User prompt
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
Code edit (1 edits merged)
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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
Code edit (1 edits merged)
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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 ****/ // Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.83, scaleY: 0.83 }); self.speed = 8; self.passed = false; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; self.getHitbox = function () { return { x: self.x - 75, y: self.y - 150, width: 200, // Increase the width of the hitbox height: 300 }; }; }); // Player class 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 = 30; self.isJumping = false; self.velocityY = 0; self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; 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; } }; self.getHitbox = function () { return { x: self.x - 75, y: self.y - 150, width: 150, height: 300 }; }; }); // Prize class var Prize = Container.expand(function () { var self = Container.call(this); var prizeGraphics = self.attachAsset('prize', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.speed = 7; self.collected = false; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; self.getHitbox = function () { return { x: self.x - 40, y: self.y - 50, width: 80, height: 100 }; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Background var background = game.addChild(LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Player var player = game.addChild(new Player()); player.x = 2048 / 2 - 100; player.y = 2732 / 2; // Enemy array var enemies = []; var enemySpawnInterval = 100; var enemySpawnCounter = 0; // Prize array var prizes = []; var prizeSpawnInterval = 200; var prizeSpawnCounter = 0; // Score Text var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; // Collision function function checkCollision(rect1, rect2) { return rect1.x < rect2.x + rect2.width && rect1.x + rect1.width > rect2.x && rect1.y < rect2.y + rect2.height && rect1.y + rect1.height > rect2.y; } // Spawn Enemy function spawnEnemy() { var enemy = new Enemy(); enemy.x = 2048; enemy.y = 2732 / 2; enemy.passed = false; enemies.push(enemy); game.addChild(enemy); } // Spawn Prize function spawnPrize() { var prize = new Prize(); prize.x = 2048; prize.y = 2732 / 2 - 200 + Math.random() * 400; // Random height around the middle prize.collected = false; prizes.push(prize); game.addChild(prize); } // Game loop game.update = function () { player.update(); // Enemy spawn enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval) { spawnEnemy(); enemySpawnInterval = Math.floor(Math.random() * 100) + 50; enemySpawnCounter = 0; } // Prize spawn prizeSpawnCounter++; if (prizeSpawnCounter >= prizeSpawnInterval) { spawnPrize(); prizeSpawnInterval = Math.floor(Math.random() * 200) + 150; prizeSpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); // Collision detection if (checkCollision(player.getHitbox(), enemies[j].getHitbox())) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); LK.stopMusic(); LK.playMusic('Music'); } // Score increment else if (enemies[j].x < player.x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } // Remove offscreen enemy if (enemies[j].x < -50) { enemies[j].destroy(); enemies.splice(j, 1); } } // Update prizes for (var k = prizes.length - 1; k >= 0; k--) { prizes[k].update(); // Prize collection if (!prizes[k].collected && checkCollision(player.getHitbox(), prizes[k].getHitbox())) { prizes[k].collected = true; LK.setScore(LK.getScore() + 2); // Prize worth 2 points scoreText.setText(LK.getScore()); LK.effects.flashObject(prizes[k], 0xFFD700, 300); // Gold flash when collected // Remove collected prize (function (prizeIndex) { LK.setTimeout(function () { if (prizes[prizeIndex] && !prizes[prizeIndex].destroyed) { prizes[prizeIndex].destroy(); prizes.splice(prizeIndex, 1); } }, 300); })(k); } // Remove offscreen prizes else if (prizes[k].x < -50 && !prizes[k].collected) { prizes[k].destroy(); prizes.splice(k, 1); } } // Speed increase if (LK.ticks % 300 == 0) { for (var i = 0; i < enemies.length; i++) { enemies[i].speed += 1; } for (var i = 0; i < prizes.length; i++) { prizes[i].speed += 0.5; // Prizes speed up more slowly than enemies } } }; // Tap to jump game.down = function (x, y, obj) { player.jump(); }; // Music LK.playMusic('Music');
===================================================================
--- original.js
+++ change.js
@@ -198,9 +198,9 @@
prizes[k].update();
// Prize collection
if (!prizes[k].collected && checkCollision(player.getHitbox(), prizes[k].getHitbox())) {
prizes[k].collected = true;
- LK.setScore(LK.getScore() + 5); // Prize worth 5 points
+ LK.setScore(LK.getScore() + 2); // Prize worth 2 points
scoreText.setText(LK.getScore());
LK.effects.flashObject(prizes[k], 0xFFD700, 300); // Gold flash when collected
// Remove collected prize
(function (prizeIndex) {