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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 instead of accelerating gravity swingingBlock.velocityY = 25; // Fixed falling speed swingingBlock.y += swingingBlock.velocityY; // Add falling animation effects if (!swingingBlock.fallingAnimationStarted) { swingingBlock.fallingAnimationStarted = true; // Add rotation while falling tween(swingingBlock, { rotation: Math.PI * 2 }, { duration: 1500, easing: tween.linear }); // Add slight scaling effect tween(swingingBlock, { scaleX: 1.1, scaleY: 1.1 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(swingingBlock, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200, easing: tween.easeOut }); } }); } // 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; var targetLandingY = targetBlock.y - 240; // Calculate landing position // Add collision animation with flash effect swingingBlock.tint = 0xFFFFFF; // Reset tint first tween(swingingBlock, { tint: 0xFF6B6B }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { // Flash back to normal color tween(swingingBlock, { tint: 0xFFFFFF }, { duration: 150, easing: tween.easeOut }); } }); // Landing animation with bounce effect tween(swingingBlock, { y: targetLandingY }, { duration: 300, easing: tween.bounceOut }); 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; // Reset animation properties swingingBlock.rotation = 0; swingingBlock.scaleX = 1.0; swingingBlock.scaleY = 1.0; swingingBlock.tint = 0xFFFFFF; swingingBlock.fallingAnimationStarted = false; 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
@@ -92,64 +92,131 @@
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;
+ // Use constant falling speed instead of accelerating gravity
+ swingingBlock.velocityY = 25; // Fixed falling speed
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 and centered
- swingingBlock.falling = false;
- swingingBlock.velocityY = 0;
- var finalY = targetBlock.y - 240;
- var finalX = targetBlock.x; // Center the block on the target block
- swingingBlock.y = finalY;
- swingingBlock.x = finalX; // Force center alignment
- // Add smooth landing effect
+ // Add falling animation effects
+ if (!swingingBlock.fallingAnimationStarted) {
+ swingingBlock.fallingAnimationStarted = true;
+ // Add rotation while falling
tween(swingingBlock, {
+ rotation: Math.PI * 2
+ }, {
+ duration: 1500,
+ easing: tween.linear
+ });
+ // Add slight scaling effect
+ tween(swingingBlock, {
+ scaleX: 1.1,
scaleY: 1.1
}, {
- duration: 150,
+ duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(swingingBlock, {
+ scaleX: 1.0,
scaleY: 1.0
}, {
- duration: 150,
+ duration: 200,
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;
+ }
+ // 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;
}
}
- // 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);
+ 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
+ // Add collision animation with flash effect
+ swingingBlock.tint = 0xFFFFFF; // Reset tint first
+ tween(swingingBlock, {
+ tint: 0xFF6B6B
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ // Flash back to normal color
+ tween(swingingBlock, {
+ tint: 0xFFFFFF
+ }, {
+ duration: 150,
+ easing: tween.easeOut
+ });
+ }
+ });
+ // Landing animation with bounce effect
+ tween(swingingBlock, {
+ y: targetLandingY
+ }, {
+ duration: 300,
+ easing: tween.bounceOut
+ });
+ 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;
+ // Reset animation properties
+ swingingBlock.rotation = 0;
+ swingingBlock.scaleX = 1.0;
+ swingingBlock.scaleY = 1.0;
+ swingingBlock.tint = 0xFFFFFF;
+ swingingBlock.fallingAnimationStarted = false;
+ 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