User prompt
Flat ı ekle
User prompt
kaç engel atladığımız yazsın istiyorum
Code edit (2 edits merged)
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User prompt
enemy passed 1 point
User prompt
Score increase 1 by 1
Code edit (1 edits merged)
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User prompt
düşman geçtikçe sadece 1 puan alınsın. Puan artmasın
Code edit (1 edits merged)
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User prompt
her düşman geçmek 1 puan olsun
User prompt
oyunu biraz daha zorlaştır
User prompt
her 10 düşmanda bir düşman gelme sayısı artsın
User prompt
enemy yatay düşme kodlarını kaldır
User prompt
yatay pozisyonunu biraz daha düz olarak değiştir
User prompt
sadece geçtiğimiz düşman yatay olsun
User prompt
yataylık derecesini %70 yap
User prompt
enemy yatay olsun zıpladıktan sonra
User prompt
Daha fazla düşsün yere
User prompt
zıpladıktan sonra düşman yere düşsün
User prompt
background can't move
User prompt
10 saniyede bir enemy speed arttır
User prompt
var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); delete this code
User prompt
background speed 5
User prompt
player jump will 35
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enemy speed will 8
User prompt
enemy speed will 10
/**** * Classes ****/ // 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, scaleX: 0.8, scaleY: 0.8 }); self.speed = 8; self.update = function () { self.x -= self.speed; 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, scaleX: 0.95, scaleY: 0.95 }); self.speed = 1000; self.jumpHeight = 35; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; // Decreased gravity effect by 30% if (self.y >= 2732 / 2) { // Ground level self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; // Make enemy horizontal after player jumps for (var i = 0; i < enemies.length; i++) { enemies[i].rotation = Math.PI / 2; // Rotate 90 degrees } } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * Initialize Game ****/ // Initialize background var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Initialize background var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Initialize player var player = game.addChild(new Player()); player.x = 2048 / 2; player.y = 2732 / 2; // Initialize enemies var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Create a new Text2 object to display the score var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); // Add the score text to the game GUI at the top center of the screen LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Handle game updates game.update = function () { // The background is now static and does not move player.update(); // Spawn enemies enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemies.push(enemy); game.addChild(enemy); // Randomize the spawn interval for the next enemy enemySpawnInterval = Math.floor(Math.random() * 100) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } // Increase enemy speed every 10 seconds if (LK.ticks % 600 == 0) { for (var i = 0; i < enemies.length; i++) { enemies[i].speed += 1; } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -40,11 +40,11 @@
// Ground level
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
- // Make enemy fall to the ground faster after player jumps
+ // Make enemy horizontal after player jumps
for (var i = 0; i < enemies.length; i++) {
- enemies[i].y += enemies[i].speed * 2;
+ enemies[i].rotation = Math.PI / 2; // Rotate 90 degrees
}
}
}
};