User prompt
arka plan daha parlak olsun
User prompt
oyuna başlandıktan sonra her dakika başı canavar ve coinlerin hızı biraz artsın 5.dakikada hız artısışı dursun
User prompt
oyuncu canı aldığında canavarla ilk temasında oyun bitmesin
User prompt
can coin ve canavarlar gibi hareket etsin
User prompt
Please fix the bug: 'ReferenceError: hearts is not defined' in or related to this line: 'hearts = hearts.filter(function (h) {' Line Number: 280
User prompt
canavarların olmadığı platformlarda nadir olacak şekilde can çıksın
User prompt
joker assetini kaldır
Code edit (1 edits merged)
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User prompt
joker assetini oyundan kaldır
User prompt
jokere dokunulduktan sonra oyuncu bir can kazansın ve ilk canavarla temasında oyun bitmesin
User prompt
when a minimum of one joker is collected, the first time the player touches the monster, the player does not get burned and the game continues, a joker asset in the lower right corner to show that the joker is owned, when the joker is used, the asset disappears until you get a new joker
User prompt
joker alındıktan sonra oyuncunun canavara ilk değişi geçersiz sayılsın ve oyun devam etsin
User prompt
Please fix the bug: 'TypeError: TypeError is not a constructor' in or related to this line: 'throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");' Line Number: 117
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'TypeError: TypeError is not a constructor' in or related to this line: 'throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");' Line Number: 117
Code edit (1 edits merged)
Please save this source code
User prompt
jokere sahip olunduğunda sağ alt köşede joker asseti gözüksün joker kullanıldığında asset kaybolsun
User prompt
minimum 1 joker olduğunda oyuncu canavara değse bile oyun bitmesin
User prompt
joker coinlerle beraber nadiren çıksın
/**** * Classes ****/ var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x -= self.speed; 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(); } }; return self; }); var Joker = Container.expand(function () { var self = Container.call(this); var jokerGraphics = self.attachAsset('joker', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { self.x -= self.speed; if (self.x < -50) { self.destroy(); } }; return self; }); var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); platformGraphics.alpha = 0.5; // Set transparency to 50% return self; }); 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.coinCount = 0; // Initialize coin count self.hasJokerImmunity = false; // Initialize joker immunity flag self.update = function () { if (self.isJumping) { self.y += self.velocityY; self.velocityY += 0.7; if (self.y >= 2732 / 2) { self.y = 2732 / 2; self.isJumping = false; self.velocityY = 0; } } }; self.jump = function () { if (!self.isJumping) { self.isJumping = true; self.velocityY = -self.jumpHeight; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ function spawnCoinOnPlatform(platform) { var coin = new Coin(); coin.x = 2048; coin.y = platform.y - 150; game.addChild(coin); coins.push(coin); } function updatePlayer() { player.speed += 2; player.jumpHeight += 10; } var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; var platforms = []; for (var i = 1; i < 7; i++) { var platform = new Platform(); platform.x = 2048 / 2; platform.y = 2732 / 7 * i; platforms.push(platform); game.addChild(platform); } var player = game.addChild(new Player()); player.currentPlatform = platforms[5]; player.y = player.currentPlatform.y - player.height + 100; // Move player a bit lower player.x = 250; var enemies = []; var enemySpawnCounter = 