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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'player._speedBoostTimeout = setTimeout(function () {' Line Number: 1030
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 907
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 911
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Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'player._speedBoostTimeout = setTimeout(function () {' Line Number: 967
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'wait')' in or related to this line: 'tween(shieldEffect).wait(4000).to({' Line Number: 779
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 855
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween({' Line Number: 718
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 855
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 855
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'to')' in or related to this line: 'tween(scoreText).to({' Line Number: 898
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Please fix the bug: 'TypeError: tween.get is not a function' in or related to this line: 'tween.get(scoreText).to({' Line Number: 898
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { milestones: [] }); /**** * Classes ****/ // On-screen left/right controls for mobile var AsciiButton = Container.expand(function () { var self = Container.call(this); self.txt = self.addChild(new Text2("", { size: 120, fill: 0xFFFFFF, font: "monospace" })); self.txt.anchor.set(0.5, 0.5); self.setLabel = function (label) { self.txt.setText(label); }; return self; }); // ASCII Obstacle var AsciiObstacle = Container.expand(function () { var self = Container.call(this); // Randomly choose an ASCII obstacle shape, now with more funny blocks! var shapes = ["#####", "=====", "-----", "|||||", "oOoOo", // funny bouncy "UwU", // cute face "0v0v0", // zigzag "><(((º>", // fish "LOL", // meme ":-)", // smiley "ZZZZZ", // sleepy "MOO", // cow "BEEP", // robot "!!!", // exclamation "T_T", // sad face "12345", // numbers "abcde" // letters ]; var ascii = shapes[Math.floor(Math.random() * shapes.length)]; var obsText = self.addChild(new Text2(ascii, { size: 90, fill: 0xFF5555, font: "monospace" })); obsText.anchor.set(0.5, 0.5); // For collision, define a bounding box self.getBounds = function () { return { x: self.x - 225, y: self.y - 45, width: 450, height: 90 }; }; // Move down at a variable speed (default 12, can be overridden) self.speed = 12; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); // ASCII Player Character var AsciiPlayer = Container.expand(function () { var self = Container.call(this); // ASCII art for the player (simple stick figure) var asciiArt = [" O ", " /|\\ ", " / \\ "].join("\n"); var playerText = self.addChild(new Text2(asciiArt, { size: 90, fill: 0xFFFFFF, font: "monospace" })); playerText.anchor.set(0.5, 0.5); // Cosmetic tag above head (for rewards) self.tagText = self.addChild(new Text2("", { size: 60, fill: 0x00FF99, font: "monospace" })); self.tagText.anchor.set(0.5, 1); self.tagText.x = 0; self.tagText.y = -140; // Cosmetic border container self.borderBox = new Container(); self.addChild(self.borderBox); // Function to update border style self.updateBorder = function (score) { // Remove previous border if (self.borderBox.children.length > 0) { for (var i = 0; i < self.borderBox.children.length; i++) { self.borderBox.children[i].destroy(); } self.borderBox.removeChildren(); } // Choose border style by score var borderStyle = Math.floor(score / 100) % 6; // her 100 puanda değişir var borderArt = ""; var borderColor = 0xFFFFFF; if (score >= 100) { borderColor = Math.random() * 0xFFFFFF; // Rastgele renk (istediğin gibi değiştir) switch (borderStyle) { case 0: borderArt = "+-----+\n| |\n| |\n+-----+"; break; case 1: borderArt = "☆-----☆\n| |\n| |\n☆-----☆"; break; case 2: borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥"; break; case 3: borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓"; break; case 4: borderArt = "♡-----♡\n| |\n| |\n♡-----♡"; break; case 5: borderArt = "◆-----◆\n| |\n| |\n◆-----◆"; break; } } else { switch (borderStyle) { case 0: borderArt = "+-----+\n| |\n| |\n+-----+"; borderColor = 0xAAAAAA; break; case 1: borderArt = "☆-----☆\n| |\n| |\n☆-----☆"; borderColor = 0xFFD700; break; case 2: borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥"; borderColor = 0xFF5500; break; case 3: borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓"; borderColor = 0x00FFFF; break; case 4: borderArt = "♡-----♡\n| |\n| |\n♡-----♡"; borderColor = 0xFF66CC; break; case 5: borderArt = "◆-----◆\n| |\n| |\n◆-----◆"; borderColor = 0x66FF99; break; } } var borderTxt = new Text2(borderArt, { size: 100, fill: borderColor, font: "monospace" }); borderTxt.anchor.set(0.5, 0.5); borderTxt.x = 0; borderTxt.y = 0; self.borderBox.addChild(borderTxt); }; self._walkFrame = 0; self._walkFrames = [[" O ", " /|\\ ", " / \\ "].join("\n"), // Normal duruş [" O ", " /|\\ ", " / "].join("\n"), // Tek bacak yukarı [" O ", " /|\\ ", " \\ "].join("\n") // Diğer bacak yukarı ]; self.update = function () { // Basit yürüme animasyonu (her 10 tick'te bir kare değiştir) if (LK.ticks % 10 === 0) { playerText.setText(self._walkFrames[self._walkFrame]); // playerText'e erişim self._walkFrame = (self._walkFrame + 1) % self._walkFrames.length; } }; // For collision, define a bounding box self.getBounds = function () { return { x: self.x - 90, y: self.y - 135, width: 180, height: 270 }; }; return self; }); // Power-up: Score Multiplier var ScoreMultiplierPowerup = Container.expand(function () { var self = Container.call(this); var multiplierText = self.addChild(new Text2("[2x SCORE]", { size: 80, fill: 0x99FF00, // Yeşil renk font: "monospace" })); multiplierText.anchor.set(0.5, 0.5); self.speed = 10; self.duration = 7000; // 7 saniye süre self.multiplier = 2; // Çarpan