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Karakterimizin puanı 0 dan az olursa 'End' sesini oynat sahnede
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// Oyun kaybedildiğinde çalacak ses const endSound = new Audio('end.mp3'); // 'end.mp3' ses dosyasını yükleyin // Oyun kaybedilme koşulunu kontrol eden fonksiyon function gameOver() { // Oyun bittiğinde ses dosyasını çal endSound.play(); // Oyun bitişi işlemleri (örneğin, oyun durdurulur) alert('Game Over!'); // Veya başka bir oyun sonu işlemi yapılabilir } // Karakterin örümceklerle çarpışması durumunda function checkCollision(character, spider) { const charRect = character.getBoundingClientRect(); const spiderRect = spider.element.getBoundingClientRect(); if (charRect.right >= spiderRect.left && charRect.left <= spiderRect.right && charRect.bottom >= spiderRect.top && charRect.top <= spiderRect.bottom) { // Çarpma durumunda puan kaybı updateScore(-5); // Eğer puan 5'ten küçükse, oyunu bitir if (score < 5) { gameOver(); // Oyun bitişi } // Örümceği sil spider.remove(); spiders.splice(spiders.indexOf(spider), 1); } }
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Oyun biterse 'end' sesini oynat
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Karakterimiz oyun başladıktan 60 saniye sonra 'newEnemy' algılarsa toplam puanına eksi 10 eklenir
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Düşman sahnenin sol kenarına değerse bir kez karakterimizin puanına eksi 2 eklenir
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Enemy sahnenin soluna değerse karakterimizin puanına eksi 2 eklenir
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Çicek sayısı artsın
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Karakterimiz 'newEnemy' algılarsa sahnenin tamamında kırmızı ışık yanar
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Karakterimiz power up kutusunu algılarsa yukardan aşağıya gelen çicek sayısı 30 saniyeliğine 4 katına çıkar
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Karakterimiz eğerki power up kutsunu alıgılarsa 'newenemy' özel güç geçene kadar gelmez
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Enemy sayısı artsın ama new enemy sayısı azalsın
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Düşman sayısı artsın
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New enemy daha az olsun
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New enemy az sıklıkla spawn olsun
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Karakterimizin puanı 0 dan az olursa oyun biter
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Karakterimiz new enemyi algılarsa puanına eksi 3 eklenir
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New enemy sinüs eğrisi şeklinde hareket etsin yukardan aşağıya ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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New enemy yukardan aşağıya doğru hareket etsin
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New enemy sahnenin üst kenarından aşağıya doğru spawn olsun
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Yeni düşman assenti oluştur eskisi aynen kalsın silme
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Düşmanlarımız geri gelsin
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New enemy sahnenin sağ kenarında rastgele noktalarda spawn olsun ve sola doğru hareket etsin
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(updateSpiders);' Line Number: 184
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let score = 0; // Puan başlangıcı const scoreElement = document.getElementById('score'); // Puanı gösterecek öğe const spiders = []; // Örümceklerin tutulduğu dizi // Örümcek sınıfı class Spider { constructor() { this.element = document.createElement('div'); this.element.classList.add('spider'); document.body.appendChild(this.element); // Başlangıç pozisyonları this.x = window.innerWidth; this.y = Math.random() * (window.innerHeight - 40); // Y konumunu rastgele belirle this.speed = Math.random() * 2 + 2; // Hareket hızı } update() { // Örümcek her güncellemede sağdan sola doğru hareket eder this.x -= this.speed; // Eğer örümcek ekranın sol tarafından çıkarsa, örümceği sahneden sil if (this.x < -40) { this.remove(); } // Yeni pozisyonu CSS ile uygula this.element.style.left = `${this.x}px`; this.element.style.top = `${this.y}px`; } remove() { // Örümceği kaldır document.body.removeChild(this.element); } } // Puanı güncelle function updateScore(points) { score += points; scoreElement.textContent = `Score: ${score}`; } // Karakterin örümceklere çarpıp çarpmadığını kontrol et function checkCollision(character, spider) { const charRect = character.getBoundingClientRect(); const spiderRect = spider.element.getBoundingClientRect(); return !