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Her 10 saniyede bir power up kutusu gelir
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Please fix the bug: 'TypeError: player.clone is not a function' in or related to this line: 'var clone = player.clone();' Line Number: 177
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Please fix the bug: 'TypeError: clearTimeout is not a function' in or related to this line: 'clearTimeout(powerUpTimeout);' Line Number: 104
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Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'scoreBoost')' in or related to this line: 'return player.dataset.scoreBoost = 'true';' Line Number: 169
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'powerUpTimeout = setTimeout(function () {' Line Number: 108
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Please fix the bug: 'ReferenceError: activePowerUp is not defined' in or related to this line: 'if (activePowerUp) {' Line Number: 102
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Please fix the bug: 'ReferenceError: powerUpEffects is not defined' in or related to this line: 'self.type = Object.keys(powerUpEffects)[Math.floor(Math.random() * Object.keys(powerUpEffects).length)];' Line Number: 100
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const character = document.getElementById('character'); const scene = document.getElementById('gameScene'); let activePowerUp = null; let powerUpTimeout = null; const powerUpEffects = { enlarge: { apply: () => character.style.transform = 'scale(4)', reset: () => character.style.transform = 'scale(1)' }, speed: { apply: () => character.dataset.speed = 10, reset: () => character.dataset.speed = 5 }, scoreBoost: { apply: () => character.dataset.scoreBoost = 'true', reset: () => character.dataset.scoreBoost = 'false' }, clone: { apply: () => { const clone = character.cloneNode(true); clone.id = 'clone'; clone.style.opacity = '0.5'; scene.appendChild(clone); }, reset: () => { const clone = document.getElementById('clone'); if (clone) clone.remove(); } } }; // Power-up kutusu oluşturur ve düşürür function spawnFallingPowerUp() { const existing = document.querySelector('.powerUp'); if (existing) existing.remove(); const powerUp = document.createElement('div'); powerUp.className = 'powerUp'; const x = Math.random() * (scene.clientWidth - 50); powerUp.style.left = `${x}px`; powerUp.style.top = `-60px`; scene.appendChild(powerUp); let y = -60; const fall = setInterval(() => { y += 4; powerUp.style.top = `${y}px`; if (y > scene.clientHeight) { clearInterval(fall); powerUp.remove(); Koda ekle
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'downButton.down = function (x, y, obj) {' Line Number: 116
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Please fix the bug: 'Cannot read properties of undefined (reading 'on')' in or related to this line: 'downButton.on('pointerdown', function () {' Line Number: 116
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'downButton.down = function () {' Line Number: 116
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'downButton.down = function (x, y, obj) {' Line Number: 116
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'downButton.down = function (x, y, obj) {' Line Number: 116
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Please fix the bug: 'Cannot read properties of undefined (reading 'on')' in or related to this line: 'downButton.on('down', function () {' Line Number: 116
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Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'downButton.down = function () {' Line Number: 116
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const character = document.getElementById('character'); const downButton = document.getElementById('downButton'); const originalImage = 'character.png'; // Normal görsel const downImage = 'character_down.png'; // Aşağı hareket görseli downButton.addEventListener('mousedown', () => { character.src = downImage; moveDown(); }); downButton.addEventListener('mouseup', () => { character.src = originalImage; }); function moveDown() { let top = parseInt(getComputedStyle(character).top); character.style.top = `${top + 50}px`; // İstediğin kadar düşür } Koda ekle
