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Kırpma özelligi içün animasyon ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Çarpışma saglandıktan sonra carpışma alanı dısındaki alanı kes
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Uygula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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2 blok yanyana geliyor
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Blokların hepsi birlikte kayar
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(bottomBlock, {' Line Number: 150 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Yere 5 blok yerleştikten sonra gelen 6. Blok yerleştiginde alttaki blok bir blok kadar ekrandan aşagı kayar
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Gerçekçi animasyonlarla degiştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Çarpma ve düşme animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Olmadıkı yine 2 blok yanyana gelebiliyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Çözümü uygula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Oyun zemini ekle
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Hedef kaynagı ekle düzenle
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Çözüm ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Herşeyi olması gerektigi gibi düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Çözüm uygula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Gerekli düzenlemeleri yap
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Düşme animasyonu sil başka ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Düşme animasyonunu yenisisiyle degiştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Mevcut düşme animasyonunu sil Farklı bir düşme animasyonu dene ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Düşme animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Çarpışma animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Yumuşak geçişler saglar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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5 blok yerleştikten sonra en alttaki bloklar bir blok aşagı kayar bu sürekli devam eder
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Başlangıcta yerleştirilen 6 bloktan sonra ekran her blok yerleşiminde alttan bir blok siler
/****
* 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 rotation animation
swingingBlock.velocityY = 5; // Start with slower initial speed
swingingBlock.falling = true;
// Add smooth rotation animation during fall
tween(swingingBlock, {
rotation: swingingBlock.rotation + (Math.random() - 0.5) * 2
}, {
duration: 2000,
easing: tween.linear
});
};
// 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;
// Add vertical swinging motion to the swinging block
var verticalOffset = Math.cos(swingTime * 2) * 30; // Vertical swing with smaller amplitude
swingingBlock.y = rope.height + 100 + verticalOffset;
}
if (swingingBlock.falling) {
// Add gravity for realistic falling animation
if (!swingingBlock.velocityY) swingingBlock.velocityY = 0;
swingingBlock.velocityY += 1.2; // Gravity acceleration
swingingBlock.y += swingingBlock.velocityY;
// Check collision with any stacked block using built-in intersects method
var hasCollision = false;
for (var i = 0; i < stackedBlocks.length; i++) {
var block = stackedBlocks[i];
if (swingingBlock.intersects(block)) {
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 block is close enough to the top of the target block to land
var blockBottom = swingingBlock.y + swingingBlock.height / 2;
var targetTop = targetBlock.y - targetBlock.height / 2;
var landingDistance = Math.abs(blockBottom - targetTop);
// Only land if we're within reasonable landing distance (less than falling speed)
if (landingDistance <= 30) {
// Award 1 point
LK.setScore(LK.getScore() + 1);
scoreTxt.setText('Blocks: ' + LK.getScore());
// Place block exactly on top of target block with smooth transition
swingingBlock.falling = false;
swingingBlock.velocityY = 0;
// Stop any rotation animation
tween.stop(swingingBlock, {
rotation: true
});
var targetLandingY = targetBlock.y - 240; // Calculate landing position
tween(swingingBlock, {
y: targetLandingY,
rotation: 0
}, {
duration: 300,
easing: tween.easeOut
});
stackedBlocks.push(swingingBlock);
// Update stack height to the new top
stackHeight = swingingBlock.y;
// After 5 blocks are placed, move all blocks down by one block height
if (LK.getScore() > 5) {
// Move all stacked blocks down smoothly by one block height (240 pixels)
for (var m = 0; m < stackedBlocks.length; m++) {
var targetY = stackedBlocks[m].y + 240;
tween(stackedBlocks[m], {
y: targetY
}, {
duration: 800,
easing: tween.easeOut
});
}
}
// 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 close enough to land - continue falling
swingingBlock.falling = true;
}
}
}
// 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
@@ -77,11 +77,18 @@
game.addChild(swingingBlock);
// Set position in game coordinates
swingingBlock.x = gamePos.x;
swingingBlock.y = gamePos.y;
- // Add falling velocity
- swingingBlock.velocityY = 25; // Start with constant speed
+ // Add falling velocity and rotation animation
+ swingingBlock.velocityY = 5; // Start with slower initial speed
swingingBlock.falling = true;
+ // Add smooth rotation animation during fall
+ tween(swingingBlock, {
+ rotation: swingingBlock.rotation + (Math.random() - 0.5) * 2
+ }, {
+ duration: 2000,
+ easing: tween.linear
+ });
};
// Update function for falling blocks
game.update = function () {
// Update rope swing with natural pendulum motion
@@ -92,10 +99,11 @@
var verticalOffset = Math.cos(swingTime * 2) * 30; // Vertical swing with smaller amplitude
swingingBlock.y = rope.height + 100 + verticalOffset;
}
if (swingingBlock.falling) {
- // Use constant falling speed instead of accelerating gravity
- swingingBlock.velocityY = 25; // Fixed falling speed
+ // Add gravity for realistic falling animation
+ if (!swingingBlock.velocityY) swingingBlock.velocityY = 0;
+ swingingBlock.velocityY += 1.2; // Gravity acceleration
swingingBlock.y += swingingBlock.velocityY;
// Check collision with any stacked block using built-in intersects method
var hasCollision = false;
for (var i = 0; i < stackedBlocks.length; i++) {
@@ -127,53 +135,17 @@
scoreTxt.setText('Blocks: ' + LK.getScore());
// Place block exactly on top of target block with smooth transition
swingingBlock.falling = false;
swingingBlock.velocityY = 0;
+ // Stop any rotation animation
+ tween.stop(swingingBlock, {
+ rotation: true
+ });
var targetLandingY = targetBlock.y - 240; // Calculate landing position
- // Add collision animation - scale and shake effect
tween(swingingBlock, {
- scaleX: 1.2,
- scaleY: 0.8
+ y: targetLandingY,
+ rotation: 0
}, {
- duration: 150,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- // Return to normal scale
- tween(swingingBlock, {
- scaleX: 1.0,
- scaleY: 1.0
- }, {
- duration: 150,
- easing: tween.easeOut
- });
- }
- });
- // Add screen shake effect to target block
- tween(targetBlock, {
- x: targetBlock.x + 15
- }, {
- duration: 100,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(targetBlock, {
- x: targetBlock.x - 15
- }, {
- duration: 100,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- tween(targetBlock, {
- x: targetBlock.x
- }, {
- duration: 100,
- easing: tween.easeOut
- });
- }
- });
- }
- });
- tween(swingingBlock, {
- y: targetLandingY
- }, {
duration: 300,
easing: tween.easeOut
});
stackedBlocks.push(swingingBlock);