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 bee enemies
var Bee = Container.expand(function () {
var self = Container.call(this);
var beeGraphics = self.attachAsset('Bee', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 6; // Slightly faster than regular enemies
self.verticalSpeed = 2;
self.direction = 1; // 1 for down, -1 for up
self.verticalRange = 150; // How far the bee can move up and down
self.startY = 0; // Will be set on initialization
self.update = function () {
// Move horizontally
self.x -= self.speed;
// Move vertically in a wave pattern
self.y += self.verticalSpeed * self.direction;
// Change direction when reaching vertical limits
if (self.y > self.startY + self.verticalRange) {
self.direction = -1;
} else if (self.y < self.startY - self.verticalRange) {
self.direction = 1;
}
// Remove when off screen
if (self.x < -50) {
self.destroy();
}
};
return self;
});
// Define a class for collectible coins
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('Coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 5;
self.update = function () {
self.x -= self.speed;
// Remove when off screen
if (self.x < -50) {
self.destroy();
}
};
return self;
});
// 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 = 30; // Slightly increased jump height
self.isJumping = false;
self.velocityY = 0;
self.jumpCount = 0; // Track number of jumps
self.maxJumps = 2; // Allow double jump
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7; // Decreased gravity effect by 30%
if (self.y >= 2732 * 0.8) {
// Ground level
self.y = 2732 * 0.8;
self.isJumping = false;
self.velocityY = 0;
self.jumpCount = 0; // Reset jump count when landing
}
}
};
self.jump = function () {
if (!self.isJumping || self.jumpCount < self.maxJumps) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
self.jumpCount++; // Increment jump count
}
};
});
/****
* 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 * 0.8; // Position player lower on the screen
// Initialize enemies
var enemies = [];
var enemySpawnInterval = 100;
var enemySpawnCounter = 0;
// Initialize bees
var bees = [];
var beeSpawnInterval = 200;
var beeSpawnCounter = 0;
// Initialize coins
var coins = [];
var coinSpawnInterval = 80;
var coinSpawnCounter = 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 * 0.8; // Position enemies at the same height as player
enemies.push(enemy);
game.addChild(enemy);
// Randomize the spawn interval for the next enemy
enemySpawnInterval = Math.floor(Math.random() * 150) + 50;
enemySpawnCounter = 0;
}
// Spawn bees
beeSpawnCounter++;
if (beeSpawnCounter >= beeSpawnInterval) {
var bee = new Bee();
bee.x = 2048;
// Position bees higher than ground enemies, random Y position
bee.y = 2732 * 0.8 - 200 - Math.random() * 300;
bee.startY = bee.y; // Set the center of vertical movement
bees.push(bee);
game.addChild(bee);
// Randomize the spawn interval for the next bee
beeSpawnInterval = Math.floor(Math.random() * 200) + 150;
beeSpawnCounter = 0;
}
// Spawn coins
coinSpawnCounter++;
if (coinSpawnCounter >= coinSpawnInterval) {
var coin = new Coin();
coin.x = 2048;
// Position coins at random heights
coin.y = 2732 * 0.8 - 50 - Math.random() * 400;
coins.push(coin);
game.addChild(coin);
// Randomize the spawn interval for the next coin
coinSpawnInterval = Math.floor(Math.random() * 100) + 50;
coinSpawnCounter = 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());
}
}
// Update bees
for (var k = bees.length - 1; k >= 0; k--) {
bees[k].update();
if (player.intersects(bees[k])) {
// Check if player is jumping and falling (coming from above)
if (player.isJumping && player.velocityY > 0) {
// Kill bee when jumped on
bees[k].destroy();
bees.splice(k, 1);
// Bounce the player back up a bit
player.velocityY = -player.jumpHeight * 0.6;
// Add score (bees are worth 2 points)
LK.setScore(LK.getScore() + 2);
scoreText.setText(LK.getScore());
} else {
// Player collided with bee but not from above
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
} else if (player.x > bees[k].x && !bees[k].passed) {
bees[k].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].update();
// Check for collision with player
if (player.intersects(coins[i])) {
// Collect coin
coins[i].destroy();
coins.splice(i, 1);
// Add 5 points for collecting a coin
LK.setScore(LK.getScore() + 5);
scoreText.setText(LK.getScore());
}
}
};
// Handle player jump
game.down = function (x, y, obj) {
player.jump();
}; ===================================================================
--- original.js
+++ change.js
@@ -40,8 +40,9 @@
});
self.speed = 5;
self.update = function () {
self.x -= self.speed;
+ // Remove when off screen
if (self.x < -50) {
self.destroy();
}
};
@@ -127,9 +128,9 @@
var beeSpawnInterval = 200;
var beeSpawnCounter = 0;
// Initialize coins
var coins = [];
-var coinSpawnInterval = 120;
+var coinSpawnInterval = 80;
var coinSpawnCounter = 0;
// Create a new Text2 object to display the score
var scoreText = new Text2('0', {
size: 100,
@@ -172,14 +173,14 @@
coinSpawnCounter++;
if (coinSpawnCounter >= coinSpawnInterval) {
var coin = new Coin();
coin.x = 2048;
- // Position coins at varying heights, including above the bees
- coin.y = 2732 * 0.8 - 150 - Math.random() * 400;
+ // Position coins at random heights
+ coin.y = 2732 * 0.8 - 50 - Math.random() * 400;
coins.push(coin);
game.addChild(coin);
// Randomize the spawn interval for the next coin
- coinSpawnInterval = Math.floor(Math.random() * 100) + 80;
+ coinSpawnInterval = Math.floor(Math.random() * 100) + 50;
coinSpawnCounter = 0;
}
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
@@ -233,13 +234,14 @@
}
// Update coins
for (var i = coins.length - 1; i >= 0; i--) {
coins[i].update();
+ // Check for collision with player
if (player.intersects(coins[i])) {
// Collect coin
coins[i].destroy();
coins.splice(i, 1);
- // Add score (coins are worth 5 points)
+ // Add 5 points for collecting a coin
LK.setScore(LK.getScore() + 5);
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