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Power up kutusu sahnenin yukarısından aşağıya doğru yavaşça insin
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'querySelectorAll')' in or related to this line: 'document.querySelectorAll('.powerUp').forEach(function (p) {' Line Number: 120
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let character = document.getElementById('character'); let scene = document.getElementById('gameScene'); let powerUpActive = false; let powerUpTimer; // Süpriz kutu oluştur function createPowerUp() { // Önceki kutuları sil document.querySelectorAll('.powerUp').forEach(p => p.remove()); let powerUp = document.createElement('div'); powerUp.className = 'powerUp'; let x = Math.random() * (scene.clientWidth - 50); let y = Math.random() * (scene.clientHeight - 50); powerUp.style.left = `${x}px`; powerUp.style.top = `${y}px`; scene.appendChild(powerUp); } // Çarpışma kontrolü function checkCollision() { let powerUp = document.querySelector('.powerUp'); if (!powerUp || powerUpActive) return; let c = character.getBoundingClientRect(); let p = powerUp.getBoundingClientRect(); if (c.left < p.right && c.right > p.left && c.top < p.bottom && c.bottom > p.top) { activateRandomEffect(); powerUp.remove(); } } // Rastgele özellik uygula function activateRandomEffect() { powerUpActive = true; let r = Math.floor(Math.random() * 4); switch (r) { case 0: character.style.transform = 'scale(4)'; break; case 1: character.dataset.speed = 10; break; case 2: character.dataset.scoreBoost = 'true'; break; case 3: let clone = character.cloneNode(true); clone.classList.add('clone'); scene.appendChild(clone); break; } powerUpTimer = setTimeout(() => { character.style.transform = 'scale(1)'; character.dataset.speed = 5; character.dataset.scoreBoost = 'false'; document.querySelectorAll('.clone').forEach(c => c.remove()); powerUpActive = false; }, 30000); } // 40 saniyede bir kutu oluştur setInterval(createPowerUp, 40000); // Oyun döngüsü function gameLoop() { checkCollision(); requestAnimationFrame(gameLoop); } gameLoop(); Koda ekle
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Please fix the bug: 'Timeout.tick error: setTimeout is not a function' in or related to this line: 'powerUpTimeout = setTimeout(function () {' Line Number: 179
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(gameLoop); // Continuously run the game loop' Line Number: 252
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let score = 0; // Başlangıç skoru let powerUpDuration = 30000; // Özelliklerin geçerli olacağı süre (30 saniye) let powerUpActive = false; // Özelliklerin aktif olup olmadığını kontrol et let powerUpTimeout; // Özellik süresi let powerUpSpeed = 3; // Süpriz kutuların düşme hızı // Süpriz kutuları tutacak dizi let powerUps = []; // Süpriz kutu oluşturma fonksiyonu function createPowerUp() { let powerUp = document.createElement('div'); powerUp.classList.add('powerUp'); // Kutunun konumunu üstten başlat let startX = Math.random() * window.innerWidth; let startY = -40; // Kutunun başlangıç Y pozisyonu, yani üstten biraz dışarıda powerUp.style.left = `${startX}px`; powerUp.style.top = `${startY}px`; // Kutuyu sahneye ekle document.getElementById('gameScene').appendChild(powerUp); // Kutuyu array'e ekle powerUps.push(powerUp); } // Süpriz kutuya çarpma kontrolü ve özellik kazandırma function checkPowerUpCollision(character) { powerUps.forEach(powerUp => { let characterRect = character.getBoundingClientRect(); let powerUpRect = powerUp.getBoundingClientRect(); // Eğer karakter kutuya çarparsa if (characterRect.left < powerUpRect.right && characterRect.right > powerUpRect.left && characterRect.top < powerUpRect.bottom && characterRect.bottom > powerUpRect.top) { // Özellikleri aktif et activatePowerUp(character); // Kutuyu sahneden kaldır powerUp.remove(); } }); } // Özellikleri aktif etme fonksiyonu function activatePowerUp(character) { if (powerUpActive) return; // Eğer zaten aktifse, yeni özellik kazandırma powerUpActive = true; // Rastgele bir özellik seç