User prompt
göl daha aşağıda olsun
User prompt
göl daha aşağıda olsun
User prompt
hazine kutusunun yanındaki x0 yazısı siyah olsun
User prompt
diamonds ve hunger yazıları siyah olsun
User prompt
çadır daha aşağıda olsun
User prompt
çadır daha aşağıda olsun
User prompt
çadır daha şağıda olsun
User prompt
mağara daha aşağıda olsun
User prompt
mağara daha şağıda olsun
User prompt
hız butonunu arka planın önüne geçir
User prompt
hız butonu sağ altta olsun
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'speedButton.x = tent.x + 300; // Position the speed button to the right of the tent' Line Number: 325
User prompt
hız butonu olsun
User prompt
sağ alta hız satın alma asseti ekle
User prompt
hız assetine tıkladığımız zaman madenci, savaşçı ve balıkçının hızı artsın
User prompt
sağ alta hız asseti ekle
User prompt
madenci hız assetini sağ alta koy
User prompt
speed assetlerini sağ alta tablo şeklinde koy
User prompt
speed assetini sağ alta koy
User prompt
madenci, balıkçı ve savaşçı daha hızlı olsun
User prompt
göl azıcık sağda ve aşağıda olsun
User prompt
göl biraz sağda ve aşağıda olsun
User prompt
madenci 100 elmas, balıkçı 150 elmas, savaşçı 200elmas değerinde olsun
User prompt
sağ alta oyun bilgisi yazısı ekle "100 hazine kutusu topla oyunu kazan, açlık 100 olursa oyun biter."
User prompt
madenci, balıkçı ve savaşçı daha pahalı 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 >= 150) {
			// Assuming the price for a fisherman is 150 diamonds
			diamonds -= 150;
			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 >= 100) {
			diamonds -= 100;
			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 >= 200) {
			// Assuming the price for a warrior is 200 diamonds
			diamonds -= 200;
			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;
				// No hunger decrease when reaching the lake
			}
		} 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;
				miner.hunger = Math.max(0, miner.hunger - 2); // Decrease hunger level by 2, min 0 
				hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger)));
			}
		}
	};
});
//<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 = 1.0; // 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();
				// Calculate the number of miners, fishermen, and warriors
				var numMiners = game.children.filter(function (child) {
					return child instanceof Miner;
				}).length;
				var numFishermen = game.children.filter(function (child) {
					return child instanceof Fisherman;
				}).length;
				var numWarriors = game.children.filter(function (child) {
					return child instanceof Warrior;
				}).length;
				// Increase hunger level over time, faster with more characters
				self.hunger += 2.0 + 0.4 * (numMiners + numFishermen + numWarriors);
				if (self.hunger >= 100) {
					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 += 5; // Collect 5 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
****/ 
// Add a speed button to the game
var speedButton = LK.getAsset('speed', {
	anchorX: 0.5,
	anchorY: 0.5
});
speedButton.x = tent.x + 300; // Position the speed button to the right of the tent
speedButton.y = tent.y + 500; // Position the speed button below the tent
game.addChild(speedButton);
// Event listener for speed button
speedButton.down = function (x, y, obj) {
	// Increase the speed of all characters
	game.children.forEach(function (child) {
		if (child instanceof Miner || child instanceof Fisherman || child instanceof Warrior || child instanceof Farmer) {
			child.speed += 0.5; // Increase speed by 0.5
		}
	});
};
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
	}
}
// Add a background image to the game
var background = LK.getAsset('backgroundImage', {
	anchorX: 0.5,
	anchorY: 0.5
});
background.x = 2048 / 2; // Center horizontally
background.y = 2732 / 2; // Center vertically
game.addChild(background);
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('100 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('150 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('200 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
@@ -36,24 +36,8 @@
 			diamondText.setText('Diamonds: ' + diamonds);
 		}
 	};
 });
-var BuySpeed = Container.expand(function () {
-	var self = Container.call(this);
-	var buySpeedGraphics = self.attachAsset('speed', {
-		anchorX: 0.5,
-		anchorY: 0.5
-	});
-	self.down = function (x, y, obj) {
-		if (diamonds >= 50) {
-			// Assuming the price for speed upgrade is 50 diamonds
-			diamonds -= 50;
-			// Logic to increase speed of characters
-			increaseCharacterSpeed();
-			diamondText.setText('Diamonds: ' + diamonds);
-		}
-	};
-});
 var BuyWarrior = Container.expand(function () {
 	var self = Container.call(this);
 	var buyWarriorGraphics = self.attachAsset('buyWarrior', {
 		anchorX: 0.5,
@@ -305,19 +289,25 @@
 
 /**** 
 * Game Code
 ****/ 
-var buySpeed = game.addChild(new BuySpeed());
-buySpeed.x = 2048 - 100; // Position near the right edge
-buySpeed.y = 2732 - 100; // Position near the bottom edge
-var buySpeedPrice = new Text2('50 Diamonds', {
-	size: 50,
-	fill: 0xFFFFFF
+// Add a speed button to the game
+var speedButton = LK.getAsset('speed', {
+	anchorX: 0.5,
+	anchorY: 0.5
 });
-buySpeedPrice.anchor.set(0.5, 0);
-buySpeedPrice.x = buySpeed.x + 150; // Position to the right of the button
-buySpeedPrice.y = buySpeed.y;
-LK.gui.top.addChild(buySpeedPrice);
+speedButton.x = tent.x + 300; // Position the speed button to the right of the tent
+speedButton.y = tent.y + 500; // Position the speed button below the tent
+game.addChild(speedButton);
+// Event listener for speed button
+speedButton.down = function (x, y, obj) {
+	// Increase the speed of all characters
+	game.children.forEach(function (child) {
+		if (child instanceof Miner || child instanceof Fisherman || child instanceof Warrior || child instanceof Farmer) {
+			child.speed += 0.5; // Increase speed by 0.5
+		}
+	});
+};
 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
 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