User prompt
yeni bir asset oluştur ve tüm arkaplanı kapla
User prompt
Please fix the bug: 'Building is not defined' in or related to this line: 'var b = new Building();' Line Number: 75
User prompt
birkaç barikat ekle rastgele
User prompt
binaları sil
User prompt
mahalleler olsun ve aralarında geçiş olsun
User prompt
binaların her zaman köşelerinden geçebilelim
User prompt
ortalıkta çok olmasın köşelerde biraz daha olsun rastgele olsun
User prompt
Please fix the bug: 'Player is not defined' in or related to this line: 'var player = new Player();' Line Number: 34
User prompt
bina gibi yerler olsun biz onların içinden geçemeyelim ama gölge geçebilsin
User prompt
engelleri sil
User prompt
bizim kaçmamızı zorlaştıracak duvarlar engeller olsun
User prompt
olduğumuz yere doğru bizi takip etsin
User prompt
gölge iki saniye geçitkten sonra başlasın
User prompt
karakter direk mouseu takip etsin
User prompt
biraz daha yavaş olsun
User prompt
gölge hareketimizi takip etmesin direk bizi kovalısın
User prompt
gölge daha da hızlı olsun
User prompt
gölge karaktere temas ettiğinde direk ölsün
User prompt
3 saniyedeki hareketimiz değil 2 saniyedeki hareketi taklit etsin
User prompt
daha da büyük olsun
User prompt
gölge daha büyük olsun
User prompt
gölge hızlı ve biraz daha büyük olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Shadow Delay Chase
Initial prompt
Oyuncu, sürekli kendisini takip eden bir "gölge" tarafından kovalanıyor. Ancak bu gölge, oyuncunun 3 saniye önce yaptığı hareketleri taklit ediyor!
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Barikat (Barricade) class: simple container with building asset, size and anchor centered var Barikat = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('building', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; return self; }); // Player class: simple container with player asset, size and anchor centered var Player = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); // Set width/height for collision self.width = gfx.width; self.height = gfx.height; return self; }); // Shadow class: simple container with shadow asset, size and anchor centered var Shadow = Container.expand(function () { var self = Container.call(this); var gfx = self.attachAsset('shadow', { anchorX: 0.5, anchorY: 0.5 }); self.width = gfx.width; self.height = gfx.height; return self; }); /**** * Initialize Game ****/ // Neighborhood class: represents a single neighborhood with its own buildings and offset // Register wall asset (gray box) var game = new LK.Game({ backgroundColor: 0x181818 }); /**** * Game Code ****/ // Neighborhood class: represents a single neighborhood with its own buildings and offset // --- Game constants --- // Building size and color // Register building asset (gray box) var Neighborhood = function Neighborhood(opts) { // opts: {x, y, buildings: [{x, y}], id} this.x = opts.x; this.y = opts.y; this.id = opts.id; this.buildings = []; // Store barikat positions directly (Barikat objects will be created later) for (var i = 0; i < opts.buildings.length; i++) { var pos = { x: opts.buildings[i].x + this.x, y: opts.buildings[i].y + this.y }; this.buildings.push(pos); } }; var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var PLAYER_SIZE = 120; var SHADOW_SIZE = 320; var DELAY_SECONDS = 2; // Shadow delay in seconds var DELAY_FRAMES = DELAY_SECONDS * 60; // 60 FPS // --- Neighborhoods --- var neighborhoods = []; var currentNeighborhood = null; // No buildings var NEIGHBORHOOD_SIZE = 2048; // Each neighborhood is 2048x2732, but we use 2048x2048 for easier transitions // Helper to generate random barikat positions (not too close to center) function randomBarikats(count) { var arr = []; for (var i = 0; i < count; i++) { // Avoid center 600x600 area, bias toward edges var edge = Math.random() < 0.5; var x, y; if (edge) { // Place near edge x = Math.random() < 0.5 ? 200 + Math.random() * 300 : NEIGHBORHOOD_SIZE - 200 - Math.random() * 300; y = 200 + Math.random() * (NEIGHBORHOOD_SIZE - 400); } else { // Place anywhere but not center do { x = 200 + Math.random() * (NEIGHBORHOOD_SIZE - 400); y = 200 + Math.random() * (NEIGHBORHOOD_SIZE - 400); } while (Math.abs(x - NEIGHBORHOOD_SIZE / 2) < 300 && Math.abs(y - NEIGHBORHOOD_SIZE / 2) < 300); } arr.push({ x: Math.floor(x), y: Math.floor(y) }); } return arr; } neighborhoods = [new Neighborhood({ x: 0, y: 0, id: 0, buildings: randomBarikats(3) }), // top-left new Neighborhood({ x: NEIGHBORHOOD_SIZE, y: 0, id: 1, buildings: randomBarikats(3) }), // top-right new Neighborhood({ x: 0, y: NEIGHBORHOOD_SIZE, id: 2, buildings: randomBarikats(3) }), // bottom-left new Neighborhood({ x: NEIGHBORHOOD_SIZE, y: NEIGHBORHOOD_SIZE, id: 3, buildings: randomBarikats(3) }) // bottom-right ]; currentNeighborhood = neighborhoods[0]; // Add background asset covering the whole game area var bg_full = LK.getAsset('bg_full', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(bg_full); var player = new Player(); var shadow = new Shadow(); var moveHistory = []; // Array of {x, y} for each frame var dragNode = null; var lastIntersecting = false; var timeSurvived = 0; // in frames // --- UI --- var timerTxt = new Text2('0.0', { size: 120, fill: 0xFFFFFF }); timerTxt.anchor.set(0.5, 0); LK.gui.top.addChild(timerTxt); // --- Initial positions (centered in first neighborhood, but offset so shadow doesn't start on top) --- player.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2; player.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 + 200; shadow.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2; shadow.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 - 200; game.addChild(player); game.addChild(shadow); // --- Add all barikats to the game world (from all neighborhoods) --- for (var n = 0; n < neighborhoods.length; n++) { for (var b = 0; b < neighborhoods[n].buildings.length; b++) { var barikat = new Barikat(); barikat.x = neighborhoods[n].buildings[b].x + neighborhoods[n].x; barikat.y = neighborhoods[n].buildings[b].y + neighborhoods[n].y; game.addChild(barikat); // Store reference for collision (already in buildings array) neighborhoods[n].buildings[b] = barikat; } } // --- Move handler (dragging the player) --- function handleMove(x, y, obj) { // Always follow mouse/touch position directly // Clamp to current neighborhood area, keep player fully visible var half = PLAYER_SIZE / 2; var nX = currentNeighborhood.x; var nY = currentNeighborhood.y; var nW = NEIGHBORHOOD_SIZE; var nH = NEIGHBORHOOD_SIZE; var newX = Math.max(nX + half, Math.min(nX + nW - half, x)); var newY = Math.max(nY + half, Math.min(nY + nH - half, y)); // Barikat collision: block player if would overlap a barikat in current neighborhood var blocked = false; for (var i = 0; i < currentNeighborhood.buildings.length; i++) { var b = currentNeighborhood.buildings[i]; // Axis-aligned bounding box collision if (Math.abs(newX - b.x) < PLAYER_SIZE / 2 + 200 && // 200 = barikat half size Math.abs(newY - b.y) < PLAYER_SIZE / 2 + 200) { blocked = true; break; } } if (!blocked) { player.x = newX; player.y = newY; } // If blocked, player stays at previous position // --- Neighborhood transition logic --- // If player reaches edge, move to adjacent neighborhood (wrap if needed) var changed = false; if (player.x <= nX + half + 2) { // Move to left neighbor if exists for (var i = 0; i < neighborhoods.length; i++) { if (neighborhoods[i].x === nX - nW && neighborhoods[i].y === nY) { currentNeighborhood = neighborhoods[i]; buildings = currentNeighborhood.buildings; changed = true; player.x = currentNeighborhood.x + nW - half - 2; break; } } } if (player.x >= nX + nW - half - 2) { // Move to right neighbor if exists for (var i = 0; i < neighborhoods.length; i++) { if (neighborhoods[i].x === nX + nW && neighborhoods[i].y === nY) { currentNeighborhood = neighborhoods[i]; buildings = currentNeighborhood.buildings; changed = true; player.x = currentNeighborhood.x + half + 2; break; } } } if (player.y <= nY + half + 2) { // Move to top neighbor if exists for (var i = 0; i < neighborhoods.length; i++) { if (neighborhoods[i].y === nY - nH && neighborhoods[i].x === nX) { currentNeighborhood = neighborhoods[i]; buildings = currentNeighborhood.buildings; changed = true; player.y = currentNeighborhood.y + nH - half - 2; break; } } } if (player.y >= nY + nH - half - 2) { // Move to bottom neighbor if exists for (var i = 0; i < neighborhoods.length; i++) { if (neighborhoods[i].y === nY + nH && neighborhoods[i].x === nX) { currentNeighborhood = neighborhoods[i]; buildings = currentNeighborhood.buildings; changed = true; player.y = currentNeighborhood.y + half + 2; break; } } } // Check collision (shadow catches player) var currentIntersecting = player.intersects(shadow); if (!lastIntersecting && currentIntersecting) { // Flash screen red and show game over LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); } lastIntersecting = currentIntersecting; } // --- Touch/drag events --- game.down = function (x, y, obj) { // Only start drag if touch is on player var local = player.toLocal(game.toGlobal({ x: x, y: y })); // Check if inside player bounds if (Math.abs(local.x) <= PLAYER_SIZE / 2 && Math.abs(local.y) <= PLAYER_SIZE / 2) { dragNode = player; handleMove(x, y, obj); } }; game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; // --- Main game loop --- game.update = function () { // --- Record player position for shadow to follow --- // Store only x and y (no rotation/scale) moveHistory.push({ x: player.x, y: player.y }); if (moveHistory.length > DELAY_FRAMES + 1) { // Keep only needed history moveHistory.shift(); } // --- Move shadow directly toward player --- // Shadow waits DELAY_SECONDS before starting to move if (timeSurvived >= DELAY_FRAMES) { // Shadow moves directly toward the player's current position, even across neighborhoods var dx = player.x - shadow.x; var dy = player.y - shadow.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0.1) { var speed = 18; // Shadow speed per frame (tune as needed for difficulty) var moveX = dx / dist * Math.min(speed, dist); var moveY = dy / dist * Math.min(speed, dist); shadow.x = shadow.x + moveX; shadow.y = shadow.y + moveY; } } // --- Update timer --- timeSurvived++; var seconds = timeSurvived / 60; // Show with 1 decimal timerTxt.setText(seconds.toFixed(1)); // --- Instant death if shadow touches player (even if already intersecting) --- if (player.intersects(shadow)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // --- Win condition? (Optional: survive X seconds) --- // For MVP, no win condition, just survive as long as possible }; // --- Reset state on game restart --- LK.on('gameStart', function () { // Reset to first neighborhood currentNeighborhood = neighborhoods[0]; player.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2; player.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 + 200; shadow.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2; shadow.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 - 200; moveHistory = []; timeSurvived = 0; lastIntersecting = false; dragNode = null; timerTxt.setText('0.0'); });
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Barikat (Barricade) class: simple container with building asset, size and anchor centered
var Barikat = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('building', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = gfx.width;
self.height = gfx.height;
return self;
});
// Player class: simple container with player asset, size and anchor centered
var Player = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
// Set width/height for collision
self.width = gfx.width;
self.height = gfx.height;
return self;
});
// Shadow class: simple container with shadow asset, size and anchor centered
var Shadow = Container.expand(function () {
var self = Container.call(this);
var gfx = self.attachAsset('shadow', {
anchorX: 0.5,
anchorY: 0.5
});
self.width = gfx.width;
self.height = gfx.height;
return self;
});
/****
* Initialize Game
****/
// Neighborhood class: represents a single neighborhood with its own buildings and offset
// Register wall asset (gray box)
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Neighborhood class: represents a single neighborhood with its own buildings and offset
// --- Game constants ---
// Building size and color
// Register building asset (gray box)
var Neighborhood = function Neighborhood(opts) {
// opts: {x, y, buildings: [{x, y}], id}
this.x = opts.x;
this.y = opts.y;
this.id = opts.id;
this.buildings = [];
// Store barikat positions directly (Barikat objects will be created later)