let randomFeature = Math.floor(Math.random() * 5); // 5 farklı özellik switch (randomFeature) { case 0: // Karakterin boyutunun 4 katına çıkması character.style.transform = 'scale(4)'; break; case 1: // Karakterin daha hızlı hareket etmesi character.speed = 10; // Varsayılan hızdan daha hızlı break; case 2: // Skorun daha hızlı artması increaseScoreRate(true); break; case 3: // Karakterin klonunun olması createCharacterClone(character); break; case 4: // Karakterin uçması (yukarı hareket etme) character.canFly = true; break; } // 30 saniye sonra özellikleri devre dışı bırak powerUpTimeout = setTimeout(() => { deactivatePowerUp(character); }, powerUpDuration); } // Özellikleri devre dışı bırakma function deactivatePowerUp(character) { powerUpActive = false; // Özellikleri geri al character.style.transform = 'scale(1)'; // Boyut eski haline dönsün character.speed = 5; // Varsayılan hız increaseScoreRate(false); // Skor hızı normalleşsin character.canFly = false; // Uçma özelliği gitsin // Klonları sil let clones = document.querySelectorAll('.clone'); clones.forEach(clone => clone.remove()); } // Skor hızını artırma/değiştirme fonksiyonu let scoreMultiplier = 1; function increaseScoreRate(isActive) { if (isActive) { scoreMultiplier = 2; // Skor 2 katına çıksın } else { scoreMultiplier = 1; // Skor normal hıza dönsün } } // Karakterin klonunu oluşturma function createCharacterClone(character) { let clone = document.createElement('div'); clone.classList.add('clone'); clone.style.width = `${character.offsetWidth}px`; clone.style.height = `${character.offsetHeight}px`; clone.style.position = 'absolute'; clone.style.left = `${character.offsetLeft + 50}px`; // Karakterin biraz yanında clone.style.top = `${character.offsetTop}px`; document.getElementById('gameScene').appendChild(clone); // Klon karakteri takip etsin let cloneSpeed = 5; // Klonun hareket hızı function cloneMovement() { clone.style.left = `${clone.offsetLeft + cloneSpeed}px`; if (clone.offsetLeft > window.innerWidth) { // Ekranın dışına çıkarsa, klonu sil clone.remove(); } } setInterval(cloneMovement, 16); // Klon hareketini her 16ms'de bir güncelle } // Skor arttıkça süpriz kutularının düşmesini sağla function checkScoreForPowerUp() { if (score % 20 === 0) { // 20 puanda bir kutu ekleyelim createPowerUp(); // Kutuyu oluştur } } // Süpriz kutu hareketi - Yukarıdan aşağıya doğru hareket ettir function movePowerUps() { powerUps.forEach(powerUp => { let currentTop = parseFloat(powerUp.style.top); powerUp.style.top = `${currentTop + powerUpSpeed}px`; // Eğer kutu ekranın altına kadar geldiyse, kutuyu sil if (currentTop > window.innerHeight) { powerUp.remove(); } }); } // Oyun döngüsünde yapılacak işlemler function gameLoop() { let character = document.getElementById('character'); checkPowerUpCollision(character); // Çarpma kontrolü checkScoreForPowerUp(); // Skor durumu kontrolü (20 puanda bir kutu ekle) movePowerUps(); // Süpriz kutularının hareketini sağla requestAnimationFrame(gameLoop); // Sürekli olarak oyun döngüsünü çalıştır } // Oyun döngüsünü başlat gameLoop(); Kodu ekle
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(gameLoop);' Line Number: 279
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let powerUpDuration = 30000; // Özelliklerin geçerli olacağı süre (30 saniye) let powerUpActive = false; // Özelliklerin aktif olup olmadığını kontrol et let powerUpTimeout; // Özellik süresi // Süpriz kutuları tutacak dizi let powerUps = []; // Süpriz kutu oluşturma fonksiyonu function createPowerUp() { let powerUp = document.createElement('div'); powerUp.classList.add('powerUp'); // Kutunun konumunu rastgele belirle let startX = Math.random() * window.innerWidth; let startY = Math.random() * window.innerHeight; powerUp.style.left = `${startX}px`; powerUp.style.top = `${startY}px`; // Kutuyu sahneye ekle document.getElementById('gameScene').appendChild(powerUp); // Kutuyu array'e ekle powerUps.push(powerUp); } // Süpriz kutuya çarpma kontrolü ve özellik kazandırma function checkPowerUpCollision(character) { powerUps.forEach(powerUp => { let characterRect = character.getBoundingClientRect(); let powerUpRect = powerUp.getBoundingClientRect(); // Eğer karakter kutuya çarparsa if (characterRect.left < powerUpRect.right && characterRect.right > powerUpRect.left && characterRect.top < powerUpRect.bottom && characterRect.bottom > powerUpRect.top) { // Özellikleri aktif et activatePowerUp(character); // Kutuyu sahneden kaldır powerUp.remove(); } }); } // Özellikleri aktif etme fonksiyonu function activatePowerUp(character) { if (powerUpActive) return; // Eğer zaten aktifse, yeni özellik kazandırma powerUpActive = true; // Rastgele bir özellik seç let randomFeature = Math.floor(Math.random() * 5); // 5 farklı özellik switch (randomFeature) { case 0: // Karakterin boyutunun 4 katına çıkması character.style.transform = 'scale(4)'; break; case 1: // Karakterin daha hızlı hareket etmesi character.speed = 10; // Varsayılan hızdan daha hızlı break; case 2: // Skorun daha hızlı artması increaseScoreRate(true); break; case 3: // Karakterin klonunun olması createCharacterClone(character); break; case 4: // Karakterin uçması (yukarı hareket etme) character.canFly = true; break; } // 30 saniye sonra özellikleri devre dışı bırak powerUpTimeout = setTimeout(() => { deactivatePowerUp(character); }, powerUpDuration); } // Özellikleri devre dışı bırakma function deactivatePowerUp(character) { powerUpActive = false; // Özellikleri geri al character.style.transform = 'scale(1)'; // Boyut eski haline dönsün character.speed = 5; // Varsayılan hız increaseScoreRate(false); // Skor hızı normalleşsin character.canFly = false; // Uçma özelliği gitsin // Klonları sil let clones = document.querySelectorAll('.clone'); clones.forEach(clone => clone.remove()); } // Skor hızını artırma/değiştirme fonksiyonu let scoreMultiplier = 1; function increaseScoreRate(isActive) { if (isActive) { scoreMultiplier = 2; // Skor 2 katına çıksın } else { scoreMultiplier = 1; // Skor normal hıza dönsün } } // Karakterin klonunu oluşturma function createCharacterClone(character) { let clone = document.createElement('div'); clone.classList.add('clone'); clone.style.width = `${character.offsetWidth}px`; clone.style.height = `${character.offsetHeight}px`; clone.style.position = 'absolute'; clone.style.left = `${character.offsetLeft + 50}px`; // Karakterin biraz yanında clone.style.top = `${character.offsetTop}px`; document.getElementById('gameScene').appendChild(clone); // Klon karakteri takip etsin let cloneSpeed = 5; // Klonun hareket hızı function cloneMovement() { clone.style.left = `${clone.offsetLeft + cloneSpeed}px`; if (clone.offsetLeft > window.innerWidth) { // Ekranın dışına çıkarsa, klonu sil clone.remove(); } } setInterval(cloneMovement, 16); // Klon hareketini her 16ms'de bir güncelle } // Süpriz kutuları yaratmak için belirli aralıklarla çalıştır setInterval(createPowerUp, 5000); // Her 5 saniyede bir yeni kutu oluştur // Oyun döngüsünde karakterle çarpma kontrolü function gameLoop() { let character = document.getElementById('character'); checkPowerUpCollision(character); // Çarpma kontrolü requestAnimationFrame(gameLoop); // Sürekli olarak oyun döngüsünü çalıştır } // Oyun döngüsünü başlat gameLoop(); Koda ekle
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Dikenler tüm sol kenarda olacak
/**** * Classes ****/ // Define a class for the down button var DownButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('downButton', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (player.y + 100 <= 2732) { player.y += 100; } }; }); // 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 = Math.random() * 2 + 1; // Random speed between 1 and 3 self.update = function () { self.x -= self.speed; self.y += Math.sin(self.x / 100) * 10; // Sine wave pattern 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 = 15; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y -= self.velocityY; self.velocityY -= gravity; if (self.velocityY <= 0 && self.y < 1366) { self.x += 7; // Move right by 7 units at peak } if (self.y >= 1366) { self.y = 1366; self.isJumping = false; self.velocityY = 0; } } self.x += self.speedX; if (self.isJumping) { self.y -= self.velocityY; self.velocityY -= gravity; if (self.y >= 1366) { self.y = 