User prompt
açlık bir bir artsın(1,2,3,4...), artma oranı için hızını ayarla
User prompt
açlık birer birer artsın, artma hızını ayarla
User prompt
başlangıçtaki ilk madencinin hızı fazla olsun
User prompt
buyButtonu biraz daha yukarı ve sağa al
User prompt
buyButtonu sol alta al
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User prompt
madencinin hızını azalt
User prompt
madencinin hızını azalt
User prompt
balıkçı açlığı 6azaltsın
User prompt
madenci 100 elmas, balıkçı 80 elmas, savaşçı 150 elmas değerinde olsun
User prompt
balıkçının açlık düşürme katsayısı olsun her alınan balıkçıda bu katsayı azalsın
User prompt
balıkçı ve savaşçı biraz daha ileriden başlayıp bitirsin
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User prompt
madenci, balıkçı ve savaşçı sayısı arttıkça açlık ona oranla artsın
User prompt
Please fix the bug: 'ReferenceError: diamondText is not defined' in or related to this line: 'diamondText.setText('Diamonds: ' + diamonds);' Line Number: 254
User prompt
Please fix the bug: 'ReferenceError: hungerText is not defined' in or related to this line: 'hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger)));' Line Number: 531
User prompt
sol üstteki butonları kaldır, sağ alttakiler kalsın
User prompt
balıkçının hızını 2 kat arttır
User prompt
madencinin hızını arttır
User prompt
madencinin hızını arttır
User prompt
madencinin hızını arttır
User prompt
madencinin hızını arttır
User prompt
madencinin hızı 10 kat artsın
User prompt
buyButtona basıldığında eğer 700 elmas varsa madenci, balıkçı ve savaşçının hızları artsın
User prompt
madenci butonunun üstüne başka bir buton asseti koy
/**** * Classes ****/ var BuyFarmer = Container.expand(function () { var self = Container.call(this); var buyFarmerGraphics = self.attachAsset('farmer', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 50) { // Assuming the price for a farmer is 50 diamonds diamonds -= 50; var newFarmer = new Farmer(); newFarmer.x = tent.x; newFarmer.y = tent.y; game.addChild(newFarmer); diamondText.setText('Diamonds: ' + diamonds); } }; }); // 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 BuySpeed = Container.expand(function () { var self = Container.call(this); var buySpeedGraphics = self.attachAsset('speedUpgrade', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 700) { // Assuming the price for speed upgrade is 700 diamonds diamonds -= 700; // Increase speed of Miner, Fisherman, and Warrior game.children.forEach(function (child) { if (child instanceof Miner || child instanceof Fisherman || child instanceof Warrior) { child.speed += 0.5; // Increase speed by 0.5 } }); 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 = 2; // 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 - 8); // Decrease hunger level by 8, 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 = 3.0; // 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) { LK.getSound('pickaxeSound').play(); // Play pickaxe sound when miner reaches the cave 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); } } }; }); // 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 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 buyButton = LK.getAsset('buyButton', { anchorX: 0.5, anchorY: 0.5 }); buyButton.x = 2048 - 200; // Align with other buttons buyButton.y = 2732 - 600 + 37.8 - 150; // Position above the buyMiner button game.addChild(buyButton); buyButton.down = function (x, y, obj) { if (diamonds >= 700) { diamonds -= 700; game.children.forEach(function (child) { if (child instanceof Miner || child instanceof Fisherman || child instanceof Warrior) { child.speed += 0.5; // Increase speed by 0.5 } }); diamondText.setText('Diamonds: ' + diamonds); } }; var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = 2048 - 200; // Position near the right edge of the screen buyMiner.y = 2732 - 600 + 37.8; // Move 1 cm lower on the screen var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = 2048 - 200; // Position near the right edge of the screen buyMiner.y = 2732 - 600 + 37.8; // Move 1 cm lower on the screen var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = buyMiner.x; buyFisherman.y = buyMiner.y + 150 + 37.8; // Move 1 cm lower on the screen var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = buyFisherman.x; buyWarrior.y = buyFisherman.y + 150 + 37.8; // Move 1 cm lower on the screen var buyFarmer = game.addChild(new BuyFarmer()); buyFarmer.x = buyWarrior.x; buyFarmer.y = buyWarrior.y + 150 + 37.8; // Move 1 cm lower on the screen var buySpeed = game.addChild(new BuySpeed()); buySpeed.x = buyFarmer.x; buySpeed.y = buyFarmer.y + 150 + 37.8; // Move 1 cm lower on the screen var buySpeedPrice = new Text2('700 Diamonds', { size: 50, fill: 0xFFFFFF }); buySpeedPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buySpeedPrice); buySpeedPrice.x = buySpeed.x + 150; // Position to the right of the button buySpeedPrice.y = buySpeed.y; var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = 2048 - 200; // Position near the right