User prompt
spin ekranının arkasına bir panel ekle
User prompt
freesipin girdiği zamam lolipopları ekranda titret ve ekrana bir yazı gelsin freesipin girdiğine dair ekrana bir kere tıklamamızı isteyen bir yazı yazsın sonra ekrana tıklayında oyuna girsin
User prompt
wın ekranı şekelerin üzerinde ekranın ortasında konumlancak şekilde ayarla transparan olsun
User prompt
biraz daha transparan yap
User prompt
arka kısımdaki wallpaper görselini transparan yap
User prompt
freesipin satın alma miktarı oynadığımız bet miktarına göre artısın yada azalsın
User prompt
çarpanları % 20 ihtimal ile at 20x çarpan üstü %5 ihtimal ile gelsin
User prompt
wallpaper adındaki görseli sol üst kısma küçük şekilde koy
User prompt
arka plan için görsel alanı aç wallpaper adında görsel ata
User prompt
çarpan veren kısım için görsel ata değiştirebilceğimiz şekilde
User prompt
bahis butonlarını ekranın sol üst kısmına al
User prompt
geri al
User prompt
geri al son yaptıklarını
User prompt
undo
User prompt
undo
User prompt
ekranın sol altına al
User prompt
sol alta al
User prompt
sol alt kısıma al bahis butonlarını ve 10 ve katları şeklinde artıp azalacak şekilde ayarla
User prompt
add 2 buttons that we can increase or decrease the bet amount, we can change the bet amount in the game, increase or decrease it. add visuals to these buttons so we can change them
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'anteBtn.style.fill = anteBet ? '#ffe066' : '#b3e6ff';' Line Number: 250
Initial prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'self.txt.style.fill = color || '#fff';' Line Number: 40
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Floating text for win popups var FloatingText = Container.expand(function () { var self = Container.call(this); self.txt = new Text2('', { size: 90, fill: '#fff', font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); self.txt.anchor.set(0.5, 0.5); self.addChild(self.txt); self.show = function (text, x, y, color) { self.txt.setText(text); // Defensive: Only set fill if style exists if (self.txt && self.txt.style) { self.txt.style.fill = color || '#fff'; } self.x = x; self.y = y; self.alpha = 1; tween(self, { y: y - 120, alpha: 0 }, { duration: 900, easing: tween.easeOut, onFinish: function onFinish() { self.visible = false; } }); self.visible = true; }; self.visible = false; return self; }); // Symbol class for grid symbols var _Symbol = Container.expand(function () { var self = Container.call(this); self.type = null; // e.g. 'candy_red', 'scatter_lollipop', 'bomb_multi' self.asset = null; self.row = 0; self.col = 0; self.multiplier = 0; // for bomb_multi only self.setSymbol = function (type, multiplier) { self.type = type; if (self.asset) { self.removeChild(self.asset); } var anchor = 0.5; // For bomb_multi, always use the 'bomb_multi' asset, which can be an image or shape as configured in Assets self.asset = self.attachAsset(type, { anchorX: anchor, anchorY: anchor }); if (type === 'bomb_multi') { self.multiplier = multiplier || 2; if (!self.multiTxt) { self.multiTxt = new Text2('x' + self.multiplier, { size: 60, fill: '#fff' }); self.multiTxt.anchor.set(0.5, 0.5); self.addChild(self.multiTxt); } self.multiTxt.setText('x' + self.multiplier); self.multiTxt.visible = true; } else { if (self.multiTxt) self.multiTxt.visible = false; self.multiplier = 0; } }; self.flash = function () { tween(self.asset, { scaleX: 1.2, scaleY: 1.2 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self.asset, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d1a3a }); /**** * Game Code ****/ // --- Game constants --- // Candy symbols (6 types), lollipop scatter, multiplier bomb // You can swap the image id here to change the bomb multiplier symbol's appearance // Wallpaper image asset var GRID_COLS = 6; var GRID_ROWS = 5; var SYMBOL_SIZE = 300; // px, including margin var SYMBOL_MARGIN = 20; var SYMBOLS = ['candy_red', 'candy_blue', 'candy_green', 'candy_purple', 'fruit_banana', 'fruit_grape']; var SCATTER = 'scatter_lollipop'; var BOMB = 'bomb_multi'; var BOMB_MULTIPLIERS = [2, 4, 6, 8, 10, 12, 15, 20, 25, 50, 100]; // --- Game state --- var grid = []; // 2D array [row][col] of Symbol var gridContainer = null; var floatingText = null; var spinBtn = null; var buyBtn = null; var anteBtn = null; var balanceTxt = null; var betTxt = null; var winTxt = null; var freeSpinTxt = null; var isSpinning = false; var isTumbling = false; var isFreeSpins = false; var freeSpinsLeft = 0; var totalFreeSpinWin = 0; var bet = 20; var balance = 1000; var anteBet = false; var lastWin = 0; var scatterCount = 0; var bombs = []; var totalBombMultiplier = 0; // Add wallpaper image to the background var wallpaper = LK.getAsset('wallpaper', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732, alpha: 0.18 // Set transparency for the wallpaper (more transparent) }); game.addChild(wallpaper); // Add a small wallpaper image to the top left corner (do not overlap menu, so offset by 10px) var wallpaperSmall = LK.getAsset('wallpaper', { anchorX: 0, anchorY: 0, x: 10, y: 10, scaleX: 0.08, scaleY: 0.08 }); game.addChild(wallpaperSmall); // Add a semi-transparent panel behind the spin grid var gridPanel = LK.getAsset('bomb_multi', { anchorX: 0.5, anchorY: 0.5, scaleX: 8.5, scaleY: 4.2, alpha: 0.22 }); game.addChild(gridPanel); // --- UI setup --- function setupUI() { // Balance balanceTxt = new Text2('Balance: ' + balance, { size: 70, fill: '#fff' }); balanceTxt.anchor.set(0, 0); LK.gui.top.addChild(balanceTxt); balanceTxt.x = 120; balanceTxt.y = 10; // Bet betTxt = new Text2('Bet: ' + bet, { size: 70, fill: '#fff' }); betTxt.anchor.set(0, 0); LK.gui.top.addChild(betTxt); betTxt.x = 220; betTxt.y = 90; // Bet decrease button (top left, vertical layout) var betDecBtn = new Container(); // Use the bomb_multi asset, which can be swapped to an image in the Assets section var betDecBg = betDecBtn.attachAsset('bomb_multi', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.25, scaleY: 0.25 }); var betDecTxt = new Text2('-', { size: 80, fill: '#fff' }); betDecTxt.anchor.set(0.5, 0.5); betDecBtn.addChild(betDecTxt); // Place at top left, with margin from edge, vertical stack betDecBtn.x = 120; betDecBtn.y = 120; betDecBtn.interactive = true; betDecBtn.buttonMode = true; betDecBtn.down = function (x, y, obj) { if (isSpinning || isTumbling) return; var minBet = 10; if (bet > minBet) { bet -= 10; updateBalance(); } }; // Bet increase button (top left, above dec) var betIncBtn = new Container(); // Use the bomb_multi asset, which can be swapped to an image in the Assets section var betIncBg = betIncBtn.attachAsset('bomb_multi', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.25, scaleY: 0.25 }); var betIncTxt = new Text2('+', { size: 80, fill: '#fff' }); betIncTxt.anchor.set(0.5, 0.5); betIncBtn.addChild(betIncTxt); // Place directly above dec button, with same x, y offset by -120 betIncBtn.x = 120; betIncBtn.y = 0; betIncBtn.interactive = true; betIncBtn.buttonMode = true; betIncBtn.down = function (x, y, obj) { if (isSpinning || isTumbling) return; var maxBet = 1000; if (bet < maxBet && balance >= bet + 10) { bet += 10; updateBalance(); } }; // Add to top left GUI LK.gui.top.addChild(betDecBtn); LK.gui.top.addChild(betIncBtn); // Win winTxt = new Text2('', { size: 90, fill: '#ffe066' }); winTxt.anchor.set(0.5, 0); LK.gui.top.addChild(winTxt); winTxt.x = LK.gui.top.width / 2; winTxt.y = 10; // Free Spin freeSpinTxt = new Text2('', { size: 80, fill: '#ffb3e6' }); freeSpinTxt.anchor.set(0.5, 0); LK.gui.top.addChild(freeSpinTxt); freeSpinTxt.x = LK.gui.top.width / 2; freeSpinTxt.y = 110; // Spin button spinBtn = new Text2('SPIN', { size: 120, fill: '#fff', font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); spinBtn.anchor.set(0.5, 0.5); LK.gui.bottom.addChild(spinBtn); spinBtn.x = LK.gui.bottom.width / 2; spinBtn.y = -180; spinBtn.interactive = true; spinBtn.buttonMode = true; spinBtn.down = function (x, y, obj) { // Block tap if waiting for free spin overlay tap if (game._freeSpinAwaitingTap) return; if (!isSpinning && !isTumbling) { startSpin(); } }; // Buy Free Spins button buyBtn = new Text2('BUY 10 FS (' + bet * 100 + ')', { size: 70, fill: '#ffb3e6' }); buyBtn.anchor.set(0.5, 0.5); LK.gui.bottom.addChild(buyBtn); buyBtn.x = LK.gui.bottom.width / 2 + 350; buyBtn.y = -120; buyBtn.interactive = true; buyBtn.buttonMode = true; buyBtn.down = function (x, y, obj) { var price = bet * 100; if (!isSpinning && !isTumbling && balance >= price) { balance -= price; updateBalance(); triggerFreeSpins(10); } }; // Ante Bet button anteBtn = new Text2('ANTE OFF', { size: 70, fill: '#b3e6ff' }); anteBtn.anchor.set(0.5, 0.5); LK.gui.bottom.addChild(anteBtn); anteBtn.x = LK.gui.bottom.width / 2 - 350; anteBtn.y = -120; anteBtn.interactive = true; anteBtn.buttonMode = true; anteBtn.down = function (x, y, obj) { anteBet = !anteBet; anteBtn.setText(anteBet ? 'ANTE ON' : 'ANTE OFF'); // Defensive: Only set fill if style exists if (anteBtn && anteBtn.style) { anteBtn.style.fill = anteBet ? '#ffe066' : '#b3e6ff'; } }; // Floating win text floatingText = new FloatingText(); game.addChild(floatingText); } // --- Grid setup --- function setupGrid() { if (gridContainer) { game.removeChild(gridContainer); } gridContainer = new Container(); game.addChild(gridContainer); // Center grid var gridW = GRID_COLS * SYMBOL_SIZE + (GRID_COLS - 1) * SYMBOL_MARGIN; var gridH = GRID_ROWS * SYMBOL_SIZE + (GRID_ROWS - 1) * SYMBOL_MARGIN; gridContainer.x = (2048 - gridW) / 2 + SYMBOL_SIZE / 2; gridContainer.y = (2732 - gridH) / 2 + SYMBOL_SIZE / 2 + 60; // Position the panel behind the grid if (typeof gridPanel !== "undefined" && gridPanel) { gridPanel.x = gridContainer.x + gridW / 2 - SYMBOL_SIZE / 2; gridPanel.y = gridContainer.y + gridH / 2 - SYMBOL_SIZE / 2; // Ensure panel is behind grid game.setChildIndex(gridPanel, 0); } // Create grid grid = []; for (var r = 0; r < GRID_ROWS; r++) { grid[r] = []; for (var c = 0; c < GRID_COLS; c++) { var sym = new _Symbol(); sym.row = r; sym.col = c; sym.x = c * (SYMBOL_SIZE + SYMBOL_MARGIN); sym.y = r * (SYMBOL_SIZE + SYMBOL_MARGIN); gridContainer.addChild(sym); grid[r][c] = sym; } } } // --- Utility: random symbol --- function getRandomSymbol(scatterChance, bombChance) { var roll = Math.random(); // 20% chance for bomb if (bombChance && roll < 0.20) { // 5% of bombs are 20x or higher var highMultiRoll = Math.random(); var multi; if (highMultiRoll < 0.05) { // Only pick from