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 IntroMenu = Container.expand(function () { var self = Container.call(this); // Background var background = self.attachAsset('introBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Title glow effects (multiple for better visual impact) var titleGlow1 = self.attachAsset('titleGlow', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 800, alpha: 0.3 }); var titleGlow2 = self.attachAsset('titleGlow', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 800, alpha: 0.2 }); // Title text var titleText = new Text2('TAP TO WIN', { size: 150, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 2048 / 2; titleText.y = 800; self.addChild(titleText); // Subtitle var subtitleText = new Text2('Endless Tapping Adventure', { size: 60, fill: 0xFFD700 }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 2048 / 2; subtitleText.y = 900; self.addChild(subtitleText); // Play button var playButton = self.attachAsset('playButton', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 1400 }); // Play button text var playButtonText = new Text2('PLAY', { size: 80, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.x = 2048 / 2; playButtonText.y = 1400; self.addChild(playButtonText); // Animation variables var glowAnimation = 0; var titlePulse = 0; var buttonPulse = 0; self.update = function () { // Animate title glow glowAnimation += 0.08; titleGlow1.scaleX = 1 + Math.sin(glowAnimation) * 0.3; titleGlow1.scaleY = 1 + Math.sin(glowAnimation) * 0.3; titleGlow2.scaleX = 1 + Math.sin(glowAnimation + 1) * 0.2; titleGlow2.scaleY = 1 + Math.sin(glowAnimation + 1) * 0.2; // Pulse title text titlePulse += 0.05; titleText.alpha = 0.8 + Math.sin(titlePulse) * 0.2; // Pulse play button buttonPulse += 0.1; playButton.scaleX = 1 + Math.sin(buttonPulse) * 0.1; playButton.scaleY = 1 + Math.sin(buttonPulse) * 0.1; }; // Play button click handler playButton.down = function (x, y, obj) { LK.getSound('menuClick').play(); LK.effects.flashScreen(0x4CAF50, 300); // Animate menu out tween(self, { alpha: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 500, onFinish: function onFinish() { gameState = 'playing'; self.destroy(); initializeMainGame(); } }); }; // Initial entrance animation self.alpha = 0; self.scaleX = 0.8; self.scaleY = 0.8; tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 800, easing: tween.easeOut }); return self; }); 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 state management var gameState = 'intro'; // 'intro' or 'playing' var introMenu = null; // 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 (will be created when main game starts) var levelText = null; var progressBarBg = null; var progressBarFill = null; var progressText = null; var pointsText = null; var tapInstructionText = null; // Function to initialize main game UI function initializeMainGame() { levelText = new Text2('Level ' + currentLevel, { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); levelText.y = 150; progressBarBg = game.addChild(LK.getAsset('progressBarBg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 300 })); progressBarFill = game.addChild(LK.getAsset('progressBarFill', { anchorX: 0, anchorY: 0.5, x: (2048 - 1600) / 2, y: 300 })); 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); 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; 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 display updateProgressBar(); // Initialize intro menu introMenu = game.addChild(new IntroMenu()); } // 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); } // Progress bar will be initialized when main game starts // Game input handling game.down = function (x, y, obj) { // Only handle taps when in playing state if (gameState !== 'playing') return; // 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 () { if (gameState === 'playing' && tapInstructionText) { // 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
@@ -248,8 +248,10 @@
tapInstructionText.anchor.set(0.5, 0.5);
tapInstructionText.x = 2048 / 2;
tapInstructionText.y = 2732 / 2 + 200;
game.addChild(tapInstructionText);
+ // Initialize progress bar display
+ updateProgressBar();
// Initialize intro menu
introMenu = game.addChild(new IntroMenu());
}
// Initialize progress bar fill width
@@ -293,10 +295,9 @@
// Update particle color based on current theme
particle.children[0].tint = tapEffectColor;
particle.animate(x, y);
}
-// Initialize progress bar display
-updateProgressBar();
+// Progress bar will be initialized when main game starts
// Game input handling
game.down = function (x, y, obj) {
// Only handle taps when in playing state
if (gameState !== 'playing') return;