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Rastgele spawn olup 1 saniye sonra sahneden kaldırılsınlar
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'Enemy1' görselleri sahnenin ortasının etrafında rastgele spawn olsunlar
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'akra' görselleri sahnin orta noktasının etrafında rastgele spawn olsunlar
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Please fix the bug: 'TypeError: enemies[j].update is not a function' in or related to this line: 'enemies[j].update();' Line Number: 332
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Puan 80 olunca 160 puana kadar rastgele 'Enemy1' sahneye spawn olsun
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Please fix the bug: 'TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(animate);' Line Number: 241
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'akra' kendi etrafında dönerek hareket etsin
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Add 'akra' to the scene as an enemy when score reaches 80
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'akra' görseli puan 5 olunca sahneye koy ve düşman gibi davransın
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'akra' görseli rastgele yerlerde spawn olsun
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Puan 5 olunca amra görselini sahnenin ortasına yerleştir
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enemy1 görselinin sağ alt köşeye koy
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'Enemy1' görselenin orta noktaya koy
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'Enemy1' görselini sahnenin ortasına yerleştir
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Enemy1 görselini sahnenin ortasına koy
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Puan 10 nu geçtiğinde 'Enemy1' adlı görsel sahnenin rastgele bölgelerine spawn olur
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Spawn and remove 'Enemy1' at random positions when score reaches 10
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Puan 80 olduğunda 'Enemy1' görseli sahnenin rast gele noktalarında ortaya çıkar ve yok olur
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'Enemy1' görseli sahnenin sağından soluna doğru sinüs eğrisi şeklinde hareket eder
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'Enemy1' düşmanla aynı özelliklere sahiptir
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Puan 80 olduğunda sahneye 'Enemy1' görseli konur
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'now')' in or related to this line: 'var startTime = performance.now();' Line Number: 223
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Düşman 'oyuncu' görselini algılarsa oyuncu sahneden kaldırılır
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'oyuncu' görseli sahnede rastgele hareket eder
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Fix
/**** * Classes ****/ // Initialize storage object // 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(); } // Check for intersection with Oyuncu and remove it if detected within a reduced range game.children.forEach(function (child) { if (child instanceof Oyuncu && self.intersects(child) && Math.abs(self.x - child.x) < 30 && Math.abs(self.y - child.y) < 30) { child.destroy(); } }); }; }); var Leaf = Container.expand(function () { var self = Container.call(this); var leafGraphics = self.attachAsset('yaprak', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2 + Math.random() * 3; // Random speed between 2 and 5 self.update = function () { self.y += self.speed; self.speed = 2 + Math.random() * 3; // Random speed between 2 and 5 self.x += Math.sin(LK.ticks / 20) * 2; // Add swaying motion if (self.y > 2732) { self.destroy(); } }; }); // Define a class for the Oyuncu character var Oyuncu = Container.expand(function () { var self = Container.call(this); var oyuncuGraphics = self.attachAsset('Oyuncu', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 7; self.jumpHeight = 20; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; if (self.y >= 2732 / 2) { self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } // Maintain a 10-unit distance from the player if (Math.abs(self.x - player.x) > 10) { self.x += (player.x > self.x ? 1 : -1) * self.speed; } else if (Math.abs(self.x - player.x) < 10) { self.x = player.x + (player.x > self.x ? -10 : 10); } if (Math.abs(self.y - player.y) > 10) { self.y += (player.y > self.y ? 1 : -1) * self.speed; } else if (Math.abs(self.y - player.y) < 10) { self.y = player.y + (player.y > self.y ? -10 : 10); } }; self.jump = function () { self.isJumping = true; self.velocityY = -self.jumpHeight; }; }); //<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 = 20; self.isJumping = false; self.velocityY = 0; self.update = function () { // Move the player 10 units to the left every second if (LK.ticks % 60 === 0) { // 60 ticks per second self.x -= 10; } 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; LK.getSound('arkplan').play(); // Play background sound when moving } else if (!self.isJumping) { if (self.x > 30 && self.x <= 2048 - self.width) { self.x -= 4; } } // End the game if the player touches the edges of the background if (self.x <= 0 || self.x >= 2048 - self.width || self.y <= 0 || self.y >= 2732 - self.height) { LK.effects.flashScreen(0xff0000, 1000); // Flash screen red LK.showGameOver(); // Show game over screen return; // End the game } }; self.jump = function () { self.isJumping = true; LK.playMusic('Skor', { loop: true }); self.velocityY = -self.jumpHeight; LK.getSound('Player').play(); }; }); var ScrollingBackground = Container.expand(function () { var self = Container.call(this); var bg1 = self.attachAsset('arkplan', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 100, scaleY: 2732 / 100, x: 0, y: 0 }); var bg2 = self.attachAsset('arkplan', { anchorX: 0.0, anchorY: 0.0, scaleX: 2048 / 100, scaleY: 2732 / 100, x: 2048, y: 0 }); self.update = function () { bg1.x -= 2; bg2.x -= 2; if (bg1.x <= -2048) { bg1.x = bg2.x + 2048; } if (bg2.x <= -2048) { bg2.x = bg1.x + 2048; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ // Initialize background var tween = function tween(target, properties, options) { // Implement a simple tween function using requestAnimationFrame var start = {}; var change = {}; var duration = options.duration || 1000; var easing = options.easing || function (t) { return t; }; var startTime = performance.now(); for (var prop in properties) { start[prop] = target[prop]; change[prop] = properties[prop] - start[prop]; } function animate(time) { var timeElapsed = time - startTime; var progress = Math.min(timeElapsed / duration, 1); for (var prop in properties) { target[prop] = start[prop] + change[prop] * easing(progress); } if (progress < 1) { requestAnimationFrame(animate); } else if (options.onFinish) { options.onFinish(); } } requestAnimationFrame(animate); }; var storage = {}; var scrollingBackground = game.addChild(new ScrollingBackground()); // Initialize player var player = game.addChild(new Player()); player.x = 200; player.y = 2732 - player.height - 150; // Automatically make the first four moves within two seconds of game start LK.setTimeout(function () { player.jump(); // First move LK.setTimeout(function () { player.jump(); // Second move LK.setTimeout(function () { player.jump(); // Third move LK.setTimeout(function () { player.jump(); // Fourth move }, 500); // Fourth move after 0.5 seconds }, 500); // Third move after 0.5 seconds }, 500); // Second move after 0.5 seconds }, 500); // First move after 0.5 seconds // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Import storage plugin // Load score from storage or initialize to 0 var currentScore = storage.score || 0; // Create a new Text2 object to display the score var scoreText = new Text2(currentScore.toString(), { size: 250, fill: 0xFFFFFF, font: "bold" }); // Add the score text to the game GUI at the top-right corner of the screen LK.gui.topRight.addChild(scoreText); scoreText.anchor.set(1, 0); // Anchor to the top-right corner scoreText.x = 0; // Positioned at the right edge scoreText.y = 0; // Positioned at the top edge // Handle game updates game.update = function () { scrollingBackground.update(); player.update(); // Increase the number of enemies every minute if (LK.ticks % 3600 === 0) { // 60 ticks per second * 60 seconds = 3600 ticks per minute var additionalEnemy = new Enemy(); additionalEnemy.x = 2048; additionalEnemy.y = Math.random() * (2732 / 2); enemies.push(additionalEnemy); game.addChild(additionalEnemy); } // Spawn leaves if (LK.ticks % 120 === 0) { // Every second var leaf = new Leaf(); leaf.x = Math.random() * 2048; // Random x position across the screen leaf.y = -50; // Start above the screen game.addChild(leaf); } // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval && LK.getScore() < 80) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = Math.random() * (2732 / 2); enemies.push(enemy); game.addChild(enemy); // Decrease the spawn interval for the next enemy every 10 seconds if (LK.ticks % 600 == 0 && enemySpawnInterval > 10) { enemySpawnInterval -= 10; } enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j]) && Math.abs(player.x - enemies[j].x) < 50 && Math.abs(player.y - enemies[j].y) < 50) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); var currentScore = LK.getScore(); storage.score = currentScore; // Save score to storage scoreText.setText(currentScore.toString()); // Update the score text display if (currentScore === 80) { var level2Text = new Text2('Level 2', { size: 500, fill: 