değeri self.getBounds = function () { return { x: self.x - 180, y: self.y - 40, width: 360, height: 80 }; }; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); // Power-up: Shield var ShieldPowerup = Container.expand(function () { var self = Container.call(this); var shieldText = self.addChild(new Text2("[SHIELD]", { size: 80, fill: 0x00FFFF, font: "monospace" })); shieldText.anchor.set(0.5, 0.5); self.speed = 10; self.getBounds = function () { return { x: self.x - 120, y: self.y - 40, width: 240, height: 80 }; }; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); // Power-up: Speed Boost var SpeedBoostPowerup = Container.expand(function () { var self = Container.call(this); var speedText = self.addChild(new Text2("[SPEED]", { size: 80, fill: 0xFFD700, // Altın rengi font: "monospace" })); speedText.anchor.set(0.5, 0.5); self.speed = 10; // Power-up düşme hızı self.duration = 5000; // 5 saniye hız artışı süresi self.getBounds = function () { return { x: self.x - 120, y: self.y - 40, width: 240, height: 80 }; }; self.update = function () { if (typeof self.lastY === "undefined") { self.lastY = self.y; } self.y += self.speed; self.lastY = self.y; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Storage for persistent profile/milestones // Tween for possible future use (not used in MVP, but included for extensibility) // Game states function _typeof2(o) { "@babel/helpers - typeof"; return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof2(o); } function _classCallCheck2(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function __defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey2(o.key), o); } } function _createClass2(e, r, t) { return r && __defineProperties(e.prototype, r), t && __defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey2(t) { var i = _toPrimitive2(t, "string"); return "symbol" == _typeof2(i) ? i : i + ""; } function _toPrimitive2(t, r) { if ("object" != _typeof2(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof2(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var STATE_MENU = 0; var STATE_PLAY = 1; var STATE_PROFILE = 2; var gameState = STATE_MENU; // Main elements var player; var obstacles = []; var powerups = []; // Make powerups globally defined so it is accessible everywhere var score = 0; var bestScore = storage.bestScore || 0; var milestones = storage.milestones || []; var milestoneThresholds = [10, 25, 50, 100, 200, 500, 1000]; // New game state variables var health = 3; var maxHealth = 5; var combo = 0; var lastCosmetic = -1; var cosmeticTags = ["", "ASCII MAN", "ASCII PRO", "RUNNER", "ELITE", "ASCII KING", "GODMODE", "AMAZİNG", "777", "SHİT", "ADMİN"]; // Power-up state trackers game._lastShieldScore = -1; // Reset shield drop tracker game._lastSpeedBoostScore = -1; game._lastScoreMultiplierScore = -1; game._currentScoreMultiplier = 1; // Başlangıçta çarpan 1 game._lastBgColorScore = -1; // Arka plan rengi değişimi takipçisi // GUI elements var scoreText, bestText, menuTitle, startBtn, profileBtn, profilePanel, profileTitle, profileMilestones, backBtn; var healthText; // Make healthText globally defined so it is accessible everywhere var comboText; // New: Combo text var leftBtn; // Make leftBtn globally defined so it is accessible everywhere var rightBtn; // Make rightBtn globally defined so it is accessible everywhere // Utility: collision detection (AABB) function intersects(a, b) { var ab = a.getBounds(); var bb = b.getBounds(); return ab.x < bb.x + bb.width && ab.x + ab.width > bb.x && ab.y < bb.y + bb.height && ab.y + ab.height > bb.y; } // --- MENU UI --- function showMenu() { gameState = STATE_MENU; clearGame(); // Oyun içi öğeleri temizle clearProfile(); // Profil ekranı öğelerini temizle clearMenu(); // Menü öğelerini temizle (önceki menüden kalıntıları silmek için) // Title menuTitle = new Text2("ASCII RUNNER", { size: 140, fill: 0xFFFFFF, font: "monospace" }); menuTitle.anchor.set(0.5, 0); menuTitle.x = 2048 / 2; menuTitle.y = 300; game.addChild(menuTitle); // Start Button (always enabled, no username required) startBtn = new Text2("[ START ]", { size: 110, fill: 0x00FF99, font: "monospace" }); startBtn.anchor.set(0.5, 0.5); startBtn.x = 2048 / 2; startBtn.y = 900; startBtn.alpha = 1; startBtn.down = function () { clearMenu(); // Menü öğelerini kaldır startGame(); }; game.addChild(startBtn); // Profile Button profileBtn = new Text2("[ PROFILE ]", { size: 90, fill: 0xCCCCCC, font: "monospace" }); profileBtn.anchor.set(0.5, 0.5); profileBtn.x = 2048 / 2; profileBtn.y = 1600; game.addChild(profileBtn); // Best Score // Mevcut en iyi skoru göster bestText = new Text2("Best: " + bestScore, { size: 80, fill: 0xAAAAAA, font: "monospace" }); bestText.anchor.set(0.5, 0.5); bestText.x = 2048 / 2; bestText.y = 1800; game.addChild(bestText); // Button handlers profileBtn.down = function () { showProfile(); }; } // --- PROFILE UI --- function showProfile() { gameState = STATE_PROFILE; clearMenu(); // Menü öğelerini temizle clearGame(); // Oyun içi öğeleri temizle profilePanel = new Container(); // Username at top var uname = typeof username !== "undefined" && username ? username : storage.username || ""; var unameText = new Text2(uname, { size: 90, fill: 0x00FF99, font: "monospace" }); unameText.anchor.set(0.5, 0); unameText.x = 2048 / 2; unameText.y = 180; profilePanel.addChild(unameText); // Title profileTitle = new Text2("PROFILE", { size: 120, fill: 0xFFFFFF, font: "monospace" }); profileTitle.anchor.set(0.5, 0); profileTitle.x = 2048 / 2; profileTitle.y = 300; profilePanel.addChild(profileTitle); // Milestones var milestoneLines = []; for (var i = 0; i < milestoneThresholds.length; i++) { var th = milestoneThresholds[i]; var unlocked = milestones.indexOf(th) !== -1; milestoneLines.push((unlocked ? "[✓] " : "[ ] ") + "Score " + th); } profileMilestones = new Text2(milestoneLines.join("\n"), { size: 90, fill: 0xFFFF99, font: "monospace" }); profileMilestones.anchor.set(0.5, 0); profileMilestones.x = 2048 / 2; profileMilestones.y = 500; profilePanel.addChild(profileMilestones); // Back Button backBtn = new Text2("[ BACK ]", { size: 90, fill: 0x00FF99, font: "monospace" }); backBtn.anchor.set(0.5, 0.5); backBtn.x = 2048 / 2; backBtn.y = 1800; profilePanel.addChild(backBtn); backBtn.down = function () { showMenu(); }; game.addChild(profilePanel); } // --- GAMEPLAY UI --- function startGame() { gameState = STATE_PLAY; clearMenu(); // Menü öğelerini kaldır clearProfile(); // Profil öğelerini kaldır // NOT: clearGame() burada çağrılmamalı, çünkü startGame yeni oyun öğelerini yaratacak. // Ancak oyunun sonunda (game over'da) veya menüye dönüldüğünde temizlenmesi gerekir. // Bu yüzden game.update içinde veya game over callback'inde temizlik yapılır. score = 0; obstacles = []; powerups = []; health = 3; maxHealth = 5; combo = 0; lastCosmetic = -1; game._lastShieldScore = -1; // Reset shield drop tracker game._lastSpeedBoostScore = -1; // Reset speed boost tracker game._lastScoreMultiplierScore = -1; // Reset score multiplier tracker game._currentScoreMultiplier = 1; // Reset score multiplier game._lastBgColorScore = -1; // Reset background color tracker // Player player = new AsciiPlayer(); player.x = 2048 / 2; player.y = 2200; game.addChild(player); // İlk borderı göster player.updateBorder(score); // Score Text (oyun içi) scoreText = new Text2("Score: 0", { size: 100, fill: 0xFFFFFF, font: "monospace" }); scoreText.anchor.set(0.5, 0); scoreText.x = 2048 / 2; scoreText.y = 0; LK.gui.top.addChild(scoreText); // LK.gui.top'a ekle // Combo Text (Yeni) comboText = new Text2("Combo: 0", { size: 80, fill: 0xFFFF00, // Sarı renk font: "monospace" }); comboText.anchor.set(0.5, 0); comboText.x = 2048 / 2; comboText.y = 120; // Skorun altına yerleştir LK.gui.top.addChild(comboText); // LK.gui.top'a ekle // Health Stars above player var stars = ""; for (var h = 0; h < health; h++) { stars += "★"; } healthText = new Text2(stars, { size: 100, fill: 0xFFDD44, // gold/yellow for stars font: "monospace" }); healthText.anchor.set(0.5, 1); healthText.x = 0; healthText.y = -180; player.addChild(healthText); // Cosmetic tag player.tagText.setText(""); // On-screen left/right controls leftBtn = new AsciiButton(); leftBtn.setLabel("<"); leftBtn.x = 200; leftBtn.y = 2600; leftBtn.txt.fill = 0x00FF99; leftBtn.down = function () { if (gameState !== STATE_PLAY) { return; } player.x = Math.max(90, player.x - 180); }; game.addChild(leftBtn); rightBtn = new AsciiButton(); rightBtn.setLabel(">"); rightBtn.x = 2048 - 200; rightBtn.y = 2600; rightBtn.txt.fill = 0x00FF99; rightBtn.down = function () { if (gameState !== STATE_PLAY) { return; } player.x = Math.min(2048 - 90, player.x + 180); }; game.addChild(rightBtn); // Move handler: player follows finger/mouse horizontally game.move = function (x, y, obj) { if (gameState !== STATE_PLAY) { return; } // Clamp player within screen var px = Math.max(90, Math.min(2048 - 90, x)); player.x = px; }; // Down handler: also move instantly game.down = function (x, y, obj) { if (gameState !== STATE_PLAY) { return; } var px = Math.max(90, Math.min(2048 - 90, x)); player.x = px; }; // Up handler: not used, but required for drag logic game.up = function (x, y, obj) {}; // Start with a clear obstacle list (already done by variable resets) // for (var i = 0; i < obstacles.length; i++) { // obstacles[i].destroy(); // } // obstacles = []; // for (var i = 0; i < powerups.length; i++) { // powerups[i].destroy(); // } // powerups = []; } // --- GAME CLEAR HELPERS --- function clearMenu() { if (menuTitle) { menuTitle.destroy(); menuTitle = null; } if (startBtn) { startBtn.destroy(); startBtn = null; } if (profileBtn) { profileBtn.destroy(); profileBtn = null; } if (bestText) { // bestText sadece menüde gösterildiğinden burada temizlenebilir bestText.destroy(); bestText = null; } } if (game._inputCleanup) { game._inputCleanup(); } function clearProfile() { if (profilePanel) { profilePanel.destroy(); profilePanel = null; } } function clearGame() { // Bu fonksiyon sadece oyun içi öğeleri temizlemelidir. // Menüde görünen 'bestText'i temizlememeli. if (player) { player.destroy(); player = null; } for (var i = 0; i < obstacles.length; i++) { obstacles[i].destroy(); } obstacles = []; // Diziyi sıfırla if (scoreText) { // Oyun içi skor metni scoreText.destroy(); scoreText = null; } if (comboText) { // Oyun içi kombo metni comboText.destroy(); comboText = null; } if (healthText) { healthText.destroy(); healthText = null; } if (leftBtn) { leftBtn.destroy(); leftBtn = null; } if (rightBtn) { rightBtn.destroy(); rightBtn = null; } if (powerups) { for (var i = 0; i < powerups.length; i++) { powerups[i].destroy(); } powerups = []; // Diziyi sıfırla } // Clean up active power-up effects if (player && player._speedBoostActive) { // player null kontrolü ekledik clearTimeout(player._speedBoostTimeout); // player._originalSpeed'e erişmeden önce player.speed'i sıfırlayalım veya kontrol edelim player.speed = 12; // Varsayılan hıza dön player._speedBoostActive = false; } if (game._scoreMultiplierActive) { clearTimeout(game._scoreMultiplierTimeout); game._currentScoreMultiplier = 1; game._scoreMultiplierActive = false; } game.move = null; game.down = null; game.up = null; // Reset background color to default when game is cleared game.backgroundColor = 0x181818; } // --- GAME LOOP --- game.update = function () { if (gameState !== STATE_PLAY) { return; } // Player animation update if (player) { player.update(); } // Dynamic difficulty: speed and spawn rate increase every 100 points var baseSpeed = 12; var baseSpawn = 40; var speedup = Math.floor(score / 100); var currentSpeed = baseSpeed + speedup * 2; var currentSpawn = Math.max(12, baseSpawn - speedup * 5); // Cosmetic tag reward every 100 points var cosmeticIdx = Math.min(Math.floor(score / 100), cosmeticTags.length - 1); if (cosmeticIdx !== lastCosmetic) { player.tagText.setText(cosmeticTags[cosmeticIdx]); lastCosmetic = cosmeticIdx; } // Cosmetic border every 500 score if (player && player.updateBorder) { var borderStyle = Math.floor(score / 500) % 4; if (typeof player._lastBorderStyle === "undefined" || player._lastBorderStyle !== borderStyle) { player.updateBorder(score); player._lastBorderStyle = borderStyle; } } // Dynamic background color change (every 500 points) var bgColorChangeThreshold = 500; if (score > 0 && score % bgColorChangeThreshold === 0 && game._lastBgColorScore !== score) { var newColor = Math.floor(Math.random() * 0x1000000); // Rastgele renk game.backgroundColor = newColor; game._lastBgColorScore = score; // Bu puanı kaydet } // Unlock new features at milestones (minimal: e.g. new obstacle shapes, color, etc.) var extraShapes = []; if (score >= 200) { extraShapes.push("/////"); } if (score >= 300) { extraShapes.push("\\\\\\\\\\"); } if (score >= 400) { extraShapes.push("#####", "====="); } if (score >= 500) { extraShapes.push("~~~~~"); } if (score >= 1000) { extraShapes.push("*****"); } // --- ASCII ENEMY/DECORATION LOGIC --- // Enemy words that can hurt the player var ENEMY_WORDS = ["LOL", "UwU", "=====", "!!!", "T_T"]; // T_T'yi de düşman yapalım // Harmless decorations (fun/chaotic) var DECOR_WORDS = ["<3", "⚔", "~*", "★彡", "✿", "☠", "owo", "zzz", "☆", "彡", "♡", "∞", "☀", "☁", "☂", "☃", "☄", "☾", "☽", "☼", "☻", "☺", "♪", "♫", "♬", "♩", "♭", "♯", "♮", "✧", "✪", "✩", "✰", "✶", "✹", "✺", "✻", "✼", "✽", "✾", "✿", "❀", "❁", "❂", "❃", "❄", "❅", "❆", "❇", "❈", "❉", "❊", "❋", "☘", "☾", "☽", "☄", "☀", "☁", "☂", "☃", "☼", "☽", "彡★", "彡☆", "彡✿", "彡♡"]; // Decide if this spawn is an enemy or a decoration if (LK.ticks % currentSpawn === 0) { var isEnemy = Math.random() < 0.5; // 50% chance for enemy, 50% for deco var ascii; if (isEnemy) { ascii = ENEMY_WORDS[Math.floor(Math.random() * ENEMY_WORDS.length)]; } else { ascii = DECOR_WORDS[Math.floor(Math.random() * DECOR_WORDS.length)]; } var obs = new AsciiObstacle(); // Set the ASCII text if (obs.children[0] && obs.children[0].setText) { obs.children[0].setText(ascii); } obs.x = 200 + Math.floor(Math.random() * (2048 - 400)); obs.y = -60; obs.speed = currentSpeed; // Mark if this is an enemy for collision logic obs.isEnemy = isEnemy; obstacles.push(obs); game.addChild(obs); } // --- SHIELD DROP LOGIC --- // Drop shield exactly at every 100 points (not random, not more than once per 100) if (score > 0 && score % 100 === 0 && game._lastShieldScore !== score) { // Only drop once per 100 points var shield = new ShieldPowerup(); shield.x = 200 + Math.floor(Math.random() * (2048 - 400)); shield.y = -60; shield.speed = Math.max(8, currentSpeed - 2); powerups.push(shield); game.addChild(shield); game._lastShieldScore = score; } // Hızlandırma güçlendirmesini düşürme mantığı (Her 250 puanda bir) if (score > 0 && score % 250 === 0 && game._lastSpeedBoostScore !== score) { var speedBoost = new SpeedBoostPowerup(); speedBoost.x = 200 + Math.floor(Math.random() * (2048 - 400)); speedBoost.y = -60; speedBoost.speed = Math.max(8, currentSpeed - 2); powerups.push(speedBoost); game.addChild(speedBoost); game._lastSpeedBoostScore = score; } // Puan Çarpanı güçlendirmesini düşürme mantığı (Her 400 puanda bir) if (score > 0 && score % 400 === 0 && game._lastScoreMultiplierScore !== score) { var multiplierPowerup = new ScoreMultiplierPowerup(); multiplierPowerup.x = 200 + Math.floor(Math.random() * (2048 - 400)); multiplierPowerup.y = -60; multiplierPowerup.speed = Math.max(8, currentSpeed - 2); powerups.push(multiplierPowerup); game.addChild(multiplierPowerup); game._lastScoreMultiplierScore = score; } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Only process collision if this is an enemy if (obs.isEnemy && intersects(player, obs)) { // Flash screen LK.effects.flashScreen(0xff2222, 800); health -= 1; combo = 0; // Kombo sıfırlanır if (comboText) { // Kontrol ekledik comboText.setText("Combo: 0"); // Kombo metni güncellenir } if (healthText) { var stars = ""; for (var h = 0; h < health; h++) { stars += "★"; } healthText.setText(stars); } // Remove obstacle obs.destroy(); obstacles.splice(i, 1); // Game over if health depleted if (health <= 0) { // Update best score if (score > bestScore) { bestScore = score; storage.bestScore = bestScore; } // Update milestones for (var m = 0; m < milestoneThresholds.length; m++) { var th = milestoneThresholds[m]; if (score >= th && milestones.indexOf(th) === -1) { milestones.push(th); } } storage.milestones = milestones; // Show game over (handled by LK) LK.showGameOver(); return; } continue; } // Remove if off screen and is an enemy (so harmless decorations don't penalize combo) if (obs.y > 2732 + 100) { if (obs.isEnemy) { // Sadece düşmanlardan kaçınca kombo artsın combo++; if (comboText) { // Kontrol ekledik comboText.setText("Combo: " + combo); } // Kombo 10'un katlarına ulaştığında bonus puan ve görsel efekt if (combo > 0 && combo % 10 === 0) { score += 50 * (combo / 10); // Kombo bonusu if (scoreText) { // Kontrol ekledik scoreText.setText("Score: " + score); } LK.effects.flashScreen(0xFFFF00, 300); // Sarı flaş player.tagText.setText("COMBO x" + combo / 10 + "!"); // Oyuncu üzerinde kombo yazısı LK.setTimeout(function () { if (gameState === STATE_PLAY && player && player.tagText) { // Oyun devam ediyorsa ve öğeler varsa player.tagText.setText(cosmeticTags[lastCosmetic]); // Kısa süre sonra eski tag'e dön } }, 1000); } } obs.destroy(); obstacles.splice(i, 1); } } // Update powerups for (var i = powerups.length - 1; i >= 0; i--) { var p = powerups[i]; p.update(); if (intersects(player, p)) { if (p instanceof ShieldPowerup) { // Kalkan // Collect shield: +1 health (max 5) if (health < maxHealth) { health += 1; var stars = ""; for (var h = 0; h < health; h++) { stars += "★"; } if (healthText) { // Kontrol ekledik healthText.setText(stars); } } // Flash blue LK.effects.flashScreen(0x00ffff, 400); } else if (p instanceof SpeedBoostPowerup) { // Hızlandırma // Mevcut hızlandırma varsa iptal et, yenisini başlat if (player._speedBoostActive) { clearTimeout(player._speedBoostTimeout); // player.speed = player._originalSpeed; // Hızı normale döndür } player._originalSpeed = currentSpeed; // Orijinal hızı kaydet player.speed *= 1.5; // Hızı 1.5 katına çıkar player._speedBoostActive = true; LK.effects.flashScreen(0xFFD700, 400); // Altın rengi flaş player.tagText.setText("SPEED UP!"); // Geçici tag player._speedBoostTimeout = setTimeout(function () { if (gameState === STATE_PLAY && player) { // Oyun devam ediyorsa ve oyuncu varsa player.speed = player._originalSpeed; player._speedBoostActive = false; player.tagText.setText(cosmeticTags[lastCosmetic]); // Eski tag'e dön } }, p.duration); } else if (p instanceof ScoreMultiplierPowerup) { // Puan Çarpanı if (game._scoreMultiplierActive) { clearTimeout(game._scoreMultiplierTimeout); game._currentScoreMultiplier = 1; // Çarpanı sıfırla } game._currentScoreMultiplier = p.multiplier; game._scoreMultiplierActive = true; LK.effects.flashScreen(0x99FF00, 400); // Yeşil flaş player.tagText.setText("2X SCORE!"); // Geçici tag game._scoreMultiplierTimeout = setTimeout(function () { if (gameState === STATE_PLAY && player) { // Oyun devam ediyorsa ve oyuncu varsa game._currentScoreMultiplier = 1; game._scoreMultiplierActive = false; player.tagText.setText(cosmeticTags[lastCosmetic]); // Eski tag'e dön } }, p.duration); } p.destroy(); powerups.splice(i, 1); continue; } if (p.y > 2732 + 100) { p.destroy(); powerups.splice(i, 1); } } // Score increases with time if (LK.ticks % 6 === 0) { score += game._currentScoreMultiplier || 1; // Çarpan varsa uygula, yoksa 1 if (scoreText) { // Kontrol ekledik scoreText.setText("Score: " + score); } } }; // --- GAME OVER HANDLER (reset to menu) --- LK.on('gameover', function () { // Oyun bittiğinde oyun içi öğeleri temizle clearGame(); // Menüye dön showMenu(); }); // --- INITIALIZE --- showMenu();
===================================================================
--- original.js
+++ change.js
@@ -99,8 +99,98 @@
}));
self.tagText.anchor.set(0.5, 1);
self.tagText.x = 0;
self.tagText.y = -140;
+ // Cosmetic border container
+ self.borderBox = new Container();
+ self.addChild(self.borderBox);
+ // Function to update border style
+ self.updateBorder = function (score) {
+ // Remove previous border
+ if (self.borderBox.children.length > 0) {
+ for (var i = 0; i < self.borderBox.children.length; i++) {
+ self.borderBox.children[i].destroy();
+ }
+ self.borderBox.removeChildren();
+ }
+ // Choose border style by score
+ var borderStyle = Math.floor(score / 100) % 6; // her 100 puanda değişir
+ var borderArt = "";
+ var borderColor = 0xFFFFFF;
+ if (score >= 100) {
+ borderColor = Math.random() * 0xFFFFFF; // Rastgele renk (istediğin gibi değiştir)
+ switch (borderStyle) {
+ case 0:
+ borderArt = "+-----+\n| |\n| |\n+-----+";
+ break;
+ case 1:
+ borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
+ break;
+ case 2:
+ borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
+ break;
+ case 3:
+ borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
+ break;
+ case 4:
+ borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
+ break;
+ case 5:
+ borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
+ break;
+ }
+ } else {
+ switch (borderStyle) {
+ case 0:
+ borderArt = "+-----+\n| |\n| |\n+-----+";
+ borderColor = 0xAAAAAA;
+ break;
+ case 1:
+ borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
+ borderColor = 0xFFD700;
+ break;
+ case 2:
+ borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
+ borderColor = 0xFF5500;
+ break;
+ case 3:
+ borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
+ borderColor = 0x00FFFF;
+ break;
+ case 4:
+ borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
+ borderColor = 0xFF66CC;
+ break;
+ case 5:
+ borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
+ borderColor = 0x66FF99;
+ break;
+ }
+ }
+ var borderTxt = new Text2(borderArt, {
+ size: 100,
+ fill: borderColor,
+ font: "monospace"
+ });
+ borderTxt.anchor.set(0.5, 0.5);
+ borderTxt.x = 0;
+ borderTxt.y = 0;
+ self.borderBox.addChild(borderTxt);
+ };
+ self._walkFrame = 0;
+ self._walkFrames = [[" O ", " /|\\ ", " / \\ "].join("\n"),
+ // Normal duruş
+ [" O ", " /|\\ ", " / "].join("\n"),
+ // Tek bacak yukarı
+ [" O ", " /|\\ ", " \\ "].join("\n") // Diğer bacak yukarı
+ ];
+ self.update = function () {
+ // Basit yürüme animasyonu (her 10 tick'te bir kare değiştir)
+ if (LK.ticks % 10 === 0) {
+ playerText.setText(self._walkFrames[self._walkFrame]); // playerText'e erişim
+ self._walkFrame = (self._walkFrame + 1) % self._walkFrames.length;
+ }
+ };
// For collision, define a bounding box
self.getBounds = function () {
return {
x: self.x - 90,
@@ -110,8 +200,38 @@
};
};
return self;
});
+// Power-up: Score Multiplier
+var ScoreMultiplierPowerup = Container.expand(function () {
+ var self = Container.call(this);
+ var multiplierText = self.addChild(new Text2("[2x SCORE]", {
+ size: 80,
+ fill: 0x99FF00,
+ // Yeşil renk
+ font: "monospace"
+ }));
+ multiplierText.anchor.set(0.5, 0.5);
+ self.speed = 10;
+ self.duration = 7000; // 7 saniye süre
+ self.multiplier = 2; // Çarpan değeri
+ self.getBounds = function () {
+ return {
+ x: self.x - 180,
+ y: self.y - 40,
+ width: 360,
+ height: 80
+ };
+ };
+ self.update = function () {
+ if (typeof self.lastY === "undefined") {
+ self.lastY = self.y;
+ }
+ self.y += self.speed;
+ self.lastY = self.y;
+ };
+ return self;
+});
// Power-up: Shield
var ShieldPowerup = Container.expand(function () {
var self = Container.call(this);
var shieldText = self.addChild(new Text2("[SHIELD]", {
@@ -137,8 +257,37 @@
self.lastY = self.y;
};
return self;
});
+// Power-up: Speed Boost
