User prompt
20 tane coin alınca oyun bitsin
User prompt
platformlar daha uzun olsun
User prompt
özel öğeler daha sık çıksın ve dönmesin
User prompt
trambolin ve testereleri daha nadir çıkar
User prompt
4 canımız olsun ve testereleri daha nadir çıkar
User prompt
bu ddört varlığı varlıklar kısmında olsun
User prompt
oyunda 4 tane varlık olsun 4 varlığıda toplayınca oyun bitsin
User prompt
ateş etme düğmesine basın 4 bir tarafımıza ateş edelim ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yavru kediye değince 2 kat zıplayalım ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yukarı zıplarken platformların içinden geçelim ama düşerken platformların içinden geçmeyelim.
User prompt
platformların içinden düşmeyelim
User prompt
zombiler daha çok nadir çıksın
User prompt
testere daha nadir çıksın ve bi sağa bi sola hareket estsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
büyük testere olsun testere sürekli atrafta dödsün bize değnce 1 can götürsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yavru kedi 3 kat daha fazla zıplatsın
User prompt
yavru kedi daha nadir karşımıza çıksın
User prompt
oyunda yavru kedi olsun yavru kediye değince 10 saniyeliğine karakter 5 kat daha vazla zıplasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
güç platformuna değince 2 kat daha fazla zıplayalım
User prompt
her öldüğümüzde altın sıfırlansın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
100 altın kaznanırsak oyun bize bravo sana eşek yazan bir tabela çıksın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
zombilerin tek bir canı olsun tek vuruşta olsunlar ölünce bize 10 altın versinler ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
daha büyüt düğmeyi
User prompt
düğmeyi biraz yukarı taşı ve büyüt
User prompt
sağ tarafta bir düğme olsun o düğmeye basınca karekter ateş etsin
User prompt
uzaylılar bize değince canımız gitsin oyunda 2 canımız olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Alien = Container.expand(function () { var self = Container.call(this); var alienGraphics = self.attachAsset('alien', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.speed = 1; self.direction = 1; self.moveRange = 200; self.startX = 0; self.active = true; self.lastWasHit = false; self.takeDamage = function () { self.health--; if (self.health <= 0) { self.active = false; LK.getSound('alienDestroy').play(); // Flash effect before destruction tween(alienGraphics, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); } else { LK.getSound('alienHit').play(); // Flash red when hit LK.effects.flashObject(self, 0xff0000, 200); } }; self.update = function () { if (!self.active) return; // Move alien horizontally self.x += self.direction * self.speed; // Reverse direction when reaching movement limits if (self.x > self.startX + self.moveRange || self.x < self.startX - self.moveRange) { self.direction *= -1; } // Bob up and down slightly self.y += Math.sin(LK.ticks * 0.03) * 0.3; // Keep alien within screen bounds if (self.x < 40) { self.x = 40; self.direction = 1; } if (self.x > 2008) { self.x = 2008; self.direction = -1; } }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.active = true; self.update = function () { self.y += self.speed; // Remove bullet if it goes off screen if (self.y < cameraY - 200) { self.active = false; } }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.rotationSpeed = 0.1; self.update = function () { // Rotate coin for visual appeal coinGraphics.rotation += self.rotationSpeed; // Float up and down slightly self.y += Math.sin(LK.ticks * 0.05) * 0.5; }; return self; }); var Dude = Container.expand(function () { var self = Container.call(this); var dudeGraphics = self.attachAsset('dude', { anchorX: 0.5, anchorY: 0.5 }); self.velocityY = 0; self.velocityX = 0; self.isJumping = false; self.isOnPlatform = false; self.jumpPower = 35; self.gravity = 0.8; self.maxFallSpeed = 15; self.horizontalSpeed = 12; self.airResistance = 0.85; self.invincible = false; self.invincibleTimer = 0; self.health = 2; self.maxHealth = 2; self.jump = function () { if (self.isOnPlatform) { self.velocityY = -self.jumpPower; self.isJumping = true; self.isOnPlatform = false; LK.getSound('jump').play(); } }; self.update = function () { // Auto jump when on platform if (self.isOnPlatform) { self.jump(); } // Apply gravity self.velocityY += self.gravity; if (self.velocityY > self.maxFallSpeed) { self.velocityY = self.maxFallSpeed; } // Update position self.y += self.velocityY; self.x += self.velocityX; // Apply continuous horizontal movement while pressed if (isPressed && pressedSide !