User prompt
açlık daha hızlı artsın
User prompt
madenci daha yavaş olsun
User prompt
butonların yanında sayıları x1 x2 şeklinde yazsın
User prompt
arka plan ekle
User prompt
madenci daha yavaş olsun
User prompt
açlık daha hızlı yükselsin
User prompt
balıkçı çadıra döndüğünde açlık komple 0a inmesin 2 düşsün
User prompt
balıkçı göle gittiğinde açlık azalmasın çadıra vardığında açlık azalsın
User prompt
elmas sayısı 5er 5er artsın
User prompt
açlık 100 olursa oyun biter
User prompt
madenci, balıkçı ve savaşçı sayısı arttıkça açlık daha hızlı artsın
User prompt
açlık hızlı artsın
User prompt
açlık 0dan 100e çıksın
User prompt
açlık 100den 0a düşsün
User prompt
100 tane hazine kutusu birikince oyun kazanılsın
User prompt
balıkçı göle geldiğinde balık tutma sesi gelsin
User prompt
canavar azıcık solda olsun
User prompt
göl biraz sağda olsun
User prompt
canavar mağaranın yanında olsun
User prompt
mağara biraz solda olsun
User prompt
mağara biraz solda olsun
User prompt
mağara biraz solda olsun
User prompt
mağara biraz solda olsun
User prompt
mağara ve göl biraz solda olsun
User prompt
hazine kutusu biraz solda 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) { LK.getSound('fishingSound').play(); // Play fishing sound when fisherman reaches the lake 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 = 0; // 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; // Increase 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!"); treasureChestCount += 1; // Increment the treasure chest count treasureChestText.setText('x' + treasureChestCount); // Update the text to show the count // Add logic to reward the player with a treasure chest treasureChest.visible = true; // Make the treasure chest visible // Check if the player has collected 100 treasure chests if (treasureChestCount >= 100) { LK.showYouWin(); // Show "you win" screen } } var cave = game.addChild(new Cave()); cave.x = 1400; // Move cave slightly more to the left cave.y = 1366; // Center vertically var lake = game.addChild(LK.getAsset('lake', { anchorX: 0.5, anchorY: 0.5 })); lake.x = cave.x - 500; // Move lake slightly to the right 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; // 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 + 450; // Move treasure chest slightly to the left treasureChest.y = diamondText.y + 100; // Move treasure chest further down from the diamond text LK.gui.top.addChild(treasureChest); // Initialize treasure chest count var treasureChestCount = 0; // Display the number of treasure chests collected var treasureChestText = new Text2('x' + treasureChestCount, { size: 50, fill: 0xFFFFFF }); treasureChestText.anchor.set(0.5, 0); treasureChestText.x = treasureChest.x + 150; // Position further to the right of the treasure chest treasureChestText.y = treasureChest.y; LK.gui.top.addChild(treasureChestText); // 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 = tent.x; buyMiner.y = tent.y + 1000; // Position the buy buttons further down from the tent 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 = tent.x; 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 = 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); var enemyMonster = game.addChild(new EnemyMonster()); enemyMonster.x = cave.x + 500; // Move slightly to the left enemyMonster.y = cave.y; // Align vertically with the cave // 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
@@ -145,19 +145,18 @@
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
+ self.hunger = 0; // 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
- hungerText.setText('Hunger: ' + Math.max(0, Math.floor(self.hunger))); // Update hunger text
+ self.hunger += 0.1; // Increase hunger level over time
if (self.hunger <= 0) {
LK.effects.flashScreen(0xff0000, 1000); // Flash screen red
LK.showGameOver(); // End the game
}
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