1366; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping && self.y > 0) { self.isJumping = true; self.velocityY = 20; // Set initial jump velocity self.speedX = 0; // Reset horizontal speed } }; }); // Define a class for the up button var UpButton = Container.expand(function () { var self = Container.call(this); var buttonGraphics = self.attachAsset('upButton', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { player.jump(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Event listeners for down button downButton.down = function (x, y, obj) { player.attachAsset('player_down', { anchorX: 0.5, anchorY: 0.5 }); player.y += 50; // Move player down by 50 units }; downButton.up = function (x, y, obj) { player.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); }; // Variable to track if a power-up is active var powerUpActive = false; var powerUpTimer; // Function to create a power-up function createPowerUp() { // Remove previous power-ups game.children.filter(function (child) { return child.assetId === 'powerUp'; }).forEach(function (p) { return p.destroy(); }); // Create a new power-up asset var powerUp = LK.getAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); // Start position for the power-up at the top of the scene powerUp.x = Math.random() * (2048 - 50); powerUp.y = 0; // Make the power-up slowly descend LK.setInterval(function () { powerUp.y += 1; // Adjust the speed of descent as needed if (powerUp.y > 2732) { powerUp.destroy(); // Remove the power-up if it goes off-screen } }, 16); // Update every 16ms for 60 FPS // Add power-up to the game scene game.addChild(powerUp); } // Function to check collision with power-up function checkCollision() { if (powerUpActive) { return; } var powerUp = game.children.find(function (child) { return child.assetId === 'powerUp'; }); if (!powerUp) { return; } if (player.intersects(powerUp)) { activateRandomEffect(); powerUp.destroy(); } } // Function to activate a random effect function activateRandomEffect() { powerUpActive = true; var r = Math.floor(Math.random() * 4); switch (r) { case 0: player.scale.set(4); break; case 1: player.speed = 10; break; case 2: player.scoreBoost = true; break; case 3: var clone = new Player(); clone.x = player.x; clone.y = player.y; game.addChild(clone); break; } powerUpTimer = LK.setTimeout(function () { player.scale.set(1); player.speed = 5; player.scoreBoost = false; game.children.filter(function (child) { return child instanceof Player && child !== player; }).forEach(function (clone) { return clone.destroy(); }); powerUpActive = false; }, 30000); } // Create power-ups at intervals LK.setInterval(createPowerUp, 40000); // Game loop to check for collisions LK.setInterval(checkCollision, 16); // Array to hold spikes var spikes = []; // Function to create spikes function createSpikes() { var spikeHeight = 100; // Height of each spike var spikeWidth = 30; // Width of each spike var gap = 50; // Gap between spikes // Create fixed spikes on the left edge of the scene for (var y = 0; y < 2732; y += spikeHeight + gap) { var spike = LK.getAsset('spike', { anchorX: 0.5, anchorY: 0.5 }); // Spike starting position (fixed to the left edge) var startX = -spikeWidth; // Left edge var startY = y; // Arranged with gap between them spike.x = startX; spike.y = startY; // Add spikes to the game scene game.addChild(spike); // Add spike object to the array spikes.push(spike); } } // Create spikes (only run once) createSpikes(); var clouds = []; // Function to create a cloud function createCloud() { // Create a new cloud asset var cloud = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5 }); // Cloud starting position (from the right) var startX = 2048 + 100; // Cloud starts from the right var startY = Math.random() * 200; // Random height (upper part) cloud.x = startX; cloud.y = startY; // Add cloud to the game scene game.addChild(cloud); // Start moving the cloud moveCloud(cloud); // Add cloud object to the array clouds.push(cloud); } // Function to move the cloud to the left function moveCloud(cloud) { var speed = 1; // Cloud movement speed LK.setInterval(function () { // Cloud moves to the left cloud.x -= speed; // If