0xFFFFFF, font: "bold" }); level2Text.anchor.set(0.5, 0.5); level2Text.x = 2048 / 2; level2Text.y = 2732 / 2; game.addChild(level2Text); LK.setTimeout(function () { level2Text.destroy(); }, 2000); // Display for 2 seconds // Change enemy graphics to 'enemy1' enemies.forEach(function (enemy) { enemy.children[0].setAsset('Enemy1'); }); // Animate 'Enemy1' from top-right to bottom-left in a sine wave var enemy1 = LK.getAsset('Enemy1', { anchorX: 0.5, anchorY: 0.5, x: 2048, y: 0 }); game.addChild(enemy1); tween(enemy1, { x: 0, y: 2732 }, { duration: 5000, easing: function easing(t) { return Math.sin(t * Math.PI * 2) * 0.5 + 0.5; }, onFinish: function onFinish() { enemy1.destroy(); } }); } else if (currentScore % 9 === 0) { var cicekAsset = game.addChild(LK.getAsset('cicek', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); LK.setScore(LK.getScore() + 5); // Add 5 points to the score scoreText.setText(LK.getScore().toString()); // Update the score text display LK.setTimeout(function () { cicekAsset.destroy(); }, 1000); // Add 'oyuncu' image to the bottom-left corner if less than 4 exist if (game.children.filter(function (child) { return child instanceof Oyuncu; }).length < 4) { var oyuncu = game.addChild(new Oyuncu()); oyuncu.x = player.x + 10; oyuncu.y = player.y; } } scoreText.setText(currentScore); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
/****
* Classes
****/
// Initialize storage object
// 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();
}
// Check for intersection with Oyuncu and remove it if detected within a reduced range
game.children.forEach(function (child) {
if (child instanceof Oyuncu && self.intersects(child) && Math.abs(self.x - child.x) < 30 && Math.abs(self.y - child.y) < 30) {
child.destroy();
}
});
};
});
var Leaf = Container.expand(function () {
var self = Container.call(this);
var leafGraphics = self.attachAsset('yaprak', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2 + Math.random() * 3; // Random speed between 2 and 5
self.update = function () {
self.y += self.speed;
self.speed = 2 + Math.random() * 3; // Random speed between 2 and 5
self.x += Math.sin(LK.ticks / 20) * 2; // Add swaying motion
if (self.y > 2732) {
self.destroy();
}
};
});
// Define a class for the Oyuncu character
var Oyuncu = Container.expand(function () {
var self = Container.call(this);
var oyuncuGraphics = self.attachAsset('Oyuncu', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 7;
self.jumpHeight = 20;
self.isJumping = false;
self.velocityY = 0;
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7;
if (self.y >= 2732 / 2) {
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
}
// Maintain a 10-unit distance from the player
if (Math.abs(self.x - player.x) > 10) {
self.x += (player.x > self.x ? 1 : -1) * self.speed;
} else if (Math.abs(self.x - player.x) < 10) {
self.x = player.x + (player.x > self.x ? -10 : 10);
}
if (Math.abs(self.y - player.y) > 10) {
self.y += (player.y > self.y ? 1 : -1) * self.speed;
} else if (Math.abs(self.y - player.y) < 10) {
self.y = player.y + (player.y > self.y ? -10 : 10);
}
};
self.jump = function () {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
};
});
//<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 = 20;
self.isJumping = false;
self.velocityY = 0;
self.update = function () {
// Move the player 10 units to the left every second
if (LK.ticks % 60 === 0) {
// 60 ticks per second
self.x -= 10;
}
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;
LK.getSound('arkplan').play(); // Play background sound when moving
} else if (!self.isJumping) {
if (self.x > 30 && self.x <= 2048 - self.width) {
self.x -= 4;
}
}
// End the game if the player touches the edges of the background
if (self.x <= 0 || self.x >= 2048 - self.width || self.y <= 0 || self.y >= 2732 - self.height) {
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red
LK.showGameOver(); // Show game over screen
return; // End the game
}
};
self.jump = function () {
self.isJumping = true;
LK.playMusic('Skor', {
loop: true
});
self.velocityY = -self.jumpHeight;
LK.getSound('Player').play();
};
});
var ScrollingBackground = Container.expand(function () {
var self = Container.call(this);
var bg1 = self.attachAsset('arkplan', {
anchorX: 0.0,
anchorY: 0.0,
scaleX: 2048 / 100,
scaleY: 2732 / 100,
x: 0,
y: 0
});
var bg2 = self.attachAsset('arkplan', {
anchorX: 0.0,
anchorY: 0.0,
scaleX: 2048 / 100,
scaleY: 2732 / 100,
x: 2048,
y: 0
});
self.update = function () {
bg1.x -= 2;
bg2.x -= 2;
if (bg1.x <= -2048) {
bg1.x = bg2.x + 2048;
}
if (bg2.x <= -2048) {
bg2.x = bg1.x + 2048;
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000 // Black background
});
/****
* Game Code
****/
// Initialize background
var tween = function tween(target, properties, options) {
