User prompt
lazerleri kaldır
User prompt
lazerleri kaldır
User prompt
mario en üst platforma geldiğinde tıklayınca en alt platforma geçsin
User prompt
mario en üst platforma geldiğinde tıklayınca en alt platforma geçsin
User prompt
lazerleri kaldır
User prompt
5tane platform olsun
User prompt
ekranda 4 kat olsun her tıklamada mario bir aşağı inerek gelen canavarlardan kaçsın
User prompt
canavarların mesafesi daha uzak olsun
User prompt
lazer canavarlara yakın yerde spawnlanmasın
User prompt
oyuncu lazere dokunduğunda oyun bitsin
User prompt
Please fix the bug: 'ReferenceError: lasers is not defined' in or related to this line: 'for (var i = 0; i < lasers.length; i++) {' Line Number: 142
User prompt
oyuncu lazere dokunduğunda yansın
User prompt
lazerler sadece ekranın üst yarısında spawnlansın
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'y')' in or related to this line: 'laser.y = enemies[0].y;' Line Number: 130
User prompt
lazer canavarların üstünden x ekseninde sağdan sola gelsin
User prompt
lazer canavarların üstünden x ekseninde sağ taraftan gelsin
User prompt
lazer canavarların üst tarafından gelsin oyuncu dokunduğunda yansın
User prompt
belirli aralıklarla sağ taraftan lazer gelsin
User prompt
canavarların y eksenindeki hareketi ekran genişliğinde olsun
User prompt
canavarların y eksenindeki hareketi daha geniş olsun
User prompt
canavarlar durağan olsun y ekseninde hareketli olsun, oyuncu ilerlesin
User prompt
canavarlar y ekseninde hareketli olsun
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(); } }; }); // Define a class for lasers var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; }); // Define a class for the platform var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); 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; 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% // Check for collision with platforms for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Platform && self.intersects(game.children[i])) { self.y = game.children[i].y - self.height / 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 platforms if (LK.ticks % 120 == 0) { for (var i = 0; i < 5; i++) { var platform = new Platform(); platform.x = 2048; platform.y = 2732 / 5 * (i + 1); game.addChild(platform); } } // Spawn lasers at regular intervals in the upper half of the screen if (LK.ticks % 120 == 0) { var laser = new Laser(); laser.x = 2048; // Ensure lasers spawn at a safe distance from enemies var safeDistance = true; for (var i = 0; i < enemies.length; i++) { if (Math.abs(enemies[i].y - laser.y) < 200) { safeDistance = false; break; } } if (safeDistance) { laser.y = Math.random() * (2732 / 2); game.addChild(laser); } } // 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(); } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } } // Check for collision with lasers for (var i = 0; i < game.children.length; i++) { if (game.children[i] instanceof Laser && player.intersects(game.children[i])) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } }; // Handle player jump game.down = function (x, y, obj) { if (player.y <= 2732 / 5) { player.y = 2732 / 5 * 4; } else { player.jump(); } };
===================================================================
--- original.js
+++ change.js
@@ -15,8 +15,23 @@
self.destroy();
}
};
});
+// Define a class for lasers
+var Laser = Container.expand(function () {
+ var self = Container.call(this);
+ var laserGraphics = self.attachAsset('laser', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ self.x -= self.speed;
+ if (self.x < -50) {
+ self.destroy();
+ }
+ };
+});
// Define a class for the platform
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
@@ -108,8 +123,25 @@
platform.y = 2732 / 5 * (i + 1);
game.addChild(platform);
}
}
+ // Spawn lasers at regular intervals in the upper half of the screen
+ if (LK.ticks % 120 == 0) {
+ var laser = new Laser();
+ laser.x = 2048;
+ // Ensure lasers spawn at a safe distance from enemies
+ var safeDistance = true;
+ for (var i = 0; i < enemies.length; i++) {
+ if (Math.abs(enemies[i].y - laser.y) < 200) {
+ safeDistance = false;
+ break;
+ }
+ }
+ if (safeDistance) {
+ laser.y = Math.random() * (2732 / 2);
+ game.addChild(laser);
+ }
+ }
// Update enemies
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
@@ -120,14 +152,20 @@
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
}
+ // Check for collision with lasers
+ for (var i = 0; i < game.children.length; i++) {
+ if (game.children[i] instanceof Laser && player.intersects(game.children[i])) {
+ LK.effects.flashScreen(0xff0000, 1000);
+ LK.showGameOver();
+ }
+ }
};
// Handle player jump
game.down = function (x, y, obj) {
if (player.y <= 2732 / 5) {
- // If player is on the top platform
- player.y = 2732; // Move player to the bottom platform
+ player.y = 2732 / 5 * 4;
} else {
player.jump();
}
};
\ No newline at end of file
korkunç kuş canavarı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
coin. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
gökyüzü kahramanı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
sade gökyüzü
düz kırmızı kalp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows