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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) {
if (!self.lastWasAtLeftEdge) {
LK.setScore(LK.getScore() - 2); // Decrease score by 2
scoreTxt.setText(LK.getScore()); // Update the score text display
}
self.lastWasAtLeftEdge = true;
self.destroy();
} else {
self.lastWasAtLeftEdge = false;
}
};
});
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() * 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 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;
// 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 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 && !powerUpActive) {
// 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.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) {
player.jump();
}; ===================================================================
--- original.js
+++ change.js
@@ -427,11 +427,9 @@
}
}
// 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.getSound('End').play(); // Play end sound
- LK.getSound('End').play(); // Play end sound
- LK.showGameOver(); // End the game if the score goes below zero
+ 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++;
@@ -461,8 +459,9 @@
} 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