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Temas olmasa bile blok havada duruyor çarpışma algılama kötü
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Eger temas alanı alt blogun 4 te birinden az ise blok düşer ve kaybolur
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Çarpışma algılama temas bölgesi 4/1 ise blok düşmeye devam eder
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Oyında bulunan 2 farklı çarpışma algılamadan birini kaldır
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Blok düşme hızını 25 yap
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Düşme hızını biraz arttır
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Blok düşme hızını sabitle böylece çarpışma sekronizasyonu düzelir
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Çeyrek kapsama kontrolünü düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Çarpışma ve fizik kuralları ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Carpışma fizigi ekle
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Eger temas noktasında 4/1 den azsa düşme fizigi ekke ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Carpışmaya fizik kuralları ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Gerekli ayarları yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Eger üstteki blok düşüşte alttaki blogun 4/1 alanına temas ediyorsa dönerek dogal olarak düşsün oyuncu can kaybeder ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Olmuyor oyun bozuldu
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Hedef kaynagı yarat ve düzenle
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Üstteki kırmızı blok dülerken bazen alttaki blogu görmezden geliyor
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Asagı yukarı sallanmayıda aktif et ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Düşen blok bazen düşmesi gereken bölgeyi aşıyor ve tekrar birden blogun üzerinde beliriyor
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Saga sola sallantıyı genişlet ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Düşme sırasında carpması gereken blogu aşarak asagı gidip birdan blogun üzerinde beliriyor
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Kırmızı blok düşmeye başladıgında dogal davransın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Sallantı dogal ve ve hiç durmasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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İp başlangıcı ekran üste degmeli
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İpi ve blogu biraz asagı dogru uzat
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var StackedBlock = Container.expand(function () { var self = Container.call(this); var block = self.attachAsset('block', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb }); /**** * Game Code ****/ // Game state var stackedBlocks = []; var gameHeight = 2732; var gameWidth = 2048; var groundLevel = gameHeight - 120; var stackHeight = 0; var gameActive = true; // Create foundation block var foundation = new StackedBlock(); foundation.x = gameWidth / 2; foundation.y = gameHeight - 120; // Move to bottom of screen game.addChild(foundation); stackedBlocks.push(foundation); stackHeight = foundation.y; // Create rope hanging from top center var rope = LK.getAsset('rope', { anchorX: 0.5, anchorY: 0 }); rope.x = gameWidth / 2; rope.y = 0; // Rope starts at top of screen game.addChild(rope); // Create swinging block at the end of rope var swingingBlock = LK.getAsset('swingingBlock', { anchorX: 0.5, anchorY: 0.5 }); swingingBlock.x = 0; swingingBlock.y = rope.height + 100; // Extend the rope length by moving block further down rope.addChild(swingingBlock); // Natural pendulum swing variables var swingTime = 0; var swingSpeed = 0.03; // Controls swing speed var swingAmplitude = 0.6; // Controls swing range (max rotation) // Score display var scoreTxt = new Text2('Blocks: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Touch handler to drop the block game.down = function (x, y, obj) { if (!gameActive || !swingingBlock.parent) return; // Get the current world position of the swinging block var worldPos = rope.toGlobal(swingingBlock.position); var gamePos = game.toLocal(worldPos); // Detach from rope and add to game rope.removeChild(swingingBlock); game.addChild(swingingBlock); // Set position in game coordinates swingingBlock.x = gamePos.x; swingingBlock.y = gamePos.y; // Add falling velocity and natural physics properties swingingBlock.velocityY = 0; swingingBlock.gravity = 0.8; swingingBlock.velocityX = 0; // Initialize horizontal velocity swingingBlock.rotationSpeed = 