User prompt
Please fix the bug: 'storage is not defined' in or related to this line: 'var bestScoreTxt = new Text2('Best: 0', {' Line Number: 624 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage is not defined' in or related to this line: 'bestScoreTxt.setText('Best: ' + (storage.get('bestScore') || 0));' Line Number: 624 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Karakterimizin yaptığı en iyi skoru sahenin ortasına koy
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Best skor u sahenin ortasına yaz
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Oynayan kişinin yaptığı en iyi skoru sahnenin ortasına yaz
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Fix it
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Fix
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Kalınlığını 4 katına çıkar
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Fontu kalınlaştır
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Yazıyı 'best score' olarak değiş
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En iyi skor yazsını küçült
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En iyi skor yazısını 1000 birim aşağıya kaydır
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En iyi skor yazsının 180 birim aşağıya kaydır
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Please fix the bug: 'TypeError: storage.set is not a function' in or related to this line: 'storage.set('bestScore', bestScore);' Line Number: 638 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var bestScore = storage.get('bestScore') || 0;' Line Number: 624 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var bestScore = storage.getItem('bestScore') || 0;' Line Number: 624
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Please fix the bug: 'storage.get is not a function' in or related to this line: 'var bestScore = storage.get('bestScore') || 0;' Line Number: 624
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Oynayan kişinin en iyi skorunu sahenin ortasına yaz
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Please fix the bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 656
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Please fix the bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 656
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Durdurma butonuna tekrardokunursak oyun devam eder
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Please fix the bug: 'Uncaught TypeError: LK.showPause is not a function' in or related to this line: 'LK.showPause();' Line Number: 654
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Please fix the bug: 'Uncaught TypeError: LK.pause is not a function' in or related to this line: 'LK.pause();' Line Number: 654
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Please fix the bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 654
User prompt
Oyunu durdurma butonu kodla ve sahnenin orta noktasına koy
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var BigBoss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('bigBoss', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Slow speed for the boss self.health = 100; // High health for the boss self.update = function () { self.x -= self.speed; // Move from right to left self.y += Math.sin(self.x / 200) * 10; // Slight vertical oscillation if (self.x < -bossGraphics.width / 2) { self.destroy(); // Destroy when off-screen } }; self.takeDamage = function (damage) { self.health -= damage; if (self.health <= 0) { self.destroy(); LK.setScore(LK.getScore() + 50); // Increase score significantly for defeating the boss } }; }); // 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 for (var k = walls.length - 1; k >= 0; k--) { if (self.intersects(walls[k])) { // If enemy intersects with a wall, adjust its position to prevent passing through if (self.x > walls[k].x) { self.x = walls[k].x + walls[k].width / 2 + enemyGraphics.width / 2; } else { self.x = walls[k].x - walls[k].width / 2 - enemyGraphics.width / 2; } } } 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(); } }; }); var Kaplu = Container.expand(function () { var self = Container.call(this); var kapluGraphics = self.attachAsset('kaplu', { anchorX: 0.5, anchorY: 0.5 }); self.update = function () { self.x -= 5; // Move 'kaplu' from right to left faster for (var k = walls.length - 1; k >= 0; k--) { if (self.intersects(walls[k])) { // If 'kaplu' intersects with a wall, adjust its position to prevent passing through if (self.x > walls[k].x) { self.x = walls[k].x + walls[k].width / 2 + kapluGraphics.width / 2; } else { self.x = walls[k].x - walls[k].width / 2 - kapluGraphics.width / 2; } } } if (self.x < -kapluGraphics.width / 2) { self.destroy(); // Remove 'kaplu' when it goes off-screen } }; }); // 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 LifeIcon = Container.expand(function () { var self = Container.call(this); var lifeIconGraphics = self.attachAsset('lifeIcon', { anchorX: 0.5, anchorY: 0.5 }); self.updatePosition = function (index) { self.x = 50 + index * 60; // Position each icon with a gap self.y = 50; // Position at the top-left corner }; }); var NewEnemy = 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; // Vertical oscillation for (var k = walls.length - 1; k >= 0; k--) { if (self.intersects(walls[k])) { // If NewEnemy intersects with a wall, adjust its position to prevent passing through if (self.x > walls[k].x) { self.x = walls[k].x + walls[k].width / 2 + enemyGraphics.width / 2; } else { self.x = walls[k].x - walls[k].width / 2 - enemyGraphics.width / 2; } } } if (self.y < 0) { self.y = 0; // Prevent moving above the top of the scene } if (self.x < -50) { self.destroy(); } }; }); //<Assets used in the game will automatically appear here> // Define a class for the player character var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.jumpHeight = 15; self.isJumping = false; self.velocityY = 0; self.update = function () { // 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 } // Removed vertical oscillation when the player is not jumping and not moving horizontally 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; for (var k = walls.length - 1; k >= 