0; var enemySpawnInterval = 100; var coins = []; var jokers = []; var coinCount = 0; var scoreText = new Text2('0', { size: 100, fill: 0xFFFFFF }); LK.gui.top.addChild(scoreText); scoreText.x = 2048 / 2; scoreText.y = 0; var coinText = new Text2('Coins: 0', { size: 80, fill: 0xFFFF00 }); LK.gui.bottom.addChild(coinText); coinText.x = 2048 / 2; coinText.y = 2732 - coinText.height; coinText.setText('Coins: ' + LK.getScore()); LK.playMusic('music'); // Play 'music' continuously LK.playMusic('music2'); // Play 'music2' continuously game.update = function () { player.update(); if (LK.ticks % 600 === 0) { // Every 10 seconds at 60 FPS coins.forEach(function (coin) { coin.speed += 0.6; // Increase coin speed slightly }); enemies.forEach(function (enemy) { enemy.speed += 0.6; // Increase enemy speed slightly }); } enemySpawnCounter++; if (enemySpawnCounter >= enemySpawnInterval && enemies.length === 0) { var usedPlatforms = []; var platformCount; // Determine the number of platforms to spawn enemies from if (LK.ticks < 900) { // First 15 seconds platformCount = 3; } else if (LK.ticks < 2700) { // Next 30 seconds platformCount = 4; } else { // Remaining time platformCount = 5; } for (var i = 0; i < platformCount; i++) { var enemy = new Enemy(); enemy.x = 2048; var randomIndex; do { randomIndex = Math.floor(Math.random() * platforms.length); } while (usedPlatforms.includes(randomIndex)); usedPlatforms.push(randomIndex); var randomPlatform = platforms[randomIndex]; enemy.y = randomPlatform.y - enemy.height + 50; enemies.push(enemy); game.addChild(enemy); } enemySpawnInterval = Math.floor(Math.random() * 200) + 50; enemySpawnCounter = 0; var allIndexes = [0, 1, 2, 3, 4, 5]; var coinPlatforms = allIndexes.filter(function (i) { return !usedPlatforms.includes(i); }); if (coinPlatforms.length > 0) { var coinIndex; if (enemies.length >= 5) { // After 5 enemies, spawn coins near safe platforms or slightly ahead of enemies var safePlatformIndex = platforms.findIndex(function (platform) { return !usedPlatforms.includes(platforms.indexOf(platform)); }); if (safePlatformIndex !== -1) { coinIndex = safePlatformIndex; } else { coinIndex = coinPlatforms[Math.floor(Math.random() * coinPlatforms.length)]; } } else { coinIndex = coinPlatforms[Math.floor(Math.random() * coinPlatforms.length)]; } spawnCoinOnPlatform(platforms[coinIndex]); } // Low probability to spawn a Joker with coins var jokerPlatforms = allIndexes.filter(function (i) { return !usedPlatforms.includes(i); }); if (jokerPlatforms.length > 0 && Math.random() < 0.1) { // 10% chance var jokerIndex = jokerPlatforms[Math.floor(Math.random() * jokerPlatforms.length)]; var joker = new Joker(); joker.x = 2048; joker.y = platforms[jokerIndex].y - 150; game.addChild(joker); jokers.push(joker); } } for (var j = enemies.length - 1; j >= 0; j--) { enemies[j].update(); if (player.intersects(enemies[j])) { if (player.hasJokerImmunity) { player.hasJokerImmunity = false; // Use up immunity } else { // Play a sound when the player intersects with an enemy LK.getSound('enemySound').play(); // End the game after playing the sound LK.setTimeout(function () { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); }, 500); // Delay to allow the sound to play } } else if (player.x > enemies[j].x && !enemies[j].passed) { enemies[j].passed = true; LK.setScore(LK.getScore() + 1); scoreText.setText(LK.getScore()); } if (enemies[j].x < -50) { game.removeChild(enemies[j]); enemies.splice(j, 1); } } for (var j = jokers.length - 1; j >= 0; j--) { if (player.intersects(jokers[j])) { game.removeChild(jokers[j]); jokers.splice(j, 1); player.hasJokerImmunity = true; // Grant immunity console.log("Joker collected! Player is now immune to one enemy collision."); } } for (var k = coins.length - 1; k >= 0; k--) { if (player.intersects(coins[k])) { game.removeChild(coins[k]); coins.splice(k, 1); coinCount += 5; coinText.setText('Coins: ' + coinCount); LK.setScore(LK.getScore() + 5); scoreText.setText('Best Score: ' + LK.getScore()); // Play a sound when a coin is collected LK.getSound('coinSound').play(); if (coinCount >= 10) { updatePlayer(); } } } }; game.down = function (x, y, obj) { var currentPlatformIndex = platforms.indexOf(player.currentPlatform); if (currentPlatformIndex === 5) { player.currentPlatform = platforms[0]; } else { player.currentPlatform = platforms[currentPlatformIndex + 1]; } if (player.currentPlatform) { player.y = player.currentPlatform.y - player.height + 100; } };
/****
* Classes
****/
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.x -= self.speed;
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();
}
};
return self;
});
var Joker = Container.expand(function () {
var self = Container.call(this);
var jokerGraphics = self.attachAsset('joker', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 10;
self.update = function () {
self.x -= self.speed;
if (self.x < -50) {
self.destroy();
}
};
return self;
});
var Platform = Container.expand(function () {
var self = Container.call(this);
var platformGraphics = self.attachAsset('platform', {
anchorX: 0.5,
anchorY: 0.5
});
platformGraphics.alpha = 0.5; // Set transparency to 50%
return self;
});
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.coinCount = 0; // Initialize coin count
self.hasJokerImmunity = false; // Initialize joker immunity flag
self.update = function () {
if (self.isJumping) {
self.y += self.velocityY;
self.velocityY += 0.7;
if (self.y >= 2732 / 2) {
self.y = 2732 / 2;
self.isJumping = false;
self.velocityY = 0;
}
}
};
self.jump = function () {
if (!self.isJumping) {
self.isJumping = true;
self.velocityY = -self.jumpHeight;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
function spawnCoinOnPlatform(platform) {
var coin = new Coin();
coin.x = 2048;
coin.y = platform.y - 150;
game.addChild(coin);
coins.push(coin);
}
function updatePlayer() {
player.speed += 2;
player.jumpHeight += 10;
}
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
background.x = 0;
background.y = 0;
var platforms = [];
for (var i = 1; i < 7; i++) {
var platform = new Platform();
platform.x = 2048 / 2;
platform.y = 2732 / 7 * i;
platforms.push(platform);
game.addChild(platform);
}
var player = game.addChild(new Player());
player.currentPlatform = platforms[5];
player.y = player.currentPlatform.y - player.height + 100; // Move player a bit lower
player.x = 250;
var enemies = [];
var enemySpawnCounter = 0;
var enemySpawnInterval = 100;
var coins = [];
var jokers = [];
var coinCount = 0;
var scoreText = new Text2('0', {
size: 100,
fill: 0xFFFFFF
});
LK.gui.top.addChild(scoreText);
scoreText.x = 2048 / 2;
scoreText.y = 0;
var coinText = new Text2('Coins: 0', {
size: 80,
fill: 0xFFFF00
});
LK.gui.bottom.addChild(coinText);
coinText.x = 2048 / 2;
coinText.y = 2732 - coinText.height;
coinText.setText('Coins: ' + LK.getScore());
LK.playMusic('music'); // Play 'music' continuously
LK.playMusic('music2'); // Play 'music2' continuously
game.update = function () {
player.update();
if (LK.ticks % 600 === 0) {
// Every 10 seconds at 60 FPS
coins.forEach(function (coin) {
coin.speed += 0.6; // Increase coin speed slightly
});
enemies.forEach(function (enemy) {
enemy.speed += 0.6; // Increase enemy speed slightly
});
}
enemySpawnCounter++;
if (enemySpawnCounter >= enemySpawnInterval && enemies.length === 0) {
var usedPlatforms = [];
var platformCount; // Determine the number of platforms to spawn enemies from
if (LK.ticks < 900) {
// First 15 seconds
platformCount = 3;
} else if (LK.ticks < 2700) {
// Next 30 seconds
platformCount = 4;
} else {
// Remaining time
platformCount = 5;
}
for (var i = 0; i < platformCount; i++) {
var enemy = new Enemy();
enemy.x = 2048;
var randomIndex;
do {
randomIndex = Math.floor(Math.random() * platforms.length);
} while (usedPlatforms.includes(randomIndex));
usedPlatforms.push(randomIndex);
var randomPlatform = platforms[randomIndex];
enemy.y = randomPlatform.y - enemy.height + 50;
enemies.push(enemy);
game.addChild(enemy);
}
enemySpawnInterval = Math.floor(Math.random() * 200) + 50;
enemySpawnCounter = 0;
var allIndexes = [0, 1, 2, 3, 4, 5];
var coinPlatforms = allIndexes.filter(function (i) {
return !usedPlatforms.includes(i);
});
if (coinPlatforms.length > 0) {
var coinIndex;
if (enemies.length >= 5) {
// After 5 enemies, spawn coins near safe platforms or slightly ahead of enemies
var safePlatformIndex = platforms.findIndex(function (platform) {
return !usedPlatforms.includes(platforms.indexOf(platform));
});
if (safePlatformIndex !== -1) {
coinIndex = safePlatformIndex;
} else {
coinIndex = coinPlatforms[Math.floor(Math.random() * coinPlatforms.length)];
}
} else {
coinIndex = coinPlatforms[Math.floor(Math.random() * coinPlatforms.length)];
}
spawnCoinOnPlatform(platforms[coinIndex]);
}
// Low probability to spawn a Joker with coins
var jokerPlatforms = allIndexes.filter(function (i) {
return !usedPlatforms.includes(i);
});
if (jokerPlatforms.length > 0 && Math.random() < 0.1) {
// 10% chance
var jokerIndex = jokerPlatforms[Math.floor(Math.random() * jokerPlatforms.length)];
var joker = new Joker();
joker.x = 2048;
joker.y = platforms[jokerIndex].y - 150;
game.addChild(joker);
jokers.push(joker);
}
}
for (var j = enemies.length - 1; j >= 0; j--) {
enemies[j].update();
if (player.intersects(enemies[j])) {
if (player.hasJokerImmunity) {
player.hasJokerImmunity = false; // Use up immunity
} else {
// Play a sound when the player intersects with an enemy
LK.getSound('enemySound').play();
// End the game after playing the sound
LK.setTimeout(function () {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}, 500); // Delay to allow the sound to play
}
} else if (player.x > enemies[j].x && !enemies[j].passed) {
enemies[j].passed = true;
LK.setScore(LK.getScore() + 1);
scoreText.setText(LK.getScore());
}
if (enemies[j].x < -50) {
game.removeChild(enemies[j]);
enemies.splice(j, 1);
}
}
for (var j = jokers.length - 1; j >= 0; j--) {
if (player.intersects(jokers[j])) {
game.removeChild(jokers[j]);
jokers.splice(j, 1);
player.hasJokerImmunity = true; // Grant immunity
console.log("Joker collected! Player is now immune to one enemy collision.");
}
}
for (var k = coins.length - 1; k >= 0; k--) {
if (player.intersects(coins[k])) {
game.removeChild(coins[k]);
coins.splice(k, 1);
coinCount += 5;
coinText.setText('Coins: ' + coinCount);
LK.setScore(LK.getScore() + 5);
scoreText.setText('Best Score: ' + LK.getScore());
// Play a sound when a coin is collected
LK.getSound('coinSound').play();
if (coinCount >= 10) {
updatePlayer();
}
}
}
};
game.down = function (x, y, obj) {
var currentPlatformIndex = platforms.indexOf(player.currentPlatform);
if (currentPlatformIndex === 5) {
player.currentPlatform = platforms[0];
} else {
player.currentPlatform = platforms[currentPlatformIndex + 1];
}
if (player.currentPlatform) {
player.y = player.currentPlatform.y - player.height + 100;
}
};
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