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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
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
swingingBlock.velocityY = 25;
swingingBlock.y += swingingBlock.velocityY;
// Simple collision detection - find the topmost block we're intersecting with
var targetBlock = null;
var highestY = gameHeight;
for (var i = 0; i < stackedBlocks.length; i++) {
var block = stackedBlocks[i];
if (swingingBlock.intersects(block) && block.y < highestY) {
targetBlock = block;
highestY = block.y;
}
}
// If we found a collision, land the block immediately
if (targetBlock) {
// Award 1 point
LK.setScore(LK.getScore() + 1);
scoreTxt.setText('Blocks: ' + LK.getScore());
// Stop falling and position block exactly on top
swingingBlock.falling = false;
swingingBlock.velocityY = 0;
var finalY = targetBlock.y - 240;
swingingBlock.y = finalY;
// Add smooth landing effect
tween(swingingBlock, {
scaleY: 1.1
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(swingingBlock, {
scaleY: 1.0
}, {
duration: 150,
easing: tween.easeOut
});
}
});
stackedBlocks.push(swingingBlock);
stackHeight = finalY;
// After 5 blocks, move all blocks down
if (LK.getScore() > 5) {
for (var m = 0; m < stackedBlocks.length; m++) {
stackedBlocks[m].y += 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);
}
// 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
@@ -31,16 +31,8 @@
var gameWidth = 2048;
var groundLevel = gameHeight - 120;
var stackHeight = 0;
var gameActive = true;
-// Create ground at bottom of screen
-var ground = LK.getAsset('ground', {
- anchorX: 0.5,
- anchorY: 1
-});
-ground.x = gameWidth / 2;
-ground.y = gameHeight;
-game.addChild(ground);
// Create foundation block
var foundation = new StackedBlock();
foundation.x = gameWidth / 2;
foundation.y = gameHeight - 120; // Move to bottom of screen
@@ -100,79 +92,62 @@
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
+ // Use constant falling speed
+ swingingBlock.velocityY = 25;
swingingBlock.y += swingingBlock.velocityY;
- // Check collision with any stacked block using built-in intersects method
- var hasCollision = false;
+ // Simple collision detection - find the topmost block we're intersecting with
+ var targetBlock = null;
+ var highestY = gameHeight;
for (var i = 0; i < stackedBlocks.length; i++) {
var block = stackedBlocks[i];
- if (swingingBlock.intersects(block)) {
- hasCollision = true;
- break;
+ if (swingingBlock.intersects(block) && block.y < highestY) {
+ targetBlock = block;
+ highestY = block.y;
}
}
- 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;
- var targetLandingY = targetBlock.y - 240; // Calculate landing position
+ // If we found a collision, land the block immediately
+ if (targetBlock) {
+ // Award 1 point
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText('Blocks: ' + LK.getScore());
+ // Stop falling and position block exactly on top
+ swingingBlock.falling = false;
+ swingingBlock.velocityY = 0;
+ var finalY = targetBlock.y - 240;
+ swingingBlock.y = finalY;
+ // Add smooth landing effect
+ tween(swingingBlock, {
+ scaleY: 1.1
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
tween(swingingBlock, {
- y: targetLandingY
+ scaleY: 1.0
}, {
- duration: 300,
+ duration: 150,
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;
}
+ });
+ stackedBlocks.push(swingingBlock);
+ stackHeight = finalY;
+ // After 5 blocks, move all blocks down
+ if (LK.getScore() > 5) {
+ for (var m = 0; m < stackedBlocks.length; m++) {
+ stackedBlocks[m].y += 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);
}
// Check if block has fallen below the screen
else if (swingingBlock.y > gameHeight + 200) {
// Game over - player missed the target