User prompt
sağ üstteki sayaç 90 a kadar saysın
User prompt
sağ üsteki sayaç 10 a akdar saysın
User prompt
oyunun sonunda 10 puandan aşşağı puan kazanırsak oyunun sonunda F- şekli görünsün
User prompt
araba sağ tarafı geçerse sol tarafdan tekrar çıksın sol tarfa girerse sağ atrafadan geri çıksın
User prompt
sağ üsteki sayacın rengi koyu yeşil olsun
User prompt
sağ üst köşede 1 den başlayıp 90 a kadar ileriye doğru giden bir sayaç ekle o sayaç 90 a gelirse oyunu bitir
User prompt
hareket etmeme sayacını sağ alt köşeye yerleştirin
User prompt
oyun 100000000 puanda bitsin
User prompt
sayaç araba hareket etse bile bir nesneye değmezse çalışsın
User prompt
her turda borular 1 eksiltilerek gelsin
User prompt
oyun 250 puanda bitsin
User prompt
sağ üst köşede 10 dan geriye doğru bir sayaç olsun araba hareket etmezse ya da herhangi bir şeye değmezse o sayaç geriye doğru sayar eğer sayaç 0 a ulaşırsa oyun kaybedilir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
borular ağaçların içinde yada yakınında olamaz
User prompt
direkler ince uzun bir metaldir ağaç değildir
User prompt
oyunda ağaçalrın yanı sıra direkler olsun ve bunlara çarptığımzda 10 puanımzı eksilsin eğer oyuncu eksi puana düşerse oyunu kaybeder bu direkler bir turda 5 kere çıkar
User prompt
oyunda olan normal ağacın aynısı gibi olan ama altın gibi gözüken ve alındığında 10 puan veren bir ağaç ekle
User prompt
altın ağacın renki değişik olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyunda ekstradan her turda 1 kere çıkan altın ağaç olsun ve o ağaç 10 puan versin
User prompt
oyun 100 puan da bitsin
User prompt
ağçalr birden fazla olsun her seferde
Code edit (1 edits merged)
Please save this source code
User prompt
Çarpışan Arabalar: Ağaç Avı
Initial prompt
bana arabalarla aağaçlara çarpıp puan kazandığımız bir oyun yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Car class var Car = Container.expand(function () { var self = Container.call(this); // Attach car asset (red box, 200x120) var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // Set size for car asset carAsset.width = 200; carAsset.height = 120; // Optionally, you can set a color for the car asset carAsset.color = 0xd83318; // For touch feedback self.flash = function () { tween(self, { alpha: 0.5 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); // GoldenTree class var GoldenTree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (golden, 140x140 - slightly bigger) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 140; treeAsset.height = 140; treeAsset.color = 0xFFD700; // Golden color self.pointValue = 10; // Golden tree gives 10 points // Special golden hit animation self.hitAnim = function () { tween(self, { scaleX: 1.5, scaleY: 1.5 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); }; return self; }); // Tree class var Tree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (green ellipse, 120x120) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 120; treeAsset.height = 120; treeAsset.color = 0x228B22; self.pointValue = 1; // Normal tree gives 1 point // Animate on hit self.hitAnim = function () { tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game constants --- var CAR_START_X = 2048 / 2; var CAR_START_Y = 2732 - 350; var TREE_MIN_Y = 350; var TREE_MAX_Y = 2732 - 350; var TREE_MIN_X = 150; var TREE_MAX_X = 2048 - 150; var WIN_SCORE = 100; // --- Game state --- var car = null; var trees = []; var score = 0; var scoreTxt = null; var dragNode = null; var lastIntersecting = []; var goldenTreeSpawned = false; var treesHitThisRound = 0; // --- Create and add car --- car = new Car(); car.x = CAR_START_X; car.y = CAR_START_Y; game.addChild(car); // --- Create and add trees --- for (var i = 0; i < 5; i++) { var tree = new Tree(); tree.x = getRandomTreeX(); tree.y = getRandomTreeY(); trees.push(tree); lastIntersecting.push(false); game.addChild(tree); } // --- Score text --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Helper functions --- function getRandomTreeX() { return TREE_MIN_X + Math.floor(Math.random() * (TREE_MAX_X - TREE_MIN_X)); } function getRandomTreeY() { return TREE_MIN_Y + Math.floor(Math.random() * (TREE_MAX_Y - TREE_MIN_Y)); } function updateScoreText() { scoreTxt.setText(score); } function spawnNewTree() { var newTree; // Spawn golden tree once every 5 hits if not already spawned this round if (treesHitThisRound % 5 === 0 && !goldenTreeSpawned) { newTree = new GoldenTree(); goldenTreeSpawned = true; } else { newTree = new Tree(); // Reset golden tree availability after 10 hits if (treesHitThisRound >= 10) { goldenTreeSpawned = false; treesHitThisRound = 0; } } // Position new tree randomly (avoid placing too close to car) var tries = 0; do { newTree.x = getRandomTreeX(); newTree.y = getRandomTreeY(); tries++; } while (distance(car.x, car.y, newTree.x, newTree.y) < 300 && tries < 10); trees.push(newTree); lastIntersecting.push(false); game.addChild(newTree); } // --- Move handler for dragging car --- function handleMove(x, y, obj) { if (dragNode) { // Clamp car inside game area (leave 100px margin on each side) var newX = Math.max(100, Math.min(2048 - 100, x)); var newY = Math.max(200, Math.min(2732 - 100, y)); dragNode.x = newX; dragNode.y = newY; } // Collision detection for all trees for (var i = 0; i < trees.length; i++) { var tree = trees[i]; var currentIntersecting = car.intersects(tree); if (!lastIntersecting[i] && currentIntersecting) { // Car just hit tree score += tree.pointValue; treesHitThisRound++; updateScoreText(); // Animate car and tree car.flash(); tree.hitAnim(); // Remove the hit tree game.removeChild(tree); trees.splice(i, 1); lastIntersecting.splice(i, 1); i--; // Adjust index since we removed an element // Spawn new tree (normal or golden based on conditions) spawnNewTree(); // Win condition if (score >= WIN_SCORE) { LK.showYouWin(); } } if (i >= 0 && i < lastIntersecting.length) { lastIntersecting[i] = currentIntersecting; } } } // --- Utility: distance between two points --- function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // --- Touch/drag events --- game.down = function (x, y, obj) { // Only start drag if touch is on car (within 120px radius) var dx = x - car.x; var dy = y - car.y; if (dx * dx + dy * dy < 120 * 120) { dragNode = car; handleMove(x, y, obj); } }; game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; // --- Game update loop (not needed for movement, but for future extensibility) --- game.update = function () { // No per-frame logic needed for now }; // --- Initialize score --- score = 0; updateScoreText();
===================================================================
--- original.js
+++ change.js
@@ -35,8 +35,41 @@
});
};
return self;
});
+// GoldenTree class
+var GoldenTree = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach tree asset (golden, 140x140 - slightly bigger)
+ var treeAsset = self.attachAsset('tree', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ treeAsset.width = 140;
+ treeAsset.height = 140;
+ treeAsset.color = 0xFFD700; // Golden color
+ self.pointValue = 10; // Golden tree gives 10 points
+ // Special golden hit animation
+ self.hitAnim = function () {
+ tween(self, {
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 150,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 150,
+ easing: tween.easeIn
+ });
+ }
+ });
+ };
+ return self;
+});
// Tree class
var Tree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (green ellipse, 120x120)
@@ -46,8 +79,9 @@
});
treeAsset.width = 120;
treeAsset.height = 120;
treeAsset.color = 0x228B22;
+ self.pointValue = 1; // Normal tree gives 1 point
// Animate on hit
self.hitAnim = function () {
tween(self, {
scaleX: 1.3,
@@ -93,8 +127,10 @@
var score = 0;
var scoreTxt = null;
var dragNode = null;
var lastIntersecting = [];
+var goldenTreeSpawned = false;
+var treesHitThisRound = 0;
// --- Create and add car ---
car = new Car();
car.x = CAR_START_X;
car.y = CAR_START_Y;
@@ -124,8 +160,33 @@
}
function updateScoreText() {
scoreTxt.setText(score);
}
+function spawnNewTree() {
+ var newTree;
+ // Spawn golden tree once every 5 hits if not already spawned this round
+ if (treesHitThisRound % 5 === 0 && !goldenTreeSpawned) {
+ newTree = new GoldenTree();
+ goldenTreeSpawned = true;
+ } else {
+ newTree = new Tree();
+ // Reset golden tree availability after 10 hits
+ if (treesHitThisRound >= 10) {
+ goldenTreeSpawned = false;
+ treesHitThisRound = 0;
+ }
+ }
+ // Position new tree randomly (avoid placing too close to car)
+ var tries = 0;
+ do {
+ newTree.x = getRandomTreeX();
+ newTree.y = getRandomTreeY();
+ tries++;
+ } while (distance(car.x, car.y, newTree.x, newTree.y) < 300 && tries < 10);
+ trees.push(newTree);
+ lastIntersecting.push(false);
+ game.addChild(newTree);
+}
// --- Move handler for dragging car ---
function handleMove(x, y, obj) {
if (dragNode) {
// Clamp car inside game area (leave 100px margin on each side)
@@ -139,26 +200,29 @@
var tree = trees[i];
var currentIntersecting = car.intersects(tree);
if (!lastIntersecting[i] && currentIntersecting) {
// Car just hit tree
- score += 1;
+ score += tree.pointValue;
+ treesHitThisRound++;
updateScoreText();
// Animate car and tree
car.flash();
tree.hitAnim();
- // Move tree to new random position (avoid placing too close to car)
- var tries = 0;
- do {
- tree.x = getRandomTreeX();
- tree.y = getRandomTreeY();
- tries++;
- } while (distance(car.x, car.y, tree.x, tree.y) < 300 && tries < 10);
+ // Remove the hit tree
+ game.removeChild(tree);
+ trees.splice(i, 1);
+ lastIntersecting.splice(i, 1);
+ i--; // Adjust index since we removed an element
+ // Spawn new tree (normal or golden based on conditions)
+ spawnNewTree();
// Win condition
if (score >= WIN_SCORE) {
LK.showYouWin();
}
}
- lastIntersecting[i] = currentIntersecting;
+ if (i >= 0 && i < lastIntersecting.length) {
+ lastIntersecting[i] = currentIntersecting;
+ }
}
}
// --- Utility: distance between two points ---
function distance(x1, y1, x2, y2) {