/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bonus = Container.expand(function () { var self = Container.call(this); var bonusGraphics = self.attachAsset('mole', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFD700 // Gold color for bonus }); self.speed = 5; self.update = function () { self.y += self.speed; }; self.down = function (x, y, obj) { // Activate bonus mode bonusActive = true; bonusEndTime = LK.ticks + 300; // 5 seconds at 60fps // Show all moles immediately for (var i = 0; i < holes.length; i++) { if (!holes[i].hasMole) { holes[i].showMole(); } } // Remove this bonus item for (var i = bonusItems.length - 1; i >= 0; i--) { if (bonusItems[i] === self) { bonusItems.splice(i, 1); game.removeChild(self); break; } } }; return self; }); var Hammer = Container.expand(function () { var self = Container.call(this); var hammerGraphics = self.attachAsset('hammer', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 4 }); self.isAnimating = false; self.swing = function () { if (!self.isAnimating) { self.isAnimating = true; var originalRotation = hammerGraphics.rotation; tween(hammerGraphics, { rotation: originalRotation - Math.PI / 6, scaleX: 1.2, scaleY: 1.2 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(hammerGraphics, { rotation: originalRotation, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { self.isAnimating = false; } }); } }); } }; return self; }); var Hole = Container.expand(function () { var self = Container.call(this); var holeGraphics = self.attachAsset('hole', { anchorX: 0.5, anchorY: 0.5 }); self.hasMole = false; self.mole = null; self.moleVisible = false; self.lastMoleState = false; self.showMole = function () { if (!self.hasMole) { self.mole = self.addChild(LK.getAsset('mole', { anchorX: 0.5, anchorY: 0.5, y: 50 })); self.hasMole = true; self.moleVisible = true; // Animate mole popping up tween(self.mole, { y: -80 }, { duration: 200, easing: tween.easeOut }); // Schedule mole to disappear LK.setTimeout(function () { if (self.mole && self.hasMole) { self.hideMole(); } }, 1500 + Math.random() * 1000); } }; self.hideMole = function () { if (self.hasMole && self.mole) { self.moleVisible = false; tween(self.mole, { y: 50 }, { duration: 200, easing: tween.easeIn, onFinish: function onFinish() { if (self.mole) { self.removeChild(self.mole); self.mole = null; self.hasMole = false; } } }); } }; self.hitMole = function () { if (self.hasMole && self.moleVisible && self.mole) { self.moleVisible = false; // Check if this is the boss mole (scaled 5x) and give 50 points, otherwise 10 points var pointsToAdd = self.scale && self.scale.x >= 5 ? 50 : 10; LK.setScore(LK.getScore() + pointsToAdd); scoreTxt.setText(LK.getScore()); LK.getSound('hit').play(); // Flash mole white when hit tween(self.mole, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { if (self.mole) { tween(self.mole, { tint: 0xffffff }, { duration: 100, onFinish: function onFinish() { self.hideMole(); } }); } } }); return true; } return false; }; self.down = function (x, y, obj) { if (!self.hitMole()) { // Missed or hit empty hole LK.getSound('miss').play(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x90EE90 }); /**** * Game Code ****/ var holes = []; var hammer; var scoreTxt; var gameSpeed = 1; var nextMoleTime = 0; var speedIncreaseTimer = 0; var currentLevel = 1; var levelTarget = 100; var gridSize = 3; // 3x3 for level 1, 4x4 for level 2 var bonusDropTimer = 0; var bonusActive = false; var bonusEndTime = 0; var bonusItems = []; var gameStarted = false; var startScreen; var startButton; var startButtonText; // Create start screen startScreen = new Container(); startScreen.x = 0; startScreen.y = 0; // Create white background for start screen var startBg = LK.getAsset('startButton', { anchorX: 0, anchorY: 0, scaleX: 5.12, // Scale to cover full screen width (2048/400) scaleY: 18.21, // Scale to cover full screen height (2732/150) tint: 0xFFFFFF }); startScreen.addChild(startBg); // Create start button startButton = startScreen.addChild(LK.getAsset('startButton', { anchorX: 0.5, anchorY: 0.5 })); startButton.x = 2048 / 2; startButton.y = 2732 / 2; // Start button text removed game.addChild(startScreen); // Create score display (hidden initially) scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.setText(LK.getScore()); scoreTxt.visible = false; // Create grid of holes based on current level function createHoleGrid() { if (!gameStarted) return; // Don't create holes if game hasn't started // Clear existing holes for (var i = 0; i < holes.length; i++) { if (holes[i]) { game.removeChild(holes[i]); } } holes = []; var spacing = gridSize === 3 ? 300 : gridSize === 4 ? 240 : 200; // Smaller spacing for larger grids var totalWidth = (gridSize - 1) * spacing; var totalHeight = (gridSize - 1) * spacing; var startX = 2048 / 2 - totalWidth / 2; var startY = 2732 / 2 - totalHeight / 2 - 100; for (var row = 0; row < gridSize; row++) { for (var col = 0; col < gridSize; col++) { var hole = new Hole(); hole.x = startX + col * spacing; hole.y = startY + row * spacing; holes.push(hole); game.addChild(hole); } } // Ensure hammer stays on top after adding holes if (hammer) { game.removeChild(hammer); game.addChild(hammer); } } // Hole grid will be created when game starts // Create hammer cursor (hidden initially) hammer = new Hammer(); hammer.visible = false; game.addChild(hammer); // Create bottom rectangle (hidden initially) var bottomBar = LK.getAsset('bottomBar', { anchorX: 1, anchorY: 1 }); bottomBar.x = 2048; // Right edge bottomBar.y = 2732; // Position at bottom of screen bottomBar.visible = false; game.addChild(bottomBar); // Create bottom left square (hidden initially) var bottomLeftSquare = LK.getAsset('bottomLeftSquare', { anchorX: 0, anchorY: 1 }); bottomLeftSquare.x = 0; // Left edge bottomLeftSquare.y = 2732; // Bottom of screen bottomLeftSquare.visible = false; game.addChild(bottomLeftSquare); // Start game function function startGame() { gameStarted = true; // Hide start screen startScreen.visible = false; // Show game elements scoreTxt.visible = true; hammer.visible = true; bottomBar.visible = true; bottomLeftSquare.visible = true; // Create hole grid createHoleGrid(); // Reset game state LK.setScore(0); scoreTxt.setText(LK.getScore()); nextMoleTime = LK.ticks + 120; } // Game event handlers game.move = function (x, y, obj) { if (gameStarted) { hammer.x = x; hammer.y = y; } }; game.down = function (x, y, obj) { if (!gameStarted) { // Check if clicking on start button var buttonBounds = { left: startButton.x - startButton.width / 2, right: startButton.x + startButton.width / 2, top: startButton.y - startButton.height / 2, bottom: startButton.y + startButton.height / 2 }; if (x >= buttonBounds.left && x <= buttonBounds.right && y >= buttonBounds.top && y <= buttonBounds.bottom) { startGame(); } } else { hammer.swing(); } }; // Game update loop game.update = function () { if (!gameStarted) return; // Don't update game logic until started // Handle bonus drop timer (every 20 seconds) bonusDropTimer++; if (bonusDropTimer >= 1200) { // 20 seconds at 60fps var bonus = new Bonus(); bonus.x = Math.random() * 1800 + 124; // Random X position avoiding edges bonus.y = -100; // Start above screen bonusItems.push(bonus); game.addChild(bonus); bonusDropTimer = 0; } // Update bonus items for (var i = bonusItems.length - 1; i >= 0; i--) { var bonus = bonusItems[i]; if (bonus.y > 2832) { // Off screen bottom bonusItems.splice(i, 1); game.removeChild(bonus); } } // Check if bonus mode should end if (bonusActive && LK.ticks >= bonusEndTime) { bonusActive = false; } // Increase game speed over time speedIncreaseTimer++; if (speedIncreaseTimer >= 1800) { // Every 30 seconds at 60fps gameSpeed += 0.2; speedIncreaseTimer = 0; } // Spawn moles randomly (unless bonus mode is active) if (!bonusActive && LK.ticks >= nextMoleTime) { var availableHoles = []; for (var i = 0; i < holes.length; i++) { if (!holes[i].hasMole) { availableHoles.push(holes[i]); } } if (availableHoles.length > 0) { var randomHole = availableHoles[Math.floor(Math.random() * availableHoles.length)]; randomHole.showMole(); } // Set next mole spawn time (gets faster with gameSpeed) var baseDelay = 120; // 2 seconds at 60fps var randomDelay = Math.random() * 180; // 0-3 seconds random nextMoleTime = LK.ticks + (baseDelay + randomDelay) / gameSpeed; } // Check for boss mode at 500 score if (LK.getScore() >= 500 && currentLevel !== 'boss') { currentLevel = 'boss'; // Remove all existing holes for (var i = 0; i < holes.length; i++) { if (holes[i]) { game.removeChild(holes[i]); } } holes = []; // Create single giant hole in center var bossHole = new Hole(); bossHole.x = 2048 / 2; bossHole.y = 2732 / 2; // Scale the hole to 5x normal size bossHole.scale.set(5); holes.push(bossHole); game.addChild(bossHole); // Show giant mole immediately bossHole.showMole(); // Ensure hammer stays on top if (hammer) { game.removeChild(hammer); game.addChild(hammer); } } else if (currentLevel === 1 && LK.getScore() >= levelTarget) { currentLevel = 2; gridSize = 4; levelTarget = 200; // Progress to level 3 at 200 points gameSpeed = 1; // Reset game speed for new level createHoleGrid(); } else if (currentLevel === 2 && LK.getScore() >= levelTarget) { currentLevel = 3; gridSize = 5; levelTarget = 999999; // No more level progression after level 3 gameSpeed = 1; // Reset game speed for new level createHoleGrid(); } // Check for game end at 1000 points if (LK.getScore() >= 1000 && gameStarted) { // Create congratulations screen that covers entire display var congratsScreen = new Container(); // Create full screen background var congratsBg = LK.getAsset('startButton', { anchorX: 0, anchorY: 0, scaleX: 5.12, // Scale to cover full screen width (2048/400) scaleY: 18.21, // Scale to cover full screen height (2732/150) tint: 0x00FF00 // Green background for success }); congratsScreen.addChild(congratsBg); // Create congratulations text var congratsText = new Text2('TEBRİKLER!', { size: 200, fill: 0xFFFFFF }); congratsText.anchor.set(0.5, 0.5); congratsText.x = 2048 / 2; congratsText.y = 2732 / 2 - 200; congratsScreen.addChild(congratsText); // Create score display on congrats screen var finalScoreText = new Text2('PUAN: ' + LK.getScore(), { size: 150, fill: 0xFFFFFF }); finalScoreText.anchor.set(0.5, 0.5); finalScoreText.x = 2048 / 2; finalScoreText.y = 2732 / 2 + 100; congratsScreen.addChild(finalScoreText); // Add congratulations screen to game game.addChild(congratsScreen); // Stop the game gameStarted = false; // Hide game elements scoreTxt.visible = false; hammer.visible = false; bottomBar.visible = false; bottomLeftSquare.visible = false; // Hide all holes for (var j = 0; j < holes.length; j++) { if (holes[j]) { holes[j].visible = false; } } // Hide bonus items for (var k = 0; k < bonusItems.length; k++) { if (bonusItems[k]) { bonusItems[k].visible = false; } } } // Track mole state changes for any additional logic for (var i = 0; i < holes.length; i++) { var hole = holes[i]; if (hole.lastMoleState !== hole.moleVisible) { hole.lastMoleState = hole.moleVisible; } } };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bonus = Container.expand(function () {
var self = Container.call(this);
var bonusGraphics = self.attachAsset('mole', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xFFD700 // Gold color for bonus
});
self.speed = 5;
self.update = function () {
self.y += self.speed;
};
self.down = function (x, y, obj) {
// Activate bonus mode
bonusActive = true;
bonusEndTime = LK.ticks + 300; // 5 seconds at 60fps
// Show all moles immediately
for (var i = 0; i < holes.length; i++) {
if (!holes[i].hasMole) {
holes[i].showMole();
}
}
// Remove this bonus item
for (var i = bonusItems.length - 1; i >= 0; i--) {
if (bonusItems[i] === self) {
bonusItems.splice(i, 1);
game.removeChild(self);
break;
}
}
};
return self;
});
var Hammer = Container.expand(function () {
var self = Container.call(this);
var hammerGraphics = self.attachAsset('hammer', {
anchorX: 0.5,
anchorY: 0.5,
rotation: Math.PI / 4
});
self.isAnimating = false;
self.swing = function () {
if (!self.isAnimating) {
self.isAnimating = true;
var originalRotation = hammerGraphics.rotation;
tween(hammerGraphics, {
rotation: originalRotation - Math.PI / 6,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 100,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(hammerGraphics, {
rotation: originalRotation,
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
self.isAnimating = false;
}
});
}
});
}
};
return self;
});
var Hole = Container.expand(function () {
var self = Container.call(this);
var holeGraphics = self.attachAsset('hole', {
anchorX: 0.5,
anchorY: 0.5
});
self.hasMole = false;
self.mole = null;
self.moleVisible = false;
self.lastMoleState = false;
self.showMole = function () {
if (!self.hasMole) {
self.mole = self.addChild(LK.getAsset('mole', {
anchorX: 0.5,
anchorY: 0.5,
y: 50
}));
self.hasMole = true;
self.moleVisible = true;
// Animate mole popping up
tween(self.mole, {
y: -80
}, {
duration: 200,
easing: tween.easeOut
});
// Schedule mole to disappear
LK.setTimeout(function () {
if (self.mole && self.hasMole) {
self.hideMole();
}
}, 1500 + Math.random() * 1000);
}
};
self.hideMole = function () {
if (self.hasMole && self.mole) {
self.moleVisible = false;
tween(self.mole, {
y: 50
}, {
duration: 200,
easing: tween.easeIn,
onFinish: function onFinish() {
if (self.mole) {
self.removeChild(self.mole);
self.mole = null;
self.hasMole = false;
}
}
});
}
};
self.hitMole = function () {
if (self.hasMole && self.moleVisible && self.mole) {
self.moleVisible = false;
// Check if this is the boss mole (scaled 5x) and give 50 points, otherwise 10 points
var pointsToAdd = self.scale && self.scale.x >= 5 ? 50 : 10;
LK.setScore(LK.getScore() + pointsToAdd);
scoreTxt.setText(LK.getScore());
LK.getSound('hit').play();
// Flash mole white when hit
tween(self.mole, {
tint: 0xffffff
}, {
duration: 100,
onFinish: function onFinish() {
if (self.mole) {
tween(self.mole, {
tint: 0xffffff
}, {
duration: 100,
onFinish: function onFinish() {
self.hideMole();
}
});
}
}
});
return true;
}
return false;
};
self.down = function (x, y, obj) {
if (!self.hitMole()) {
// Missed or hit empty hole
LK.getSound('miss').play();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x90EE90
});
/****
* Game Code
****/
var holes = [];
var hammer;
var scoreTxt;
var gameSpeed = 1;
var nextMoleTime = 0;
var speedIncreaseTimer = 0;
var currentLevel = 1;
var levelTarget = 100;
var gridSize = 3; // 3x3 for level 1, 4x4 for level 2
var bonusDropTimer = 0;
var bonusActive = false;
var bonusEndTime = 0;
var bonusItems = [];
var gameStarted = false;
var startScreen;
var startButton;
var startButtonText;
// Create start screen
startScreen = new Container();
startScreen.x = 0;
startScreen.y = 0;
// Create white background for start screen
var startBg = LK.getAsset('startButton', {
anchorX: 0,
anchorY: 0,
scaleX: 5.12,
// Scale to cover full screen width (2048/400)
scaleY: 18.21,
// Scale to cover full screen height (2732/150)
tint: 0xFFFFFF
});
startScreen.addChild(startBg);
// Create start button
startButton = startScreen.addChild(LK.getAsset('startButton', {
anchorX: 0.5,
anchorY: 0.5
}));
startButton.x = 2048 / 2;
startButton.y = 2732 / 2;
// Start button text removed
game.addChild(startScreen);
// Create score display (hidden initially)