// Implement a simple tween function using requestAnimationFrame
var start = {};
var change = {};
var duration = options.duration || 1000;
var easing = options.easing || function (t) {
return t;
};
var startTime = performance.now();
for (var prop in properties) {
start[prop] = target[prop];
change[prop] = properties[prop] - start[prop];
}
function animate(time) {
var timeElapsed = time - startTime;
var progress = Math.min(timeElapsed / duration, 1);
for (var prop in properties) {
target[prop] = start[prop] + change[prop] * easing(progress);
}
if (progress < 1) {
requestAnimationFrame(animate);
} else if (options.onFinish) {
options.onFinish();
}
}
requestAnimationFrame(animate);
};
var storage = {};
var scrollingBackground = game.addChild(new ScrollingBackground());
// Initialize player
var player = game.addChild(new Player());
player.x = 200;
player.y = 2732 - player.height - 150;
// Automatically make the first four moves within two seconds of game start
LK.setTimeout(function () {
player.jump(); // First move
LK.setTimeout(function () {
player.jump(); // Second move
LK.setTimeout(function () {
player.jump(); // Third move
LK.setTimeout(function () {
player.jump(); // Fourth move
}, 500); // Fourth move after 0.5 seconds
}, 500); // Third move after 0.5 seconds
}, 500); // Second move after 0.5 seconds
}, 500); // First move after 0.5 seconds
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Import storage plugin
// Load score from storage or initialize to 0
var currentScore = storage.score || 0;
// Create a new Text2 object to display the score
var scoreText = new Text2(currentScore.toString(), {
size: 250,
fill: 0xFFFFFF,
font: "bold"
});
// Add the score text to the game GUI at the top-right corner of the screen
LK.gui.topRight.addChild(scoreText);
scoreText.anchor.set(1, 0); // Anchor to the top-right corner
scoreText.x = 0; // Positioned at the right edge
scoreText.y = 0; // Positioned at the top edge
// Handle game updates
game.update = function () {
scrollingBackground.update();
player.update();
// Increase the number of enemies every minute
if (LK.ticks % 3600 === 0) {
// 60 ticks per second * 60 seconds = 3600 ticks per minute
var additionalEnemy = new Enemy();
additionalEnemy.x = 2048;
additionalEnemy.y = Math.random() * (2732 / 2);
enemies.push(additionalEnemy);
game.addChild(additionalEnemy);
}
// Spawn leaves
if (LK.ticks % 120 === 0) {
// Every second
var leaf = new Leaf();
leaf.x = Math.random() * 2048; // Random x position across the screen
leaf.y = -50; // Start above the screen
game.addChild(leaf);
}
// Spawn enemies
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval && LK.getScore() < 80) {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = Math.random() * (2732 / 2);
enemies.push(enemy);
game.addChild(enemy);
// Decrease the spawn interval for the next enemy every 10 seconds
if (LK.ticks % 600 == 0 && enemySpawnInterval > 10) {
enemySpawnInterval -= 10;
}
enemySpawnCounter = 0;
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j]) && Math.abs(player.x - enemies[j].x) < 50 && Math.abs(player.y - enemies[j].y) < 50) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
var currentScore = LK.getScore();
storage.score = currentScore; // Save score to storage
scoreText.setText(currentScore.toString()); // Update the score text display
if (currentScore === 80) {
var level2Text = new Text2('Level 2', {
size: 500,
fill: 0xFFFFFF,
font: "bold"
});
level2Text.anchor.set(0.5, 0.5);
level2Text.x = 2048 / 2;
level2Text.y = 2732 / 2;
game.addChild(level2Text);
LK.setTimeout(function () {
level2Text.destroy();
}, 2000); // Display for 2 seconds
// Change enemy graphics to 'enemy1'
enemies.forEach(function (enemy) {
enemy.children[0].setAsset('Enemy1');
});
// Animate 'Enemy1' from top-right to bottom-left in a sine wave
var enemy1 = LK.getAsset('Enemy1', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048,
y: 0
});
game.addChild(enemy1);
tween(enemy1, {
x: 0,
y: 2732
}, {
duration: 5000,
easing: function easing(t) {
return Math.sin(t * Math.PI * 2) * 0.5 + 0.5;
},
onFinish: function onFinish() {
enemy1.destroy();
}
});
} else if (currentScore % 9 === 0) {
var cicekAsset = game.addChild(LK.getAsset('cicek', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2
}));
LK.setScore(LK.getScore() + 5); // Add 5 points to the score
scoreText.setText(LK.getScore().toString()); // Update the score text display
LK.setTimeout(function () {
cicekAsset.destroy();
}, 1000);
// Add 'oyuncu' image to the bottom-left corner if less than 4 exist
if (game.children.filter(function (child) {
return child instanceof Oyuncu;
}).length < 4) {
var oyuncu = game.addChild(new Oyuncu());
oyuncu.x = player.x + 10;
oyuncu.y = player.y;
}
}
scoreText.setText(currentScore);
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
};