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prize ın puan vermesini azalt
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Please fix the bug: 'Timeout.tick error: undefined is not an object (evaluating 'prizes[k].destroy')' in or related to this line: 'prizes[k].destroy();' Line Number: 216
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prize ekle
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enemy hitboxun sağ tarafını biraz büyüt
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düşman ve oyuncu hitboxlarını biraz düşür
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enemy ve playerın hitboxlarını büyüt
Code edit (4 edits merged)
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oyuncunun zıplamasını arttır
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player jump decrased
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enemy ve playerın hitboxlarını biraz küçültebilir misin
Code edit (8 edits merged)
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skorun ekranda düşmanı geçtikçe artmasını istiyorum
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Code edit (2 edits merged)
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game over olduğunda music baştan başlamalı
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her oyun bittiğinde müzik tekrar başlamalıo
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Music sesini koduma ekler misin
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player oyuna biraz daha soldan başlasın
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enemy hep ortadan gelsin
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geri al knk
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düşmanı ve oyuncuyu backgroundda ortala
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çizgiyi kaldır
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Please fix the bug: 'undefined is not an object (evaluating 'line.y = playerGraphics.height / 2')' in or related to this line: 'line.y = playerGraphics.height / 2;' Line Number: 41
/****
* 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.passed = false; // Başlangıçta puan verilmedi olarak işaretle
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
});
// 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) {
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
};
});
/****
* Initialize Game
****/
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 - 100; // Move the player's starting position a bit more to the left
player.y = 2732 / 2;
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Create score text
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
// Düşman oluşturmayı düzenli hale getiren fonksiyon
function spawnEnemy() {
var enemy = new Enemy();
enemy.x = 2048;
enemy.y = 2732 / 2;
enemy.passed = false;
enemies.push(enemy);
game.addChild(enemy);
}
// Game update loop
game.update = function () {
player.update();
// Enemy spawn logic
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval) {
spawnEnemy();
enemySpawnInterval = Math.floor(Math.random() * 100) + 50;
enemySpawnCounter = 0;
if (enemies.length % 5 == 0) {
for (var i = 0; i < enemies.length / 5; i++) {
spawnEnemy();
}
}
}
// 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();
LK.playMusic('Music');
} else if (player.x > enemies[j].x && !enemies[j].passed && player.isJumping) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore().toString());
}
}
// Enemy speed increase every 5 seconds
if (LK.ticks % 300 == 0) {
for (var i = 0; i < enemies.length; i++) {
enemies[i].speed += 1;
}
}
};
// Handle tap/click
game.down = function (x, y, obj) {
player.jump();
};
// Play music
LK.playMusic('Music'); ===================================================================
--- original.js
+++ change.js
@@ -113,8 +113,9 @@
enemies[j].update();
if (player.intersects(enemies[j])) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
+ LK.playMusic('Music');
} else if (player.x > enemies[j].x && !enemies[j].passed && player.isJumping) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore().toString());