+var SpeedBoostPowerup = Container.expand(function () {
+ var self = Container.call(this);
+ var speedText = self.addChild(new Text2("[SPEED]", {
+ size: 80,
+ fill: 0xFFD700,
+ // Altın rengi
+ font: "monospace"
+ }));
+ speedText.anchor.set(0.5, 0.5);
+ self.speed = 10; // Power-up düşme hızı
+ self.duration = 5000; // 5 saniye hız artışı süresi
+ self.getBounds = function () {
+ return {
+ x: self.x - 120,
+ y: self.y - 40,
+ width: 240,
+ height: 80
+ };
+ };
+ self.update = function () {
+ if (typeof self.lastY === "undefined") {
+ self.lastY = self.y;
+ }
+ self.y += self.speed;
+ self.lastY = self.y;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -148,11 +297,11 @@
/****
* Game Code
****/
-// Game states
-// Tween for possible future use (not used in MVP, but included for extensibility)
// Storage for persistent profile/milestones
+// Tween for possible future use (not used in MVP, but included for extensibility)
+// Game states
function _typeof2(o) {
"@babel/helpers - typeof";
return _typeof2 = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -193,44 +342,8 @@
throw new TypeError("@@toPrimitive must return a primitive value.");
}
return ("string" === r ? String : Number)(t);
}
-var SpeedBoostPowerup = /*#__PURE__*/function () {
- function SpeedBoostPowerup() {
- _classCallCheck2(this, SpeedBoostPowerup);
- this.x = Math.floor(Math.random() * (canvas.width - 20));
- this.y = -20;
- this.width = 20;
- this.height = 20;
- this.speed = 2; // Power-up düşme hızı
- this.duration = 5000; // 5 saniye hız artışı süresi
- this.active = false;
- }
- return _createClass2(SpeedBoostPowerup, [{
- key: "update",
- value: function update() {
- this.y += this.speed;
- // Çarpışma kontrolü (player ile)
- if (this.y + this.height > player.y && this.x < player.x + player.width && this.x + this.width > player.x) {
- this.active = true;
- applySpeedBoost();
- this.remove = true; // Koleksiyondan silmek için işaretle
- }
- }
- }, {
- key: "draw",
- value: function draw(ctx) {
- ctx.fillStyle = 'yellow';
- ctx.fillRect(this.x, this.y, this.width, this.height);
- }
- }]);
-}();
-function applySpeedBoost() {
- player.speed *= 2; // Hızı 2 katına çıkar
- setTimeout(function () {
- player.speed /= 2; // Süre bitince normale dön
- }, 5000);
-}
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
return typeof o;
@@ -283,11 +396,24 @@
var score = 0;
var bestScore = storage.bestScore || 0;
var milestones = storage.milestones || [];
var milestoneThresholds = [10, 25, 50, 100, 200, 500, 1000];
+// New game state variables
+var health = 3;
+var maxHealth = 5;
+var combo = 0;
+var lastCosmetic = -1;
+var cosmeticTags = ["", "ASCII MAN", "ASCII PRO", "RUNNER", "ELITE", "ASCII KING", "GODMODE", "AMAZİNG", "777", "SHİT", "ADMİN"];
+// Power-up state trackers
+game._lastShieldScore = -1; // Reset shield drop tracker
+game._lastSpeedBoostScore = -1;
+game._lastScoreMultiplierScore = -1;
+game._currentScoreMultiplier = 1; // Başlangıçta çarpan 1
+game._lastBgColorScore = -1; // Arka plan rengi değişimi takipçisi
// GUI elements
var scoreText, bestText, menuTitle, startBtn, profileBtn, profilePanel, profileTitle, profileMilestones, backBtn;
var healthText; // Make healthText globally defined so it is accessible everywhere
+var comboText; // New: Combo text
var leftBtn; // Make leftBtn globally defined so it is accessible everywhere
var rightBtn; // Make rightBtn globally defined so it is accessible everywhere
// Utility: collision detection (AABB)
function intersects(a, b) {
@@ -297,10 +423,11 @@
}
// --- MENU UI ---
function showMenu() {
gameState = STATE_MENU;
- clearGame();
- clearProfile();
+ clearGame(); // Oyun içi öğeleri temizle
+ clearProfile(); // Profil ekranı öğelerini temizle
+ clearMenu(); // Menü öğelerini temizle (önceki menüden kalıntıları silmek için)
// Title
menuTitle = new Text2("ASCII RUNNER", {
size: 140,
fill: 0xFFFFFF,
@@ -320,9 +447,9 @@
startBtn.x = 2048 / 2;
startBtn.y = 900;
startBtn.alpha = 1;
startBtn.down = function () {
- clearMenu();
+ clearMenu(); // Menü öğelerini kaldır
startGame();
};
game.addChild(startBtn);
// Profile Button
@@ -335,8 +462,9 @@
profileBtn.x = 2048 / 2;
profileBtn.y = 1600;
game.addChild(profileBtn);
// Best Score
+ // Mevcut en iyi skoru göster
bestText = new Text2("Best: " + bestScore, {
size: 80,
fill: 0xAAAAAA,
font: "monospace"
@@ -352,10 +480,10 @@
}
// --- PROFILE UI ---
function showProfile() {
gameState = STATE_PROFILE;
- clearMenu();
- clearGame();
+ clearMenu(); // Menü öğelerini temizle
+ clearGame(); // Oyun içi öğeleri temizle
profilePanel = new Container();
// Username at top
var uname = typeof username !== "undefined" && username ? username : storage.username || "";
var unameText = new Text2(uname, {
@@ -410,116 +538,53 @@
}
// --- GAMEPLAY UI ---
function startGame() {
gameState = STATE_PLAY;
- clearMenu();
- clearProfile();
- clearGame();
+ clearMenu(); // Menü öğelerini kaldır
+ clearProfile(); // Profil öğelerini kaldır
+ // NOT: clearGame() burada çağrılmamalı, çünkü startGame yeni oyun öğelerini yaratacak.
+ // Ancak oyunun sonunda (game over'da) veya menüye dönüldüğünde temizlenmesi gerekir.
+ // Bu yüzden game.update içinde veya game over callback'inde temizlik yapılır.
score = 0;
obstacles = [];
powerups = [];
health = 3;
maxHealth = 5;
combo = 0;
lastCosmetic = -1;
- cosmeticTags = ["", "ASCII MAN", "ASCII PRO", "RUNNER", "ELITE", "ASCII KING", "GODMODE", "AMAZİNG", "777", "SHİT", "ADMİN"];
game._lastShieldScore = -1; // Reset shield drop tracker
+ game._lastSpeedBoostScore = -1; // Reset speed boost tracker
+ game._lastScoreMultiplierScore = -1; // Reset score multiplier tracker
+ game._currentScoreMultiplier = 1; // Reset score multiplier
+ game._lastBgColorScore = -1; // Reset background color tracker
// Player
player = new AsciiPlayer();
player.x = 2048 / 2;
player.y = 2200;
game.addChild(player);
- // Cosmetic border container