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.setText(LK.getScore());
scoreTxt.visible = false;
// Create grid of holes based on current level
function createHoleGrid() {
if (!gameStarted) return; // Don't create holes if game hasn't started
// Clear existing holes
for (var i = 0; i < holes.length; i++) {
if (holes[i]) {
game.removeChild(holes[i]);
}
}
holes = [];
var spacing = gridSize === 3 ? 300 : gridSize === 4 ? 240 : 200; // Smaller spacing for larger grids
var totalWidth = (gridSize - 1) * spacing;
var totalHeight = (gridSize - 1) * spacing;
var startX = 2048 / 2 - totalWidth / 2;
var startY = 2732 / 2 - totalHeight / 2 - 100;
for (var row = 0; row < gridSize; row++) {
for (var col = 0; col < gridSize; col++) {
var hole = new Hole();
hole.x = startX + col * spacing;
hole.y = startY + row * spacing;
holes.push(hole);
game.addChild(hole);
}
}
// Ensure hammer stays on top after adding holes
if (hammer) {
game.removeChild(hammer);
game.addChild(hammer);
}
}
// Hole grid will be created when game starts
// Create hammer cursor (hidden initially)
hammer = new Hammer();
hammer.visible = false;
game.addChild(hammer);
// Create bottom rectangle (hidden initially)
var bottomBar = LK.getAsset('bottomBar', {
anchorX: 1,
anchorY: 1
});
bottomBar.x = 2048; // Right edge
bottomBar.y = 2732; // Position at bottom of screen
bottomBar.visible = false;
game.addChild(bottomBar);
// Create bottom left square (hidden initially)
var bottomLeftSquare = LK.getAsset('bottomLeftSquare', {
anchorX: 0,
anchorY: 1
});
bottomLeftSquare.x = 0; // Left edge
bottomLeftSquare.y = 2732; // Bottom of screen
bottomLeftSquare.visible = false;
game.addChild(bottomLeftSquare);
// Start game function
function startGame() {
gameStarted = true;
// Hide start screen
startScreen.visible = false;
// Show game elements
scoreTxt.visible = true;
hammer.visible = true;
bottomBar.visible = true;
bottomLeftSquare.visible = true;
// Create hole grid
createHoleGrid();
// Reset game state
LK.setScore(0);
scoreTxt.setText(LK.getScore());
nextMoleTime = LK.ticks + 120;
}
// Game event handlers
game.move = function (x, y, obj) {
if (gameStarted) {
hammer.x = x;
hammer.y = y;
}
};
game.down = function (x, y, obj) {
if (!gameStarted) {
// Check if clicking on start button
var buttonBounds = {
left: startButton.x - startButton.width / 2,
right: startButton.x + startButton.width / 2,
top: startButton.y - startButton.height / 2,
bottom: startButton.y + startButton.height / 2
};
if (x >= buttonBounds.left && x <= buttonBounds.right && y >= buttonBounds.top && y <= buttonBounds.bottom) {
startGame();
}
} else {
hammer.swing();
}
};
// Game update loop
game.update = function () {
if (!gameStarted) return; // Don't update game logic until started
// Handle bonus drop timer (every 20 seconds)
bonusDropTimer++;
if (bonusDropTimer >= 1200) {
// 20 seconds at 60fps
var bonus = new Bonus();
bonus.x = Math.random() * 1800 + 124; // Random X position avoiding edges
bonus.y = -100; // Start above screen
bonusItems.push(bonus);
game.addChild(bonus);
bonusDropTimer = 0;
}
// Update bonus items
for (var i = bonusItems.length - 1; i >= 0; i--) {
var bonus = bonusItems[i];
if (bonus.y > 2832) {
// Off screen bottom
bonusItems.splice(i, 1);
game.removeChild(bonus);
}
}
// Check if bonus mode should end
if (bonusActive && LK.ticks >= bonusEndTime) {
bonusActive = false;
}
// Increase game speed over time
speedIncreaseTimer++;
if (speedIncreaseTimer >= 1800) {
// Every 30 seconds at 60fps
gameSpeed += 0.2;
speedIncreaseTimer = 0;
}
// Spawn moles randomly (unless bonus mode is active)
if (!bonusActive && LK.ticks >= nextMoleTime) {
var availableHoles = [];
for (var i = 0; i < holes.length; i++) {
if (!holes[i].hasMole) {
availableHoles.push(holes[i]);
}
}
if (availableHoles.length > 0) {
var randomHole = availableHoles[Math.floor(Math.random() * availableHoles.length)];
