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User prompt
mağara daha sağda olsun
User prompt
cave biraz sağda olsun
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User prompt
miner 80 elmas olsun
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balıkçının hızı daha fazla olsun
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göl yarım santimetre yukarıda olsun
User prompt
madencinin hızı 2kat fazla olsun
User prompt
balıkçının hızı 2 kat fazla olsun
User prompt
satın alınan ilk balıkçının hızı 2.5 olsun
User prompt
ilk balıkçının hızı 2.5 olsun
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balıkçı ve savaşçı biraz daha ileriden başlayıp bitirsin
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diamonds 0dan aşağı olamaz
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balıkçı 50 elmas değerinde olsun
User prompt
balıkçı 50 elmas olsun
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açlık bir bir artsın(1,2,3,4...), artma oranı için hızını ayarla
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açlık birer birer artsın, artma hızını ayarla
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başlangıçtaki ilk madencinin hızı fazla olsun
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buyButtonu biraz daha yukarı ve sağa al
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buyButtonu sol alta al
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madencinin hızını azalt
/**** * Classes ****/ // BuyFisherman Class var BuyFisherman = Container.expand(function () { var self = Container.call(this); self.attachAsset('buyFisherman', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 80) { diamonds -= 80; var newFisherman = new Fisherman(); newFisherman.x = tent.x; newFisherman.y = tent.y; game.addChild(newFisherman); var numFishermen = game.children.filter(function (child) { return child instanceof Fisherman; }).length; newFisherman.hungerReductionFactor = Math.max(1, 8 - (numFishermen - 1)); diamondText.setText('Diamonds: ' + diamonds); } }; }); // BuyMiner Class var BuyMiner = Container.expand(function () { var self = Container.call(this); 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); } }; }); // BuyWarrior Class var BuyWarrior = Container.expand(function () { var self = Container.call(this); self.attachAsset('buyWarrior', { anchorX: 0.5, anchorY: 0.5 }); self.down = function (x, y, obj) { if (diamonds >= 150) { diamonds -= 150; var newWarrior = new Warrior(); newWarrior.x = tent.x; newWarrior.y = tent.y; game.addChild(newWarrior); diamondText.setText('Diamonds: ' + diamonds); } }; }); // Cave Class var Cave = Container.expand(function () { var self = Container.call(this); self.attachAsset('cave', { anchorX: 0.5, anchorY: 0.5 }); }); // EnemyMonster Class var EnemyMonster = Container.expand(function () { var self = Container.call(this); self.attachAsset('enemyMonster', { anchorX: 0.5, anchorY: 0.5 }); self.enterBattleMode = function () { console.log("Enemy Monster is entering battle mode!"); // Battle mode logic eklenebilir }; }); // Fisherman Class var Fisherman = Container.expand(function () { var self = Container.call(this); self.attachAsset('fisherman', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.collecting = false; self.hungerReductionFactor = 6; self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= lake.x) { LK.getSound('fishingSound').play(); self.collecting = true; self.x = lake.x; } } else { self.x -= self.speed; if (self.x <= tent.x + 200) { self.collecting = false; self.x = tent.x + 200; miner.hunger = Math.max(0, miner.hunger - self.hungerReductionFactor); hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); } } }; }); // Miner Class var Miner = Container.expand(function () { var self = Container.call(this); self.attachAsset('miner', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1.0; self.collecting = false; self.hunger = 0; self.update = function () { if (!self.collecting) { self.x += self.speed; if (self.x >= cave.x) { LK.getSound('pickaxeSound').play(); self.collecting = true; self.x = cave.x; collectDiamonds(); 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; self.hunger += 2.0 + 0.5 * (numMiners + numFishermen + numWarriors); if (self.hunger >= 100) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } } } else { self.x -= self.speed; if (self.x <= tent.x + 300) { self.collecting = false; self.x = tent.x + 300; LK.getSound('diamondDrop').play(); diamonds += 5; diamondText.setText('Diamonds: ' + diamonds); } } }; }); // Tent Class var Tent = Container.expand(function () { var self = Container.call(this); self.attachAsset('tent', { anchorX: 0.5, anchorY: 0.5 }); }); // Warrior Class var Warrior = Container.expand(function () { var self = Container.call(this); self.attachAsset('warrior', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 1; self.fighting = false; self.update = function () { if (!self.fighting) { self.x += self.speed; if (self.x >= enemyMonster.x) { self.fighting = true; self.x = enemyMonster.x; fightEnemies(); 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 }); /**** * Game Code ****/ // Tek bir background ekliyoruz (duplicate olan kısım kaldırıldı) var background = LK.getAsset('backgroundImage', { anchorX: 0.5, anchorY: 0.5 }); background.x = 2048 / 2; background.y = 2732 / 2; game.addChild(background); // Buy Button: Arka planın üstünde görünsün diye background'dan sonra ekliyoruz var buyButton = LK.getAsset('buyButton', { anchorX: 0.5, anchorY: 0.5 }); buyButton.x = 50 + buyButton.width / 2; buyButton.y = 2682 - buyButton.height / 2; 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; } }); diamondText.setText('Diamonds: ' + diamonds); } }; // Ekstra butonların (buyMiner, buyFisherman, buyWarrior) ve diğer nesnelerin eklenmesi var buyMiner = game.addChild(new BuyMiner()); buyMiner.x = 2048 - 200; buyMiner.y = 2732 - 600 + 37.8; var buyFisherman = game.addChild(new BuyFisherman()); buyFisherman.x = buyMiner.x; buyFisherman.y = buyMiner.y + 150 + 37.8; var buyWarrior = game.addChild(new BuyWarrior()); buyWarrior.x = buyFisherman.x; buyWarrior.y = buyFisherman.y + 150 + 37.8; 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; buyWarriorPrice.y = buyWarrior.y; var tent = game.addChild(new Tent()); tent.x = 200; tent.y = 1366; var cave = game.addChild(new Cave()); cave.x = 1400; cave.y = 1366; var lake = game.addChild(LK.getAsset('lake', { anchorX: 0.5, anchorY: 0.5 })); lake.x = cave.x - 500; lake.y = cave.y + 600; var miner = game.addChild(new Miner()); miner.x = tent.x; miner.y = tent.y; var enemyMonster = game.addChild(new EnemyMonster()); enemyMonster.x = cave.x + 500; enemyMonster.y = cave.y; // Score ve Upgrade sistemi 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; var hungerText = new Text2('Hunger: 100', { size: 100, fill: 0x000000 }); hungerText.anchor.set(0.5, 0); LK.gui.top.addChild(hungerText); hungerText.y = 150; var treasureChest = LK.getAsset('treasureChest', { anchorX: 0.5, anchorY: 0.5 }); treasureChest.x = diamondText.x + 450; treasureChest.y = diamondText.y + 100; LK.gui.top.addChild(treasureChest); var treasureChestCount = 0; var treasureChestText = new Text2('x' + treasureChestCount, { size: 50, fill: 0x000000 }); treasureChestText.anchor.set(0.5, 0); treasureChestText.x = treasureChest.x + 150; treasureChestText.y = treasureChest.y; LK.gui.top.addChild(treasureChestText); // Fonksiyonlar function winTreasure() { console.log("Warrior has won a treasure chest!"); treasureChestCount += 1; treasureChestText.setText('x' + treasureChestCount); treasureChest.visible = true; if (treasureChestCount >= 100) { LK.showYouWin(); } } function fightEnemies() { console.log("Warrior is fighting enemies!"); // Savaş mantığı eklenebilir } function collectDiamonds() { // Diamond toplama mantığı eklenebilir } function upgradeTent() { if (diamonds >= 50) { diamonds -= 50; tent.attachAsset('upgradedTent', { anchorX: 0.5, anchorY: 0.5 }); diamondText.setText('Diamonds: ' + diamonds); } } // Upgrade butonuna dokunulduğunda game.down = function (x, y, obj) { if (x > 1800 && y < 200) { upgradeTent(); } }; // Arka plan müziğini çal LK.playMusic('background', { loop: true }); // Game update fonksiyonu game.update = function () { miner.update(); hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger))); if (LK.ticks % 1200 === 0) { LK.getSound('monsterRoar').play(); enemyMonster.enterBattleMode(); } };
===================================================================
--- original.js
+++ change.js
@@ -211,10 +211,10 @@
var buyButton = LK.getAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5
});
-buyButton.x = 0 + buyButton.width / 2;
-buyButton.y = 2732 - buyButton.height / 2;
+buyButton.x = 50 + buyButton.width / 2;
+buyButton.y = 2682 - buyButton.height / 2;
game.addChild(buyButton);
buyButton.down = function (x, y, obj) {
if (diamonds >= 700) {
diamonds -= 700;
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