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13 kere dokuncada ekranda scaryimage çıksın
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Blood yazısına 10 kere dokununca pinhead bizim elimiz bağlasın ve desin ki Başın arşamı çık orospi yazsın
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kamerayı sil
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yüzümüz gözükmesin ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
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ekrana korkutucu fotoğraf çıksın
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ölünce ekrana fotoğraf çıksın
Code edit (1 edits merged)
Please save this source code
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2. dünyada ball 1 kovalasın
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2dünya olsun
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oyun karanlık olsun ve bir adet daha farklı assets top olsun
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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Please fix the bug: 'joystick is not defined' in or related to this line: 'var virtualJoystick = joystick.create({' Line Number: 162
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aşağı anolog koy öyle hareket edelim
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topu yavaşlat insan gibi yürüsün
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pictures yerine blood
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healt tazısını biraz alta al
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duvarlardan sekmesin bizi takip etsin ve can azaltsın
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.speed = 2;
self.update = function () {
// Follow player with slight tracking
if (player) {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
// Add slight tracking force to existing velocity
var trackingForce = 0.1;
self.velocityX += dx / distance * trackingForce;
self.velocityY += dy / distance * trackingForce;
}
}
self.x += self.velocityX;
self.y += self.velocityY;
// Bounce off walls
if (self.x <= 50 || self.x >= 1998) {
self.velocityX = -self.velocityX;
LK.getSound('bounce').play();
}
if (self.y <= 50 || self.y >= 2682) {
self.velocityY = -self.velocityY;
LK.getSound('bounce').play();
}
// Keep ball within bounds
if (self.x < 50) self.x = 50;
if (self.x > 1998) self.x = 1998;
if (self.y < 50) self.y = 50;
if (self.y > 2682) self.y = 2682;
};
return self;
});
var Blood = Container.expand(function () {
var self = Container.call(this);
var bloodGraphics = self.attachAsset('blood', {
anchorX: 0.5,
anchorY: 0.5
});
self.collected = false;
return self;
});
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 8;
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2196F3
});
/****
* Game Code
****/
// Game variables
var player = null;
var ball = null;
var bloods = [];
var totalBloods = 8;
var collectedCount = 0;
var dragNode = null;
var playerHealth = 3;
var maxHealth = 3;
// UI Elements
var scoreTxt = new Text2('Blood: 0/' + totalBloods, {
size: 100,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
var healthTxt = new Text2('Health: ' + playerHealth + '/' + maxHealth, {
size: 80,
fill: 0xFF4444
});
healthTxt.anchor.set(0, 0);
healthTxt.x = 120;
healthTxt.y = 150;
LK.gui.topLeft.addChild(healthTxt);
// Create player
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
// Create ball
ball = game.addChild(new Ball());
ball.x = 500;
ball.y = 500;
// Set random initial velocity
var angle = Math.random() * Math.PI * 2;
ball.velocityX = Math.cos(angle) * ball.speed;
ball.velocityY = Math.sin(angle) * ball.speed;
// Create bloods
for (var i = 0; i < totalBloods; i++) {
var blood = game.addChild(new Blood());
var validPosition = false;
var attempts = 0;
while (!validPosition && attempts < 50) {
blood.x = 100 + Math.random() * 1848;
blood.y = 100 + Math.random() * 2532;
// Check distance from ball
var distToBall = Math.sqrt(Math.pow(blood.x - ball.x, 2) + Math.pow(blood.y - ball.y, 2));
// Check distance from player
var distToPlayer = Math.sqrt(Math.pow(blood.x - player.x, 2) + Math.pow(blood.y - player.y, 2));
if (distToBall > 200 && distToPlayer > 150) {
validPosition = true;
}
attempts++;
}
bloods.push(blood);
}
// Movement handler
function handleMove(x, y, obj) {
if (dragNode) {
// Keep player within bounds
var newX = Math.max(40, Math.min(2008, x));
var newY = Math.max(40, Math.min(2692, y));
dragNode.x = newX;
dragNode.y = newY;
}
}
// Initialize joystick
var virtualJoystick = joystick.create({
x: 200,
y: 2400,
radius: 120,
knobRadius: 60
});
// Event handlers - remove old touch movement
game.move = function (x, y, obj) {
// Keep original move handler for other purposes if needed
};
game.down = function (x, y, obj) {
// Remove drag functionality
};
game.up = function (x, y, obj) {
// Remove drag functionality
};
// Game update loop
game.update = function () {
// Handle joystick movement
var joystickData = virtualJoystick.getData();
if (joystickData.active) {
// Move player based on joystick input
var moveX = joystickData.x * player.speed;
var moveY = joystickData.y * player.speed;
// Keep player within bounds
var newX = Math.max(40, Math.min(2008, player.x + moveX));
var newY = Math.max(40, Math.min(2692, player.y + moveY));
player.x = newX;
player.y = newY;
}
// Check collision with ball
if (player.intersects(ball)) {
if (player.lastColliding === undefined) player.lastColliding = false;
if (!player.lastColliding) {
// First frame of collision
playerHealth--;
healthTxt.setText('Health: ' + playerHealth + '/' + maxHealth);
LK.effects.flashObject(player, 0xFF0000, 500);
LK.effects.flashScreen(0xFF4444, 300);
if (playerHealth <= 0) {
LK.showGameOver();
return;
}
}
player.lastColliding = true;
} else {
player.lastColliding = false;
}
// Check blood collection
for (var i = bloods.length - 1; i >= 0; i--) {
var blood = bloods[i];
if (!blood.collected && player.intersects(blood)) {
blood.collected = true;
blood.destroy();
bloods.splice(i, 1);
collectedCount++;
LK.getSound('collect').play();
LK.effects.flashObject(player, 0x00FF00, 300);
// Update score
scoreTxt.setText('Blood: ' + collectedCount + '/' + totalBloods);
// Check win condition
if (collectedCount >= totalBloods) {
LK.showYouWin();
return;
}
}
}
}; ===================================================================
--- original.js
+++ change.js
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pinhead face. In-Game asset. 2d. High contrast. No shadows