multipliers >= 20 var highMultis = []; for (var i = 0; i < BOMB_MULTIPLIERS.length; i++) { if (BOMB_MULTIPLIERS[i] >= 20) highMultis.push(BOMB_MULTIPLIERS[i]); } // Defensive: fallback to max if none found if (highMultis.length > 0) { multi = highMultis[Math.floor(Math.random() * highMultis.length)]; } else { multi = 20; } } else { // Pick from multipliers < 20 var lowMultis = []; for (var i = 0; i < BOMB_MULTIPLIERS.length; i++) { if (BOMB_MULTIPLIERS[i] < 20) lowMultis.push(BOMB_MULTIPLIERS[i]); } // Defensive: fallback to min if none found if (lowMultis.length > 0) { multi = lowMultis[Math.floor(Math.random() * lowMultis.length)]; } else { multi = 2; } } return { type: BOMB, multiplier: multi }; } if (scatterChance && roll < scatterChance) { return { type: SCATTER }; } var idx = Math.floor(Math.random() * SYMBOLS.length); return { type: SYMBOLS[idx] }; } // --- Utility: count symbol types --- function countSymbols(flatGrid) { var counts = {}; for (var i = 0; i < flatGrid.length; i++) { var t = flatGrid[i].type; if (!counts[t]) counts[t] = 0; counts[t]++; } return counts; } // --- Utility: flatten grid --- function flattenGrid() { var arr = []; for (var r = 0; r < GRID_ROWS; r++) { for (var c = 0; c < GRID_COLS; c++) { arr.push(grid[r][c]); } } return arr; } // --- Utility: find all matching symbols (8+) --- function findMatches() { var flat = flattenGrid(); var counts = countSymbols(flat); var matches = []; for (var t in counts) { if (t === SCATTER || t === BOMB) continue; if (counts[t] >= 8) { // collect all symbols of this type for (var i = 0; i < flat.length; i++) { if (flat[i].type === t) matches.push(flat[i]); } } } return matches; } // --- Utility: find scatters --- function findScatters() { var flat = flattenGrid(); var scatters = []; for (var i = 0; i < flat.length; i++) { if (flat[i].type === SCATTER) scatters.push(flat[i]); } return scatters; } // --- Utility: find bombs --- function findBombs() { var flat = flattenGrid(); var bombs = []; for (var i = 0; i < flat.length; i++) { if (flat[i].type === BOMB) bombs.push(flat[i]); } return bombs; } // --- Utility: payout table --- function getPayout(type, count) { // Example payout table (per symbol, per count) // (values are for MVP, can be tuned) var table = { 'candy_red': [0, 0, 0, 0, 0, 0, 0, 0, 10, 25, 50, 100, 200, 400, 800, 1600, 3200, 6400, 12800, 25600, 51200], 'candy_blue': [0, 0, 0, 0, 0, 0, 0, 0, 8, 20, 40, 80, 160, 320, 640, 1280, 2560, 5120, 10240, 20480, 40960], 'candy_green': [0, 0, 0, 0, 0, 0, 0, 0, 6, 15, 30, 60, 120, 240, 480, 960, 1920, 3840, 7680, 15360, 30720], 'candy_purple': [0, 0, 0, 0, 0, 0, 0, 0, 5, 12, 24, 48, 96, 192, 384, 768, 1536, 3072, 6144, 12288, 24576], 'fruit_banana': [0, 0, 0, 0, 0, 0, 0, 0, 4, 10, 20, 40, 80, 160, 320, 640, 1280, 2560, 5120, 10240, 20480], 'fruit_grape': [0, 0, 0, 0, 0, 0, 0, 0, 3, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384] }; if (!table[type]) return 0; if (count >= table[type].length) count = table[type].length - 1; return table[type][count]; } // --- Utility: update balance display --- function updateBalance() { balanceTxt.setText('Balance: ' + balance); betTxt.setText('Bet: ' + bet * (anteBet ? 1.25 : 1)); if (buyBtn) { buyBtn.setText('BUY 10 FS (' + bet * 100 + ')'); } } // --- Utility: update win display --- function updateWin(win) { if (win > 0) { winTxt.setText('WIN: ' + win); } else { winTxt.setText(''); } } // --- Utility: update free spin display --- function updateFreeSpinTxt() { if (isFreeSpins) { freeSpinTxt.setText('FREE SPINS: ' + freeSpinsLeft); } else { freeSpinTxt.setText(''); } } // --- Start a spin --- function startSpin() { if (isSpinning || isTumbling) return; if (!isFreeSpins && balance < bet * (anteBet ? 1.25 : 1)) return; isSpinning = true; updateWin(0); lastWin = 0; scatterCount = 0; bombs = []; totalBombMultiplier = 0; if (!isFreeSpins) { balance -= bet * (anteBet ? 1.25 : 1); updateBalance(); } LK.getSound('spin').play(); // Fill grid with new random symbols for (var r = 0; r < GRID_ROWS; r++) { for (var c = 0; c < GRID_COLS; c++) { var scatterChance = isFreeSpins ? 0 : anteBet ? 0.045 : 0.03; // ~3% or 4.5% chance per cell var bombChance = isFreeSpins ? 0.08 : 0; var sym = getRandomSymbol(scatterChance, bombChance); grid[r][c].setSymbol(sym.type, sym.multiplier); grid[r][c].alpha = 1; grid[r][c].visible = true; } } // Animate grid in for (var r = 0; r < GRID_ROWS; r++) { for (var c = 0; c < GRID_COLS; c++) { grid[r][c].y = r * (SYMBOL_SIZE + SYMBOL_MARGIN) - 400; tween(grid[r][c], { y: r * (SYMBOL_SIZE + SYMBOL_MARGIN) }, { duration: 220 + Math.random() * 120, easing: tween.bounceOut }); } } LK.setTimeout(function () { isSpinning = false; checkWinCascade(); }, 420); } // --- Check for wins and cascade --- function checkWinCascade() { if (isSpinning || isTumbling) return; var matches = findMatches(); var scatters = findScatters(); var bombsHere = findBombs(); // Handle scatters if (!isFreeSpins && scatters.length >= 4) { triggerFreeSpins(10); LK.getSound('freespin').play(); } // Handle bombs (only in free spins) if (isFreeSpins && bombsHere.length > 0) { for (var i = 0; i < bombsHere.length; i++) { bombs.push(bombsHere[i]); totalBombMultiplier += bombsHere[i].multiplier; LK.getSound('bomb').play(); bombsHere[i].flash(); } } if (matches.length > 0) { isTumbling = true; LK.getSound('win').play(); // Flash and float win var matchType = matches[0].type; var payout = getPayout(matchType, matches.length); var winAmount = payout * bet / 20; lastWin += winAmount; // Show floating text at center of grid var gridW = GRID_COLS * SYMBOL_SIZE + (GRID_COLS - 1) * SYMBOL_MARGIN; var gridH = GRID_ROWS * SYMBOL_SIZE + (GRID_ROWS - 1) * SYMBOL_MARGIN; floatingText.show('+' + winAmount, gridContainer.x + gridW / 2 - SYMBOL_SIZE / 2, gridContainer.y + gridH / 2 - SYMBOL_SIZE / 2, '#ffe066'); // Animate matched symbols out for (var i = 0; i < matches.length; i++) { matches[i].flash(); tween(matches[i], { alpha: 0 }, { duration: 180, easing: tween.linear }); } // After animation, remove matched symbols and tumble LK.setTimeout(function () { for (var i = 0; i < matches.length; i++) { matches[i].visible = false; } tumbleSymbols(function () { // After tumble, check for more matches isTumbling = false; checkWinCascade(); }); }, 220); updateWin(lastWin); } else { // No more matches, finish spin if (lastWin > 0) { // --- Win overlay --- // Remove previous win overlay if exists if (game.winOverlay) { game.removeChild(game.winOverlay); game.winOverlay = null; } // Create overlay container var overlay = new Container(); // Transparent background var overlayBg = LK.getAsset('bomb_multi', { anchorX: 0.5, anchorY: 0.5, scaleX: 7, scaleY: 2.5, alpha: 0.38 }); overlay.addChild(overlayBg); // Win text var overlayTxt = new Text2('WIN: ' + lastWin, { size: 180, fill: '#ffe066', font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); overlayTxt.anchor.set(0.5, 0.5); overlay.addChild(overlayTxt); // Center overlay above grid var gridW = GRID_COLS * SYMBOL_SIZE + (GRID_COLS - 1) * SYMBOL_MARGIN; var gridH = GRID_ROWS * SYMBOL_SIZE + (GRID_ROWS - 1) * SYMBOL_MARGIN; overlay.x = gridContainer.x + gridW / 2 - SYMBOL_SIZE / 2; overlay.y = gridContainer.y + gridH / 2 - SYMBOL_SIZE / 2; overlay.zIndex = 9999; game.addChild(overlay); game.winOverlay = overlay; // Fade out overlay after 1.5s tween(overlay, { alpha: 0 }, { duration: 1500, onFinish: function onFinish() { if (game.winOverlay) { game.removeChild(game.winOverlay); game.winOverlay = null; } } }); // Apply bomb multipliers (free spins only) if (isFreeSpins && totalBombMultiplier > 0) { lastWin = Math.floor(lastWin * (1 + totalBombMultiplier / 100)); floatingText.show('x' + (1 + totalBombMultiplier / 100), gridContainer.x + GRID_COLS * SYMBOL_SIZE / 2, gridContainer.y + GRID_ROWS * SYMBOL_SIZE / 2, '#ffb3e6'); LK.getSound('bomb').play(); } balance += lastWin; updateBalance(); updateWin(lastWin); if (isFreeSpins) { totalFreeSpinWin += lastWin; } } if (isFreeSpins) { freeSpinsLeft--; updateFreeSpinTxt(); if (freeSpinsLeft > 0) { LK.setTimeout(function () { startSpin(); }, 900); } else { // End free spins isFreeSpins = false; updateFreeSpinTxt(); if (totalFreeSpinWin > 0) { floatingText.show('FS WIN: ' + totalFreeSpinWin, gridContainer.x + GRID_COLS * SYMBOL_SIZE / 2, gridContainer.y + GRID_ROWS * SYMBOL_SIZE / 2, '#ffe066'); } } } } } // --- Tumble (cascade) symbols --- function tumbleSymbols(onFinish) { LK.getSound('tumble').play(); // For each column, move down visible symbols to fill gaps, then add new symbols at top for (var c = 0; c < GRID_COLS; c++) { var colSyms = []; for (var r = 0; r < GRID_ROWS; r++) { if (grid[r][c].visible) colSyms.push(grid[r][c]); } // Fill from bottom up for (var r = GRID_ROWS - 1; r >= 0; r--) { if (colSyms.length > 0) { var sym = colSyms.pop(); grid[r][c].setSymbol(sym.type, sym.multiplier); grid[r][c].visible = true; grid[r][c].alpha = 1; } else { // New symbol var scatterChance = isFreeSpins ? 0 : anteBet ? 0.045 : 0.03; var bombChance = isFreeSpins ? 0.08 : 0; var symData = getRandomSymbol(scatterChance, bombChance); grid[r][c].setSymbol(symData.type, symData.multiplier); grid[r][c].alpha = 0; grid[r][c].visible = true; tween(grid[r][c], { alpha: 1 }, { duration: 180, easing: tween.linear }); } } } LK.setTimeout(function () { if (onFinish) onFinish(); }, 220); } // --- Trigger free spins --- function triggerFreeSpins(count) { isFreeSpins = true; freeSpinsLeft = count; totalFreeSpinWin = 0; updateFreeSpinTxt(); LK.getSound('freespin').play(); // --- Animate all lollipops (scatter_lollipop) to shake --- var flat = flattenGrid(); for (var i = 0; i < flat.length; i++) { if (flat[i].type === SCATTER) { // Shake animation: quick left-right movement, repeat a few times (function (sym) { var shakeTimes = 6; var shakeDist = 24; var origX = sym.x; var seq = []; for (var s = 0; s < shakeTimes; s++) { seq.push({ x: origX + (s % 2 === 0 ? shakeDist : -shakeDist), duration: 40 }); } seq.push({ x: origX, duration: 40 }); // Chain tweens var _doTween = function doTween(idx) { if (idx >= seq.length) return; tween(sym, { x: seq[idx].x }, { duration: seq[idx].duration, onFinish: function onFinish() { _doTween(idx + 1); } }); }; _doTween(0); })(flat[i]); } } // --- Show overlay text: "FREE SPINS! Tap to continue" --- // Remove previous overlay if exists if (game.freeSpinOverlay) { game.removeChild(game.freeSpinOverlay); game.freeSpinOverlay = null; } var overlay = new Container(); // Transparent background var overlayBg = LK.getAsset('bomb_multi', { anchorX: 0.5, anchorY: 0.5, scaleX: 7, scaleY: 2.5, alpha: 0.38 }); overlay.addChild(overlayBg); // Overlay text var overlayTxt = new Text2('FREE SPINS!