User prompt
oyunun içinde ki durdurma butonu sadece durdurmaktan ibaret olmasın. main menu ve quit butonu da olsun. challangelara da tıklayınca o challange için yeni bir oyun açılsın ve challange ı tamamladıysa puanı eklensin ve challange ekranın da o challange ın yanında tik olsun ve tıklayamasın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
menünün içinde farklı bir yer açalım ve orada challangelar koyalım
User prompt
meü açılmıyor
User prompt
Please fix the bug: 'Cannot set properties of null (setting 'width')' in or related to this line: 'progressBarFill.width = 1600 * fillPercentage;' Line Number: 272
User prompt
giriş menüsü ekelyelim kendine çekecek ve güzel bir şekilde
Code edit (1 edits merged)
Please save this source code
User prompt
Tap to Win
Initial prompt
şu aşırı kolay ve berbat indirmesi aşırı yüksek reklam oyunları varya ondan yapmanı istiyorum
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var LevelCompleteEffect = Container.expand(function () { var self = Container.call(this); var effect = self.attachAsset('levelCompleteEffect', { anchorX: 0.5, anchorY: 0.5 }); self.animate = function () { self.x = 2048 / 2; self.y = 2732 / 2; self.alpha = 0.8; effect.scaleX = 0; effect.scaleY = 0; // Animate scale up and fade out tween(effect, { scaleX: 8, scaleY: 8 }, { duration: 800, easing: tween.easeOut }); tween(self, { alpha: 0 }, { duration: 800, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); var TapParticle = Container.expand(function () { var self = Container.call(this); var particle = self.attachAsset('tapParticle', { anchorX: 0.5, anchorY: 0.5 }); self.animate = function (targetX, targetY) { self.x = targetX; self.y = targetY; self.alpha = 1; particle.scaleX = 0.5; particle.scaleY = 0.5; // Animate scale and fade out tween(particle, { scaleX: 2, scaleY: 2 }, { duration: 300 }); tween(self, { alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game variables var currentLevel = storage.level || 1; var currentProgress = storage.progress || 0; var tapsRequired = 10 + (currentLevel - 1) * 5; // Each level needs 5 more taps var totalPoints = storage.totalPoints || 0; var tapEffectColor = storage.tapEffectColor || 0xFFD700; // UI Elements var levelText = new Text2('Level ' + currentLevel, { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); levelText.y = 150; var progressBarBg = game.addChild(LK.getAsset('progressBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 300 })); var progressBarFill = game.addChild(LK.getAsset('progressBarFill', { anchorX: 0, anchorY: 0.5, x: (2048 - 1600) / 2, y: 300 })); var progressText = new Text2(currentProgress + ' / ' + tapsRequired, { size: 60, fill: 0xFFFFFF }); progressText.anchor.set(0.5, 0); progressText.x = 2048 / 2; progressText.y = 350; game.addChild(progressText); var pointsText = new Text2('Points: ' + totalPoints, { size: 50, fill: 0xFFFF00 }); pointsText.anchor.set(1, 0); LK.gui.topRight.addChild(pointsText); pointsText.x = -20; pointsText.y = 20; var tapInstructionText = new Text2('TAP ANYWHERE TO PROGRESS!', { size: 70, fill: 0xFFFFFF }); tapInstructionText.anchor.set(0.5, 0.5); tapInstructionText.x = 2048 / 2; tapInstructionText.y = 2732 / 2 + 200; game.addChild(tapInstructionText); // Initialize progress bar fill width function updateProgressBar() { var fillPercentage = currentProgress / tapsRequired; progressBarFill.width = 1600 * fillPercentage; progressText.setText(currentProgress + ' / ' + tapsRequired); } function completeLevel() { // Add points for completing level var levelBonus = currentLevel * 10; totalPoints += levelBonus; // Play level complete sound LK.getSound('levelComplete').play(); // Flash screen with celebration color LK.effects.flashScreen(0x4CAF50, 500); // Create level complete effect var completeEffect = game.addChild(new LevelCompleteEffect()); completeEffect.animate(); // Move to next level currentLevel++; currentProgress = 0; tapsRequired = 10 + (currentLevel - 1) * 5; // Unlock new tap color every 5 levels if (currentLevel % 5 === 0) { var colors = [0xFFD700, 0xFF69B4, 0x00FFFF, 0xFF4500, 0x9370DB, 0x32CD32]; tapEffectColor = colors[Math.floor(currentLevel / 5) % colors.length]; storage.tapEffectColor = tapEffectColor; } // Update UI levelText.setText('Level ' + currentLevel); pointsText.setText('Points: ' + totalPoints); updateProgressBar(); // Save progress storage.level = currentLevel; storage.progress = currentProgress; storage.totalPoints = totalPoints; } function createTapEffect(x, y) { var particle = game.addChild(new TapParticle()); // Update particle color based on current theme particle.children[0].tint = tapEffectColor; particle.animate(x, y); } // Initialize progress bar display updateProgressBar(); // Game input handling game.down = function (x, y, obj) { // Increment progress currentProgress++; // Play tap sound LK.getSound('tapSound').play(); // Create tap effect at touch position createTapEffect(x, y); // Small screen flash for feedback LK.effects.flashScreen(0xffffff, 100); // Update progress bar updateProgressBar(); // Check if level is complete if (currentProgress >= tapsRequired) { completeLevel(); } // Save progress every 10 taps if (currentProgress % 10 === 0) { storage.progress = currentProgress; } }; // Animate tap instruction text var instructionPulse = 0; game.update = function () { // Pulse the instruction text instructionPulse += 0.1; tapInstructionText.alpha = 0.7 + Math.sin(instructionPulse) * 0.3; // Save progress periodically if (LK.ticks % 300 === 0) { // Every 5 seconds storage.level = currentLevel; storage.progress = currentProgress; storage.totalPoints = totalPoints; } };
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,210 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+var storage = LK.import("@upit/storage.v1");
+
+/****
+* Classes
+****/
+var LevelCompleteEffect = Container.expand(function () {
+ var self = Container.call(this);
+ var effect = self.attachAsset('levelCompleteEffect', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.animate = function () {
+ self.x = 2048 / 2;
+ self.y = 2732 / 2;
+ self.alpha = 0.8;
+ effect.scaleX = 0;
+ effect.scaleY = 0;
+ // Animate scale up and fade out
+ tween(effect, {
+ scaleX: 8,
+ scaleY: 8
+ }, {
+ duration: 800,
+ easing: tween.easeOut
+ });
+ tween(self, {
+ alpha: 0
+ }, {
+ duration: 800,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ };
+ return self;
+});
+var TapParticle = Container.expand(function () {
+ var self = Container.call(this);
+ var particle = self.attachAsset('tapParticle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.animate = function (targetX, targetY) {
+ self.x = targetX;
+ self.y = targetY;
+ self.alpha = 1;
+ particle.scaleX = 0.5;
+ particle.scaleY = 0.5;
+ // Animate scale and fade out
+ tween(particle, {
+ scaleX: 2,
+ scaleY: 2
+ }, {
+ duration: 300
+ });
+ tween(self, {
+ alpha: 0
+ }, {
+ duration: 300,
+ onFinish: function onFinish() {
+ self.destroy();
+ }
+ });
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x1a1a2e
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var currentLevel = storage.level || 1;
+var currentProgress = storage.progress || 0;
+var tapsRequired = 10 + (currentLevel - 1) * 5; // Each level needs 5 more taps
+var totalPoints = storage.totalPoints || 0;
+var tapEffectColor = storage.tapEffectColor || 0xFFD700;
+// UI Elements
+var levelText = new Text2('Level ' + currentLevel, {
+ size: 80,
+ fill: 0xFFFFFF
+});
+levelText.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelText);
+levelText.y = 150;
+var progressBarBg = game.addChild(LK.getAsset('progressBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 2048 / 2,
+ y: 300
+}));
+var progressBarFill = game.addChild(LK.getAsset('progressBarFill', {
+ anchorX: 0,
+ anchorY: 0.5,
+ x: (2048 - 1600) / 2,
+ y: 300
+}));
+var progressText = new Text2(currentProgress + ' / ' + tapsRequired, {
+ size: 60,
+ fill: 0xFFFFFF
+});
+progressText.anchor.set(0.5, 0);
+progressText.x = 2048 / 2;
+progressText.y = 350;
+game.addChild(progressText);
+var pointsText = new Text2('Points: ' + totalPoints, {
+ size: 50,
+ fill: 0xFFFF00
+});
+pointsText.anchor.set(1, 0);
+LK.gui.topRight.addChild(pointsText);
+pointsText.x = -20;
+pointsText.y = 20;
+var tapInstructionText = new Text2('TAP ANYWHERE TO PROGRESS!', {
+ size: 70,
+ fill: 0xFFFFFF
+});
+tapInstructionText.anchor.set(0.5, 0.5);
+tapInstructionText.x = 2048 / 2;
+tapInstructionText.y = 2732 / 2 + 200;
+game.addChild(tapInstructionText);
+// Initialize progress bar fill width
+function updateProgressBar() {
+ var fillPercentage = currentProgress / tapsRequired;
+ progressBarFill.width = 1600 * fillPercentage;
+ progressText.setText(currentProgress + ' / ' + tapsRequired);
+}
+function completeLevel() {
+ // Add points for completing level
+ var levelBonus = currentLevel * 10;
+ totalPoints += levelBonus;
+ // Play level complete sound
+ LK.getSound('levelComplete').play();
+ // Flash screen with celebration color
+ LK.effects.flashScreen(0x4CAF50, 500);
+ // Create level complete effect
+ var completeEffect = game.addChild(new LevelCompleteEffect());
+ completeEffect.animate();
+ // Move to next level
+ currentLevel++;
+ currentProgress = 0;
+ tapsRequired = 10 + (currentLevel - 1) * 5;
+ // Unlock new tap color every 5 levels
+ if (currentLevel % 5 === 0) {
+ var colors = [0xFFD700, 0xFF69B4, 0x00FFFF, 0xFF4500, 0x9370DB, 0x32CD32];
+ tapEffectColor = colors[Math.floor(currentLevel / 5) % colors.length];
+ storage.tapEffectColor = tapEffectColor;
+ }
+ // Update UI
+ levelText.setText('Level ' + currentLevel);
+ pointsText.setText('Points: ' + totalPoints);
+ updateProgressBar();
+ // Save progress
+ storage.level = currentLevel;
+ storage.progress = currentProgress;
+ storage.totalPoints = totalPoints;
+}
+function createTapEffect(x, y) {
+ var particle = game.addChild(new TapParticle());
+ // Update particle color based on current theme
+ particle.children[0].tint = tapEffectColor;
+ particle.animate(x, y);
+}
+// Initialize progress bar display
+updateProgressBar();
+// Game input handling
+game.down = function (x, y, obj) {
+ // Increment progress
+ currentProgress++;
+ // Play tap sound
+ LK.getSound('tapSound').play();
+ // Create tap effect at touch position
+ createTapEffect(x, y);
+ // Small screen flash for feedback
+ LK.effects.flashScreen(0xffffff, 100);
+ // Update progress bar
+ updateProgressBar();
+ // Check if level is complete
+ if (currentProgress >= tapsRequired) {
+ completeLevel();
+ }
+ // Save progress every 10 taps
+ if (currentProgress % 10 === 0) {
+ storage.progress = currentProgress;
+ }
+};
+// Animate tap instruction text
+var instructionPulse = 0;
+game.update = function () {
+ // Pulse the instruction text
+ instructionPulse += 0.1;
+ tapInstructionText.alpha = 0.7 + Math.sin(instructionPulse) * 0.3;
+ // Save progress periodically
+ if (LK.ticks % 300 === 0) {
+ // Every 5 seconds
+ storage.level = currentLevel;
+ storage.progress = currentProgress;
+ storage.totalPoints = totalPoints;
+ }
+};
\ No newline at end of file