(charRect.right < spiderRect.left || charRect.left > spiderRect.right || charRect.bottom < spiderRect.top || charRect.top > spiderRect.bottom); } // Örümcekleri oluştur ve güncelle function spawnSpiders() { // Her 3 saniyede bir örümcek ekleyelim setInterval(() => { const spider = new Spider(); spiders.push(spider); }, 3000); // Her 3 saniyede bir yeni örümcek // Örümcekleri güncelleyen bir fonksiyon function updateSpiders() { for (let i = 0; i < spiders.length; i++) { spiders[i].update(); // Karakterin örümceğe çarpıp çarpmadığını kontrol et if (checkCollision(character, spiders[i])) { updateScore(-5); // Puan kaybı spiders[i].remove(); // Örümceği sil spiders.splice(i, 1); // Diziden örümceği kaldır i--; // Dizinin boyutunu göz önünde bulundur } } requestAnimationFrame(updateSpiders); } updateSpiders(); } // Örümcekleri oluşturmaya başla spawnSpiders(); Kodu ekle
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(updateSpiders);' Line Number: 189
/**** * 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() * 3 + 2; // Random speed between 2 and 5 self.update = function () { self.x -= self.speed; self.y += Math.sin(self.x / 100) * 10; // Sine wave pattern if (self.x < -50) { self.destroy(); } }; }); var Flower = Container.expand(function () { var self = Container.call(this); var flowerGraphics = self.attachAsset('flower', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 5 + 3; // Random speed between 3 and 8 self.update = function () { self.y += self.speed; self.x += Math.sin(self.y / 100) * 10; // Sine wave pattern flowerGraphics.rotation += 0.05; // Rotate the flower if (self.y > 2732) { self.destroy(); } }; }); var NewEnemy = Container.expand(function () { var self = Container.call(this); var newEnemyGraphics = self.attachAsset('newEnemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 4 + 3; // Random speed between 3 and 7 self.update = function () { self.y += self.speed; // Move downwards self.x += Math.sin(self.y / 100) * 10; // Sinusoidal horizontal movement if (self.y > 2732) { // If it goes off the bottom of the screen 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 () { // Check if the player is outside the scene boundaries 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; } } // Check if the player touches the left or right edge of the screen if (self.x <= 0 || self.x >= 2048) { LK.effects.flashScreen(0xff0000, 1000); // Flash red light across the entire scene LK.showGameOver(); // End the game if the player touches the edges } 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; } // Check if the player touches the top edge of the screen if (self.y <= 0) { LK.effects.flashScreen(0xff0000, 1000); // Flash red light across the entire scene LK.showGameOver(); // End the game if the player touches the top edge } } }; 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 ****/ // Function to spawn flowers on the screen function spawnFlowers() { // Number of flowers to spawn for (var i = 0; i < Math.floor(Math.random() * 4) + 3; i++) { // Create a new flower object var flower = new Flower(); // Set random initial position flower.x = Math.random() * 2048; // Random horizontal position flower.y = -50; // Start above the screen // Add flower to the game scene game.addChild(flower); } } // Call spawnFlowers at intervals LK.setInterval(spawnFlowers, 5000); // Spawn flowers every 5 seconds // Add the background image to the game var background = LK.getAsset('arkaplan', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Variable to track game over state var gameOver = false; // Play background music when the game loads LK.playMusic('gameMusic', { volume: 0.5 }); // Variable to track power-up states var powerUpActive = false; var powerUpCooldown = false; // Function to spawn a super power-up function spawnSuperPowerUp() { if (powerUpActive || powerUpCooldown) { return; } // Create a new power-up asset var powerUp = LK.getAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); // Random x position within the scene width var x = Math.random() * (2048 - 50); powerUp.x = x; powerUp.y = -60; // Start above the screen // Add power-up to the game scene game.addChild(powerUp); // Move the power-up downwards var fall = LK.setInterval(function () { powerUp.y += 4; powerUp.x += Math.sin(powerUp.y / 100) * 10; // Sine wave pattern // Remove power-up if it goes off-screen if (powerUp.y > 2732) { LK.clearInterval(fall); powerUp.destroy(); } // Check for collision with player if (player.intersects(powerUp)) { LK.clearInterval(fall); powerUp.destroy(); activateSuperPower(); } }, 16); } // Function to activate the super power function activateSuperPower() { if (powerUpActive) { return; } powerUpActive = true; powerUpCooldown = true; // Scale up the player player.scale.set(4); // Revert player scale after 30 seconds LK.setTimeout(function () { player.scale.set(1); powerUpActive = false; // Cooldown before another power-up can spawn LK.setTimeout(function () { powerUpCooldown = false; }, 60000); // Set to 1 minute if player collects the power-up }, 30000); } // Attempt to spawn a power-up every 40 seconds, ensuring only one is active at a time if (!powerUpActive && !powerUpCooldown) { LK.setTimeout(spawnSuperPowerUp, 40000); } // 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 = 0.7; // Further increased gravity for more effect var windSpeed = 4; // Define wind speed for horizontal movement // Initialize player at the center of the screen var player = game.addChild(new Player()); var character = player; // Define character as a reference to 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 // Add scaling effect to the up button when pressed and released upButton.down = function () { upButton.scale.set(0.9); // Scale down by 10% }; upButton.up = function () { upButton.scale.set(1); // Reset to original size }; upButton.move = function () { upButton.scale.set(1); // Reset to original size if mouse leaves }; // 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 = 80; // Decrease interval to increase spawn rate var enemySpawnIncreaseInterval = 40000; // Increase spawn rate every 40 seconds 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; character.removeChild(character.children[0]); // Remove current player image character.attachAsset('player_down', { anchorX: 0.5, anchorY: 0.5 }); // Change character image to 'dow' character.y += 50; // Move character down by 50px }; downButton.up = function () { isPressingDown = false; character.removeChild(character.children[0]); // Remove current player_down image character.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Revert character image to original character.y -= 50; // Move character back to original position }; // Update player movement based on button presses function updatePlayerMovement() { if (isPressingUp) { player.velocityY = -20; // Increase upward speed player.x += 8; // Move right by 8 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 to increase enemy spawn rate LK.setInterval(function () { if (enemySpawnInterval > 20) { // Ensure a minimum spawn interval enemySpawnInterval -= 10; // Decrease interval to increase spawn rate } }, enemySpawnIncreaseInterval); // Set interval for updating player movement LK.setInterval(function () { player.update(); }, 16); // Handle game updates game.update = function () { player.update(); for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Flower) { var flower = game.children[i]; flower.update(); if (player.intersects(flower)) { flower.destroy(); // Remove flower from the scene LK.setScore(LK.getScore() + 1); // Increase score by 1 scoreTxt.setText(LK.getScore()); // Update the score text display } } } // Check if the player is completely out of the scene if (player.x < -player.width || player.x > 2048 + player.width || player.y < -player.height || player.y > 2732 + player.height) { LK.showGameOver(); // End the game if the player is completely out of bounds } player.x -= windSpeed; // Apply wind effect to move player left // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval * 6) { // Increase interval to reduce new enemy spawn rate 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); var newEnemy = new NewEnemy(); newEnemy.x = Math.random() * 2048; // Random horizontal position newEnemy.y = -50; // Start from the top edge of the screen enemies.push(newEnemy); game.addChild(newEnemy); enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { if (enemies[j] instanceof NewEnemy) { LK.setScore(LK.getScore() - 3); // Decrease score by 3 for newEnemy if (LK.getScore() < 0) { LK.showGameOver(); // End the game if the score goes below zero } } else { LK.setScore(LK.getScore() + 2); // Increase score by 2 for regular enemies } enemies[j].destroy(); // Remove enemy from the scene enemies.splice(j, 1); // Remove enemy from the array 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 enemySpawnInterval = Math.max(20, enemySpawnInterval - 10); // Increase spawn rate by decreasing interval } if (LK.getScore() >= 40) { enemySpawnInterval = Math.max(10, enemySpawnInterval - 5); // Further increase spawn rate when score is 40 or more } } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -331,9 +331,9 @@
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 = 100;
+var enemySpawnInterval = 80; // Decrease interval to increase spawn rate
var enemySpawnIncreaseInterval = 40000; // Increase spawn rate every 40 seconds
var enemySpawnCounter = 0;
// Variables to track button presses
var isPressingUp = false;
@@ -416,9 +416,10 @@
}
player.x -= windSpeed; // Apply wind effect to move player left
// Spawn enemies
enemySpawnCounter++;
- if (enemySpawnCounter >= enemySpawnInterval * 4) {
+ if (enemySpawnCounter >= enemySpawnInterval * 6) {
+ // Increase interval to reduce new enemy spawn rate
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);