the cloud reaches the left edge of the screen, remove it if (cloud.x < -100) { // When the cloud is completely off-screen cloud.destroy(); // Remove the cloud clouds.splice(clouds.indexOf(cloud), 1); // Remove from array } }, 16); // Update every 16ms for 60 FPS } // Create new clouds at intervals LK.setInterval(createCloud, 3000); // Add a new cloud every 3 seconds // Create and initialize the score text display var scoreTxt = new Text2('0', { size: 200, // Increased size fill: 0x000000 // Black color for the score text }); // Set the initial score text to zero scoreTxt.setText(LK.getScore()); // Center the score text horizontally at the top of the screen scoreTxt.anchor.set(0.5, 0); // Anchor at the center of the top edge // Add the score text to the GUI overlay at the top-center position LK.gui.top.addChild(scoreTxt); var gravity = 0.5; var windSpeed = 2; // Define wind speed for horizontal movement // Initialize player at the center of the screen var player = game.addChild(new Player()); player.x = 1024; player.y = 1366; player.speedX = 0; // Prevent movement on spawn player.speedY = 0; // Prevent movement on spawn player.isJumping = false; player.velocityY = 0; // Initialize up button var upButton = game.addChild(new UpButton()); upButton.x = 2048 / 2 - 500; // Middle point's x coordinate minus button width upButton.y = 2732 / 2 + 600; // Middle point's y coordinate plus button height plus additional 100 pixels // Initialize down button var downButton = game.addChild(new DownButton()); downButton.x = 2048 - 500 - 50; // Right edge minus button width and margin downButton.y = 2732 - 500 - 50; // Bottom edge minus button height and margin // Initialize enemies var enemies = []; var enemySpawnInterval = 200; var enemySpawnCounter = 0; // Variables to track button presses var isPressingUp = false; var isPressingDown = false; // Event listeners for button presses upButton.down = function () { isPressingUp = true; }; upButton.up = function () { isPressingUp = false; }; downButton.down = function () { isPressingDown = true; }; downButton.up = function () { isPressingDown = false; }; // Update player movement based on button presses function updatePlayerMovement() { if (isPressingUp) { player.velocityY = -10; player.x += 2; // Move right slowly by 2 units } // Removed upward movement when the down button is pressed player.y += player.velocityY; if (!isPressingUp && !isPressingDown) { player.velocityY += gravity; } if (player.y > 1366) { player.y = 1366; player.velocityY = 0; } if (player.y < 0) { player.y = 0; player.velocityY = 0; } } // Set interval for updating player movement LK.setInterval(updatePlayerMovement, 16); // Set interval for updating player movement LK.setInterval(function () { player.update(); }, 16); // Handle game updates game.update = function () { player.update(); player.x -= windSpeed; // Apply wind effect to move player left // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; // Spawn from the right edge of the screen enemy.y = Math.random() * (2732 / 2) + 100; // Random y position slightly lower from the top half of the screen enemies.push(enemy); game.addChild(enemy); enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { enemies[j].destroy(); // Remove enemy from the scene enemies.splice(j, 1); // Remove enemy from the array LK.setScore(LK.getScore() + 1); // Increase score by 1 scoreTxt.setText(LK.getScore()); // Update the score text display if (LK.getScore() % 20 === 0) { LK.effects.flashScreen(0x00FF00, 500); // Flash green on screen for 0.5 seconds } } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -96,21 +96,21 @@
/****
* Game Code
****/
// Event listeners for down button
-downButton.on('down', function () {
+downButton.down = function (x, y, obj) {
player.attachAsset('player_down', {
anchorX: 0.5,
anchorY: 0.5
});
player.y += 50; // Move player down by 50 units
-});
-downButton.on('up', function () {
+};
+downButton.up = function (x, y, obj) {
player.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
-});
+};
// Variable to track if a power-up is active
var powerUpActive = false;
var powerUpTimer;
// Function to create a power-up