User prompt
fisher textini butonun soluna al
User prompt
miner textini butonun soluna al
User prompt
info assetini kaldır
User prompt
warrior (150 dia) texti ekle
User prompt
fisher (50 dia) texti ekle
User prompt
miner (80 dia) texti ekle
User prompt
+speed (700 diamonds) texti daha sağda olsun
User prompt
+speed (700 diamonds) texti biraz büyüt
User prompt
+speed (700 diamonds) texti büyüt
User prompt
+speed (700 diamonds) texti daha yukarıda ve sağda olsun
User prompt
Please fix the bug: 'buttonInfo is not defined' in or related to this line: 'speedText.x = buttonInfo.x;' Line Number: 244
User prompt
buttonInfo assetini kaldır
User prompt
buttonInfo assetini kaldır yerine +speed (700 diamonds) textini koy
User prompt
+speed (700 diamonds) text daha aşağıda olsun
User prompt
buttonInfonun olduğu yere +speed (700 diamonds) texti ekle
User prompt
700 diamonds texti 10 santimetre aşağıda olsun
User prompt
700 diamonds texti 30 santimetre aşağıda olsun
User prompt
700 diamonds texti buyButton üstünde olsun
User prompt
700 diamonds texti 10 santimetre aşağıda olsun
User prompt
700 diamonds texti 10 santimetre aşağıda olsun
User prompt
700 diamonds texti 10 santimetre aşağıda olsun
User prompt
700 diamonds texti 10 santimetre aşağıda olsun
User prompt
700 diamonds texti 10 santimetre aşağıda olsun
User prompt
700 diamonds texti 10 santimetre aşağıda olsun
User prompt
700 diamonds textini daha aşağıda olsun
/****
* 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 >= 50) {
diamonds -= 50;
var newFisherman = new Fisherman();
newFisherman.x = tent.x;
newFisherman.y = tent.y + 100; // Start the fisherman from a lower position
game.addChild(newFisherman);
var numFishermen = game.children.filter(function (child) {
return child instanceof Fisherman;
}).length;
newFisherman.hungerReductionFactor = 9 + (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 >= 80) {
diamonds = Math.max(0, diamonds - 80);
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 = Math.max(0, diamonds - 150);
var newWarrior = new Warrior();
newWarrior.x = tent.x + 400;
newWarrior.y = tent.y + 100; // Start the warrior from a lower position
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!");
};
});
// Fisherman Class
var Fisherman = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('fisherman', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4.0;
self.collecting = false;
self.hungerReductionFactor = 9;
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)));
}
}
};
});
var Miner = Container.expand(function () {
var self = Container.call(this);
self.attachAsset('miner', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3.7;
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();
}
} 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 = 2;
self.fighting = false;
self.update = function () {
if (!self.fighting) {
self.x += self.speed;
if (self.x >= enemyMonster.x) {
LK.getSound('battle').play();
self.fighting = true;
self.x = enemyMonster.x;
fightEnemies();
winTreasure();
}
} else {
self.x -= self.speed;
if (self.x <= tent.x + 400) {
self.fighting = false;
self.x = tent.x + 400;
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Initialize a timer to track the game duration
var gameStartTime = Date.now();
// Create a text object to display the timer
var timerText = new Text2('Time: 0s', {
size: 50,
// Smaller size for the timer
fill: 0xFFFFFF // White color for visibility
});
timerText.anchor.set(0, 0); // Anchor to the top-left corner
timerText.y = 150; // Move the timer further down
LK.gui.topLeft.addChild(timerText); // Add the timer text to the GUI
var background = LK.getAsset('backgroundImage', {
anchorX: 0.5,
anchorY: 0.5
});
background.x = 2048 / 2;
background.y = 2732 / 2;
game.addChild(background);
var buyButton = LK.getAsset('buyButton', {
anchorX: 0.5,
anchorY: 0.5
});
buyButton.x = 50 + buyButton.width / 2;
buyButton.y = 2682 - buyButton.height / 2;
// Add an info asset above the buyButton
// Add '+speed (700 diamonds)' text above the buttonInfo asset
var speedText = new Text2('+speed (700 diamonds)', {
size: 70,
fill: 0xFFFFFF // White color for visibility
});
speedText.anchor.set(0.5, 0.5);
speedText.x = buyButton.x + 200;
speedText.y = buyButton.y - buyButton.height / 2 - 50; // Position further up
game.addChild(speedText);
game.addChild(buyButton);
buyButton.down = function (x, y, obj) {
if (diamonds >= 700) {
