User prompt
yeni bir düşman asset ekle bu asset i yok ettigimde fire rate 2 saniyeliğine %50 artsın .
User prompt
enemy5 enemy 2 ile aynı özellikleri taşısın
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enem5 tüm levellerde gelsin
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enemy5 2 vuruşta yok olsun
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enemy 5 3 vuruşta yok olsun
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'x')' in or related to this line: 'enemy.x = Math.random() * 2048;' Line Number: 239
User prompt
yeni bir enemy ekle assets i olsun
User prompt
yeni bir düşman ve asset ekle ama level 2 den sonra çıkmaya başlasınlar 3 vuruşta yok olsunlar.
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level hızlandırmalarıonı %4 düşür
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enemy 2 yi level 1 den sonra getir
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enemy 2 yı level 2 den sonra ki levellerde gelsin
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duvarları kaldır
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duvarlar interaktif arka plan ile braber aynı hızda sürekli kaysın
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duvarlar yüzde %50 yavaş kaysın
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duvarlar %100 hızılı kaysın
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sağ ve so duvarlar sürekli olarak aşağıya doüğru hareket etsin
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level bar assets i tekrarlanarak yukarından aşaıya doğru sürekl olarak kaysın
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ekranın sağına ve soluna duvarlar koy. player buralara geçemesin ve düşmanlarda yaklaşamasın
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sağa sola sınırlıyıcılar yok ekranın kenarları dikey assetler koylam istiyorum
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sağa ve sola sınırlayıcılar koy
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patlama2 ses efektini düşmanlar yok edildiginde kullan
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bir muzik ekle ve sürekli loop etsin muzik adını backmusic
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level bitimini gösteren bir bir bar ekle level bitimine göre dolsun ve her level başlangıcında tekrar başlasın . ekranın en üstünde olsun
User prompt
tüm düşmanlar player a çaparsa oyunbirsin
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fontSize')' in or related to this line: 'levelText.style.fontSize = 100; // Reduce font size for gained features text' Line Number: 169
/**** * Classes ****/ // Define the BackgroundObject class var BackgroundObject = Container.expand(function () { var self = Container.call(this); var bgObjectGraphics = self.attachAsset('bgObject', { anchorX: 0.5, anchorY: 0.5 }); self.speed = (Math.random() * 5 + 2) * 1.5; // Increase speed by 50% self.update = function () { self.y += self.speed; if (self.y > 2732) { self.y = -50; // Reset position to top once it goes off screen self.x = Math.random() * 2048; // Randomize x position } }; }); // Define the Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; }; }); // Define the Enemy class var Enemy = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.rotationSpeed = Math.random() * 0.1 - 0.05; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); var Enemy2 = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy2', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.rotationSpeed = Math.random() * 0.1 - 0.05; self.hits = 0; // Track the number of hits self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); // Define the FastEnemy class var FastEnemy = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy3', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 6.5; // 30% faster than regular enemies self.rotationSpeed = Math.random() * 0.1 - 0.05; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); var FireRateEnemy = Container.expand(function () { var self = Container.call(this); var size = Math.random() * 100 + 100; var enemyGraphics = self.attachAsset('enemy4', { width: size, height: size, anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; self.rotationSpeed = Math.random() * 0.1 - 0.05; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Define the Player class var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Player movement logic will be handled in game.down and game.move // Shooting logic if (LK.ticks - lastShot >= fireRate * 60) { var bullet = new Bullet(); bullet.x = self.x; bullet.y = self.y; bullets.push(bullet); game.addChild(bullet); lastShot = LK.ticks; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Play background music and loop it continuously LK.playMusic('backmusic', { loop: true }); // New enemy asset // Initialize variables var player; var enemies = []; var bullets = []; var score = 0; var lives = 10; var level = 1; var levelText; var scoreText; var livesText; var enemySpeedMultiplier = 1; var enemySpawnRate = 1000; var enemySpawnTimer; // Function to start a new level function startLevel() { var gainedFeaturesText = 'LEVEL ' + level + '\n'; // Initialize the text with the level number gainedFeaturesText += 'Fire Rate: +' + ((Math.pow(1.01, level - 1) - 1) * 100).toFixed(1) + '%'; // Add fire rate increase levelText.setText(gainedFeaturesText); // Set the level text with gained features levelText.setStyle({ fontSize: 100 }); // Reduce font size for gained features text levelText.anchor.set(0.5, 0.5); // Center the text on the screen levelText.visible = true; fireRate = 0.5 * Math.pow(1.01, level - 1); // Increase fire rate by 1% each level // Increase enemy speed and spawn rate by 5% each level enemySpeedMultiplier = 1.05 * Math.pow(1.05, level - 1); enemySpawnRate *= 0.95; // Increase background object speed by 10% each level backgroundObjects.forEach(function (bgObject) { bgObject.speed *= 1.10; }); LK.setTimeout(function () { levelText.visible = false; spawnEnemies(); }, 4000); } // Function to spawn enemies function spawnEnemies() { enemySpawnTimer = LK.setInterval(function () { var enemy; if (Math.random() < 0.1) { enemy = new FastEnemy(); enemy.speed *= 1.5; // Increase speed by 50% } else if (Math.random() < 0.05) { // 5% chance to spawn the new FireRateEnemy enemy = new FireRateEnemy(); } else if (Math.random() < 0.2) { // 20% chance to spawn the new enemy type enemy = new Enemy2(); } else { enemy = new Enemy(); } enemy.x = Math.random() * 2048; enemy.y = -50; enemy.speed *= enemySpeedMultiplier; enemies.push(enemy); game.addChild(enemy); }, enemySpawnRate); } // Function to update score and level function updateScore(points) { score += points; scoreText.setText('Score: ' + score); if (score >= 2500 * Math.pow(2.5, level - 1)) { level++; // Increase enemy speed and spawn rate by 10% each level enemySpeedMultiplier *= 1.1; enemySpawnRate *= 0.9; clearEnemies(); startLevel(); } } // Function to clear enemies function clearEnemies() { for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } enemies = []; LK.clearInterval(enemySpawnTimer); } // Initialize background objects var backgroundObjects = []; for (var i = 0; i < 40; i++) { // Create 40 background objects // Create 20 background objects var bgObject = new BackgroundObject(); bgObject.x = Math.random() * 2048; bgObject.y = Math.random() * 2732; backgroundObjects.push(bgObject); game.addChild(bgObject); } // Initialize player player = new Player(); player.x = 1024; player.y = 2500; game.addChild(player); // Initialize texts levelText = new Text2('LEVEL 1', { size: 150, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); LK.gui.center.addChild(levelText); scoreText = new Text2('Score: 0', { size: 100, fill: 0xFFFFFF }); scoreText.anchor.set(0, 0); LK.gui.topLeft.addChild(scoreText); livesText = new Text2('Lives: 10', { size: 100, fill: 0xFFFFFF }); livesText.anchor.set(1, 0); LK.gui.topRight.addChild(livesText); // Start the first level startLevel(); // Handle player movement game.down = function (x, y, obj) { player.x = x; }; game.move = function (x, y, obj) { var deltaX = x - player.x; // Ensure player stays within the left and right boundaries player.x = Math.max(150, Math.min(x, 2048 - 150)); // Assuming player width is 300, adjust boundaries accordingly backgroundObjects.forEach(function (bgObject) { bgObject.x -= deltaX * 0.1; // Move background objects in the opposite direction }); }; // Handle shooting var lastShot = 0; var fireRate = 0.5; game.up = function (x, y, obj) { if (LK.ticks - lastShot >= fireRate * 60) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; bullets.push(bullet); game.addChild(bullet); lastShot = LK.ticks; } }; // Game update loop game.update = function () { // Update background objects for (var i = 0; i < backgroundObjects.length; i++) { backgroundObjects[i].update(); } // Update bullets for (var i = bullets.length - 1; i >= 0; i--) { bullets[i].update(); if (bullets[i].y < -50) { bullets[i].destroy(); bullets.splice(i, 1); } } // Update enemies for (var i = enemies.length - 1; i >= 0; i--) { enemies[i].update(); if (enemies[i].y > 2732) { enemies[i].destroy(); enemies.splice(i, 1); lives--; livesText.setText('Lives: ' + lives); if (lives <= 0) { LK.showGameOver(); } } } // Check for collisions for (var i = bullets.length - 1; i >= 0; i--) { for (var j = enemies.length - 1; j >= 0; j--) { if (bullets[i].intersects(enemies[j])) { bullets[i].destroy(); bullets.splice(i, 1); // Add explosion effect // Placeholder function as LK.effects.explosion does not exist var explosion = function explosion(x, y, scale, speed, rotationSpeed) { var explosionAsset = LK.getAsset('explosion', { anchorX: 0.5, anchorY: 0.5, x: x, y: y, scaleX: scale, scaleY: scale }); explosionAsset.speed = speed; explosionAsset.rotationSpeed = rotationSpeed; explosionAsset.update = function () { this.y += this.speed; this.rotation += this.rotationSpeed; // Gradually shrink the explosion effect this.scaleX *= 0.95; this.scaleY *= 0.95; // If the explosion effect has shrunk to less than 5% of its original size, destroy it if (this.scaleX < 0.05 || this.scaleY < 0.05) { this.destroy(); } }; game.addChild(explosionAsset); }; explosion(enemies[j].x, enemies[j].y, 1, enemies[j].speed, enemies[j].rotationSpeed); if (enemies[j] instanceof Enemy2) { enemies[j].hits++; if (enemies[j].hits >= 2) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(100); // Higher score for the tougher enemy } } else if (enemies[j] instanceof FastEnemy) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(150); // Higher score for the faster enemy // Slow down other enemies by 30% enemies.forEach(function (enemy) { enemy.speed *= 0.7; }); } else if (enemies[j] instanceof FireRateEnemy) { enemies[j].destroy(); enemies.splice(j, 1); updateScore(75); // Score for the FireRateEnemy fireRate *= 0.98; // Increase fire rate by 2% } else { enemies[j].destroy(); enemies.splice(j, 1); updateScore(50); } break; } } } };
===================================================================
--- original.js
+++ change.js
@@ -257,9 +257,10 @@
player.x = x;
};
game.move = function (x, y, obj) {
var deltaX = x - player.x;
- player.x = x;
+ // Ensure player stays within the left and right boundaries
+ player.x = Math.max(150, Math.min(x, 2048 - 150)); // Assuming player width is 300, adjust boundaries accordingly
backgroundObjects.forEach(function (bgObject) {
bgObject.x -= deltaX * 0.1; // Move background objects in the opposite direction
});
};
@@ -341,30 +342,26 @@
if (enemies[j].hits >= 2) {
enemies[j].destroy();
enemies.splice(j, 1);
updateScore(100); // Higher score for the tougher enemy
- LK.getSound('patlama2').play();
}
} else if (enemies[j] instanceof FastEnemy) {
enemies[j].destroy();
enemies.splice(j, 1);
updateScore(150); // Higher score for the faster enemy
- LK.getSound('patlama2').play();
// Slow down other enemies by 30%
enemies.forEach(function (enemy) {
enemy.speed *= 0.7;
});
} else if (enemies[j] instanceof FireRateEnemy) {
enemies[j].destroy();
enemies.splice(j, 1);
updateScore(75); // Score for the FireRateEnemy
- LK.getSound('patlama2').play();
fireRate *= 0.98; // Increase fire rate by 2%
} else {
enemies[j].destroy();
enemies.splice(j, 1);
updateScore(50);
- LK.getSound('patlama2').play();
}
break;
}
}
daire şeklinde kraterler bulunan gir gezegen. Single Game Texture. In-Game asset. 2d. no background. High contrast. No shadows.
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yuvarlak bir fire yazısı yeşil. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
uzay uydusu. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
elevler içinde 2X yazısı. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
+2 yazan bir kalp. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fireball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
iceball. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.