0; k--) { if (self.intersects(walls[k])) { // If SineWaveEnemy intersects with a wall, adjust its position to prevent passing through if (self.x > walls[k].x) { self.x = walls[k].x + walls[k].width / 2 + enemyGraphics.width / 2; } else { self.x = walls[k].x - walls[k].width / 2 - enemyGraphics.width / 2; } } } 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 ****/ // Initialize player health with 5 lives // Define a class for managing player health var PlayerHealth = function PlayerHealth(initialLives) { this.lives = initialLives; this.decreaseLife = function () { this.lives--; if (this.lives <= 0) { LK.showGameOver(); // End the game if no lives are left } }; this.getLives = function () { return this.lives; }; }; var playerHealth = new PlayerHealth(5); // Create and display life icons var lifeIcons = []; for (var i = 0; i < playerHealth.getLives(); i++) { var lifeIcon = new LifeIcon(); lifeIcon.updatePosition(i); LK.gui.topLeft.addChild(lifeIcon); lifeIcons.push(lifeIcon); } // Update life icons when lives decrease playerHealth.decreaseLife = function () { this.lives--; if (this.lives <= 0) { LK.showGameOver(); // End the game if no lives are left } // Remove a life icon if (lifeIcons.length > 0) { var iconToRemove = lifeIcons.pop(); iconToRemove.destroy(); } }; LK.setInterval(createKaplu, 5000); // Spawn 'kaplu' every 5 seconds 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); } } LK.setInterval(spawnWall, 10000); // Set interval to spawn walls every 10 seconds // 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; enemy = new Enemy(); enemy.x = 2048; // Start from the right edge of the screen enemy.y = Math.random() * (2732 - enemy.height) + enemy.height / 2; // Random vertical position within screen bounds game.addChild(enemy); enemies.push(enemy); } // Set intervals to spawn enemies LK.setInterval(function () { createEnemy("enemy"); // Normal enemy every 4 seconds }, 4000); // 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: 150, // Reduced size by 25% from 200 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 a slightly left position from the top-right var newVisual = LK.getAsset('newVisual', { anchorX: 0.5, anchorY: 0.5 }); newVisual.x -= 100; // Move the new visual 100 pixels to the left newVisual.y += 100; // Move the new visual 100 pixels downwards scoreTxt.x = newVisual.x - 180; // Position score text 180 pixels to the left of the new visual scoreTxt.y = newVisual.y + 90 - 170; LK.gui.topRight.addChild(scoreTxt); LK.gui.topRight.addChild(newVisual); // Create and initialize the best score text display var bestScoreTxt = new Text2('Best: 0', { size: 150, fill: 0xFFFFFF // White color for the best score text }); // Set the initial best score text bestScoreTxt.setText('Best: ' + (storage.get('bestScore') || 0)); // Center the best score text in the middle of the screen bestScoreTxt.anchor.set(0.5, 0.5); // Anchor at the center bestScoreTxt.x = 2048 / 2; // Center horizontally bestScoreTxt.y = 2732 / 2; // Center vertically LK.gui.center.addChild(bestScoreTxt); // Update best score if current score is higher if (LK.getScore() > (storage.get('bestScore') || 0)) { storage.set('bestScore', LK.getScore()); bestScoreTxt.setText('Best: ' + LK.getScore()); } 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); // Function to spawn BigBoss function spawnBigBoss() { var bigBoss = new BigBoss(); bigBoss.x = 2048; // Start from the right edge of the screen bigBoss.y = 1366; // Center vertically game.addChild(bigBoss); enemies.push(bigBoss); } // Function to spawn BigBoss // Set interval to spawn BigBoss every 60 seconds LK.setInterval(spawnBigBoss, 60000); // 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 - 10) { player.x = walls[k].x + walls[k].width / 2 + player.width / 2 - 10; } } else { if (player.x > walls[k].x - walls[k].width / 2 - player.width / 2 + 10) { player.x = walls[k].x - walls[k].width / 2 - player.width / 2 + 10; } } // 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 LK.getSound('Moneyses').play(); // Play 'Moneyses' sound when player intersects with a flower } } } // 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); 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 // Show 'kan' image at the collision point for 1 second var kanVisual = LK.getAsset('kan', { anchorX: 0.5, anchorY: 0.5 }); kanVisual.x = enemies[j].x; kanVisual.y = enemies[j].y; game.addChild(kanVisual); // Remove enemy from scene and array enemies[j].destroy(); enemies.splice(j, 1); // Ensure player is above kan visual game.addChild(player); // Remove 'kan' visual after 1 second LK.setTimeout(function () { kanVisual.destroy(); }, 1000); 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 } scoreTxt.setText(LK.getScore()); // Update the score text display if (LK.getScore() % 20 === 0) { enemySpawnInterval = Math.max(20, enemySpawnInterval - 10); // Increase spawn rate by decreasing interval } if (LK.getScore() % 100 === 0 && LK.getScore() !== 0) { LK.effects.flashScreen(0x00ff00, 1000); // Flash green light across the entire scene } if (LK.getScore() >= 40) { enemySpawnInterval = Math.max(10, enemySpawnInterval - 5); // Further increase spawn rate when score is 40 or more } } } for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Kaplu) { var kaplu = game.children[i]; kaplu.update(); if (player.intersects(kaplu)) { LK.effects.flashScreen(0xff0000, 1000); // Flash red light across the entire scene LK.setScore(LK.getScore() - 5); // Decrease score by 5 scoreTxt.setText(LK.getScore()); // Update the score text display playerHealth.decreaseLife(); // Decrease player health by 1 LK.getSound('Damage').play(); // Play 'Damage' sound when player intersects with 'kaplu' kaplu.destroy(); // Remove 'kaplu' from the scene } } } }; // 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; } }; function createKaplu() { if (!powerUpActive) { var kaplu = new Kaplu(); kaplu.x = 2048 + kaplu.width / 2; // Start from the right edge of the screen kaplu.y = Math.random() * (2732 / 2 - kaplu.height) + kaplu.height / 2; // Random vertical position above the center game.addChild(kaplu); } }
===================================================================
--- original.js
+++ change.js