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 buyFisherman = game.addChild(new BuyFisherman());
buyFisherman.x = 1848; // Align with BuyMiner near the right edge
buyFisherman.y = buyMiner.y + 150; // Position below BuyMiner
var enemyMonster = game.addChild(new EnemyMonster());
enemyMonster.x = 1848; // Align with BuyMiner near the right edge
enemyMonster.y = buyFisherman.y + 150; // Position below BuyFisherman
// 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 = tent.x;
buyWarrior.y = tent.y + 1000; // Position the button even further down from the tent
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
@@ -295,8 +295,11 @@
 tent.y = 1366; // Center vertically
 var miner = game.addChild(new Miner());
 miner.x = tent.x;
 miner.y = tent.y;
+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 enemyMonster = game.addChild(new EnemyMonster());
 enemyMonster.x = 1848; // Align with BuyMiner near the right edge
 enemyMonster.y = buyFisherman.y + 150; // Position below BuyFisherman
 // Score and upgrade system
:quality(85)/https://cdn.frvr.ai/6797810fb242d70a84f2bf68.png%3F3) 
 madenci çizgi karakter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
:quality(85)/https://cdn.frvr.ai/679bcf022863495a598b7d3f.png%3F3) 
 balıkçı animasyon şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67a0ba8852a2e35ca0eb5960.png%3F3) 
 savaşçı karikatür şeklinde. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67a117c2d4ea6663cc3e0831.png%3F3) 
 hazine kutusu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67a12a0cd4ea6663cc3e08c2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a3588e70beeed1492e70ce.png%3F3) 
 light green
:quality(85)/https://cdn.frvr.ai/67a37299ec1e8c186c4e6740.png%3F3) 
 yuvarlak balıklı göl. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67a3796fec1e8c186c4e67aa.png%3F3) 
 kırmızı buton. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67a38196ec1e8c186c4e6809.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a381d6ec1e8c186c4e680d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67abd96ce366fb4797fc3287.png%3F3) 
 "Collect 100 treasure chests as soon as possible." text. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
:quality(85)/https://cdn.frvr.ai/67af72a6a9ab718da66de8de.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67af7472a9ab718da66de8f7.png%3F3) 
 orman evi No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
:quality(85)/https://cdn.frvr.ai/67c894b7b201e1e482307d95.png%3F3)