User prompt
Karakterimiz düşman ile aynı noktaya gelmedikçe oyun bitmesin
User prompt
Her 20 saniyede bir düşman sayısı artsın
User prompt
Her 10 puan da bir düşman gelme sıklığı artsın
User prompt
Ortanoktanın aşağısından düşman gelmesin
User prompt
Düşmanlar rastgele çizgilerden gelsin
User prompt
Daha az zıplasın
User prompt
Karakterimiz birden fazla hamle yapabilsin
User prompt
Karakterimiz Orta noktanın sağına doğru gidebilsin
User prompt
Karakterimiz orta noktanın biraz sağına kadar gidebilsin
User prompt
Karakterimiz düşmana değmediği sürece oyun bitmesin
User prompt
Karakterimiz daha az zıplasın
User prompt
Karakterimiz sahnenin dışına çıkamasın
User prompt
Karakterimiz biraz daha yukarı zıplasın
User prompt
Karakterimiz daha yükseğe zıplasın
User prompt
Our character can rise as long as he clicks and does not go off stage.
User prompt
Enemies come in a sinusoidal motion
User prompt
Waits motionless for 2 seconds before the game starts
User prompt
Waits motionless for 3 seconds before the game starts
User prompt
Waits motionless for 5 seconds before the game starts
User prompt
Our character's first jump move is made automatically.
User prompt
Our character's first move is made automatically
User prompt
Enemies come more intermittently
User prompt
Our character moves 4 units to the left every second, but cannot go out from the left corner of the stage or 30 units to the right.
User prompt
Our character moves 4 units to the left every second.
User prompt
Our character cannot go outside from 30 units right of the left edge of the stage.
/**** * 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.speed = 5; self.update = function () { self.x -= self.speed; self.y += Math.sin(self.x / 100) * 10; if (self.x < -50) { self.destroy(); } }; }); //<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 }); self.speed = 5; self.jumpHeight = 60; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } // Move the player diagonally to the middle of the stage in the first move if (self.x < 2048 / 2 && self.y < 2732 / 2) { self.x += self.speed; self.y += self.speed; } else if (!self.isJumping) { if (self.x > 30) { self.x -= 4; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Initialize background var background = game.addChild(LK.getAsset('arkplan', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 100, scaleY: 2732 / 100, x: 0, y: 0 })); // Initialize player var player = game.addChild(new Player()); player.x = 200; player.y = 2732 - player.height - 150; // Add a delay of 2 seconds before the game starts LK.setTimeout(function () { // Make the first jump move automatically player.jump(); }, 2000); // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, 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; // 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() * 200) + 100; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js