User prompt
Butonları kullanırsak karakterimizi dokunarak hareket etme özelliği oyundan kaldırılsın
User prompt
Butonlara dokunduğumuzda bu özellik devredışı kalsın
User prompt
Karakterimizi elimizde hareket ettiriken karakterimiz sadece hareket ettidiğim sürece hareket etsin
User prompt
Karakterimizi dokunarak hareket ettirebilelim
User prompt
Save
User prompt
const player = document.getElementById("player"); const sceneWidth = 2048; // X düzlemi const sceneHeight = 2731; // Y düzlemi // Hedefe doğru hareket etme fonksiyonu function moveTo(x, y) { const playerRect = player.getBoundingClientRect(); const playerX = playerRect.left + playerRect.width / 2; const playerY = playerRect.top + playerRect.height / 2; const deltaX = x - playerX; const deltaY = y - playerY; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); const speed = 5; // Hareket hızı const moveX = (deltaX / distance) * speed; const moveY = (deltaY / distance) * speed; // Karakteri hedefe doğru hareket ettir const interval = setInterval(() => { const rect = player.getBoundingClientRect(); // Hedefe ulaşıldığında hareketi durdur if ( Math.abs(rect.left + rect.width / 2 - x) < Math.abs(moveX) && Math.abs(rect.top + rect.height / 2 - y) < Math.abs(moveY) ) { clearInterval(interval); player.style.left = `${Math.min(Math.max(x - rect.width / 2, 0), sceneWidth - rect.width)}px`; player.style.top = `${Math.min(Math.max(y - rect.height / 2, 0), sceneHeight - rect.height)}px`; } else { let newX = rect.left + moveX; let newY = rect.top + moveY; // Sahne sınırlarına göre karakterin hareketini kısıtla newX = Math.min(Math.max(newX, 0), sceneWidth - rect.width); newY = Math.min(Math.max(newY, 0), sceneHeight - rect.height); player.style.left = `${newX}px`; player.style.top = `${newY}px`; } }, 16); // Yaklaşık 60 FPS } // Mouse veya dokunmatik ekran olayları ile tıklanan yere git document.addEventListener("click", (e) => { moveTo(e.clientX, e.clientY); }); document.addEventListener("touchstart", (e) => { moveTo(e.touches[0].clientX, e.touches[0].clientY); }); Koda ekle
User prompt
Dokunduğumuz nokta ile karakterimizin bulunduğu noktalar düzleminde karaterimiz dokunduğumuz noktaya 20 birim hızla ilerlesin
User prompt
const player = document.getElementById("player"); // Hedefe doğru hareket etme fonksiyonu function moveTo(x, y) { const playerRect = player.getBoundingClientRect(); const playerX = playerRect.left + playerRect.width / 2; const playerY = playerRect.top + playerRect.height / 2; const deltaX = x - playerX; const deltaY = y - playerY; const distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); const speed = 5; // Hareket hızı const moveX = (deltaX / distance) * speed; const moveY = (deltaY / distance) * speed; // Karakteri hedefe doğru hareket ettir const interval = setInterval(() => { const rect = player.getBoundingClientRect(); if ( Math.abs(rect.left + rect.width / 2 - x) < Math.abs(moveX) && Math.abs(rect.top + rect.height / 2 - y) < Math.abs(moveY) ) { clearInterval(interval); // Hedefe ulaşıldığında hareketi durdur koda ekle player.style.left = `${x - rect.width / 2}px`; player.style.top = `${y - rect.height / 2}px`; } else { player.style.left = `${rect.left + moveX}px`; player.style.top = `${rect.top + moveY}px`; } }, 16); // Yaklaşık 60 FPS } // Mouse veya dokunmatik ekran olayları ile tıklanan yere git document.addEventListener("click", (e) => { moveTo(e.clientX, e.clientY); }); document.addEventListener("touchstart", (e) => { moveTo(e.touches[0].clientX, e.touches[0].clientY); });
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'cursor')' in or related to this line: 'player.style.cursor = "grabbing"; // Change cursor style' Line Number: 522
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'cursor')' in or related to this line: 'player.style.cursor = "grab"; // Reset cursor style' Line Number: 534
User prompt
User prompt
const player = document.getElementById("player"); let offsetX, offsetY; let isTouching = false; // Dokunmatik ekranla, karakterin üzerine parmağınızla tıkladığında sürüklemeyi başlat player.addEventListener("touchstart", (e) => { isTouching = true; // İlk dokunuşun pozisyonunu alıyoruz (parmak ile karakterin arasındaki mesafeyi ayarlıyoruz) offsetX = e.touches[0].clientX - player.getBoundingClientRect().left; offsetY = e.touches[0].clientY - player.getBoundingClientRect().top; player.style.cursor = "grabbing"; // Parlak hareket için stil }); // Dokunma hareketi sırasında karakteri hareket ettir document.addEventListener("touchmove", (e) => { if (isTouching) { const x = e.touches[0].clientX - offsetX; const y = e.touches[0].clientY - offsetY; player.style.left = `${x}px`; player.style.top = `${y}px`; } }); // Parmağınızı ekranından kaldırdığınızda, hareket etmeyi durdur document.addEventListener("touchend", () => { isTouching = false; player.style.cursor = "grab"; // Normal fare imleci }); Koda ekle
User prompt
Karakterimizin toplam puanı 17 puan olursa sahnenün tam ortasına 'Level 2' yazısı koy
User prompt
100 puan aşıldığında sahnenin ortasına 'Level 2' yaz
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Oyun bitmeden önce oyun donar ve seçtiğim 'End' sesi çalar ve oyun bitirilir
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Karakterimiz yükseldiğinde 'Fly' sesini oynat
User prompt
Butonlara tıklandığında seçriğim 'Kok' sesini oynat
User prompt
Karakterimiz düşman algılarsa seçtiğim 'kick' sesini oynat
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Daha küçük spawn olsun
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Daha büyük spawn olsun
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Star görseli büyüsün
