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 ****/ // 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 >= 80) { // Set the price for a fisherman to 80 diamonds diamonds -= 80; var newFisherman = new Fisherman(); newFisherman.x = tent.x; newFisherman.y = tent.y; game.addChild(newFisherman); // Decrease the hunger reduction factor for each new fisherman var numFishermen = game.children.filter(function (child) { return child instanceof Fisherman; }).length; newFisherman.hungerReductionFactor = Math.max(1, 8 - (numFishermen - 1)); 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) { // Set the price for a miner to 100 diamonds 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 >= 150) { // Set the price for a warrior to 150 diamonds diamonds -= 150; 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 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 self.hungerReductionFactor = 6; // Initial hunger reduction factor // 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 + 200) { // Start position further along the path by 200 units self.collecting = false; self.x = tent.x + 200; miner.hunger = Math.max(0, miner.hunger - self.hungerReductionFactor); // Decrease hunger level by factor, 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 + 0.5 * (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 + 100) { self.fighting = false; self.x = tent.x + 100; } } }; }); /**** * 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 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 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; var diamondText = new Text2('Diamonds: 0', { size: 100, fill: 0x000000 }); 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: 0x000000 }); 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: 0x000000 }); 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 = 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
@@ -89,9 +89,9 @@
anchorY: 0.5
});
self.speed = 2; // Speed of the fisherman
self.collecting = false; // Whether the fisherman is collecting fish
- self.hungerReductionFactor = 8; // Initial hunger reduction factor
+ self.hungerReductionFactor = 6; // Initial hunger reduction factor
// Update function to move the fisherman
self.update = function () {
if (!self.collecting) {
self.x += self.speed;
madenci çizgi karakter. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
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