diamonds = Math.max(0, 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);
}
};
var buyMiner = game.addChild(new BuyMiner());
buyMiner.x = 2048 - 200;
buyMiner.y = 2732 - 600 + 37.8;
var minerText = new Text2('miner (80 dia)', {
size: 50,
fill: 0xFFFFFF // White color for visibility
});
minerText.anchor.set(0.5, 0.5);
minerText.x = buyMiner.x - buyMiner.width / 2 - minerText.width / 2 - 10; // Position to the left of the buyMiner button
minerText.y = buyMiner.y; // Align vertically with the buyMiner button
game.addChild(minerText);
var buyFisherman = game.addChild(new BuyFisherman());
buyFisherman.x = buyMiner.x;
buyFisherman.y = buyMiner.y + 150 + 37.8;
var fisherText = new Text2('fisher (50 dia)', {
size: 50,
fill: 0xFFFFFF // White color for visibility
});
fisherText.anchor.set(0.5, 0.5);
fisherText.x = buyFisherman.x - buyFisherman.width / 2 - fisherText.width / 2 - 10; // Position to the left of the buyFisherman button
fisherText.y = buyFisherman.y; // Align vertically with the buyFisherman button
game.addChild(fisherText);
var buyWarrior = game.addChild(new BuyWarrior());
buyWarrior.x = buyFisherman.x;
buyWarrior.y = buyFisherman.y + 150 + 37.8;
var warriorText = new Text2('warrior (150 dia)', {
size: 50,
fill: 0xFFFFFF // White color for visibility
});
warriorText.anchor.set(0.5, 0.5);
warriorText.x = buyWarrior.x;
warriorText.y = buyWarrior.y - buyWarrior.height / 2 - 50; // Position above the buyWarrior button
game.addChild(warriorText);
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 enemyMonster = game.addChild(new EnemyMonster());
enemyMonster.x = cave.x + 500;
enemyMonster.y = cave.y;
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 + 100; // Start the miner from a lower position
miner.speed = 3.0; // Increase the speed of the first miner
var enemyMonster = game.addChild(new EnemyMonster());
enemyMonster.x = cave.x + 500;
enemyMonster.y = cave.y;
// Add a text asset above the enemyMonster
var monsterText = LK.getAsset('text', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x000000 // Set color to black
});
monsterText.x = enemyMonster.x - 100;
monsterText.y = enemyMonster.y - enemyMonster.height / 2 - monsterText.height - 50;
game.addChild(monsterText);
// Add an info asset below the enemyMonster
// Score ve Upgrade sistemi
var diamonds = 150;
var diamondText = new Text2('Diamonds: ' + diamonds, {
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) {
var timeTaken = Math.floor((Date.now() - gameStartTime) / 1000); // Calculate time in seconds
var timeText = new Text2('Time: ' + timeTaken + 's', {
// Create a text object to display time
size: 100,
fill: 0xFFFFFF
});
timeText.anchor.set(0.5, 0);
timeText.x = 2048 / 2; // Center the text horizontally
timeText.y = 2732 / 2; // Center the text vertically
LK.gui.top.addChild(timeText); // Add the text to the GUI
LK.showYouWin();
}
}
function fightEnemies() {
console.log("Warrior is fighting enemies!");
}
function collectDiamonds() {}
LK.playMusic('background', {
loop: true
});
game.update = function () {
miner.update();
// Update the timer every second
if (LK.ticks % 60 === 0) {
var timeElapsed = Math.floor((Date.now() - gameStartTime) / 1000); // Calculate time in seconds
timerText.setText('Time: ' + timeElapsed + 's'); // Update the timer text
}
if (LK.ticks % 60 === 0) {
var totalCharacters = game.children.filter(function (child) {
return child instanceof Miner || child instanceof Fisherman || child instanceof Warrior;
}).length;
miner.hunger += totalCharacters;
hungerText.setText('Hunger: ' + Math.floor(miner.hunger));
if (miner.hunger >= 100) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
}
if (LK.ticks % 1200 === 0) {
LK.getSound('monsterRoar').play();
enemyMonster.enterBattleMode();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -248,10 +248,10 @@
size: 50,
fill: 0xFFFFFF // White color for visibility
});
fisherText.anchor.set(0.5, 0.5);
-fisherText.x = buyFisherman.x;
-fisherText.y = buyFisherman.y - buyFisherman.height / 2 - 50; // Position above the buyFisherman button
+fisherText.x = buyFisherman.x - buyFisherman.width / 2 - fisherText.width / 2 - 10; // Position to the left of the buyFisherman button
+fisherText.y = buyFisherman.y; // Align vertically with the buyFisherman button
game.addChild(fisherText);
var buyWarrior = game.addChild(new BuyWarrior());
buyWarrior.x = buyFisherman.x;
buyWarrior.y = buyFisherman.y + 150 + 37.8;
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