User prompt
göl biraz daha solda olsun
User prompt
balıkçı ve savaşçı buton assetleri ayrı ayrı olsun
User prompt
butonların yanında fiyatlar yazsın
User prompt
satın alma butonları alt alta tablo şeklinde olsun
User prompt
göl mağaraya değmicek şekilde olsun
User prompt
göl biraz daha yukarıda olsun
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'lake.x = cave.x - 300; // Position diagonally to the left of the cave' Line Number: 283
User prompt
gölün konumu mağaranın üst çaprazı olsun
User prompt
göl asseti oluıştur
User prompt
Please fix the bug: 'tent is not defined' in or related to this line: 'tent.x = 200;' Line Number: 280
User prompt
bir göl olsun ve balıkçı var ise balıkçı çadırdan göle gidip balık tutsun.çadıra getirilen balıklar tokluğu arttırsın
User prompt
tokluk eve elmas göstergelerinin arasını aç
User prompt
madencilerin tokluk seviyesi olsun devamlı azalsın sıfırlanırsa oyun bitsin
User prompt
madenci gibi balıkçı ve savaşçı butonu olsun
User prompt
altta kazandığımız elmaslarla yeni bir madenci satın almak için tıklama kısmı olsun
User prompt
çiftçinin fiyatı20 elmas olsun
User prompt
oyunun en alt kısmında yeni madenci, çiftçi, balıkçı, savaşcı satın alınabilecek; barınak yükseltmesi yapılabilecek , karakterlerin hızlarını arttırılabilecek bir bölüm olsun
User prompt
altta yükseltme bölümü olsun
User prompt
madencinin hızı yavaşlasın
Initial prompt
Suca
/****
* 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
});
});
// 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) {
self.collecting = true;
self.x = lake.x;
collectFish();
}
} else {
self.x -= self.speed;
if (self.x <= tent.x) {
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 = 1; // Speed of the miner
self.collecting = false; // Whether the miner is collecting diamonds
self.hunger = 100; // 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
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) {
self.collecting = false;
self.x = tent.x;
}
}
};
});
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 >= battlefield.x) {
self.fighting = true;
self.x = battlefield.x;
fightEnemies();
}
} 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
****/
var cave = game.addChild(new Cave());
cave.x = 1848; // Near the right edge
cave.y = 1366; // Center vertically
var lake = game.addChild(LK.getAsset('lake', {
anchorX: 0.5,
anchorY: 0.5
}));
lake.x = cave.x - 600; // Move lake further left
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
// 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() {
diamonds += 10; // Collect 10 diamonds per trip
diamondText.setText('Diamonds: ' + diamonds);
}
// 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 = 1024; // Center horizontally
buyMiner.y = 2300; // Position higher on the screen
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 = 1024; // Align with BuyMiner
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 = 1024; // Align with BuyMiner
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);
// Update function for game logic
game.update = function () {
miner.update();
hungerText.setText('Hunger: ' + Math.max(0, Math.floor(miner.hunger)));
}; ===================================================================
--- original.js
+++ change.js
@@ -260,9 +260,9 @@
var lake = game.addChild(LK.getAsset('lake', {
anchorX: 0.5,
anchorY: 0.5
}));
-lake.x = cave.x - 400; // Ensure lake is further left to avoid intersection
+lake.x = cave.x - 600; // Move lake further left
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
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