User prompt
Kırpma özelligi içün animasyon ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Çarpışma saglandıktan sonra carpışma alanı dısındaki alanı kes
User prompt
Uygula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2 blok yanyana geliyor
User prompt
Blokların hepsi birlikte kayar
User prompt
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
User prompt
Yere 5 blok yerleştikten sonra gelen 6. Blok yerleştiginde alttaki blok bir blok kadar ekrandan aşagı kayar
User prompt
Gerçekçi animasyonlarla degiştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Çarpma ve düşme animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Olmadıkı yine 2 blok yanyana gelebiliyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Çözümü uygula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyun zemini ekle
User prompt
Hedef kaynagı ekle düzenle
User prompt
Çözüm ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Herşeyi olması gerektigi gibi düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Çözüm uygula ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gerekli düzenlemeleri yap
User prompt
Düşme animasyonu sil başka ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşme animasyonunu yenisisiyle degiştir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Mevcut düşme animasyonunu sil Farklı bir düşme animasyonu dene ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşme animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Çarpışma animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Yumuşak geçişler saglar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
5 blok yerleştikten sonra en alttaki bloklar bir blok aşagı kayar bu sürekli devam eder
User prompt
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
swingingBlock.velocityY = 25; // Start with constant 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;
// 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) {
// Use constant falling speed instead of accelerating gravity
swingingBlock.velocityY = 25; // Fixed falling speed
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;
// Calculate proper landing position using actual block height and center anchor
var targetLandingY = targetBlock.y - targetBlock.height; // Use actual block height
// Don't auto-align X - let block land where player timed it
tween(swingingBlock, {
y: targetLandingY
}, {
duration: 300,
easing: tween.easeOut
});
// Check precision of placement
var currentTopBlock = targetBlock;
var overhang = Math.abs(swingingBlock.x - currentTopBlock.x);
var maxAllowedOverhang = currentTopBlock.width * 0.8; // Allow 80% overhang before game over
// If overhang is too much, game over
if (overhang > maxAllowedOverhang) {
gameActive = false;
LK.showGameOver();
return;
}
// If placement is very precise (within 20 pixels), give bonus points
if (overhang <= 20) {
LK.setScore(LK.getScore() + 1); // Bonus point for perfect placement
scoreTxt.setText('Blocks: ' + LK.getScore());
// Flash green for perfect placement
LK.effects.flashObject(swingingBlock, 0x00FF00, 500);
}
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
@@ -129,16 +129,32 @@
swingingBlock.falling = false;
swingingBlock.velocityY = 0;
// Calculate proper landing position using actual block height and center anchor
var targetLandingY = targetBlock.y - targetBlock.height; // Use actual block height
- var targetLandingX = targetBlock.x; // Align X coordinate to center on target block
+ // Don't auto-align X - let block land where player timed it
tween(swingingBlock, {
- x: targetLandingX,
y: targetLandingY
}, {
duration: 300,
easing: tween.easeOut
});
+ // Check precision of placement
+ var currentTopBlock = targetBlock;
+ var overhang = Math.abs(swingingBlock.x - currentTopBlock.x);
+ var maxAllowedOverhang = currentTopBlock.width * 0.8; // Allow 80% overhang before game over
+ // If overhang is too much, game over
+ if (overhang > maxAllowedOverhang) {
+ gameActive = false;
+ LK.showGameOver();
+ return;
+ }
+ // If placement is very precise (within 20 pixels), give bonus points
+ if (overhang <= 20) {
+ LK.setScore(LK.getScore() + 1); // Bonus point for perfect placement
+ scoreTxt.setText('Blocks: ' + LK.getScore());
+ // Flash green for perfect placement
+ LK.effects.flashObject(swingingBlock, 0x00FF00, 500);
+ }
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