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Karakterimiz 'star' görselini algılarsa toplam puanına artı 1 puan eklenir ve algıladığı 'star' görseli sahneden kaldırılır
User prompt
Karakterimiz yıldızı algılarsa toplam puanına artı bir eklenir ve algıladığı yıldız sahneden silinir
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Düşman sayısı ilk 30 saniye boyunca az olsun
User prompt
Biraz daha sağda
/**** * 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.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 } if (self.y > 2732) { 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) { 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; } } // 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.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' }; 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 }; }); // 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(); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Function to spawn a star function spawnStar() { // Create a new star asset var star = LK.getAsset('star', { anchorX: 0.5, anchorY: 0.5 }); // Initial position (right side of the center of the scene) var startX = 2048 * 0.85; var startY = 2732 / 2; star.x = startX; star.y = startY; star.width = 80; // Decrease initial width star.height = 80; // Decrease initial height game.addChild(star); var velocityX = (Math.random() - 0.5) * 6; // Random horizontal deviation var velocityY = -Math.random() * 15 - 10; // Upward motion var gravity = 0.5; // Function to animate the star function animate() { velocityY += gravity; star.x += velocityX; star.y += velocityY; // Gradually increase the size of the star star.scale.x += 0.01; star.scale.y += 0.01; // Remove star if it goes off-screen if (star.y > 2732) { star.destroy(); } else { LK.setTimeout(animate, 16); } } animate(); } // Set interval to spawn stars every 2 seconds LK.setInterval(spawnStar, 2000); // 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 for (var i = 0; i < Math.floor(Math.random() * 6) + 5; 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 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(); 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 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(); 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 jump game.down = function (x, y, obj) { if (!isPressingUp && !isPressingDown) { player.x = x; player.y = y; } }; game.move = function (x, y, obj) { if (!isPressingUp && !isPressingDown) { player.x = x; player.y = y; } };
===================================================================
--- original.js
+++ change.js
@@ -9,25 +9,15 @@
anchorY: 0.5
});
self.down = function (x, y, obj) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
- game.down = null; // Disable player movement when button is pressed
- game.move = null; // Disable player movement 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
- game.down = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
- game.move = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
break; // Exit loop after finding the first intersecting NewEnemy
}
}
}
@@ -76,10 +66,8 @@
anchorY: 0.5
});
self.down = function (x, y, obj) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
- game.down = null; // Disable player movement when button is pressed
- game.move = null; // Disable player movement when button is pressed
character.speedX = -moveSpeed;
character.removeChild(character.children[0]); // Remove current player image
character.attachAsset('leftImage', {
// Change character image to 'leftImage'
@@ -89,24 +77,8 @@
};
self.up = function (x, y, obj) {
character.speedX = 0;
character.removeChild(character.children[0]); // Remove current leftImage
- game.down = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
- game.move = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
- game.down = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
- game.move = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
character.attachAsset('player', {
// Revert character image to original
anchorX: 0.5,
anchorY: 0.5
@@ -201,10 +173,8 @@
anchorY: 0.5
});
self.down = function (x, y, obj) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
- game.down = null; // Disable player movement when button is pressed
- game.move = null; // Disable player movement when button is pressed
character.speedX = moveSpeed;
character.removeChild(character.children[0]); // Remove current player image
character.attachAsset('rightImage', {
anchorX: 0.5,
@@ -213,16 +183,8 @@
};
self.up = function (x, y, obj) {
character.speedX = 0;
character.removeChild(character.children[0]); // Remove current rightImage
- game.down = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
- game.move = function (x, y, obj) {
- player.x = x;
- player.y = y;
- }; // Re-enable player movement when button is released
character.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
}); // Revert character image to original
@@ -254,10 +216,8 @@
anchorY: 0.5
});
self.down = function (x, y, obj) {
LK.getSound('Kok').play(); // Play 'Kok' sound when button is pressed
- game.down = null; // Disable player movement when button is pressed
- game.move = null; // Disable player movement when button is pressed
player.jump();
};
});
@@ -703,11 +663,15 @@
}
};
// Handle player jump
game.down = function (x, y, obj) {
- player.x = x;
- player.y = y;
+ if (!isPressingUp && !isPressingDown) {
+ player.x = x;
+ player.y = y;
+ }
};
game.move = function (x, y, obj) {
- player.x = x;
- player.y = y;
+ if (!isPressingUp && !isPressingDown) {
+ player.x = x;
+ player.y = y;
+ }
};
\ No newline at end of file