randomHole.showMole();
}
// Set next mole spawn time (gets faster with gameSpeed)
var baseDelay = 120; // 2 seconds at 60fps
var randomDelay = Math.random() * 180; // 0-3 seconds random
nextMoleTime = LK.ticks + (baseDelay + randomDelay) / gameSpeed;
}
// Check for boss mode at 500 score
if (LK.getScore() >= 500 && currentLevel !== 'boss') {
currentLevel = 'boss';
// Remove all existing holes
for (var i = 0; i < holes.length; i++) {
if (holes[i]) {
game.removeChild(holes[i]);
}
}
holes = [];
// Create single giant hole in center
var bossHole = new Hole();
bossHole.x = 2048 / 2;
bossHole.y = 2732 / 2;
// Scale the hole to 5x normal size
bossHole.scale.set(5);
holes.push(bossHole);
game.addChild(bossHole);
// Show giant mole immediately
bossHole.showMole();
// Ensure hammer stays on top
if (hammer) {
game.removeChild(hammer);
game.addChild(hammer);
}
} else if (currentLevel === 1 && LK.getScore() >= levelTarget) {
currentLevel = 2;
gridSize = 4;
levelTarget = 200; // Progress to level 3 at 200 points
gameSpeed = 1; // Reset game speed for new level
createHoleGrid();
} else if (currentLevel === 2 && LK.getScore() >= levelTarget) {
currentLevel = 3;
gridSize = 5;
levelTarget = 999999; // No more level progression after level 3
gameSpeed = 1; // Reset game speed for new level
createHoleGrid();
}
// Check for game end at 1000 points
if (LK.getScore() >= 1000 && gameStarted) {
// Create congratulations screen that covers entire display
var congratsScreen = new Container();
// Create full screen background
var congratsBg = LK.getAsset('startButton', {
anchorX: 0,
anchorY: 0,
scaleX: 5.12,
// Scale to cover full screen width (2048/400)
scaleY: 18.21,
// Scale to cover full screen height (2732/150)
tint: 0x00FF00 // Green background for success
});
congratsScreen.addChild(congratsBg);
// Create congratulations text
var congratsText = new Text2('TEBRİKLER!', {
size: 200,
fill: 0xFFFFFF
});
congratsText.anchor.set(0.5, 0.5);
congratsText.x = 2048 / 2;
congratsText.y = 2732 / 2 - 200;
congratsScreen.addChild(congratsText);
// Create score display on congrats screen
var finalScoreText = new Text2('PUAN: ' + LK.getScore(), {
size: 150,
fill: 0xFFFFFF
});
finalScoreText.anchor.set(0.5, 0.5);
finalScoreText.x = 2048 / 2;
finalScoreText.y = 2732 / 2 + 100;
congratsScreen.addChild(finalScoreText);
// Add congratulations screen to game
game.addChild(congratsScreen);
// Stop the game
gameStarted = false;
// Hide game elements
scoreTxt.visible = false;
hammer.visible = false;
bottomBar.visible = false;
bottomLeftSquare.visible = false;
// Hide all holes
for (var j = 0; j < holes.length; j++) {
if (holes[j]) {
holes[j].visible = false;
}
}
// Hide bonus items
for (var k = 0; k < bonusItems.length; k++) {
if (bonusItems[k]) {
bonusItems[k].visible = false;
}
}
}
// Track mole state changes for any additional logic
for (var i = 0; i < holes.length; i++) {
var hole = holes[i];
if (hole.lastMoleState !== hole.moleVisible) {
hole.lastMoleState = hole.moleVisible;
}
}
};
Modern App Store icon, high definition, square with rounded corners, for a game titled "Whack-a-Mole Frenzy" and with the description "Classic whack-a-mole game with 9 holes where moles randomly appear. Tap quickly with your hammer to score points before they disappear!". No text on icon!
güzel ışıklı bir çekiç. In-Game asset. 2d. High contrast. No shadows
bir köstebek çukuru ama köstebeksiz etrafında çatlaklar olan ve yukarı doğru çıkan bir delik. In-Game asset. 2d. High contrast. No shadows
tatlı ve küçük yavru bir köstebek. In-Game asset. 2d. High contrast. No shadows
(This game ends at 1000 points) yazısı olsun ve arkasındada 3 tane köstebek olsun. In-Game asset. 2d. High contrast. No shadows
bir tane şık görünümlü bir başlatma butonu olsun ve onun hemen üstünde 3 tane köstebek dursun. In-Game asset. 2d. High contrast. No shadows