User prompt
göl biraz daha solda olsun
User prompt
balıkçı ve savaşçı buton assetleri ayrı ayrı olsun
User prompt
butonların yanında fiyatlar yazsın
User prompt
satın alma butonları alt alta tablo şeklinde olsun
User prompt
göl mağaraya değmicek şekilde olsun
User prompt
göl biraz daha yukarıda olsun
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'lake.x = cave.x - 300; // Position diagonally to the left of the cave' Line Number: 283
User prompt
gölün konumu mağaranın üst çaprazı olsun
User prompt
göl asseti oluıştur
User prompt
Please fix the bug: 'tent is not defined' in or related to this line: 'tent.x = 200;' Line Number: 280
User prompt
bir göl olsun ve balıkçı var ise balıkçı çadırdan göle gidip balık tutsun.çadıra getirilen balıklar tokluğu arttırsın
User prompt
tokluk eve elmas göstergelerinin arasını aç
User prompt
madencilerin tokluk seviyesi olsun devamlı azalsın sıfırlanırsa oyun bitsin
User prompt
madenci gibi balıkçı ve savaşçı butonu olsun
User prompt
altta kazandığımız elmaslarla yeni bir madenci satın almak için tıklama kısmı olsun
User prompt
çiftçinin fiyatı20 elmas olsun
User prompt
oyunun en alt kısmında yeni madenci, çiftçi, balıkçı, savaşcı satın alınabilecek; barınak yükseltmesi yapılabilecek , karakterlerin hızlarını arttırılabilecek bir bölüm olsun
User prompt
altta yükseltme bölümü olsun
User prompt
madencinin hızı yavaşlasın
Initial prompt
Suca
/**** * Classes ****/ var BuyMiner = Container.expand(function () { var self = Container.call(this); var buyMinerGraphics = self.attachAsset('buyMiner', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 50) { diamonds -= 50; var newMiner = new Miner(); newMiner.x = tent.x; newMiner.y = tent.y; game.addChild(newMiner); diamondText.setText('Diamonds: ' + diamonds); } }; }); var Cave = Container.expand(function () { var self = Container.call(this); var caveGraphics = self.attachAsset('cave', { anchorX: 0.5, anchorY: 0.5 }); }); // Farmer class to represent the farmer character var Farmer = Container.expand(function () { var self = Container.call(this); var farmerGraphics = self.attachAsset('farmer', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the farmer self.collecting = false; // Whether the farmer is collecting crops // Update function to move the farmer self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= barn.x) { self.collecting = true; self.x = barn.x; if (diamonds >= 20) { diamonds -= 20; collectCrops(); } else { self.collecting = false; } } } else { self.x -= self.speed; if (self.x <= tent.x) { self.collecting = false; self.x = tent.x; } } }; }); var Fisherman = Container.expand(function () { var self = Container.call(this); var fishermanGraphics = self.attachAsset('fisherman', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the fisherman self.collecting = false; // Whether the fisherman is collecting fish // Update function to move the fisherman self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= sea.x) { self.collecting = true; self.x = sea.x; collectFish(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.collecting = false; self.x = tent.x; } } }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Miner class to represent the miner character var Miner = Container.expand(function () { var self = Container.call(this); var minerGraphics = self.attachAsset('miner', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the miner self.collecting = false; // Whether the miner is collecting diamonds // Update function to move the miner self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= cave.x) { self.collecting = true; self.x = cave.x; collectDiamonds(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.collecting = false; self.x = tent.x; } } }; }); var ShelterUpgrade = Container.expand(function () { var self = Container.call(this); var shelterUpgradeGraphics = self.attachAsset('shelterUpgrade', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the shelter upgrade self.upgrading = false; // Whether the shelter is being upgraded // Update function to move the shelter upgrade self.update = function () { if (!self.upgrading) { self.x += self.speed; if (self.x >= shelter.x) { self.upgrading = true; self.x = shelter.x; upgradeShelter(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.upgrading = false; self.x = tent.x; } } }; }); // SpeedUpgrade