- player.borderBox = new Container();
- player.addChild(player.borderBox);
- // Function to update border style
- player.updateBorder = function (score) {
- // Remove previous border
- if (player.borderBox.children.length > 0) {
- for (var i = 0; i < player.borderBox.children.length; i++) {
- player.borderBox.children[i].destroy();
- }
- player.borderBox.removeChildren();
- }
- // Choose border style by score
- var borderStyle = Math.floor(score / 100) % 6; // her 100 puanda değişir
- var borderArt = "";
- var borderColor = 0xFFFFFF;
- if (score >= 100) {
- borderColor = Math.random() * 0xFFFFFF; // Rastgele renk (istediğin gibi değiştir)
- switch (borderStyle) {
- case 0:
- borderArt = "+-----+\n| |\n| |\n+-----+";
- break;
- case 1:
- borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
- break;
- case 2:
- borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
- break;
- case 3:
- borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
- break;
- case 4:
- borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
- break;
- case 5:
- borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
- break;
- }
- } else {
- switch (borderStyle) {
- case 0:
- borderArt = "+-----+\n| |\n| |\n+-----+";
- borderColor = 0xAAAAAA;
- break;
- case 1:
- borderArt = "☆-----☆\n| |\n| |\n☆-----☆";
- borderColor = 0xFFD700;
- break;
- case 2:
- borderArt = "🔥-----🔥\n| |\n| |\n🔥-----🔥";
- borderColor = 0xFF5500;
- break;
- case 3:
- borderArt = "▓▓▓▓▓▓▓\n| |\n| |\n▓▓▓▓▓▓▓";
- borderColor = 0x00FFFF;
- break;
- case 4:
- borderArt = "♡-----♡\n| |\n| |\n♡-----♡";
- borderColor = 0xFF66CC;
- break;
- case 5:
- borderArt = "◆-----◆\n| |\n| |\n◆-----◆";
- borderColor = 0x66FF99;
- break;
- }
- }
- var borderTxt = new Text2(borderArt, {
- size: 100,
- fill: borderColor,
- font: "monospace"
- });
- borderTxt.anchor.set(0.5, 0.5);
- borderTxt.x = 0;
- borderTxt.y = 0;
- player.borderBox.addChild(borderTxt);
- };
- // Puan arttıran fonksiyon
- function addScore(amount) {
- score += amount;
- player.updateBorder(score);
- }
// İlk borderı göster
player.updateBorder(score);
- // Score Text
+ // Score Text (oyun içi)
scoreText = new Text2("Score: 0", {
size: 100,
fill: 0xFFFFFF,
font: "monospace"
});
scoreText.anchor.set(0.5, 0);
- LK.gui.top.addChild(scoreText);
+ scoreText.x = 2048 / 2;
+ scoreText.y = 0;
+ LK.gui.top.addChild(scoreText); // LK.gui.top'a ekle
+ // Combo Text (Yeni)
+ comboText = new Text2("Combo: 0", {
+ size: 80,
+ fill: 0xFFFF00,
+ // Sarı renk
+ font: "monospace"
+ });
+ comboText.anchor.set(0.5, 0);
+ comboText.x = 2048 / 2;
+ comboText.y = 120; // Skorun altına yerleştir
+ LK.gui.top.addChild(comboText); // LK.gui.top'a ekle
// Health Stars above player
var stars = "";
for (var h = 0; h < health; h++) {
stars += "★";
@@ -579,17 +644,17 @@
player.x = px;
};
// Up handler: not used, but required for drag logic
game.up = function (x, y, obj) {};
- // Start with a clear obstacle list
- for (var i = 0; i < obstacles.length; i++) {
- obstacles[i].destroy();
- }
- obstacles = [];
- for (var i = 0; i < powerups.length; i++) {
- powerups[i].destroy();
- }
- powerups = [];
+ // Start with a clear obstacle list (already done by variable resets)
+ // for (var i = 0; i < obstacles.length; i++) {
+ // obstacles[i].destroy();
+ // }
+ // obstacles = [];
+ // for (var i = 0; i < powerups.length; i++) {
+ // powerups[i].destroy();
+ // }
+ // powerups = [];
}
// --- GAME CLEAR HELPERS ---
function clearMenu() {
if (menuTitle) {
@@ -604,8 +669,9 @@
profileBtn.destroy();
profileBtn = null;
}
if (bestText) {
+ // bestText sadece menüde gösterildiğinden burada temizlenebilir
bestText.destroy();
bestText = null;
}
}
@@ -618,20 +684,28 @@
profilePanel = null;
}
}
function clearGame() {
+ // Bu fonksiyon sadece oyun içi öğeleri temizlemelidir.
+ // Menüde görünen 'bestText'i temizlememeli.
if (player) {
player.destroy();
player = null;
}
for (var i = 0; i < obstacles.length; i++) {
obstacles[i].destroy();
}
- obstacles = [];
+ obstacles = []; // Diziyi sıfırla
if (scoreText) {
+ // Oyun içi skor metni
scoreText.destroy();
scoreText = null;
}
+ if (comboText) {
+ // Oyun içi kombo metni
+ comboText.destroy();
+ comboText = null;
+ }
if (healthText) {
healthText.destroy();
healthText = null;
}
@@ -646,19 +720,38 @@
if (powerups) {
for (var i = 0; i < powerups.length; i++) {
powerups[i].destroy();
}
- powerups = [];
+ powerups = []; // Diziyi sıfırla
}
+ // Clean up active power-up effects
+ if (player && player._speedBoostActive) {
+ // player null kontrolü ekledik
+ clearTimeout(player._speedBoostTimeout);
+ // player._originalSpeed'e erişmeden önce player.speed'i sıfırlayalım veya kontrol edelim
+ player.speed = 12; // Varsayılan hıza dön
+ player._speedBoostActive = false;
+ }
+ if (game._scoreMultiplierActive) {
+ clearTimeout(game._scoreMultiplierTimeout);
+ game._currentScoreMultiplier = 1;
+ game._scoreMultiplierActive = false;
+ }
game.move = null;
game.down = null;
game.up = null;
+ // Reset background color to default when game is cleared
+ game.backgroundColor = 0x181818;
}
// --- GAME LOOP ---
game.update = function () {
if (gameState !== STATE_PLAY) {
return;
}
+ // Player animation update
+ if (player) {
+ player.update();
+ }
// Dynamic difficulty: speed and spawn rate increase every 100 points
var baseSpeed = 12;
var baseSpawn = 40;
var speedup = Math.floor(score / 100);
@@ -677,8 +770,15 @@
player.updateBorder(score);
player._lastBorderStyle = borderStyle;
}
}
+ // Dynamic background color change (every 500 points)
+ var bgColorChangeThreshold = 500;
+ if (score > 0 && score % bgColorChangeThreshold === 0 && game._lastBgColorScore !== score) {
+ var newColor = Math.floor(Math.random() * 0x1000000); // Rastgele renk
+ game.backgroundColor = newColor;
+ game._lastBgColorScore = score; // Bu puanı kaydet
+ }
// Unlock new features at milestones (minimal: e.g. new obstacle shapes, color, etc.)
var extraShapes = [];
if (score >= 200) {
extraShapes.push("/////");
@@ -696,13 +796,11 @@
extraShapes.push("*****");
}
// --- ASCII ENEMY/DECORATION LOGIC ---
// Enemy words that can hurt the player
- var ENEMY_WORDS = ["LOL", "UwU", "=====", "!!!"];
+ var ENEMY_WORDS = ["LOL", "UwU", "=====", "!!!", "T_T"]; // T_T'yi de düşman yapalım
// Harmless decorations (fun/chaotic)
var DECOR_WORDS = ["<3", "⚔", "~*", "★彡", "✿", "☠", "owo", "zzz", "☆", "彡", "♡", "∞", "☀", "☁", "☂", "☃", "☄", "☾", "☽", "☼", "☻", "☺", "♪", "♫", "♬", "♩", "♭", "♯", "♮", "✧", "✪", "✩", "✰", "✶", "✹", "✺", "✻", "✼", "✽", "✾", "✿", "❀", "❁", "❂", "❃", "❄", "❅", "❆", "❇", "❈", "❉", "❊", "❋", "☘", "☾", "☽", "☄", "☀", "☁", "☂", "☃", "☼", "☽", "彡★", "彡☆", "彡✿", "彡♡"];
- // All possible shapes for obstacles (enemies + decos)
- var ALL_ASCII_SHAPES = ["#####", "=====", "-----", "|||||", "oOoOo", "UwU", "0v0v0", "><(((º>", "LOL", ":-)", "ZZZZZ", "MOO", "BEEP", "!!!", "T_T", "12345", "abcde"].concat(extraShapes).concat(ENEMY_WORDS).concat(DECOR_WORDS);
// Decide if this spawn is an enemy or a decoration
if (LK.ticks % currentSpawn === 0) {
var isEnemy = Math.random() < 0.5; // 50% chance for enemy, 50% for deco
var ascii;
@@ -735,8 +833,28 @@
powerups.push(shield);
game.addChild(shield);
game._lastShieldScore = score;
}
+ // Hızlandırma güçlendirmesini düşürme mantığı (Her 250 puanda bir)
+ if (score > 0 && score % 250 === 0 && game._lastSpeedBoostScore !== score) {
+ var speedBoost = new SpeedBoostPowerup();
+ speedBoost.x = 200 + Math.floor(Math.random() * (2048 - 400));
+ speedBoost.y = -60;
+ speedBoost.speed = Math.max(8, currentSpeed - 2);
+ powerups.push(speedBoost);
+ game.addChild(speedBoost);
+ game._lastSpeedBoostScore = score;
+ }
+ // Puan Çarpanı güçlendirmesini düşürme mantığı (Her 400 puanda bir)
+ if (score > 0 && score % 400 === 0 && game._lastScoreMultiplierScore !== score) {
+ var multiplierPowerup = new ScoreMultiplierPowerup();
+ multiplierPowerup.x = 200 + Math.floor(Math.random() * (2048 - 400));
+ multiplierPowerup.y = -60;
+ multiplierPowerup.speed = Math.max(8, currentSpeed - 2);
+ powerups.push(multiplierPowerup);
+ game.addChild(multiplierPowerup);
+ game._lastScoreMultiplierScore = score;
+ }
// Update obstacles
for (var i = obstacles.length - 1; i >= 0; i--) {
var obs = obstacles[i];
obs.update();
@@ -744,9 +862,13 @@
if (obs.isEnemy && intersects(player, obs)) {
// Flash screen
LK.effects.flashScreen(0xff2222, 800);
health -= 1;
- combo = 0;
+ combo = 0; // Kombo sıfırlanır
+ if (comboText) {
+ // Kontrol ekledik
+ comboText.setText("Combo: 0"); // Kombo metni güncellenir
+ }
if (healthText) {
var stars = "";
for (var h = 0; h < health; h++) {
stars += "★";
@@ -776,10 +898,34 @@
return;
}
continue;
}
- // Remove if off screen
+ // Remove if off screen and is an enemy (so harmless decorations don't penalize combo)
if (obs.y > 2732 + 100) {
+ if (obs.isEnemy) {
+ // Sadece düşmanlardan kaçınca kombo artsın
+ combo++;
+ if (comboText) {
+ // Kontrol ekledik
+ comboText.setText("Combo: " + combo);
+ }
+ // Kombo 10'un katlarına ulaştığında bonus puan ve görsel efekt
+ if (combo > 0 && combo % 10 === 0) {
+ score += 50 * (combo / 10); // Kombo bonusu
+ if (scoreText) {
+ // Kontrol ekledik
+ scoreText.setText("Score: " + score);
+ }
+ LK.effects.flashScreen(0xFFFF00, 300); // Sarı flaş
+ player.tagText.setText("COMBO x" + combo / 10 + "!"); // Oyuncu üzerinde kombo yazısı
+ LK.setTimeout(function () {
+ if (gameState === STATE_PLAY && player && player.tagText) {
+ // Oyun devam ediyorsa ve öğeler varsa
+ player.tagText.setText(cosmeticTags[lastCosmetic]); // Kısa süre sonra eski tag'e dön
+ }
+ }, 1000);
+ }
+ }
obs.destroy();
obstacles.splice(i, 1);
}
}
@@ -787,19 +933,63 @@
for (var i = powerups.length - 1; i >= 0; i--) {
var p = powerups[i];
p.update();
if (intersects(player, p)) {
- // Collect shield: +1 health (max 5)
- if (health < maxHealth) {
- health += 1;
- var stars = "";
- for (var h = 0; h < health; h++) {
- stars += "★";
+ if (p instanceof ShieldPowerup) {
+ // Kalkan
+ // Collect shield: +1 health (max 5)
+ if (health < maxHealth) {
+ health += 1;
+ var stars = "";
+ for (var h = 0; h < health; h++) {
+ stars += "★";
+ }
+ if (healthText) {
+ // Kontrol ekledik
+ healthText.setText(stars);
+ }
}
- healthText.setText(stars);
+ // Flash blue
+ LK.effects.flashScreen(0x00ffff, 400);
+ } else if (p instanceof SpeedBoostPowerup) {
+ // Hızlandırma
+ // Mevcut hızlandırma varsa iptal et, yenisini başlat
+ if (player._speedBoostActive) {
+ clearTimeout(player._speedBoostTimeout);
+ // player.speed = player._originalSpeed; // Hızı normale döndür
+ }
+ player._originalSpeed = currentSpeed; // Orijinal hızı kaydet
+ player.speed *= 1.5; // Hızı 1.5 katına çıkar
+ player._speedBoostActive = true;
+ LK.effects.flashScreen(0xFFD700, 400); // Altın rengi flaş
+ player.tagText.setText("SPEED UP!"); // Geçici tag
+ player._speedBoostTimeout = setTimeout(function () {
+ if (gameState === STATE_PLAY && player) {
+ // Oyun devam ediyorsa ve oyuncu varsa
+ player.speed = player._originalSpeed;
+ player._speedBoostActive = false;
+ player.tagText.setText(cosmeticTags[lastCosmetic]); // Eski tag'e dön
+ }
+ }, p.duration);
+ } else if (p instanceof ScoreMultiplierPowerup) {
+ // Puan Çarpanı
+ if (game._scoreMultiplierActive) {
+ clearTimeout(game._scoreMultiplierTimeout);
+ game._currentScoreMultiplier = 1; // Çarpanı sıfırla
+ }
+ game._currentScoreMultiplier = p.multiplier;
+ game._scoreMultiplierActive = true;
+ LK.effects.flashScreen(0x99FF00, 400); // Yeşil flaş
+ player.tagText.setText("2X SCORE!"); // Geçici tag
+ game._scoreMultiplierTimeout = setTimeout(function () {
+ if (gameState === STATE_PLAY && player) {
+ // Oyun devam ediyorsa ve oyuncu varsa
+ game._currentScoreMultiplier = 1;
+ game._scoreMultiplierActive = false;
+ player.tagText.setText(cosmeticTags[lastCosmetic]); // Eski tag'e dön
+ }
+ }, p.duration);
}
- // Flash blue
- LK.effects.flashScreen(0x00ffff, 400);
p.destroy();
powerups.splice(i, 1);
continue;
}
@@ -809,15 +999,20 @@
}
}
// Score increases with time
if (LK.ticks % 6 === 0) {
- score++;
- scoreText.setText("Score: " + score);
- combo++;
+ score += game._currentScoreMultiplier || 1; // Çarpan varsa uygula, yoksa 1
+ if (scoreText) {
+ // Kontrol ekledik
+ scoreText.setText("Score: " + score);
+ }
}
};
// --- GAME OVER HANDLER (reset to menu) ---
LK.on('gameover', function () {
+ // Oyun bittiğinde oyun içi öğeleri temizle
+ clearGame();
+ // Menüye dön
showMenu();
});
// --- INITIALIZE ---
showMenu();
\ No newline at end of file