0; // Initialize rotation speed swingingBlock.falling = true; }; // Update function for falling blocks game.update = function () { // Update rope swing with natural pendulum motion if (rope && !swingingBlock.falling) { swingTime += swingSpeed; rope.rotation = Math.sin(swingTime) * swingAmplitude; } if (swingingBlock.falling) { // Add natural falling physics swingingBlock.velocityY += swingingBlock.gravity; // Add air resistance to make falling more natural swingingBlock.velocityY *= 0.98; // Add slight horizontal drift if block was moving when dropped if (!swingingBlock.velocityX) { // Initialize horizontal velocity based on rope swing swingingBlock.velocityX = Math.sin(swingTime) * swingAmplitude * 2; } // Apply horizontal movement with air resistance swingingBlock.velocityX *= 0.95; swingingBlock.x += swingingBlock.velocityX; // Add natural rotation during fall if (!swingingBlock.rotationSpeed) { swingingBlock.rotationSpeed = (Math.random() - 0.5) * 0.1; } swingingBlock.rotation += swingingBlock.rotationSpeed; // Apply position changes swingingBlock.y += swingingBlock.velocityY; // Check collision with any stacked block var hasCollision = false; for (var i = 0; i < stackedBlocks.length; i++) { if (swingingBlock.intersects(stackedBlocks[i])) { hasCollision = true; break; } } if (hasCollision) { // Find the topmost block that the swinging block collided with var targetBlock = null; var highestY = gameHeight; for (var k = 0; k < stackedBlocks.length; k++) { if (swingingBlock.intersects(stackedBlocks[k]) && stackedBlocks[k].y < highestY) { targetBlock = stackedBlocks[k]; highestY = stackedBlocks[k].y; } } if (targetBlock) { // Check if the swinging block covers at least half of the target block var swingingLeft = swingingBlock.x - swingingBlock.width / 2; var swingingRight = swingingBlock.x + swingingBlock.width / 2; var targetLeft = targetBlock.x - targetBlock.width / 2; var targetRight = targetBlock.x + targetBlock.width / 2; // Calculate overlap var overlapLeft = Math.max(swingingLeft, targetLeft); var overlapRight = Math.min(swingingRight, targetRight); var overlapWidth = Math.max(0, overlapRight - overlapLeft); // Check if overlap is at least half of the target block width var requiredCoverage = targetBlock.width / 2; if (overlapWidth >= requiredCoverage) { // Award 1 point LK.setScore(LK.getScore() + 1); scoreTxt.setText('Blocks: ' + LK.getScore()); // Place block on stack swingingBlock.falling = false; swingingBlock.velocityY = 0; swingingBlock.velocityX = 0; // Reset horizontal velocity swingingBlock.rotation = 0; // Reset rotation to align properly stackHeight -= 240; // Move stack up by block height swingingBlock.y = stackHeight; stackedBlocks.push(swingingBlock); // If this is the second red block (score 2), start sliding foundation down if (LK.getScore() >= 2) { // Move foundation and all stacked blocks down by one block height for (var j = 0; j < stackedBlocks.length; j++) { tween(stackedBlocks[j], { y: stackedBlocks[j].y + 240 }, { duration: 500, easing: tween.easeInOut }); } // Update stack height stackHeight += 240; } // Create new swinging block swingingBlock = LK.getAsset('swingingBlock', { anchorX: 0.5, anchorY: 0.5 }); swingingBlock.x = 0; swingingBlock.y = rope.height + 100; rope.addChild(swingingBlock); } else { // Not enough coverage - push block away from collision and continue falling swingingBlock.falling = true; // Move block slightly away from the collision to prevent getting stuck swingingBlock.y = targetBlock.y + targetBlock.height / 2 + swingingBlock.height / 2 + 5; // Add some bounce effect to make it more natural swingingBlock.velocityY = Math.abs(swingingBlock.velocityY) * 0.3; // Reduce downward velocity } } } // Check if block has fallen below the screen else if (swingingBlock.y > gameHeight + 200) { // Game over - player missed the target gameActive = false; LK.showGameOver(); } } }; ;
===================================================================
--- original.js
+++ change.js
@@ -176,10 +176,14 @@
swingingBlock.x = 0;
swingingBlock.y = rope.height + 100;
rope.addChild(swingingBlock);
} else {
- // Not enough coverage - continue falling
+ // Not enough coverage - push block away from collision and continue falling
swingingBlock.falling = true;
+ // Move block slightly away from the collision to prevent getting stuck
+ swingingBlock.y = targetBlock.y + targetBlock.height / 2 + swingingBlock.height / 2 + 5;
+ // Add some bounce effect to make it more natural
+ swingingBlock.velocityY = Math.abs(swingingBlock.velocityY) * 0.3; // Reduce downward velocity
}
}
}
// Check if block has fallen below the screen