User prompt
When player touched portal, the background were changed
User prompt
Portallar haraket etsin. Canavarlar gibi
User prompt
Spawn portals when player kukla 10 enemies. When player touched a portal the background were changed marioba background
User prompt
Speak turkish
User prompt
Portalın y pozisyonu diğer karakterlerlerle aynı olsun
User prompt
Spawn portala
User prompt
Don't spawn portala in beginnig
User prompt
Spawn mario portal. But they cannot move
User prompt
When player touched Monsters body and head the Monster dies
User prompt
When player touched Monsters head Monster dies
User prompt
When player touched Monsters head, Monster döş
User prompt
When player touched Monsters player döş
User prompt
Spawn Monsters
User prompt
Spawn coins
User prompt
Spawn the coins up bees
User prompt
Spawn bees
User prompt
Lower the Y cortinates player and enemies
User prompt
Oyunçunun ve düşmanın y kordinatini aşağı indir
User prompt
Zıplama gücünü az çoğalt
User prompt
İkili zıplama YAP ve zıplamasını azaltın
User prompt
Karakter düşmanın üzerine zıplayanda düşman ölsün
User prompt
Zıplamasaını artırın Karakter
User prompt
Zıplamasını azaltın. Karakter
Remix started
Copy Mario vs Monsters
/**** * 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 }); self.speed = 5; 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 }); self.speed = 5; self.jumpHeight = 40; // Increased jump height 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; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; // 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 () { 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() * 150) + 50; enemySpawnCounter = 0; } // Update enemies for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { // Check if player is jumping and falling (coming from above) if (player.isJumping && player.velocityY > 0 && player.y < enemies[j].y) { // Kill enemy when jumped on enemies[j].destroy(); enemies.splice(j, 1); // Bounce the player back up a bit player.velocityY = -player.jumpHeight * 0.6; // Add score LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } else { // Player collided with enemy but not from above 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()); } } }; // Handle player jump game.down = function (x, y, obj) { player.jump(); };
===================================================================
--- original.js
+++ change.js
@@ -99,10 +99,23 @@
// 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();
+ // Check if player is jumping and falling (coming from above)
+ if (player.isJumping && player.velocityY > 0 && player.y < enemies[j].y) {
+ // Kill enemy when jumped on
+ enemies[j].destroy();
+ enemies.splice(j, 1);
+ // Bounce the player back up a bit
+ player.velocityY = -player.jumpHeight * 0.6;
+ // Add score
+ LK.setScore(LK.getScore() + 1);
+ scoreText.setText(LK.getScore());
+ } else {
+ // Player collided with enemy but not from above
+ 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());
Turtle. In-Game asset. 2d. High contrast. No shadows
Boy running. In-Game asset. 2d. High contrast. No shadows
Mario background. In-Game asset. 2d. High contrast. No shadows
Bee. In-Game asset. 2d. High contrast. No shadows
Coin. In-Game asset. 2d. High contrast. No shadows
Monster. In-Game asset. 2d. High contrast. No shadows
Mario portal.. In-Game asset. 2d. High contrast. No shadows
Mario background night. In-Game asset. 2d. High contrast. No shadows