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her ekranda her satırın %40'ı engelle dolu olarak gelsin
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engeller %15 daha sık gelsin
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engellerin uzunluklarını düzeltiyorum; 1x, 2x, 3x ve4x boyutlarında gelsin. oyun hızı %5 artsın
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engellerin uzunlukları 2x ve 3x olarak değişerek gelsin.
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engeller her satırdan rastgele ve bölüm geçtikçe hızları %1 artsın
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geçilen her engel 1 puan kazandırsın, geçilen her seviyeye göre kazanılan puanlar 2 kat artırılsın
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geçilen her 10 engelde 1 seviye atlansın
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engeller her satırdan farklı renklerdeki kutucuklarla farklı hızlarla gelsin
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mouse ile kendine doğru gelen engeller arasında zıplayan yumurta oyunu yap
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Please fix the bug: 'storage is not defined' in or related to this line: 'var storedUsername = storage.username;' Line Number: 648 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = safeReallyTrulyOneLevelLeaderboard;' Line Number: 586 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Timeout.tick error: tween is not defined' in or related to this line: 'tween(instructionTxt, {' Line Number: 652 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'storage is not defined' in or related to this line: 'var storedUsername = storage.username;' Line Number: 628 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'storage is not defined' in or related to this line: 'var storedUsername = storage.username;' Line Number: 628 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = reallyTrulyOneLevelLeaderboard;' Line Number: 570 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = trulyOneLevelLeaderboard;' Line Number: 550
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = oneLevelLeaderboard;' Line Number: 530 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = reallySafeLeaderboard;' Line Number: 510 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = safeFinalLeaderboard;' Line Number: 489 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = finalFlatLeaderboard;' Line Number: 468 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Please fix the bug: 'Error: Invalid value. Only literals or 1-level deep objects/arrays containing literals are allowed.' in or related to this line: 'storage.leaderboard = trulyFlatLeaderboard;' Line Number: 447
/**** * Classes ****/ // Egg class: the player character var Egg = Container.expand(function () { var self = Container.call(this); var eggAsset = self.attachAsset('egg', { anchorX: 0.5, anchorY: 0.5 }); self.width = eggAsset.width; self.height = eggAsset.height; self.vy = 0; self.gravity = 2.2; self.jumpStrength = -38; self.isAlive = true; self.jump = function () { if (!self.isAlive) return; self.vy = self.jumpStrength; }; self.update = function () { if (!self.isAlive) return; self.vy += self.gravity; self.y += self.vy; // Clamp to screen if (self.y < self.height / 2) { self.y = self.height / 2; self.vy = 0; } if (self.y > 2732 - self.height / 2) { self.y = 2732 - self.height / 2; self.vy = 0; } }; self.die = function () { self.isAlive = false; }; return self; }); // Obstacle class: obstacles coming from the right, with different colors, speeds, and rows var Obstacle = Container.expand(function () { var self = Container.call(this); // Define possible rows (Y positions) and their associated colors and speed ranges var rows = [{ y: 400, color: 0xff0000, speedMin: 16, speedMax: 22 }, // Red, fast { y: 800, color: 0x00ff00, speedMin: 12, speedMax: 18 }, // Green, medium { y: 1200, color: 0x0000ff, speedMin: 8, speedMax: 14 }, // Blue, slow { y: 1600, color: 0xffff00, speedMin: 14, speedMax: 20 }, // Yellow, medium-fast { y: 2000, color: 0xff00ff, speedMin: 10, speedMax: 16 }, // Magenta, medium-slow { y: 2400, color: 0x00ffff, speedMin: 18, speedMax: 24 } // Cyan, fastest ]; // Pick a random row for each obstacle var rowIdx = Math.floor(Math.random() * rows.length); var row = rows[rowIdx]; // Attach asset with row color var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5, color: row.color }); // Randomly choose obstacle length: 1x, 2x, 3x, or 4x var possibleLengths = [1, 2, 3, 4]; var lengthMultiplier = possibleLengths[Math.floor(Math.random() * possibleLengths.length)]; self.width = obsAsset.width * lengthMultiplier; self.height = obsAsset.height; // Speed based on row, increased by 5% per level var currentLevel = typeof level !== "undefined" ? level : 1; var baseSpeed = row.speedMin + Math.random() * (row.speedMax - row.speedMin); self.speed = baseSpeed * Math.pow(1.05, currentLevel - 1); self.x = 2048 + self.width / 2; // Y position based on row, with a little random offset for variety self.y = row.y + (Math.random() - 0.5) * 80; self.update = function () { self.x -= self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game Code --- // Create the egg and add to game var egg = new Egg(); egg.x = 400; egg.y = 2732 / 2; game.addChild(egg); // Obstacles array var obstacles = []; var obstacleTimer = 0; var obstacleInterval = 90; // frames between obstacles // Score var score = 0; var level = 1; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var levelTxt = new Text2('Seviye: 1', { size: 80, fill: "#fff" }); levelTxt.anchor.set(0.5, 0); levelTxt.y = scoreTxt.height * 0.8; LK.gui.top.addChild(levelTxt); // Touch/mouse jump handler game.down = function (x, y, obj) { if (!egg.isAlive) return; egg.jump(); }; // Main update loop game.update = function () { if (!egg.isAlive) return; // Spawn obstacles obstacleTimer++; if (obstacleTimer >= obstacleInterval) { var obs = new Obstacle(); obstacles.push(obs); game.addChild(obs); obstacleTimer = 0; // Randomize next interval a bit obstacleInterval = 70 + Math.floor(Math.random() * 40); } // Update obstacles and check for collisions for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; // Remove if off screen if (obs.x < -obs.width) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision detection if (egg.intersects(obs)) { egg.die(); LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // Score: passed obstacle if (obs.lastX === undefined) obs.lastX = obs.x; if (obs.lastX >= egg.x && obs.x < egg.x) { // Each obstacle gives 1 * (2^(level-1)) points var points = Math.pow(2, level - 1); score += points; scoreTxt.setText(score); // Level up every 10 obstacles (counted by total obstacles passed, not points) var newLevel = 1 + Math.floor(score / Math.pow(2, level - 1) / 10); if (newLevel > level) { level = newLevel; levelTxt.setText('Seviye: ' + level); } } obs.lastX = obs.x; } };
===================================================================
--- original.js
+++ change.js
@@ -91,16 +91,17 @@
anchorX: 0.5,
anchorY: 0.5,
color: row.color
});
- // Randomly choose obstacle length: 2x or 3x
- var lengthMultiplier = Math.random() < 0.5 ? 2 : 3;
+ // Randomly choose obstacle length: 1x, 2x, 3x, or 4x
+ var possibleLengths = [1, 2, 3, 4];
+ var lengthMultiplier = possibleLengths[Math.floor(Math.random() * possibleLengths.length)];
self.width = obsAsset.width * lengthMultiplier;
self.height = obsAsset.height;
- // Speed based on row, increased by 1% per level
+ // Speed based on row, increased by 5% per level
var currentLevel = typeof level !== "undefined" ? level : 1;
var baseSpeed = row.speedMin + Math.random() * (row.speedMax - row.speedMin);
- self.speed = baseSpeed * Math.pow(1.01, currentLevel - 1);
+ self.speed = baseSpeed * Math.pow(1.05, currentLevel - 1);
self.x = 2048 + self.width / 2;
// Y position based on row, with a little random offset for variety
self.y = row.y + (Math.random() - 0.5) * 80;
self.update = function () {