User prompt
savaşçı canavara gitsin ve onunla savaşarak hazine kutusu kazansın
User prompt
canavar 20 saniyede bir ses çıkarsın
User prompt
canavar dakikada bir ses çıkarsın
User prompt
Please fix the bug: 'TypeError: enemyMonster.enterBattleMode is not a function' in or related to this line: 'enemyMonster.enterBattleMode(); // Transition to battle mode' Line Number: 393
User prompt
canavar belli aralıklarla ses çıkarıp savaşma moduna geçsin
User prompt
butonlar sağ tarafta olsun
User prompt
Position the enemy monster further down from the tent
User prompt
Position the enemy monster further down from the tent
User prompt
Position the enemy monster further down from the tent
User prompt
canavar daha aşağıda olsun
User prompt
canavar daha aşağıda olsun
User prompt
canavar hareket etmeyecek
User prompt
canavar çadırın altında olsun
User prompt
düşman canavar asseti oluştur
User prompt
cave de elmas sayısı yükselmesin
User prompt
elmas sayısı madenci elmasları çadıra getirdiğinde yükselsin, mağarada elmas sayısı yükselmesin
User prompt
mağaraya vardığında elmas sayısı yükselmesin
User prompt
elmas sayısı madenci elmasları çadıra getirdiğinde yükselsin
User prompt
ending kısmında çadıra elmasları koyma sesi gelsin
User prompt
madenci biraz daha ileriden yola başlasın ve bitirsin
User prompt
madenci biraz daha ileriden yola başlasın ve bitirsin
User prompt
madenci çadırın önünden yola başlasın ve orada bitirsin
User prompt
madencinin hızı 3kat artsın
User prompt
madenci biraz daha ileriden yola başlasın
User prompt
balıkçı biraz daha ileriden yola başlasın
/**** * Classes ****/ // Lake asset var BuyFisherman = Container.expand(function () { var self = Container.call(this); var buyFishermanGraphics = self.attachAsset('buyFisherman', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 30) { // Assuming the price for a fisherman is 30 diamonds diamonds -= 30; var newFisherman = new Fisherman(); newFisherman.x = tent.x; newFisherman.y = tent.y; game.addChild(newFisherman); diamondText.setText('Diamonds: ' + diamonds); } }; }); 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 BuyWarrior = Container.expand(function () { var self = Container.call(this); var buyWarriorGraphics = self.attachAsset('buyWarrior', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 40) { // Assuming the price for a warrior is 40 diamonds diamonds -= 40; var newWarrior = new Warrior(); newWarrior.x = tent.x; newWarrior.y = tent.y; game.addChild(newWarrior); 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 }); }); var EnemyMonster = Container.expand(function () { var self = Container.call(this); var enemyMonsterGraphics = self.attachAsset('enemyMonster', { anchorX: 0.5, anchorY: 0.5 }); // Removed movement logic to keep the enemy monster stationary // Method to transition the enemy monster to battle mode self.enterBattleMode = function () { console.log("Enemy Monster is entering battle mode!"); // Add logic for entering battle mode here }; }); // 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 >= lake.x) { self.collecting = true; self.x = lake.x; collectFish(); } } else { self.x -= self.speed; if (self.x <= tent.x + 100) { // Start position further along the path by 100 units 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 = 3; // Speed of the miner self.collecting = false; // Whether the miner is collecting diamonds self.hunger = 100; // Initial hunger level // 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(); self.hunger -= 0.1; // Decrease hunger level over time if (self.hunger <= 0) { LK.effects.flashScreen(0xff0000, 1000); // Flash screen red LK.showGameOver(); // End the game } } ; } else { self.x -= self.speed; if (self.x <= tent.x + 300) { // Start position further along the path by 300 units self.collecting = false; self.x = tent.x + 300; // Play sound when miner reaches the tent with diamonds LK.getSound('diamondDrop').play(); // Increase diamond count when miner reaches the tent diamonds += 10; // Collect 10 diamonds per trip diamondText.setText('Diamonds: ' + diamonds); } } }; }); 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 ****/ var cave = game.addChild(new Cave()); cave.x = 1848; // Near the right edge cave.y = 1366; // Center vertically var lake = game.addChild(LK.getAsset('lake', { anchorX: 0.5, anchorY: 0.5 })); lake.x = cave.x - 600; // Move lake further left lake.y = cave.y - 500; // Ensure lake is further above to avoid intersection var tent = game.addChild(new Tent()); tent.x = 200; tent.y = 1366; // Center vertically var miner = game.addChild(new Miner()); miner.x = tent.x; miner.y = tent.y; var enemyMonster = game.addChild(new EnemyMonster()); enemyMonster.x = tent.x; enemyMonster.y = tent.y + 1000; // Position the monster even further down from the tent // 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); diamondText.y = 50; // Add some space below the diamond text var hungerText = new Text2('Hunger: 100', { size: 100, fill: 0xFFFFFF }); hungerText.anchor.set(0.5, 0); LK.gui.top.addChild(hungerText); hungerText.y = 150; // Position the hunger text further down // Function to collect fish function collectFish() { miner.hunger = Math.min(100, miner.hunger + 10); // Increase hunger level by 10, max 100 hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); } // Function to collect diamonds function collectDiamonds() {} // 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 = 1848; // Position near the right edge buyMiner.y = 2300; // Position higher on the screen var buyMinerPrice = new Text2('50 Diamonds', { size: 50, fill: 0xFFFFFF }); buyMinerPrice.anchor.set(0.5, 0); buyMinerPrice.x = buyMiner.x + 150; // Position to the right of the button buyMinerPrice.y = buyMiner.y; LK.gui.top.addChild(buyMinerPrice); var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = 1848; // Align with BuyMiner near the right edge buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner var buyFishermanPrice = new Text2('30 Diamonds', { size: 50, fill: 0xFFFFFF }); buyFishermanPrice.anchor.set(0.5, 0); buyFishermanPrice.x = buyFisherman.x + 150; // Position to the right of the button buyFishermanPrice.y = buyFisherman.y; LK.gui.top.addChild(buyFishermanPrice); var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = 1848; // Align with BuyMiner near the right edge buyWarrior.y = buyFisherman.y + 150; // Position below BuyFisherman var buyWarriorPrice = new Text2('40 Diamonds', { size: 50, fill: 0xFFFFFF }); buyWarriorPrice.anchor.set(0.5, 0); buyWarriorPrice.x = buyWarrior.x + 150; // Position to the right of the button buyWarriorPrice.y = buyWarrior.y; LK.gui.top.addChild(buyWarriorPrice); // Update function for game logic game.update = function () { miner.update(); hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); // Check if it's time for the enemy monster to make a sound and enter battle mode if (LK.ticks % 1200 === 0) { // Every 20 seconds at 60 FPS LK.getSound('monsterRoar').play(); // Play monster roar sound enemyMonster.enterBattleMode(); // Transition to battle mode } };
===================================================================
--- original.js
+++ change.js
@@ -371,10 +371,10 @@
game.update = function () {
miner.update();
hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger)));
// Check if it's time for the enemy monster to make a sound and enter battle mode
- if (LK.ticks % 3600 === 0) {
- // Every 60 seconds at 60 FPS
+ if (LK.ticks % 1200 === 0) {
+ // Every 20 seconds at 60 FPS
LK.getSound('monsterRoar').play(); // Play monster roar sound
enemyMonster.enterBattleMode(); // Transition to battle mode
}
};
\ 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