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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'update')' in or related to this line: 'obs.update();' Line Number: 719
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güzel şimdi son dokunuşlarıda yap son kez detaylandır
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 600
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az daha yüskeğe zıpalsın
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şimdi bu oyunu olağanüstü en iyi hale getir onu detayını düşün seviye sistemi falan geometry dash gibi yap
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zemin ile arka planı bileşenlerden ayır
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zemin yeşil olsun
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arka planda yeşil olan yerleri mavi yap artık
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arka plan rengini mavi yap
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başlangıç ekranı yap
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arka planı mavi yap
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arka plan gökyüzü mavisi renginde olsun
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bulutlar belli olsun opaklığını 00 yap
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arka planı gökyüzü mavisi yap ve bulutlarında arkasında kalsın ve bulutların gölgesi olsun
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(pop, {' Line Number: 288 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, {' Line Number: 59 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(obs, {' Line Number: 175 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(obs, {' Line Number: 175
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oyunu acayip güzelleştir herkes oynasın
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oyun çok hızlı akıyor zamanı daha güzel yap hızı
Code edit (1 edits merged)
Please save this source code
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Ninja Jump: Basit Engel Atlama
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basit engellerden atlayan ninja oyunu yap
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merhaba oyun yapcz
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ninja class var Ninja = Container.expand(function () { var self = Container.call(this); var ninjaAsset = self.attachAsset('ninja', { anchorX: 0.5, anchorY: 1 }); // Physics self.vy = 0; self.isJumping = false; // Update method for gravity and jump self.update = function () { if (!self.isJumping) return; self.y += self.vy; self.vy += gravity; // Land on ground if (self.y >= groundY) { self.y = groundY; self.vy = 0; self.isJumping = false; } }; // Jump method self.jump = function () { if (!self.isJumping) { self.vy = jumpVelocity; self.isJumping = true; } }; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 1 }); self.passed = false; // For scoring // Update method for moving left self.update = function () { self.x -= obstacleSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0f0f0 }); /**** * Game Code ****/ // Ground: a box, green // Obstacle: a box, gray // Ninja character: a box, dark blue // Constants var groundY = 2400; // Y position of ground top var gravity = 3.2; // Gravity per frame (slower fall) var jumpVelocity = -60; // Initial jump velocity (slower jump) var obstacleSpeed = 16; // Obstacle speed per frame (slower obstacles) var obstacleMinGap = 700; // Minimum distance between obstacles (slightly more space) var obstacleMaxGap = 1100; // Maximum distance between obstacles (slightly more space) // Game state var ninja; var ground; var obstacles = []; var score = 0; var scoreTxt; var gameStarted = false; var lastObstacleX = 0; // Add ground ground = LK.getAsset('ground', { anchorX: 0, anchorY: 0 }); ground.x = 0; ground.y = groundY; game.addChild(ground); // Add ninja ninja = new Ninja(); ninja.x = 420; ninja.y = groundY; game.addChild(ninja); // Score text scoreTxt = new Text2('0', { size: 120, fill: "#222" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: spawn obstacle function spawnObstacle() { var obs = new Obstacle(); obs.x = 2048 + 100; obs.y = groundY; obstacles.push(obs); game.addChild(obs); lastObstacleX = obs.x; } // Helper: reset game state function resetGame() { // Remove obstacles for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; // Reset ninja ninja.x = 420; ninja.y = groundY; ninja.vy = 0; ninja.isJumping = false; // Reset score score = 0; scoreTxt.setText(score); // Reset obstacle spawn lastObstacleX = 0; // Spawn first obstacle spawnObstacle(); gameStarted = true; } // Start game on first tap game.down = function (x, y, obj) { if (!gameStarted) { resetGame(); ninja.jump(); return; } // Only jump if not already jumping ninja.jump(); }; // Main update loop game.update = function () { if (!gameStarted) return; // Update ninja ninja.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Check for collision if (ninja.intersects(obs)) { // Flash screen and game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); gameStarted = false; return; } // Scoring: passed obstacle if (!obs.passed && obs.x + 60 < ninja.x) { obs.passed = true; score += 1; scoreTxt.setText(score); } // Remove off-screen obstacles if (obs.x < -200) { obs.destroy(); obstacles.splice(i, 1); } } // Spawn new obstacles if (obstacles.length === 0 || 2048 - lastObstacleX > obstacleMinGap + Math.floor(Math.random() * (obstacleMaxGap - obstacleMinGap))) { spawnObstacle(); } }; // On game over, allow restart on tap game.up = function (x, y, obj) { if (!gameStarted) { // Wait for LK.showGameOver to reset game } }; // Initial state: show "Tap to Start" gameStarted = false; scoreTxt.setText('0');
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--- original.js
+++ change.js
@@ -66,13 +66,13 @@
// Obstacle: a box, gray
// Ninja character: a box, dark blue
// Constants
var groundY = 2400; // Y position of ground top
-var gravity = 5.2; // Gravity per frame
-var jumpVelocity = -90; // Initial jump velocity
-var obstacleSpeed = 28; // Obstacle speed per frame
-var obstacleMinGap = 600; // Minimum distance between obstacles
-var obstacleMaxGap = 950; // Maximum distance between obstacles
+var gravity = 3.2; // Gravity per frame (slower fall)
+var jumpVelocity = -60; // Initial jump velocity (slower jump)
+var obstacleSpeed = 16; // Obstacle speed per frame (slower obstacles)
+var obstacleMinGap = 700; // Minimum distance between obstacles (slightly more space)
+var obstacleMaxGap = 1100; // Maximum distance between obstacles (slightly more space)
// Game state
var ninja;
var ground;
var obstacles = [];