User prompt
x0 yazısı biraz sağda olsun
User prompt
canavar mağaranın tam altında olsun
User prompt
x0 yazısı biraz sağda olsun
User prompt
hazine kutusu biraz solda olsun
User prompt
hazine kutusu sayısı arttıkça hazine kutusu asseti altında x1 x2 şeklinde yazsın
User prompt
savaşçı canavarla savaştığında hazine kutusu kazansın
User prompt
canavar biraz daha yukarıda olsun
User prompt
canavar 1dakikada çadıra gitsin
User prompt
canavar ve üç buton yer değiştirsin
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner' Line Number: 322
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'enemyMonster.y = buyFisherman.y + 150; // Position below BuyFisherman' Line Number: 322
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner' Line Number: 322
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner' Line Number: 322
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'y')' in or related to this line: 'enemyMonster.y = buyFisherman.y + 150; // Position below BuyFisherman' Line Number: 322
User prompt
canavar ve butonlar yer değiştirsin
User prompt
canavar dakikada bir çadıra gelecek
User prompt
savaşçı elmas kazanmayacak
User prompt
Please fix the bug: 'ReferenceError: fightEnemies is not defined' in or related to this line: 'fightEnemies();' Line Number: 276
User prompt
hazine kutusu daha aşağıda olsun
User prompt
hazine kutusu daha sağda olsun
User prompt
hazine kutusu daha sağda oslun
User prompt
hazine kutusu asseti en sağda ve en üstte olsun
User prompt
hazine kutusu asseti en sağda olsun
User prompt
hazine kutusu asseti sağ üstte olsun
User prompt
elmas ve açlık göstergesinin yanında hazine kutusu asseti olsun
/****
* 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 >= enemyMonster.x) {
self.fighting = true;
self.x = enemyMonster.x;
fightEnemies();
// Logic to win a treasure chest
winTreasure();
}
} 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
****/
function winTreasure() {
console.log("Warrior has won a treasure chest!");
// Add logic to reward the player with a treasure chest
// Removed diamond reward for the warrior
}
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
// Add treasure chest asset next to diamond and hunger indicators
var treasureChest = LK.getAsset('treasureChest', {
anchorX: 0.5,
anchorY: 0.5
});
treasureChest.x = diamondText.x + 600; // Position even further to the right of the diamond text
treasureChest.y = diamondText.y + 100; // Move treasure chest further down from the diamond text
LK.gui.top.addChild(treasureChest);
// Function to handle fighting enemies
function fightEnemies() {
console.log("Warrior is fighting enemies!");
// Add logic for fighting enemies here
}
// 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 move to the tent
if (LK.ticks % 3600 === 0) {
// Every 60 seconds at 60 FPS
LK.getSound('monsterRoar').play(); // Play monster roar sound
enemyMonster.x = tent.x; // Move monster to tent's x position
enemyMonster.y = tent.y; // Move monster to tent's y position
enemyMonster.enterBattleMode(); // Transition to battle mode
}
}; ===================================================================
--- original.js
+++ change.js
@@ -390,11 +390,13 @@
// 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
+ // Check if it's time for the enemy monster to make a sound and move to the tent
+ if (LK.ticks % 3600 === 0) {
+ // Every 60 seconds at 60 FPS
LK.getSound('monsterRoar').play(); // Play monster roar sound
+ enemyMonster.x = tent.x; // Move monster to tent's x position
+ enemyMonster.y = tent.y; // Move monster to tent's y position
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