for (var i = 0; i < opts.buildings.length; i++) {
var pos = {
x: opts.buildings[i].x + this.x,
y: opts.buildings[i].y + this.y
};
this.buildings.push(pos);
}
};
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
var PLAYER_SIZE = 120;
var SHADOW_SIZE = 320;
var DELAY_SECONDS = 2; // Shadow delay in seconds
var DELAY_FRAMES = DELAY_SECONDS * 60; // 60 FPS
// --- Neighborhoods ---
var neighborhoods = [];
var currentNeighborhood = null;
// No buildings
var NEIGHBORHOOD_SIZE = 2048; // Each neighborhood is 2048x2732, but we use 2048x2048 for easier transitions
// Helper to generate random barikat positions (not too close to center)
function randomBarikats(count) {
var arr = [];
for (var i = 0; i < count; i++) {
// Avoid center 600x600 area, bias toward edges
var edge = Math.random() < 0.5;
var x, y;
if (edge) {
// Place near edge
x = Math.random() < 0.5 ? 200 + Math.random() * 300 : NEIGHBORHOOD_SIZE - 200 - Math.random() * 300;
y = 200 + Math.random() * (NEIGHBORHOOD_SIZE - 400);
} else {
// Place anywhere but not center
do {
x = 200 + Math.random() * (NEIGHBORHOOD_SIZE - 400);
y = 200 + Math.random() * (NEIGHBORHOOD_SIZE - 400);
} while (Math.abs(x - NEIGHBORHOOD_SIZE / 2) < 300 && Math.abs(y - NEIGHBORHOOD_SIZE / 2) < 300);
}
arr.push({
x: Math.floor(x),
y: Math.floor(y)
});
}
return arr;
}
neighborhoods = [new Neighborhood({
x: 0,
y: 0,
id: 0,
buildings: randomBarikats(3)
}),
// top-left
new Neighborhood({
x: NEIGHBORHOOD_SIZE,
y: 0,
id: 1,
buildings: randomBarikats(3)
}),
// top-right
new Neighborhood({
x: 0,
y: NEIGHBORHOOD_SIZE,
id: 2,
buildings: randomBarikats(3)
}),
// bottom-left
new Neighborhood({
x: NEIGHBORHOOD_SIZE,
y: NEIGHBORHOOD_SIZE,
id: 3,
buildings: randomBarikats(3)
}) // bottom-right
];
currentNeighborhood = neighborhoods[0];
// Add background asset covering the whole game area
var bg_full = LK.getAsset('bg_full', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
game.addChild(bg_full);
var player = new Player();
var shadow = new Shadow();
var moveHistory = []; // Array of {x, y} for each frame
var dragNode = null;
var lastIntersecting = false;
var timeSurvived = 0; // in frames
// --- UI ---
var timerTxt = new Text2('0.0', {
size: 120,
fill: 0xFFFFFF
});
timerTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(timerTxt);
// --- Initial positions (centered in first neighborhood, but offset so shadow doesn't start on top) ---
player.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2;
player.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 + 200;
shadow.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2;
shadow.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 - 200;
game.addChild(player);
game.addChild(shadow);
// --- Add all barikats to the game world (from all neighborhoods) ---
for (var n = 0; n < neighborhoods.length; n++) {
for (var b = 0; b < neighborhoods[n].buildings.length; b++) {
var barikat = new Barikat();
barikat.x = neighborhoods[n].buildings[b].x + neighborhoods[n].x;
barikat.y = neighborhoods[n].buildings[b].y + neighborhoods[n].y;
game.addChild(barikat);
// Store reference for collision (already in buildings array)
neighborhoods[n].buildings[b] = barikat;
}
}
// --- Move handler (dragging the player) ---
function handleMove(x, y, obj) {
// Always follow mouse/touch position directly
// Clamp to current neighborhood area, keep player fully visible
var half = PLAYER_SIZE / 2;
var nX = currentNeighborhood.x;
var nY = currentNeighborhood.y;
var nW = NEIGHBORHOOD_SIZE;
var nH = NEIGHBORHOOD_SIZE;
var newX = Math.max(nX + half, Math.min(nX + nW - half, x));
var newY = Math.max(nY + half, Math.min(nY + nH - half, y));
// Barikat collision: block player if would overlap a barikat in current neighborhood
var blocked = false;
for (var i = 0; i < currentNeighborhood.buildings.length; i++) {
var b = currentNeighborhood.buildings[i];
// Axis-aligned bounding box collision
if (Math.abs(newX - b.x) < PLAYER_SIZE / 2 + 200 &&
// 200 = barikat half size
Math.abs(newY - b.y) < PLAYER_SIZE / 2 + 200) {
blocked = true;
break;
}
}
if (!blocked) {
player.x = newX;
player.y = newY;
}
// If blocked, player stays at previous position
// --- Neighborhood transition logic ---
// If player reaches edge, move to adjacent neighborhood (wrap if needed)