class to represent the speed upgrade var SpeedUpgrade = Container.expand(function () { var self = Container.call(this); var speedUpgradeGraphics = self.attachAsset('speedUpgrade', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the speed upgrade self.upgrading = false; // Whether the speed is being upgraded // Update function to move the speed upgrade self.update = function () { if (!self.upgrading) { self.x += self.speed; if (self.x >= speed.x) { self.upgrading = true; self.x = speed.x; upgradeSpeed(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.upgrading = false; self.x = tent.x; } } }; }); // Tent class to represent the starting point var Tent = Container.expand(function () { var self = Container.call(this); var tentGraphics = self.attachAsset('tent', { anchorX: 0.5, anchorY: 0.5 }); }); var Warrior = Container.expand(function () { var self = Container.call(this); var warriorGraphics = self.attachAsset('warrior', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; // Speed of the warrior self.fighting = false; // Whether the warrior is fighting // Update function to move the warrior self.update = function () { if (!self.fighting) { self.x += self.speed; if (self.x >= battlefield.x) { self.fighting = true; self.x = battlefield.x; fightEnemies(); } } else { self.x -= self.speed; if (self.x <= tent.x) { self.fighting = false; self.x = tent.x; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game elements var tent = game.addChild(new Tent()); tent.x = 200; tent.y = 1366; // Center vertically var cave = game.addChild(new Cave()); cave.x = 1848; // Near the right edge cave.y = 1366; // Center vertically var miner = game.addChild(new Miner()); miner.x = tent.x; miner.y = tent.y; // Score and upgrade system var diamonds = 0; var diamondText = new Text2('Diamonds: 0', { size: 100, fill: 0xFFFFFF }); diamondText.anchor.set(0.5, 0); LK.gui.top.addChild(diamondText); // Function to collect diamonds function collectDiamonds() { diamonds += 10; // Collect 10 diamonds per trip diamondText.setText('Diamonds: ' + diamonds); } // Upgrade system function upgradeTent() { if (diamonds >= 50) { diamonds -= 50; tent.attachAsset('upgradedTent', { anchorX: 0.5, anchorY: 0.5 }); diamondText.setText('Diamonds: ' + diamonds); } } // Event listener for upgrades game.down = function (x, y, obj) { if (x > 1800 && y < 200) { // Assume upgrade button is at top-right upgradeTent(); } }; // Initialize the BuyMiner button var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = 1024; // Center horizontally buyMiner.y = 2732; // Bottom of the screen // Update function for game logic game.update = function () { miner.update(); };
===================================================================
--- original.js
+++ change.js
@@ -1,7 +1,24 @@
/****
* Classes
****/
+var BuyMiner = Container.expand(function () {
+ var self = Container.call(this);
+ var buyMinerGraphics = self.attachAsset('buyMiner', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.down = function (x, y, obj) {
+ if (diamonds >= 50) {
+ diamonds -= 50;
+ var newMiner = new Miner();
+ newMiner.x = tent.x;
+ newMiner.y = tent.y;
+ game.addChild(newMiner);
+ diamondText.setText('Diamonds: ' + diamonds);
+ }
+ };
+});
var Cave = Container.expand(function () {
var self = Container.call(this);
var caveGraphics = self.attachAsset('cave', {
anchorX: 0.5,
@@ -233,8 +250,12 @@
// Assume upgrade button is at top-right
upgradeTent();
}
};
+// Initialize the BuyMiner button
+var buyMiner = game.addChild(new BuyMiner());
+buyMiner.x = 1024; // Center horizontally
+buyMiner.y = 2732; // Bottom of the screen
// Update function for game logic
game.update = function () {
miner.update();
};
\ No newline at end of file
madenci çizgi karakter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
balıkçı animasyon şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
savaşçı karikatür şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
hazine kutusu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
light green
yuvarlak balıklı göl. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
kırmızı buton. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
"Collect 100 treasure chests as soon as possible." text. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
orman evi No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat