
===================================================================
--- original.js
+++ change.js
@@ -180,9 +180,9 @@
// Game variables
var score = 0;
var health = 250;
var maxHealth = 250;
-var gameTimer = 80 * 60; // 80 seconds at 60fps
+var gameTimer = 80 * 60; // 1 minute 20 seconds (80 seconds) at 60fps
var treasures = [];
var gems = [];
var powerups = [];
var fireballs = [];
CREATE THIS IMAGE. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
MAKE THIS PICTURE LIKE A FIREBALL. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
DESIGN THIS PICTURE AS AN ENERGY DRINK. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
LUİGİ KARAKTERİNİ OLUŞTUR. In-Game asset. 2d. High contrast. No shadows
KORKAK BİR ADAM. In-Game asset. 2d. High contrast. No shadows
BÜYÜK BİR EJDER. In-Game asset. 2d. High contrast. No shadows
MARİO. In-Game asset. 2d. High contrast. No shadows
SPAGHETTİ. In-Game asset. 2d. High contrast. No shadows
sonic. In-Game asset. 2d. High contrast. No shadows
silah. In-Game asset. 2d. High contrast. No shadows
sonic altını. In-Game asset. 2d. High contrast. No shadows