User prompt
Karakterimiz 5 tane can hakkı var
User prompt
Karakterimizin toplam puanı 0 dan küçük olursa oyun biter
User prompt
Please fix the bug: 'TypeError: kaplu.update is not a function' in or related to this line: 'kaplu.update();' Line Number: 698
User prompt
Please fix the bug: 'TypeError: kaplu.update is not a function' in or related to this line: 'kaplu.update();' Line Number: 685
User prompt
Karakterimiz kaplu yu algılarsa toplam puanına (-5) eklenir ve algıladığı görsel sahneden kaldırılır
User prompt
Kaplu sahnenin ortasının aşağısında spwan olamaz
User prompt
Kaplu daha hızlı hareket etsin
User prompt
Kaplu sahenin sağ tarafından sol tarafına hareket etsin
User prompt
Kaplu sahnenin sağ tarafından rastgele noktalardan sapwn olsun
User prompt
Yeni 'dusman' assenti oluştur
User prompt
Please fix the bug: 'ReferenceError: NewEnemy is not defined' in or related to this line: 'if (enemies[j] instanceof NewEnemy) {' Line Number: 634
User prompt
Oyundan seenek1 ve seenek2 kaldıe
User prompt
'newEnemy' görseli sahnenin sğ tarafından rastgele spawn olur
User prompt
newEnemy oyundan kaldır
User prompt
newEnemy sahenin sağ tarafından rastgele spawn olur
User prompt
'newEnemy' görrseli sahe in sğ tarafından sol tarafına hareket edee
User prompt
Karakterimiz duvara üst tarafına değerse itilmez
User prompt
Bulutları oyundan kaldır
User prompt
Yıldızı oyundan kaldır
User prompt
Arka plan sağdan sola doğru hareket edip sonsuz şekilde yenilensin
User prompt
Arkaplan sağdan sola doğru loop şekilde hareket etsin
User prompt
Sahnenin sağından soluna doğru hareket etsin
User prompt
Arkaplan sağdan sola doğru sonsuz şekilde devam etsin
User prompt
Düşman görseli sahnede duvar görselinin üstenden geçsin
User prompt
Düşman görseli en üst katmqnda yer alsın
/****
* 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) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
if (player.y + 100 <= 2732) {
player.y += 100;
// Check if player is intersecting with NewEnemy
for (var i = 0; i < enemies.length; i++) {
if (enemies[i] instanceof NewEnemy && player.intersects(enemies[i])) {
LK.setScore(LK.getScore() + 10); // Increase score by 10
scoreTxt.setText(LK.getScore()); // Update the score text display
break; // Exit loop after finding the first intersecting NewEnemy
}
}
}
};
});
// 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; // Move from right to left
self.y += Math.sin(self.x / 150) * 15; // Further reduce vertical oscillation amplitude
if (self.y < 0) {
self.y = 0; // Prevent moving above the top of the scene
}
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() * 3 + 2; // Random speed between 2 and 5
self.update = function () {
self.y += self.speed;
self.x += Math.sin(self.y / 100) * 20; // Increased sine wave amplitude
flowerGraphics.rotation += 0.05; // Rotate the flower
if (self.y > 2732) {
self.destroy();
}
};
});
// Define a class for the left button
var LeftButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('leftButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
character.speedX = -moveSpeed;
character.removeChild(character.children[0]); // Remove current player image
character.attachAsset('leftImage', {
// Change character image to 'leftImage'
anchorX: 0.5,
anchorY: 0.5
});
};
self.up = function (x, y, obj) {
character.speedX = 0;
character.removeChild(character.children[0]); // Remove current leftImage
character.attachAsset('player', {
// Revert character image to original
anchorX: 0.5,
anchorY: 0.5
});
};
});
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() * 2 + 2; // Random speed between 2 and 4
self.update = function () {
self.x -= self.speed; // Move from right to left
if (self.x < -newEnemyGraphics.width / 2) {
self.destroy(); // Destroy when it moves out of the left boundary
}
};
});
//<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) {
if (self.lastY > self.y) {
LK.getSound('Fly').play(); // Play 'Fly' sound when moving upwards
}
self.lastY = self.y; // Update lastY to current y position
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;
}
// Prevent player from being pushed when touching the top of a wall
for (var k = walls.length - 1; k >= 0; k--) {
if (self.intersects(walls[k])) {
if (self.y < walls[k].y - walls[k].height / 2) {
self.y = walls[k].y - walls[k].height / 2;
self.velocityY = 0;
self.isJumping = false;
}
}
}
}
// Check if the player touches the left edge of the screen
if (self.x <= 0) {
LK.effects.flashScreen(0xff0000, 1000); // Flash red light across the entire scene
LK.showGameOver(); // End the game if the player touches the left edge
}
self.x += self.speedX;
if (self.x > 2048 - playerGraphics.width / 2) {
self.x = 2048 - playerGraphics.width / 2; // Prevent moving outside the right edge
}
if (!self.isJumping && self.speedX === 0) {
self.y += Math.sin(LK.ticks / 20) * 5; // Increase oscillation amplitude for more movement
}
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 right button
var RightButton = Container.expand(function () {
var self = Container.call(this);
var buttonGraphics = self.attachAsset('rightButton', {
anchorX: 0.5,
anchorY: 0.5
});
self.down = function (x, y, obj) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
character.speedX = moveSpeed;
character.removeChild(character.children[0]); // Remove current player image
character.attachAsset('rightImage', {
anchorX: 0.5,
anchorY: 0.5
}); // Change character image to 'rightImage'
character.y += 100; // Move character down by 100px
};
self.up = function (x, y, obj) {
character.speedX = 0;
character.removeChild(character.children[0]); // Remove current rightImage
character.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
}); // Revert character image to original
};
});
var ScrollingBackground = Container.expand(function () {
var self = Container.call(this);
var bg1 = self.attachAsset('arkaplan', {
anchorX: 0.5,
anchorY: 0.5
});
var bg2 = self.attachAsset('arkaplan', {
anchorX: 0.5,
anchorY: 0.5
});
bg1.x = 2048 / 2;
bg1.y = 2732 / 2;
bg2.x = 2048 / 2 + 2048;
bg2.y = 2732 / 2;
self.update = function () {
bg1.x -= 2;
bg2.x -= 2;
if (bg1.x < -2048 / 2) {
bg1.x = bg2.x + 2048;
}
if (bg2.x < -2048 / 2) {
bg2.x = bg1.x + 2048;
}
};
});
// Define a class for the sine wave enemy
var SineWaveEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3; // Constant speed
self.amplitude = 50; // Amplitude of the sine wave
self.frequency = 100; // Frequency of the sine wave
self.update = function () {
self.x -= self.speed;
self.y += Math.sin(self.x / self.frequency) * self.amplitude;
if (self.x < -50) {
self.destroy();
}
};
});
// 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) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
player.jump();
};
});
var Wall = Container.expand(function () {
var self = Container.call(this);
var wallGraphics = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5; // Speed at which the wall moves from right to left
self.update = function () {
self.x -= self.speed;
if (self.x < -wallGraphics.width) {
self.destroy();
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB // Sky blue background
});
/****
* Game Code
****/
var walls = [];
function spawnWall() {
if (!powerUpActive) {
var wall = new Wall();
wall.x = 2048 + wall.width / 2; // Start from the right edge of the screen
wall.y = Math.random() * (2732 / 2 - wall.height) + wall.height / 2; // Random vertical position above the center
game.addChild(wall);
walls.push(wall);
}
}
// Set interval to spawn walls every 3 seconds
LK.setInterval(spawnWall, 3000);
// Function to create sine wave enemies
function createSineWaveEnemy() {
var enemy = new SineWaveEnemy();
enemy.x = 2048; // Start from the right edge of the screen
enemy.y = Math.random() * 2732; // Random vertical position
game.addChild(enemy);
enemies.push(enemy);
}
// Set interval to spawn sine wave enemies
LK.setInterval(createSineWaveEnemy, 5000); // Spawn every 5 seconds
// Function to create enemies with different types and behaviors
function createEnemy() {
var type = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : "enemy";
var enemy;
if (type === "newEnemy") {
enemy = new NewEnemy();
} else {
enemy = new Enemy();
}
enemy.x = 2048; // Start from the right edge of the screen
enemy.y = Math.random() * 2732; // Random vertical position
game.addChild(enemy);
enemies.push(enemy);
}
// Set intervals to spawn enemies
LK.setInterval(function () {
createEnemy("enemy"); // Normal enemy every 4 seconds
}, 4000);
LK.setInterval(function () {
createEnemy("newEnemy"); // New enemy every 20 seconds
}, 20000);
// Function to spawn flowers on the screen
function spawnFlowers() {
// Number of flowers to spawn
var flowerCount = LK.getScore() > 200 ? Math.floor(Math.random() * 1) + 1 : Math.floor(Math.random() * 3) + 2;
for (var i = 0; i < flowerCount; 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
var scrollingBackground = game.addChild(new ScrollingBackground());
// Variable to track game over state
var gameOver = false;
// Play background music when the game starts
LK.playMusic('gameMusic', {
volume: 0.8,
loop: true
});
// 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;
// Temporarily increase flower spawn rate
var originalFlowerInterval = 5000;
var increasedFlowerInterval = originalFlowerInterval / 4; // 4x increase
var flowerIntervalId = LK.setInterval(spawnFlowers, increasedFlowerInterval);
// Revert flower spawn rate after 30 seconds
LK.setTimeout(function () {
LK.clearInterval(flowerIntervalId);
LK.setInterval(spawnFlowers, originalFlowerInterval);
}, 30000);
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();
// 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 moveSpeed = 5; // Speed for character movement
var gravity = 0.8; // Decrease gravity for a lighter effect
var windSpeed = 2; // Reduce 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 left button
var leftButton = game.addChild(new LeftButton());
leftButton.x = 300; // Move slightly more to the right
leftButton.y = 2732 - 250; // Move slightly more upwards
// Initialize right button
var rightButton = game.addChild(new RightButton());
rightButton.x = 2048 - 300; // Move slightly more to the left
rightButton.y = 2732 - 250; // Move slightly more upwards
// 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 - 250; // Move the down button slightly more upwards
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 160; // Initial slower spawn rate for the first 30 seconds
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;
character.removeChild(character.children[0]); // Remove current player image
character.attachAsset('playerup', {
anchorX: 0.5,
anchorY: 0.5
}); // Change character image to 'up'
};
upButton.up = function () {
isPressingUp = false;
character.removeChild(character.children[0]); // Remove current playerup image
character.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
}); // Revert character image to original
};
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
character.x += 160; // Move character right by 160px
};
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();
scrollingBackground.update();
for (var k = walls.length - 1; k >= 0; k--) {
walls[k].update();
if (player.intersects(walls[k])) {
// Allow player to approach walls without collision
if (player.x > walls[k].x) {
if (player.x < walls[k].x + walls[k].width / 2 + player.width / 2 - 5) {
player.x = walls[k].x + walls[k].width / 2 + player.width / 2 - 5;
}
} else {
if (player.x > walls[k].x - walls[k].width / 2 - player.width / 2 + 5) {
player.x = walls[k].x - walls[k].width / 2 - player.width / 2 + 5;
}
}
// Do not trigger game over when intersecting with walls
}
}
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 && !powerUpActive) {
if (LK.ticks >= 1800) {
// 30 seconds * 60 FPS
enemySpawnInterval = 80; // Increase spawn rate after 30 seconds
}
if (enemySpawnCounter % 2 === 0) {
// Introduce a delay between spawns
return;
}
// 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])) {
LK.getSound('Kick').play(); // Play 'Kick' sound when player intersects with an enemy
if (enemies[j] instanceof NewEnemy) {
LK.effects.flashScreen(0xff0000, 1000); // Flash red light across the entire scene
if (LK.ticks >= 3600) {
// 60 seconds * 60 FPS
LK.setScore(LK.getScore() - 10); // Decrease score by 10 after 60 seconds
} else {
LK.setScore(LK.getScore() - 3); // Decrease score by 3 for newEnemy
}
if (LK.getScore() < 0) {
LK.getSound('End').play(); // Play 'End' sound
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 movement with touch
game.down = function (x, y, obj) {
if (y < 1366) {
// Check if the touch is in the upper half
player.x = x;
player.y = y;
}
};
game.move = function (x, y, obj) {
if (y < 1366) {
// Check if the touch is in the upper half
player.x = x;
player.y = y;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -92,16 +92,12 @@
anchorY: 0.5
});
self.speed = Math.random() * 2 + 2; // Random speed between 2 and 4
self.update = function () {
- self.y += self.speed; // Move downwards
- self.x += Math.sin(self.y / 150) * 20; // Reduced frequency for slower oscillation
- if (self.y < 0) {
- self.y = 0; // Prevent moving above the top of the scene
+ self.x -= self.speed; // Move from right to left
+ if (self.x < -newEnemyGraphics.width / 2) {
+ self.destroy(); // Destroy when it moves out of the left boundary
}
- if (self.y > 2732) {
- self.destroy();
- }
};
});
//<Assets used in the game will automatically appear here>
// Define a class for the player character