edge of the screen buyMiner.y = 2732 - 600 + 37.8; // Move 1 cm lower on the screen var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = buyMiner.x; buyFisherman.y = buyMiner.y + 150 + 37.8; // Move 1 cm lower on the screen var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = buyFisherman.x; buyWarrior.y = buyFisherman.y + 150 + 37.8; // Move 1 cm lower on the screen var buyWarriorPrice = new Text2('200 Diamonds', { size: 50, fill: 0xFFFFFF }); buyWarriorPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buyWarriorPrice); buyWarriorPrice.x = buyWarrior.x + 150; // Position to the right of the button buyWarriorPrice.y = buyWarrior.y; var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = buyFisherman.x; buyWarrior.y = buyFisherman.y + 150 + 37.8; // Move 1 cm lower on the screen var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = 2048 - 200; // Position near the right edge of the screen buyMiner.y = 2732 - 600 + 37.8; // Move 1 cm lower on the screen var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = buyMiner.x; buyFisherman.y = buyMiner.y + 150 + 37.8; // Move 1 cm lower on the screen var buyFarmer = game.addChild(new BuyFarmer()); buyFarmer.x = buyWarrior.x; buyFarmer.y = buyWarrior.y + 150 + 37.8; // Move 1 cm lower on the screen var buyFarmerPrice = new Text2('50 Diamonds', { size: 50, fill: 0xFFFFFF }); buyFarmerPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buyFarmerPrice); buyFarmerPrice.x = buyFarmer.x + 150; // Position to the right of the button buyFarmerPrice.y = buyFarmer.y; var tent = game.addChild(new Tent()); tent.x = 200; tent.y = 1366; // Center vertically 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 + 600; // Move lake further down 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; // Removed diamondText and hungerText from the top-left corner // Initialize hungerText to display the miner's hunger level var hungerText = new Text2('Hunger: 0', { size: 50, fill: 0xFFFFFF }); hungerText.anchor.set(0.5, 0); LK.gui.top.addChild(hungerText); hungerText.x = 200; // Position to the right of the tent hungerText.y = 50; // Position at the top of the screen // Add treasure chest asset next to diamond and hunger indicators // Removed treasure chest display from the top-left corner // 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 = 2048 - 200; // Position near the right edge of the screen buyMiner.y = 2732 - 600 + 37.8; // Move 1 cm lower on the screen var buyMinerPrice = new Text2('100 Diamonds', { size: 50, fill: 0xFFFFFF }); buyMinerPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buyMinerPrice); buyMinerPrice.x = buyMiner.x + 150; // Position to the right of the button buyMinerPrice.y = buyMiner.y; var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = buyMiner.x; buyFisherman.y = buyMiner.y + 150 + 37.8; // Move 1 cm lower on the screen var buyFishermanPrice = new Text2('150 Diamonds', { size: 50, fill: 0xFFFFFF }); buyFishermanPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buyFishermanPrice); buyFishermanPrice.x = buyFisherman.x + 150; // Position to the right of the button buyFishermanPrice.y = buyFisherman.y; var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = buyFisherman.x; buyWarrior.y = buyFisherman.y + 150 + 37.8; // Move 1 cm lower on the screen var buyWarriorPrice = new Text2('200 Diamonds', { size: 50, fill: 0xFFFFFF }); buyWarriorPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buyWarriorPrice); buyWarriorPrice.x = buyWarrior.x + 150; // Position to the right of the button buyWarriorPrice.y = buyWarrior.y; var buyMinerPrice = new Text2('100 Diamonds', { size: 50, fill: 0xFFFFFF }); buyMinerPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buyMinerPrice); var buyFisherman = game.addChild(new BuyFisherman()); var buyFishermanPrice = new Text2('150 Diamonds', { size: 50, fill: 0xFFFFFF }); buyFishermanPrice.anchor.set(0.5, 0); LK.gui.top.addChild(buyFishermanPrice); var buyWarrior = game.addChild(new BuyWarrior()); var buyWarriorPrice = new Text2('200 Diamonds', { size: 50, fill: 0xFFFFFF }); buyWarriorPrice.anchor.set(0.5, 0); 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 // Play background music in a loop LK.playMusic('background', { loop: true }); // 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
@@ -404,8 +404,17 @@
miner.y = tent.y;
// Score and upgrade system
var diamonds = 0;
// Removed diamondText and hungerText from the top-left corner
+// Initialize hungerText to display the miner's hunger level
+var hungerText = new Text2('Hunger: 0', {
+ size: 50,
+ fill: 0xFFFFFF
+});
+hungerText.anchor.set(0.5, 0);
+LK.gui.top.addChild(hungerText);
+hungerText.x = 200; // Position to the right of the tent
+hungerText.y = 50; // Position at the top of the screen
// Add treasure chest asset next to diamond and hunger indicators
// Removed treasure chest display from the top-left corner
// Function to handle fighting enemies
function fightEnemies() {
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