\nTap to continue', { size: 140, fill: '#ffb3e6', font: "'GillSans-Bold',Impact,'Arial Black',Tahoma", align: 'center' }); overlayTxt.anchor.set(0.5, 0.5); overlay.addChild(overlayTxt); // Center overlay above grid var gridW = GRID_COLS * SYMBOL_SIZE + (GRID_COLS - 1) * SYMBOL_MARGIN; var gridH = GRID_ROWS * SYMBOL_SIZE + (GRID_ROWS - 1) * SYMBOL_MARGIN; overlay.x = gridContainer.x + gridW / 2 - SYMBOL_SIZE / 2; overlay.y = gridContainer.y + gridH / 2 - SYMBOL_SIZE / 2; overlay.zIndex = 9999; game.addChild(overlay); game.freeSpinOverlay = overlay; // Block game.down and spinBtn while overlay is up game._freeSpinAwaitingTap = true; // Add a one-time tap handler to remove overlay and start spins overlay.interactive = true; overlay.buttonMode = true; overlay.down = function (x, y, obj) { if (!game._freeSpinAwaitingTap) return; game._freeSpinAwaitingTap = false; if (game.freeSpinOverlay) { game.removeChild(game.freeSpinOverlay); game.freeSpinOverlay = null; } // Start free spins after tap startSpin(); }; } // --- Game update loop (not used for logic, but can be used for future animations) --- game.update = function () { // No per-frame logic needed for MVP }; // --- Game start --- setupUI(); setupGrid(); updateBalance(); updateWin(0); updateFreeSpinTxt(); LK.playMusic('bgm', { fade: { start: 0, end: 1, duration: 1200 } }); // --- Touch anywhere on grid to spin (for mobile) --- game.down = function (x, y, obj) { // Block tap if waiting for free spin overlay tap if (game._freeSpinAwaitingTap) return; if (!isSpinning && !isTumbling) { startSpin(); } };
===================================================================
--- original.js
+++ change.js
@@ -163,8 +163,17 @@
scaleX: 0.08,
scaleY: 0.08
});
game.addChild(wallpaperSmall);
+// Add a semi-transparent panel behind the spin grid
+var gridPanel = LK.getAsset('bomb_multi', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 8.5,
+ scaleY: 4.2,
+ alpha: 0.22
+});
+game.addChild(gridPanel);
// --- UI setup ---
function setupUI() {
// Balance
balanceTxt = new Text2('Balance: ' + balance, {
@@ -333,8 +342,15 @@
var gridW = GRID_COLS * SYMBOL_SIZE + (GRID_COLS - 1) * SYMBOL_MARGIN;
var gridH = GRID_ROWS * SYMBOL_SIZE + (GRID_ROWS - 1) * SYMBOL_MARGIN;
gridContainer.x = (2048 - gridW) / 2 + SYMBOL_SIZE / 2;
gridContainer.y = (2732 - gridH) / 2 + SYMBOL_SIZE / 2 + 60;
+ // Position the panel behind the grid
+ if (typeof gridPanel !== "undefined" && gridPanel) {
+ gridPanel.x = gridContainer.x + gridW / 2 - SYMBOL_SIZE / 2;
+ gridPanel.y = gridContainer.y + gridH / 2 - SYMBOL_SIZE / 2;
+ // Ensure panel is behind grid
+ game.setChildIndex(gridPanel, 0);
+ }
// Create grid
grid = [];
for (var r = 0; r < GRID_ROWS; r++) {
grid[r] = [];
scatter_lollipop. In-Game asset. 2d. High contrast. No shadows
fruit_grape. In-Game asset. 2d. High contrast. No shadows
fruit_banana. In-Game asset. 2d. High contrast. No shadows
candy_red. In-Game asset. 2d. High contrast. No shadows
candy_purple. In-Game asset. 2d. High contrast. No shadows
candy_green. In-Game asset. 2d. High contrast. No shadows
candy_blue. In-Game asset. 2d. High contrast. No shadows
bomb_multi. In-Game asset. 2d. High contrast. No shadows
"Meyve Ul Cima" text logo. In-Game asset. 2d. High contrast. No shadows