var changed = false;
if (player.x <= nX + half + 2) {
// Move to left neighbor if exists
for (var i = 0; i < neighborhoods.length; i++) {
if (neighborhoods[i].x === nX - nW && neighborhoods[i].y === nY) {
currentNeighborhood = neighborhoods[i];
buildings = currentNeighborhood.buildings;
changed = true;
player.x = currentNeighborhood.x + nW - half - 2;
break;
}
}
}
if (player.x >= nX + nW - half - 2) {
// Move to right neighbor if exists
for (var i = 0; i < neighborhoods.length; i++) {
if (neighborhoods[i].x === nX + nW && neighborhoods[i].y === nY) {
currentNeighborhood = neighborhoods[i];
buildings = currentNeighborhood.buildings;
changed = true;
player.x = currentNeighborhood.x + half + 2;
break;
}
}
}
if (player.y <= nY + half + 2) {
// Move to top neighbor if exists
for (var i = 0; i < neighborhoods.length; i++) {
if (neighborhoods[i].y === nY - nH && neighborhoods[i].x === nX) {
currentNeighborhood = neighborhoods[i];
buildings = currentNeighborhood.buildings;
changed = true;
player.y = currentNeighborhood.y + nH - half - 2;
break;
}
}
}
if (player.y >= nY + nH - half - 2) {
// Move to bottom neighbor if exists
for (var i = 0; i < neighborhoods.length; i++) {
if (neighborhoods[i].y === nY + nH && neighborhoods[i].x === nX) {
currentNeighborhood = neighborhoods[i];
buildings = currentNeighborhood.buildings;
changed = true;
player.y = currentNeighborhood.y + half + 2;
break;
}
}
}
// Check collision (shadow catches player)
var currentIntersecting = player.intersects(shadow);
if (!lastIntersecting && currentIntersecting) {
// Flash screen red and show game over
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
}
lastIntersecting = currentIntersecting;
}
// --- Touch/drag events ---
game.down = function (x, y, obj) {
// Only start drag if touch is on player
var local = player.toLocal(game.toGlobal({
x: x,
y: y
}));
// Check if inside player bounds
if (Math.abs(local.x) <= PLAYER_SIZE / 2 && Math.abs(local.y) <= PLAYER_SIZE / 2) {
dragNode = player;
handleMove(x, y, obj);
}
};
game.move = handleMove;
game.up = function (x, y, obj) {
dragNode = null;
};
// --- Main game loop ---
game.update = function () {
// --- Record player position for shadow to follow ---
// Store only x and y (no rotation/scale)
moveHistory.push({
x: player.x,
y: player.y
});
if (moveHistory.length > DELAY_FRAMES + 1) {
// Keep only needed history
moveHistory.shift();
}
// --- Move shadow directly toward player ---
// Shadow waits DELAY_SECONDS before starting to move
if (timeSurvived >= DELAY_FRAMES) {
// Shadow moves directly toward the player's current position, even across neighborhoods
var dx = player.x - shadow.x;
var dy = player.y - shadow.y;
var dist = Math.sqrt(dx * dx + dy * dy);
if (dist > 0.1) {
var speed = 18; // Shadow speed per frame (tune as needed for difficulty)
var moveX = dx / dist * Math.min(speed, dist);
var moveY = dy / dist * Math.min(speed, dist);
shadow.x = shadow.x + moveX;
shadow.y = shadow.y + moveY;
}
}
// --- Update timer ---
timeSurvived++;
var seconds = timeSurvived / 60;
// Show with 1 decimal
timerTxt.setText(seconds.toFixed(1));
// --- Instant death if shadow touches player (even if already intersecting) ---
if (player.intersects(shadow)) {
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
// --- Win condition? (Optional: survive X seconds) ---
// For MVP, no win condition, just survive as long as possible
};
// --- Reset state on game restart ---
LK.on('gameStart', function () {
// Reset to first neighborhood
currentNeighborhood = neighborhoods[0];
player.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2;
player.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 + 200;
shadow.x = currentNeighborhood.x + NEIGHBORHOOD_SIZE / 2;
shadow.y = currentNeighborhood.y + NEIGHBORHOOD_SIZE / 2 - 200;
moveHistory = [];
timeSurvived = 0;
lastIntersecting = false;
dragNode = null;
timerTxt.setText('0.0');
});
karanlık bir gölge , duman. In-Game asset. 2d. High contrast. No shadows
dümdüz gıpgri bir yer kuşbakışı 2d. In-Game asset. 2d. High contrast. No shadows
konteyınr. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
korkmuş bir adam. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat