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; // 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.tint = 0xFFD700; // Golden tint color self.pointValue = 10; // Golden tree gives 10 points // Add golden glow effect self.glowEffect = function () { tween(self, { alpha: 0.7 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { self.glowEffect(); // Loop the glow effect } }); } }); }; // Start glow effect immediately self.glowEffect(); // 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; }); // Pole class var Pole = Container.expand(function () { var self = Container.call(this); // Attach pole asset (thin metal pole, 30x300) var poleAsset = self.attachAsset('pole', { anchorX: 0.5, anchorY: 0.5 }); self.pointValue = -10; // Pole reduces 10 points // Animate on hit (shake effect) self.hitAnim = function () { tween(self, { rotation: 0.2 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { rotation: -0.2 }, { duration: 80, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: 0 }, { duration: 80, 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.tint = 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 = 100000000; // --- Game state --- var car = null; var trees = []; var poles = []; var score = 0; var scoreTxt = null; var dragNode = null; var lastIntersecting = []; var lastIntersectingPoles = []; var goldenTreeSpawned = false; var treesHitThisRound = 0; var polesSpawnedThisRound = 0; var countdownTimer = 10; var countdownTxt = null; var lastCarX = 0; var lastCarY = 0; var lastScore = 0; var upwardCounter = 1; var upwardCounterTxt = null; // --- 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); } // --- Create and add poles --- for (var i = 0; i < 5; i++) { var pole = new Pole(); var tries = 0; var validPosition = false; do { pole.x = getRandomTreeX(); pole.y = getRandomTreeY(); tries++; validPosition = true; // Check distance from car if (distance(car.x, car.y, pole.x, pole.y) < 300) { validPosition = false; } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(pole.x, pole.y, trees[t].x, trees[t].y) < 200) { validPosition = false; break; } } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(pole.x, pole.y, poles[p].x, poles[p].y) < 200) { validPosition = false; break; } } } while (!validPosition && tries < 20); poles.push(pole); lastIntersectingPoles.push(false); game.addChild(pole); } // --- Score text --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Countdown timer text --- countdownTxt = new Text2('10', { size: 100, fill: 0xFF0000 }); countdownTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(countdownTxt); // --- Upward counter text --- upwardCounterTxt = new Text2('1', { size: 100, fill: 0x006400 }); upwardCounterTxt.anchor.set(1, 0); LK.gui.topRight.addChild(upwardCounterTxt); // --- 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 updateCountdownText() { countdownTxt.setText(countdownTimer); } function updateUpwardCounterText() { upwardCounterTxt.setText(upwardCounter); } 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 and existing poles) var tries = 0; var validPosition = false; do { newTree.x = getRandomTreeX(); newTree.y = getRandomTreeY(); tries++; validPosition = true; // Check distance from car if (distance(car.x, car.y, newTree.x, newTree.y) < 300) { validPosition = false; } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(newTree.x, newTree.y, poles[p].x, poles[p].y) < 200) { validPosition = false; break; } } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(newTree.x, newTree.y, trees[t].x, trees[t].y) < 200) { validPosition = false; break; } } } while (!validPosition && tries < 20); trees.push(newTree); lastIntersecting.push(false); game.addChild(newTree); // Calculate current round based on score (every 50 points is a new round) var currentRound = Math.floor(score / 50); var polesPerRound = Math.max(1, 5 - currentRound); // Start with 5, decrease by 1 each round, minimum 1 // Spawn poles (decreasing each round) if (polesSpawnedThisRound < polesPerRound) { var newPole = new Pole(); var tries = 0; var validPolePosition = false; do { newPole.x = getRandomTreeX(); newPole.y = getRandomTreeY(); tries++; validPolePosition = true; // Check distance from car if (distance(car.x, car.y, newPole.x, newPole.y) < 300) { validPolePosition = false; } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(newPole.x, newPole.y, trees[t].x, trees[t].y) < 200) { validPolePosition = false; break; } } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(newPole.x, newPole.y, poles[p].x, poles[p].y) < 200) { validPolePosition = false; break; } } } while (!validPolePosition && tries < 20); poles.push(newPole); lastIntersectingPoles.push(false); game.addChild(newPole); polesSpawnedThisRound++; } // Reset pole counter when round is complete if (polesSpawnedThisRound >= polesPerRound && treesHitThisRound >= 10) { polesSpawnedThisRound = 0; } } // --- Move handler for dragging car --- function handleMove(x, y, obj) { if (dragNode) { var newX = x; var newY = Math.max(200, Math.min(2732 - 100, y)); // Screen wrapping for X axis if (newX > 2048) { newX = 0; // Car exits right, appears on left } else if (newX < 0) { newX = 2048; // Car exits left, appears on right } 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; } } // Collision detection for all poles for (var j = 0; j < poles.length; j++) { var pole = poles[j]; var currentIntersectingPole = car.intersects(pole); if (!lastIntersectingPoles[j] && currentIntersectingPole) { // Car just hit pole score += pole.pointValue; // This will subtract 10 points updateScoreText(); // Animate car and pole car.flash(); pole.hitAnim(); // Remove the hit pole game.removeChild(pole); poles.splice(j, 1); lastIntersectingPoles.splice(j, 1); j--; // Adjust index since we removed an element // Check for game over (negative score) if (score < 0) { LK.showGameOver(); } } if (j >= 0 && j < lastIntersectingPoles.length) { lastIntersectingPoles[j] = currentIntersectingPole; } } } // --- 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 () { // Check if player hit something (score changed) var scoreChanged = score !== lastScore; if (scoreChanged) { // Player hit something, reset countdown countdownTimer = 10; updateCountdownText(); } else { // Player didn't hit anything, countdown every second (60 ticks = 1 second) if (LK.ticks % 60 === 0) { countdownTimer--; updateCountdownText(); if (countdownTimer <= 0) { if (score < 10) { // Show F- grade for low score var gradeText = new Text2('F-', { size: 300, fill: 0xFF0000 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else { LK.showGameOver(); } } } } // Upward counter increments every second (60 ticks = 1 second) if (LK.ticks % 60 === 0) { upwardCounter++; updateUpwardCounterText(); if (upwardCounter >= 90) { if (score < 10) { // Show F- grade for low score var gradeText = new Text2('F-', { size: 300, fill: 0xFF0000 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else { LK.showGameOver(); } } } // Update tracking variables lastCarX = car.x; lastCarY = car.y; lastScore = score; }; // --- Initialize score --- score = 0; updateScoreText(); // --- Initialize upward counter --- upwardCounter = 1; updateUpwardCounterText(); // --- Initialize tracking variables --- lastCarX = car.x; lastCarY = car.y; lastScore = score;
===================================================================
--- original.js
+++ change.js
@@ -491,9 +491,9 @@
// Upward counter increments every second (60 ticks = 1 second)
if (LK.ticks % 60 === 0) {
upwardCounter++;
updateUpwardCounterText();
- if (upwardCounter >= 10) {
+ if (upwardCounter >= 90) {
if (score < 10) {
// Show F- grade for low score
var gradeText = new Text2('F-', {
size: 300,