== 0) { self.velocityX += pressedSide * self.horizontalSpeed * 0.3; } // Apply air resistance to horizontal movement self.velocityX *= self.airResistance; // Handle invincibility timer if (self.invincible) { self.invincibleTimer--; if (self.invincibleTimer <= 0) { self.invincible = false; dudeGraphics.alpha = 1; } else { dudeGraphics.alpha = Math.sin(self.invincibleTimer * 0.3) * 0.5 + 0.5; } } // Keep dude on screen horizontally if (self.x < 40) self.x = 40; if (self.x > 2008) self.x = 2008; // Check if fallen off screen if (self.y > cameraY + 2732 + 200) { LK.showGameOver(); } }; self.takeDamage = function () { if (self.invincible) return; self.health--; self.invincible = true; self.invincibleTimer = 180; // 3 seconds of invincibility LK.effects.flashObject(self, 0xff0000, 500); updateHealthDisplay(); if (self.health <= 0) { LK.showGameOver(); } }; self.shoot = function () { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y - 30; bullets.push(bullet); game.addChild(bullet); LK.getSound('shoot').play(); }; return self; }); var Platform = Container.expand(function (type) { var self = Container.call(this); self.type = type || 'normal'; self.landed = false; self.disappearing = false; self.moveDirection = 1; self.moveRange = 300; self.startX = 0; var platformGraphics; if (self.type === 'moving') { platformGraphics = self.attachAsset('movingPlatform', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'disappearing') { platformGraphics = self.attachAsset('disappearingPlatform', { anchorX: 0.5, anchorY: 0.5 }); } else if (self.type === 'powerup') { platformGraphics = self.attachAsset('powerUpPlatform', { anchorX: 0.5, anchorY: 0.5 }); } else { platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); } self.update = function () { // Moving platform behavior if (self.type === 'moving') { self.x += self.moveDirection * 2; if (self.x > self.startX + self.moveRange || self.x < self.startX - self.moveRange) { self.moveDirection *= -1; } } // Disappearing platform behavior if (self.type === 'disappearing' && self.landed && !self.disappearing) { self.disappearing = true; tween(platformGraphics, { alpha: 0 }, { duration: 1000, onFinish: function onFinish() { self.active = false; } }); } }; return self; }); var Trampoline = Container.expand(function () { var self = Container.call(this); var trampolineGraphics = self.attachAsset('trampoline', { anchorX: 0.5, anchorY: 0.5 }); self.bounced = false; self.active = true; self.bounce = function () { // Animate trampoline compression and expansion tween(trampolineGraphics, { scaleY: 0.5 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(trampolineGraphics, { scaleY: 1.2 }, { duration: 200, easing: tween.bounceOut, onFinish: function onFinish() { tween(trampolineGraphics, { scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ var dude = game.addChild(new Dude()); var platforms = []; var coins = []; var bullets = []; var trampolines = []; var cameraY = 0; var highestY = 2400; var lastPlatformY = 2400; var platformSpacing = 200; var coinsCollected = 0; var lastShootTime = 0; var shootCooldown = 20; // 20 ticks between shots var aliens = []; var aliensKilled = 0; // Create score display var scoreTxt = new Text2('0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create height display var heightTxt = new Text2('Height: 0m', { size: 40, fill: 0xFFFFFF }); heightTxt.anchor.set(1, 0); heightTxt.x = -20; heightTxt.y = 20; LK.gui.topRight.addChild(heightTxt); // Create coin counter display var coinTxt = new Text2('Coins: 0', { size: 40, fill: 0xffd700 }); coinTxt.anchor.set(0, 0); coinTxt.x = 20; coinTxt.y = 20; LK.gui.topLeft.addChild(coinTxt); // Create health display var hearts = []; function createHealthDisplay() { for (var i = 0; i < dude.maxHealth; i++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 20 + i * 50; heart.y = 80; hearts.push(heart); LK.gui.topLeft.addChild(heart); } } function updateHealthDisplay() { for (var i = 0; i < hearts.length; i++) { hearts[i].alpha = i < dude.health ? 1 : 0.3; } } // Initialize dude position dude.x = 1024; dude.y = 2400; // Initialize health display createHealthDisplay(); updateHealthDisplay(); // Create fire button var fireButton = LK.getAsset('fireButton', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); fireButton.x = -120; fireButton.y = -200; LK.gui.bottomRight.addChild(fireButton); // Create initial platforms function createPlatform(x, y, type) { var platform = new Platform(type); platform.x = x; platform.y = y; platform.startX = x; platform.active = true; platforms.push(platform); game.addChild(platform); return platform; } // Create starting platform createPlatform(1024, 2450, 'normal'); // Generate initial platforms for (var i = 0; i < 20; i++) { generateNextPlatform(); } function generateNextPlatform() { lastPlatformY -= platformSpacing + Math.random() * 100; var x = 200 + Math.random() * 1648; // Determine platform type based on height var type = 'normal'; var height = Math.abs(lastPlatformY - 2400); if (height > 1000) { var rand = Math.random(); if (rand < 0.3) { type = 'moving'; } else if (rand < 0.5) { type = 'disappearing'; } else if (rand < 0.6) { type = 'powerup'; } } createPlatform(x, lastPlatformY, type); // Generate coins near platforms (70% chance) if (Math.random() < 0.7) { generateCoin(x + (Math.random() - 0.5) * 200, lastPlatformY - 80); } // Generate trampolines occasionally (20% chance) if (Math.random() < 0.2) { createTrampoline(x, lastPlatformY - 100); } // Generate aliens occasionally (30% chance) if (Math.random() < 0.3) { createAlien(x + (Math.random() - 0.5) * 300, lastPlatformY - 150); } } function generateCoin(x, y) { var coin = new Coin(); coin.x = x; coin.y = y; coin.active = true; coins.push(coin); game.addChild(coin); } function createTrampoline(x, y) { var trampoline = new Trampoline(); trampoline.x = x; trampoline.y = y; trampoline.active = true; trampolines.push(trampoline); game.addChild(trampoline); return trampoline; } function createAlien(x, y) { var alien = new Alien(); alien.x = x; alien.y = y; alien.startX = x; alien.active = true; aliens.push(alien); game.addChild(alien); return alien; } function updateCamera() { var targetY = dude.y - 1800; if (targetY < cameraY) { cameraY = targetY; game.y = -cameraY; // Update highest position if (dude.y < highestY) { highestY = dude.y; var height = Math.floor((2400 - highestY) / 10); LK.setScore(height); scoreTxt.setText(LK.getScore()); heightTxt.setText('Height: ' + height + 'm'); } } } function checkPlatformCollisions() { if (dude.velocityY <= 0) return; // Only check when falling for (var i = 0; i < platforms.length; i++) { var platform = platforms[i]; if (!platform.active) continue; var dudeBottom = dude.y + 40; var platformTop = platform.y - 15; var platformBottom = platform.y + 15; if (dudeBottom >= platformTop && dudeBottom <= platformBottom + 20) { if (dude.x >= platform.x - 100 && dude.x <= platform.x + 100) { // Landing on platform dude.y = platformTop - 40; dude.velocityY = 0; dude.isOnPlatform = true; dude.isJumping = false; if (!platform.landed) { platform.landed = true; LK.getSound('land').play(); // Handle special platform effects if (platform.type === 'powerup') { dude.invincible = true; dude.invincibleTimer = 300; dude.jumpPower = 35; LK.getSound('powerup').play(); // Reset jump power after time LK.setTimeout(function () { dude.jumpPower = 50; }, 3000); } } break; } } } } function checkCoinCollisions() { for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (!coin.active || coin.collected) continue; // Check if dude is close enough to collect coin var distance = Math.sqrt(Math.pow(dude.x - coin.x, 2) + Math.pow(dude.y - coin.y, 2)); if (distance < 50) { // Collect coin coin.collected = true; coin.active = false; coinsCollected++; coinTxt.setText('Coins: ' + coinsCollected); LK.getSound('coinCollect').play(); // Check if player reached 150 coins if (coinsCollected >= 150) { // Show bravo message LK.showYouWin(); } // Remove coin with fade effect tween(coin, { alpha: 0, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { coin.destroy(); coins.splice(i, 1); } }); } } } function checkTrampolineCollisions() { if (dude.velocityY <= 0) return; // Only check when falling for (var i = 0; i < trampolines.length; i++) { var trampoline = trampolines[i]; if (!trampoline.active) continue; var dudeBottom = dude.y + 40; var trampolineTop = trampoline.y - 30; var trampolineBottom = trampoline.y + 30; if (dudeBottom >= trampolineTop && dudeBottom <= trampolineBottom + 20) { if (dude.x >= trampoline.x - 100 && dude.x <= trampoline.x + 100) { // Bounce off trampoline with super jump dude.velocityY = -60; // Much higher than normal jump dude.isJumping = true; dude.isOnPlatform = false; trampoline.bounce(); LK.getSound('jump').play(); break; } } } } function checkBulletAlienCollisions() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (!bullet.active) continue; for (var j = aliens.length - 1; j >= 0; j--) { var alien = aliens[j]; if (!alien.active) continue; // Check collision between bullet and alien var distance = Math.sqrt(Math.pow(bullet.x - alien.x, 2) + Math.pow(bullet.y - alien.y, 2)); if (distance < 50) { // Hit detected bullet.active = false; bullet.destroy(); bullets.splice(i, 1); alien.takeDamage(); if (!alien.active) { aliensKilled++; aliens.splice(j, 1); // Increase score for killing alien LK.setScore(LK.getScore() + 10); scoreTxt.setText(LK.getScore()); } break; } } } } function cleanupPlatforms() { for (var i = platforms.length - 1; i >= 0; i--) { var platform = platforms[i]; if (platform.y > cameraY + 3000 || !platform.active) { platform.destroy(); platforms.splice(i, 1); } } } function cleanupCoins() { for (var i = coins.length - 1; i >= 0; i--) { var coin = coins[i]; if (coin.y > cameraY + 3000 || !coin.active) { coin.destroy(); coins.splice(i, 1); } } } function cleanupBullets() { for (var i = bullets.length - 1; i >= 0; i--) { var bullet = bullets[i]; if (bullet.y < cameraY - 200 || !bullet.active) { bullet.destroy(); bullets.splice(i, 1); } } } function cleanupTrampolines() { for (var i = trampolines.length - 1; i >= 0; i--) { var trampoline = trampolines[i]; if (trampoline.y > cameraY + 3000 || !trampoline.active) { trampoline.destroy(); trampolines.splice(i, 1); } } } function checkAlienPlayerCollisions() { if (dude.invincible) return; for (var i = 0; i < aliens.length; i++) { var alien = aliens[i]; if (!alien.active) continue; var distance = Math.sqrt(Math.pow(dude.x - alien.x, 2) + Math.pow(dude.y - alien.y, 2)); if (distance < 60) { dude.takeDamage(); break; } } } function cleanupAliens() { for (var i = aliens.length - 1; i >= 0; i--) { var alien = aliens[i]; if (alien.y > cameraY + 3000 || !alien.active) { if (alien.active) { alien.destroy(); } aliens.splice(i, 1); } } } function generateMorePlatforms() { while (lastPlatformY > cameraY - 1000) { generateNextPlatform(); } } // Touch controls var isPressed = false; var pressedSide = 0; // -1 for left, 1 for right, 0 for center game.down = function (x, y, obj) { dude.jump(); isPressed = true; // Determine which side was pressed var screenCenter = 1024; // Half of 2048 var touchOffset = x - screenCenter; if (touchOffset > 50) { pressedSide = 1; // Right side } else if (touchOffset < -50) { pressedSide = -1; // Left side } else { pressedSide = 0; // Center } // Shoot when touching center area if (Math.abs(touchOffset) <= 50 && LK.ticks - lastShootTime >= shootCooldown) { dude.shoot(); lastShootTime = LK.ticks; } }; game.up = function (x, y, obj) { isPressed = false; pressedSide = 0; }; // Fire button touch handler fireButton.down = function (x, y, obj) { if (LK.ticks - lastShootTime >= shootCooldown) { dude.shoot(); lastShootTime = LK.ticks; // Visual feedback - scale animation tween(fireButton, { scaleX: 0.8, scaleY: 0.8 }, { duration: 100, onFinish: function onFinish() { tween(fireButton, { scaleX: 1, scaleY: 1 }, { duration: 100 }); } }); } }; // Main game loop game.update = function () { updateCamera(); checkPlatformCollisions(); checkTrampolineCollisions(); checkCoinCollisions(); checkBulletAlienCollisions(); checkAlienPlayerCollisions(); cleanupPlatforms(); generateMorePlatforms(); // Remove platforms that are too far down if (LK.ticks % 60 === 0) { cleanupPlatforms(); cleanupCoins(); cleanupBullets(); cleanupTrampolines(); cleanupAliens(); } };
===================================================================
--- original.js
+++ change.js
@@ -346,12 +346,14 @@
updateHealthDisplay();
// Create fire button
var fireButton = LK.getAsset('fireButton', {
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ scaleX: 1.5,
+ scaleY: 1.5
});
-fireButton.x = -80;
-fireButton.y = -80;
+fireButton.x = -120;
+fireButton.y = -200;
LK.gui.bottomRight.addChild(fireButton);
// Create initial platforms
function createPlatform(x, y, type) {
var platform = new Platform(type);
bir sevimli gülen yüzlü uzaylı. In-Game asset. 2d. High contrast. No shadows
coin. In-Game asset. 2d. High contrast. No shadows
trambolin. In-Game asset. 2d. High contrast. No shadows
çirkin korkutucu uzaylı. In-Game asset. 2d. High contrast. No shadows
kalp. In-Game asset. 2d. High contrast. No shadows
bir düğme ama içinde kurukafa .işareti olsun şeffaf. In-Game asset. 2d. High contrast. No shadows
platform. In-Game asset. 2d. High contrast. No shadows
güç platformu. In-Game asset. 2d. High contrast. No shadows
yuvarlak yeşil top. In-Game asset. 2d. High contrast. No shadows
sevimli bana yardım edin diyen bir uzaylı. In-Game asset. 2d. High contrast. No shadows
ufo. In-Game asset. 2d. High contrast. No shadows