User prompt
ateş kapalıysa yok edilen ateş sayacını kapat
User prompt
checkpoint sayacı ekle
User prompt
checkpoint sayacı ekle
User prompt
oyun bittiğinde oyun ayarları nasılsa oyun yeniden başlayınca aynı kalsın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
ateşleri kapatabileceğimiz bir buton koy açık olduğunda ateşler çıksın kapalı olduğunda ateşler çıkmasın
User prompt
fare imlecini takip etme butonu koy açık olduğunda kuş fare imlcini takip etsin kapalı olduğunda takip etmesin
User prompt
kuş öldüğünde ekrana neden öldüğünüde göstersin
User prompt
kuş fare imlecini takip etsin
User prompt
imleç yanmıyorsa kuş düz rotadan çıksın imleç yanıyorsa kuş düz rotaya girsin
User prompt
imleç ateşe değiyorsa kuş düz rotada devam etsin değmediği anda kuş düz rotadan çıksın
User prompt
imleç yanmıyorsa kuş düz rotadan çıksın
User prompt
ateşe buz atarken kuş düz bir rutada aşağı düşmeden ileresin
User prompt
her ateşi yok ettiğimizde yukarıda puan 1 artsın ve yok edilen ateş sayacı 1 artsın
User prompt
imleç yanıyorsa sol tuşa basınca buz fırlatsın
User prompt
mausenin imleci ateşin üstündeyse tıklayınca buz fırlatsın
User prompt
mause nin sağ tuşuna basınca imlecin olduğu yere buz fırlatsın
User prompt
mausenin sağ tuşuna basarak ateşe buz atabilelim
User prompt
ateş dönmesin
User prompt
kuş ateşe değdiği anda checkpointi umursamayım kuşu öldürsün
User prompt
kuş ateşe değdiğinde checkpoint sayacını sıfırlasın
User prompt
kuş ateş e değdiğinde checkpoint açık olsada ölsün
User prompt
yeni 1 blok ekle bloğun adı ateş dünyada sık 1 şekilde oluşsun
User prompt
yeni 1 karakter ekle karakter kuş a değerse kuş ölsün
User prompt
her checkpoint aldıktan sonra ölünce checkpoint barından 1 azalsın
User prompt
arka plan mavi olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentLevel: 1, unlockedLevels: 1, totalScore: 0, levelScore: 0 }); /**** * Classes ****/ var BackgroundShape = Container.expand(function () { var self = Container.call(this); var shapeTypes = ['bgCircle', 'bgSquare', 'bgTriangle', 'bgPentagon', 'bgHexagon', 'bgHeptagon', 'bgOctagon']; var randomType = shapeTypes[Math.floor(Math.random() * shapeTypes.length)]; var shapeGraphics = self.attachAsset(randomType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = -1 - Math.random() * 2; // Random speed between -1 and -3 self.rotationSpeed = (Math.random() - 0.5) * 0.02; // Random rotation self.pulseScale = 1; self.pulseDirection = 1; self.alpha = 0.3 + Math.random() * 0.4; // Random transparency between 0.3-0.7 shapeGraphics.alpha = self.alpha; self.update = function () { self.x += self.speed; // Add rotation shapeGraphics.rotation += self.rotationSpeed; // Add subtle pulsing self.pulseScale += 0.003 * self.pulseDirection; if (self.pulseScale > 1.1) self.pulseDirection = -1; if (self.pulseScale < 0.9) self.pulseDirection = 1; shapeGraphics.scaleX = self.pulseScale; shapeGraphics.scaleY = self.pulseScale; }; return self; }); var Bird = Container.expand(function () { var self = Container.call(this); var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); // Ensure bird is visible birdGraphics.alpha = 1.0; birdGraphics.visible = true; self.velocityY = 0; self.gravity = 0.8; self.flapPower = -12; self.rotation = 0; self.rotationVelocity = 0; self.isFlipping = false; self.completedFlips = 0; self.lastUpright = true; self.flap = function () { self.velocityY = self.flapPower; LK.getSound('flap').play(); // No score bonus for flapping - score only from obstacles }; self.update = function () { // Make bird follow mouse cursor when mouse position is available and tracking is enabled if (mouseTrackingEnabled && game.mouseX !== undefined && game.mouseY !== undefined) { // Calculate direction towards cursor var directionX = game.mouseX - self.x; var directionY = game.mouseY - self.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Move bird towards cursor with smooth following if (distance > 5) { // Only move if not too close to avoid jittering var followSpeed = 4; // Speed of following var normalX = directionX / distance; var normalY = directionY / distance; self.x += normalX * followSpeed; self.y += normalY * followSpeed; self.velocityY = 0; // Reset gravity when following cursor } else { // When very close to cursor, stop moving to avoid jittering self.velocityY = 0; } } else { // Normal bird physics when mouse tracking disabled or no mouse position available self.velocityY += self.gravity; self.y += self.velocityY; } // Keep bird in bounds horizontally if (self.x < 40) self.x = 40; if (self.x > 2008) self.x = 2008; // Keep bird in bounds vertically if (self.y < 40) self.y = 40; if (self.y > 2600) self.y = 2600; }; self.isUpright = function () { var normalizedRotation = self.rotation % (Math.PI * 2); return normalizedRotation < 0.3 || normalizedRotation > Math.PI * 2 - 0.3; }; return self; }); var Block = Container.expand(function () { var self = Container.call(this); var blockGraphics = self.attachAsset('checkpointblou1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = -3; self.collected = false; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0.02; // Add pulsing animation only (no rotation) self.update = function () { self.x += self.speed; // Pulsing effect self.pulseScale += 0.008 * self.pulseDirection; if (self.pulseScale > 1.15) self.pulseDirection = -1; if (self.pulseScale < 0.85) self.pulseDirection = 1; blockGraphics.scaleX = self.pulseScale * 1.5; blockGraphics.scaleY = self.pulseScale * 1.5; // Rotation effect removed }; return self; }); var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self.passed = false; self.collected = false; self.isBomb = true; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0.05; self.update = function () { self.x += self.speed; // Pulsing effect for bombs self.pulseScale += 0.015 * self.pulseDirection; if (self.pulseScale > 1.3) self.pulseDirection = -1; if (self.pulseScale < 0.8) self.pulseDirection = 1; bombGraphics.scaleX = self.pulseScale; bombGraphics.scaleY = self.pulseScale; }; return self; }); var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -1.5; self.passed = false; self.collected = false; self.isCharacter = true; self.isDead = false; self.pulseScale = 1; self.pulseDirection = 1; // Character visual effects characterGraphics.tint = 0x00FF00; // Green color to distinguish from other elements self.update = function () { if (!self.isDead) { self.x += self.speed; // Pulsing effect for character self.pulseScale += 0.008 * self.pulseDirection; if (self.pulseScale > 1.1) self.pulseDirection = -1; if (self.pulseScale < 0.9) self.pulseDirection = 1; characterGraphics.scaleX = self.pulseScale; characterGraphics.scaleY = self.pulseScale; } }; return self; }); var Fire = Container.expand(function () { var self = Container.call(this); var fireGraphics = self.attachAsset('fire', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2.5; self.passed = false; self.collected = false; self.isFire = true; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0.03; self.flickerIntensity = 0; // Fire visual effects - orange/red color with flickering fireGraphics.tint = 0xff4400; self.update = function () { self.x += self.speed; // Intense pulsing effect for fire self.pulseScale += 0.02 * self.pulseDirection; if (self.pulseScale > 1.4) self.pulseDirection = -1; if (self.pulseScale < 0.7) self.pulseDirection = 1; fireGraphics.scaleX = self.pulseScale; fireGraphics.scaleY = self.pulseScale; // Fire rotation removed - fire no longer rotates // Flickering effect by changing tint between orange and red self.flickerIntensity += 0.1; var flicker = Math.sin(self.flickerIntensity); if (flicker > 0) { fireGraphics.tint = 0xff6600; // Brighter orange } else { fireGraphics.tint = 0xff2200; // Darker red } }; return self; }); var Heart = Container.expand(function () { var self = Container.call(this); var heartGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.speed = -3; self.collected = false; self.pulseScale = 1; self.pulseDirection = 1; self.floatOffset = 0; // Add pulsing and floating animation self.update = function () { self.x += self.speed; // Pulsing effect self.pulseScale += 0.01 * self.pulseDirection; if (self.pulseScale > 1.2) self.pulseDirection = -1; if (self.pulseScale < 0.8) self.pulseDirection = 1; heartGraphics.scaleX = self.pulseScale; heartGraphics.scaleY = self.pulseScale; // Floating effect self.floatOffset += 0.05; heartGraphics.y = Math.sin(self.floatOffset) * 10; }; return self; }); var Ice = Container.expand(function () { var self = Container.call(this); var iceGraphics = self.attachAsset('ice', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 8; // Horizontal velocity self.velocityY = 0; self.isIce = true; self.collected = false; // Ice visual effects - light blue color iceGraphics.tint = 0x87ceeb; self.update = function () { self.x += self.velocityX; self.y += self.velocityY; // Add slight rotation for visual effect iceGraphics.rotation += 0.1; }; return self; }); var Laser = Container.expand(function () { var self = Container.call(this); var laserGraphics = self.attachAsset('laser', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -24; self.passed = false; self.collected = false; self.isLaser = true; self.pulseScale = 1; self.pulseDirection = 1; self.horizontalSpeed = 6; self.horizontalDirection = 1; self.maxHorizontalRange = 300; self.startX = 0; // Laser visual effects - bright red pulsing laserGraphics.tint = 0xff0000; self.update = function () { self.x -= self.speed; // Changed to move in opposite direction (positive X, away from bird) // Horizontal oscillation movement self.x += self.horizontalSpeed * self.horizontalDirection; // Reverse direction if reached maximum range if (Math.abs(self.x - self.startX) > self.maxHorizontalRange) { self.horizontalDirection *= -1; } // Intense pulsing effect for laser self.pulseScale += 0.02 * self.pulseDirection; if (self.pulseScale > 1.4) self.pulseDirection = -1; if (self.pulseScale < 0.7) self.pulseDirection = 1; laserGraphics.scaleX = self.pulseScale; laserGraphics.scaleY = self.pulseScale; // Add rotation for visual effect laserGraphics.rotation += 0.03; }; return self; }); var Obstacle = Container.expand(function () { var self = Container.call(this); // Choose obstacle type from level-specific sequence var randomType = 'block'; // Default fallback if (levelObstacleTypes.length > 0) { var typeIndex = obstacleCounter % levelObstacleTypes.length; randomType = levelObstacleTypes[typeIndex]; } var obstacleGraphics = self.attachAsset(randomType, { anchorX: 0.5, anchorY: 0.5 }); self.speed = -3; self.passed = false; self.obstacleType = randomType; // Add visual effects for Geometry Dash style self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0; self.isStationary = false; // Set rotation speed for certain types if (randomType === 'spike' || randomType === 'block') { self.rotationSpeed = 0.02; } // Set rest platform specific properties if (randomType === 'restPlatform') { self.speed = 0; // Rest platforms don't move horizontally self.isStationary = true; self.isSafe = true; // Mark as safe platform } // Set door specific properties if (randomType === 'door') { self.speed = -1; // Doors move slower self.isDoor = true; // Mark as door for special collision handling self.pulseScale = 1.1; // Start with larger pulse for visibility } self.update = function () { // Only move if not stationary if (!self.isStationary) { self.x += self.speed; } // Add pulsing effect only for non-rest platform obstacles if (self.obstacleType !== 'restPlatform') { self.pulseScale += 0.005 * self.pulseDirection; if (self.pulseScale > 1.05) self.pulseDirection = -1; if (self.pulseScale < 0.98) self.pulseDirection = 1; obstacleGraphics.scaleX = self.pulseScale; obstacleGraphics.scaleY = self.pulseScale; } // Add rotation for certain obstacles if (self.rotationSpeed > 0) { obstacleGraphics.rotation += self.rotationSpeed; } }; return self; }); var Portal = Container.expand(function () { var self = Container.call(this); var portalGraphics = self.attachAsset('door', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); self.speed = -2; self.passed = false; self.isPortal = true; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0.01; // Portal specific visual effects portalGraphics.tint = 0x9966ff; // Purple tint for portal self.update = function () { self.x += self.speed; // Enhanced pulsing effect for portal self.pulseScale += 0.008 * self.pulseDirection; if (self.pulseScale > 1.3) self.pulseDirection = -1; if (self.pulseScale < 0.8) self.pulseDirection = 1; portalGraphics.scaleX = self.pulseScale * 1.5; portalGraphics.scaleY = self.pulseScale * 1.5; // Portal rotation removed - portal no longer spins }; return self; }); var Spike = Container.expand(function () { var self = Container.call(this); var spikeGraphics = self.attachAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -2; self.passed = false; self.collected = false; self.isSpike = true; self.pulseScale = 1; self.pulseDirection = 1; self.rotationSpeed = 0; // Spike visual effects - look like hearts (no tint) self.update = function () { self.x += self.speed; // Pulsing effect for spikes self.pulseScale += 0.01 * self.pulseDirection; if (self.pulseScale > 1.15) self.pulseDirection = -1; if (self.pulseScale < 0.9) self.pulseDirection = 1; spikeGraphics.scaleX = self.pulseScale; spikeGraphics.scaleY = self.pulseScale; // No rotation for spikes }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ var bird; var obstacles = []; var hearts = []; var blocks = []; var backgroundShapes = []; var portals = []; var spikes = []; var bombs = []; var lasers = []; var characters = []; var fires = []; var ices = []; var ground; var gameStarted = false; var lastObstacle = 0; var obstacleSpacing = 400; var currentLevel = 1; var unlockedLevels = 1; var totalScore = 0; var levelScoreThreshold = 10; // Base score needed to unlock next level // Load persistent scores from storage totalScore = storage.totalScore || 0; var levelScore = storage.levelScore || 0; LK.setScore(levelScore); var obstacleCounter = 0; // Counter for obstacle generation var levelObstacleTypes = []; // Array to store shuffled obstacle types for current level var playerHealth = 3; // Player starts with 3 lives var lastBackgroundShape = 0; var backgroundShapeSpacing = 400; // Spacing between background shapes - increased for more space between shapes var missedHearts = 0; // Track how many hearts were missed var missedBlocks = 0; // Track how many blocks were missed var checkpointCounter = 0; // Track collected checkpoint blocks var lastCheckpointX = 300; // Last checkpoint X position var lastCheckpointY = 800; // Last checkpoint Y position var checkpointEnabled = true; // Toggle for checkpoint system var portalSpawned = false; // Track if portal has been spawned for current level var currentObstacleArrayPassed = false; // Track if current obstacle array has been passed var lastObstacleArrayX = 0; // Track the X position of the last obstacle array // Death music is already implemented in the following scenarios: // 1. Ground collision - line 43: LK.getSound('death').play(); // 2. Spike collision - line 5F: LK.getSound('death').play(); // 3. Bomb collision when health is 1 - line 5S: LK.getSound('death').play(); // 4. When health reaches 0 in takeDamage - line 36: LK.getSound('death').play(); LK.setScore(0); // Create score display var scoreTxt = new Text2('0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 100; // Reset storage values to initial state storage.currentLevel = 1; storage.unlockedLevels = 1; storage.totalScore = 0; // Create level display var levelTxt = new Text2('Seviye ' + currentLevel, { size: 70, fill: 0xFFD700 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); levelTxt.y = 180; // Create level progress display var progressTxt = new Text2('İlerleme: 0/' + levelScoreThreshold, { size: 40, fill: 0xFFFFFF }); progressTxt.anchor.set(0.5, 0); LK.gui.top.addChild(progressTxt); progressTxt.y = 280; // Create health display var healthTxt = new Text2('Can: ' + playerHealth, { size: 50, fill: 0xff0000 }); healthTxt.anchor.set(0.5, 0); LK.gui.top.addChild(healthTxt); healthTxt.y = 340; // Create checkpoint counter display var checkpointTxt = new Text2('Checkpoint: 0', { size: 50, fill: 0x00FFFF }); checkpointTxt.anchor.set(0.5, 0); LK.gui.top.addChild(checkpointTxt); checkpointTxt.y = 400; // Create destroyed fires counter display var destroyedFiresTxt = new Text2('Yok Edilen Ateş: 0', { size: 50, fill: 0xff6600 }); destroyedFiresTxt.anchor.set(0.5, 0); LK.gui.top.addChild(destroyedFiresTxt); destroyedFiresTxt.y = 460; // Initialize destroyed fires counter var destroyedFiresCount = 0; // Create death reason display var deathReasonTxt = new Text2('', { size: 80, fill: 0xff0000 }); deathReasonTxt.anchor.set(0.5, 0.5); deathReasonTxt.visible = false; game.addChild(deathReasonTxt); deathReasonTxt.x = 1024; deathReasonTxt.y = 1366; // Death reason variable var lastDeathReason = ''; // Create mouse tracking toggle button var mouseTrackingEnabled = true; var mouseTrackingBtn = new Text2('Fare Takip: AÇIK', { size: 60, fill: 0x000000 }); mouseTrackingBtn.anchor.set(1, 0); LK.gui.topRight.addChild(mouseTrackingBtn); mouseTrackingBtn.x = -20; mouseTrackingBtn.y = 100; // Create fire toggle button var fireToggleEnabled = true; var fireToggleBtn = new Text2('Ateş: AÇIK', { size: 60, fill: 0x000000 }); fireToggleBtn.anchor.set(1, 0); LK.gui.topRight.addChild(fireToggleBtn); fireToggleBtn.x = -20; fireToggleBtn.y = 180; // Create checkpoint toggle button var checkpointToggleBtn = new Text2('Checkpoint: AÇIK', { size: 60, fill: 0x000000 }); checkpointToggleBtn.anchor.set(1, 0); LK.gui.topRight.addChild(checkpointToggleBtn); checkpointToggleBtn.x = -20; checkpointToggleBtn.y = 20; // Add touch event to mouse tracking toggle button mouseTrackingBtn.down = function (x, y, obj) { mouseTrackingEnabled = !mouseTrackingEnabled; if (mouseTrackingEnabled) { mouseTrackingBtn.setText('Fare Takip: AÇIK'); mouseTrackingBtn.fill = 0x000000; // Black } else { mouseTrackingBtn.setText('Fare Takip: KAPALI'); mouseTrackingBtn.fill = 0x000000; // Black } }; // Add touch event to toggle button checkpointToggleBtn.down = function (x, y, obj) { checkpointEnabled = !checkpointEnabled; if (checkpointEnabled) { checkpointToggleBtn.setText('Checkpoint: AÇIK'); checkpointToggleBtn.fill = 0x000000; // Black checkpointTxt.visible = true; // Show checkpoint counter // Show all checkpoint blocks for (var bl = 0; bl < blocks.length; bl++) { if (blocks[bl]) { blocks[bl].visible = true; } } } else { checkpointToggleBtn.setText('Checkpoint: KAPALI'); checkpointToggleBtn.fill = 0x000000; // Black checkpointTxt.visible = false; // Hide checkpoint counter // Hide all checkpoint blocks for (var bl = 0; bl < blocks.length; bl++) { if (blocks[bl]) { blocks[bl].visible = false; } } } }; // Add touch event to fire toggle button fireToggleBtn.down = function (x, y, obj) { fireToggleEnabled = !fireToggleEnabled; if (fireToggleEnabled) { fireToggleBtn.setText('Ateş: AÇIK'); fireToggleBtn.fill = 0x000000; // Black // Show all fires for (var f = 0; f < fires.length; f++) { if (fires[f]) { fires[f].visible = true; } } } else { fireToggleBtn.setText('Ateş: KAPALI'); fireToggleBtn.fill = 0x000000; // Black // Hide all fires for (var f = 0; f < fires.length; f++) { if (fires[f]) { fires[f].visible = false; } } } }; // Create instructions var instructionTxt = new Text2('DOKUN VE UÇ\nENGELLERDEN ZİPLA!', { size: 60, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0.5); game.addChild(instructionTxt); instructionTxt.x = 1024; instructionTxt.y = 1000; // Create ground ground = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 0 })); ground.x = 0; ground.y = 2632; // Solid blue background (camera background removed) game.setBackgroundColor(0x0066ff); // Create bird bird = game.addChild(new Bird()); bird.x = 300; bird.y = 800; // Generate initial obstacle sequence for current level generateLevelObstacleSequence(); // Create initial obstacles at game start createObstacle(); // Create initial background shapes for (var i = 0; i < 15; i++) { createBackgroundShape(); } function generateLevelObstacleSequence() { levelObstacleTypes = []; var baseTypes = ['spike', 'block', 'tallBlock', 'platform', 'restPlatform', 'restPlatform', 'restPlatform', 'laser']; // Door obstacle removed completely var sequenceLength = 50; // Generate enough types for a full level var seed = currentLevel * 12345; // Fixed level-based seed without random component for (var i = 0; i < sequenceLength; i++) { seed = (seed * 9301 + 49297) % 233280; var randomIndex = Math.floor(seed / 233280 * baseTypes.length); levelObstacleTypes.push(baseTypes[randomIndex]); } } function updateLevelProgress() { var levelProgress = LK.getScore(); var progressNeeded = levelScoreThreshold + (currentLevel - 1) * 10; // Update progress display progressTxt.setText('İlerleme: ' + levelProgress + '/' + progressNeeded); } function updateDifficultyForLevel() { // Each level increases difficulty significantly var difficultyMultiplier = 1 + (currentLevel - 1) * 0.4; // Adjust obstacle spacing based on level - gets much tighter obstacleSpacing = Math.max(150, 400 - (currentLevel - 1) * 30); // Adjust bird physics progressively for higher levels if (currentLevel > 2) { bird.gravity = 0.8 + (currentLevel - 2) * 0.15; // Stronger gravity earlier } // Increase bird flap power requirement for higher levels if (currentLevel > 3) { bird.flapPower = Math.max(-18, -12 - (currentLevel - 3) * 1.5); // Stronger flap needed } // Adjust obstacle speed for higher levels var obstacleSpeedMultiplier = 1 + (currentLevel - 1) * 0.2; // Apply speed multiplier to all moving obstacles for (var i = 0; i < obstacles.length; i++) { if (obstacles[i] && !obstacles[i].isStationary) { obstacles[i].speed = -3 * obstacleSpeedMultiplier; } } for (var h = 0; h < hearts.length; h++) { if (hearts[h]) { hearts[h].speed = -3 * obstacleSpeedMultiplier; } } for (var bl = 0; bl < blocks.length; bl++) { if (blocks[bl]) { blocks[bl].speed = -3 * obstacleSpeedMultiplier; } } for (var s = 0; s < spikes.length; s++) { if (spikes[s]) { spikes[s].speed = -2 * obstacleSpeedMultiplier; } } for (var b = 0; b < bombs.length; b++) { if (bombs[b]) { bombs[b].speed = -2 * obstacleSpeedMultiplier; } } for (var l = 0; l < lasers.length; l++) { if (lasers[l]) { lasers[l].speed = -24 * obstacleSpeedMultiplier; } } } function clearAllGameObjects() { // Clear all obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } // Clear all hearts for (var h = hearts.length - 1; h >= 0; h--) { hearts[h].destroy(); hearts.splice(h, 1); } // Clear all blocks for (var bl = blocks.length - 1; bl >= 0; bl--) { blocks[bl].destroy(); blocks.splice(bl, 1); } // Clear all portals for (var p = portals.length - 1; p >= 0; p--) { portals[p].destroy(); portals.splice(p, 1); } // Clear all spikes for (var s = spikes.length - 1; s >= 0; s--) { spikes[s].destroy(); spikes.splice(s, 1); } // Clear all bombs for (var b = bombs.length - 1; b >= 0; b--) { bombs[b].destroy(); bombs.splice(b, 1); } // Clear all lasers for (var l = lasers.length - 1; l >= 0; l--) { lasers[l].destroy(); lasers.splice(l, 1); } // Clear all characters for (var c = characters.length - 1; c >= 0; c--) { characters[c].destroy(); characters.splice(c, 1); } // Clear all fires for (var f = fires.length - 1; f >= 0; f--) { fires[f].destroy(); fires.splice(f, 1); } // Clear all ice projectiles for (var ic = ices.length - 1; ic >= 0; ic--) { ices[ic].destroy(); ices.splice(ic, 1); } // Clear all background shapes for (var bg = backgroundShapes.length - 1; bg >= 0; bg--) { backgroundShapes[bg].destroy(); backgroundShapes.splice(bg, 1); } // Reset counters obstacleCounter = 0; missedHearts = 0; missedBlocks = 0; checkpointCounter = 0; portalSpawned = false; currentObstacleArrayPassed = false; lastObstacleArrayX = 0; } function resetToLevelStart() { // Reset to level 1 when game over occurs currentLevel = 1; storage.currentLevel = 1; levelTxt.setText('Seviye ' + currentLevel); // Reset score to level start LK.setScore(0); scoreTxt.setText(0); // Reset health playerHealth = 3; healthTxt.setText('Can: ' + playerHealth); // Update checkpoint counter display checkpointTxt.setText('Checkpoint: ' + checkpointCounter); // Restart music when game resets LK.playMusic('hfu2'); // Clear all obstacles for (var i = obstacles.length - 1; i >= 0; i--) { obstacles[i].destroy(); obstacles.splice(i, 1); } // Clear all background shapes for (var j = backgroundShapes.length - 1; j >= 0; j--) { backgroundShapes[j].destroy(); backgroundShapes.splice(j, 1); } // Clear all hearts for (var k = hearts.length - 1; k >= 0; k--) { hearts[k].destroy(); hearts.splice(k, 1); } // Clear all blocks for (var bl = blocks.length - 1; bl >= 0; bl--) { blocks[bl].destroy(); blocks.splice(bl, 1); } // Clear all portals for (var p = portals.length - 1; p >= 0; p--) { portals[p].destroy(); portals.splice(p, 1); } // Clear all spikes for (var s = spikes.length - 1; s >= 0; s--) { spikes[s].destroy(); spikes.splice(s, 1); } // Clear all bombs for (var b = bombs.length - 1; b >= 0; b--) { bombs[b].destroy(); bombs.splice(b, 1); } // Clear all lasers for (var l = lasers.length - 1; l >= 0; l--) { lasers[l].destroy(); lasers.splice(l, 1); } // Clear all characters for (var ch = characters.length - 1; ch >= 0; ch--) { characters[ch].destroy(); characters.splice(ch, 1); } // Clear all fires for (var fi = fires.length - 1; fi >= 0; fi--) { fires[fi].destroy(); fires.splice(fi, 1); } // Clear all ice projectiles for (var ic = ices.length - 1; ic >= 0; ic--) { ices[ic].destroy(); ices.splice(ic, 1); } // Reset obstacle counter obstacleCounter = 0; // Reset missed hearts counter missedHearts = 0; // Reset missed blocks counter missedBlocks = 0; // Reset checkpoint counter checkpointCounter = 0; // Reset destroyed fires counter destroyedFiresCount = 0; destroyedFiresTxt.setText('Yok Edilen Ateş: ' + destroyedFiresCount); // Reset portal spawned flag portalSpawned = false; // Reset obstacle array tracking currentObstacleArrayPassed = false; lastObstacleArrayX = 0; // Reset checkpoint position to start lastCheckpointX = 300; lastCheckpointY = 800; // Reset bird position bird.x = 300; bird.y = 800; bird.velocityY = 0; bird.completedFlips = 0; // Regenerate obstacle sequence for current level generateLevelObstacleSequence(); // Update displays updateLevelProgress(); // Update difficulty for level 1 updateDifficultyForLevel(); // Create initial obstacle createObstacle(); } function takeDamage() { playerHealth--; healthTxt.setText('Can: ' + playerHealth); // Flash screen red when taking damage tween(game, { tint: 0xff4444 }, { duration: 200, onFinish: function onFinish() { tween(game, { tint: 0xffffff }, { duration: 200 }); } }); // Check if game over if (playerHealth <= 0) { if (checkpointEnabled && checkpointCounter > 0) { showDeathReason('CANINIZ BİTTİ!'); // Reset bird to last checkpoint position when checkpoint enabled and player has checkpoint bird.x = lastCheckpointX; bird.y = lastCheckpointY; bird.velocityY = 0; // Reset health to 3 playerHealth = 3; healthTxt.setText('Can: ' + playerHealth); // Decrease checkpoint counter by 1 checkpointCounter--; checkpointTxt.setText('Checkpoint: ' + checkpointCounter); // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); return; // Don't show game over, just reset to checkpoint } else { showDeathReason('CANINIZ BİTTİ!'); // Show standard game over when checkpoint disabled or no checkpoints collected resetToLevelStart(); LK.showGameOver(); return; } } } function resetHealth() { playerHealth = 3; healthTxt.setText('Can: ' + playerHealth); } function startGame() { if (!gameStarted) { gameStarted = true; game.removeChild(instructionTxt); // Start playing music when game begins - restart music for new game LK.playMusic('hfu2'); // Reset obstacle counter for consistent level maps obstacleCounter = 0; // Generate obstacle sequence for current level generateLevelObstacleSequence(); resetHealth(); // Reset health when starting game updateDifficultyForLevel(); updateLevelProgress(); } } function createBackgroundShape() { var bgShape = new BackgroundShape(); bgShape.x = 2200 + Math.random() * 200; // Start off-screen right bgShape.y = 200 + Math.random() * 2300; // Random Y position // Scale background shapes to 3 times their original size bgShape.scaleX = 3; bgShape.scaleY = 3; // Check distance from existing background shapes to ensure spacing var minDistance = 400; // Minimum distance between shapes var validPosition = true; for (var i = 0; i < backgroundShapes.length; i++) { var existingShape = backgroundShapes[i]; var distanceX = bgShape.x - existingShape.x; var distanceY = bgShape.y - existingShape.y; var distance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); if (distance < minDistance) { validPosition = false; break; } } // Only add the shape if it has enough spacing if (validPosition) { backgroundShapes.push(bgShape); game.addChild(bgShape); } else { // Destroy the shape if position is invalid bgShape.destroy(); } } function createHeart() { var heart = new Heart(); heart.x = 2200; // Start off-screen right heart.y = 300 + Math.random() * 2000; // Random Y position within playable area hearts.push(heart); game.addChild(heart); } function createSpike() { // Use seed based on current level and time for randomness var spikeSeed = (currentLevel * 7777 + LK.ticks + Date.now()) % 99991; var spikeRandom = (spikeSeed * 9301 + 49297) % 233280 / 233280; // Only create spike if random chance is met (roughly 15% chance) if (spikeRandom < 0.15) { var spike = new Spike(); spike.x = 2200 + Math.random() * 100; // Start off-screen right spike.y = 300 + spikeRandom * 2000; // Random Y position spikes.push(spike); game.addChild(spike); } } function createObstacle() { // Create walls that cover full screen with a gap for the bird var baseX = 2148; var gapSize = 600; // Size of the gap for bird to pass through // Progressive gap size reduction per level for increased difficulty if (currentLevel === 1) { gapSize = 650; // Easier start for level 1 } else if (currentLevel === 2) { gapSize = 580; // Slightly smaller for level 2 } else if (currentLevel === 3) { gapSize = 520; // Even smaller for level 3 } else if (currentLevel >= 4) { // Much more challenging gaps for level 4+ var baseLevelGap = Math.max(350, 500 - (currentLevel - 4) * 25); // Starts at 500, reduces by 25 per level, minimum 350 var obstacleReduction = Math.max(0, obstacleCounter * 3); // Reduce by 3 per obstacle within level gapSize = Math.max(300, baseLevelGap - obstacleReduction); // Minimum gap of 300 } // Use seeded random based on current level and obstacle counter only var seed = (currentLevel * 1000 + obstacleCounter) % 9973; // Use prime number for better distribution var seededRandom = (seed * 9301 + 49297) % 233280 / 233280; // Linear congruential generator var gapPosition = seededRandom * (2200 - gapSize) + 300; // Seeded gap position between 300-2200 var obstacleHeight = 320; // Height of each obstacle segment (reduced from 400) // Reduce obstacle height for Level 4 to create more segments and fill gaps if (currentLevel >= 4) { obstacleHeight = 240; // Smaller segments create more obstacles (reduced from 300) } var numSegments = Math.ceil(2732 / obstacleHeight); // Number of segments to cover full height for (var i = 0; i < numSegments; i++) { var segmentY = i * obstacleHeight + obstacleHeight / 2; // Skip creating obstacles in the gap area if (segmentY + obstacleHeight / 2 > gapPosition && segmentY - obstacleHeight / 2 < gapPosition + gapSize) { continue; } var obstacle = new Obstacle(); obstacle.x = baseX; obstacle.y = segmentY; obstacles.push(obstacle); game.addChild(obstacle); } // Add extra obstacles to fill empty spaces - more for higher levels var extraObstacles = Math.min(15, 4 + currentLevel + Math.floor(seededRandom * (2 + currentLevel))); // Scales with level: 5-7 for level 1, up to 15 for high levels for (var j = 0; j < extraObstacles; j++) { var extraSeed = (seed + j * 777) % 9973; var extraRandom = (extraSeed * 9301 + 49297) % 233280 / 233280; var obstacleX = baseX + 100 + extraRandom * (400 + currentLevel * 50); // Wider spread for higher levels var obstacleY = 150 + extraRandom * 2300; // Cover more vertical space // Make sure it's not in the main gap area - tighter constraints for higher levels var gapBuffer = Math.max(30, 80 - currentLevel * 5); // Smaller buffer for higher levels if (obstacleY < gapPosition - gapBuffer || obstacleY > gapPosition + gapSize + gapBuffer) { var extraObstacle = new Obstacle(); extraObstacle.x = obstacleX; extraObstacle.y = obstacleY; obstacles.push(extraObstacle); game.addChild(extraObstacle); } } // Add obstacles in the middle area - much more for higher levels var middleObstacles = Math.min(12, 3 + currentLevel * 2 + Math.floor(seededRandom * currentLevel)); // Scales dramatically: 4-6 for level 1, up to 12 for high levels for (var m = 0; m < middleObstacles; m++) { var middleSeed = (seed + m * 333 + 111) % 9973; var middleRandom = (middleSeed * 9301 + 49297) % 233280 / 233280; var middleX = baseX - 300 - middleRandom * (600 + currentLevel * 100); // Wider area coverage for higher levels var middleY = 250 + middleRandom * 2100; // Random Y position // Ensure obstacles are within screen bounds - tighter placement for higher levels var minX = Math.max(400, 600 - currentLevel * 20); // Allow closer placement for higher levels if (middleX > minX && middleY > 150 && middleY < 2500) { var middleObstacle = new Obstacle(); middleObstacle.x = middleX; middleObstacle.y = middleY; obstacles.push(middleObstacle); game.addChild(middleObstacle); } } // Add additional scattered obstacles for Level 4, but fewer at the beginning if (currentLevel >= 4 && obstacleCounter > 3) { // Create 2-3 additional obstacles in random positions, but only after first few obstacles var additionalObstacles = 2 + Math.floor(seededRandom * 2); // 2-3 obstacles for (var j = 0; j < additionalObstacles; j++) { var additionalSeed = (seed + j * 1000) % 9973; var additionalRandom = (additionalSeed * 9301 + 49297) % 233280 / 233280; var obstacleX = baseX + 200 + additionalRandom * 400; // Spread them out var obstacleY = 400 + additionalRandom * 1800; // Random Y position // Make sure it's not in the main gap area if (obstacleY < gapPosition || obstacleY > gapPosition + gapSize) { var additionalObstacle = new Obstacle(); additionalObstacle.x = obstacleX; additionalObstacle.y = obstacleY; obstacles.push(additionalObstacle); game.addChild(additionalObstacle); } } // Add obstacles specifically in character's current area for Level 4, but fewer at the beginning var characterAreaObstacles = obstacleCounter > 2 ? 3 + Math.floor(seededRandom * 2) : 1 + Math.floor(seededRandom * 1); // Start with 1-2 obstacles, then 3-4 for (var k = 0; k < characterAreaObstacles; k++) { var charAreaSeed = (seed + k * 2000 + 500) % 9973; var charAreaRandom = (charAreaSeed * 9301 + 49297) % 233280 / 233280; // Place obstacles in character's vicinity (around x=300, y=800) var charObstacleX = baseX + 100 + charAreaRandom * 300; // Close to current obstacles var charObstacleY = bird.y - 400 + charAreaRandom * 800; // Around character's Y position // Ensure obstacles are within screen bounds and not in gap if (charObstacleY > 100 && charObstacleY < 2500 && (charObstacleY < gapPosition || charObstacleY > gapPosition + gapSize)) { var charAreaObstacle = new Obstacle(); charAreaObstacle.x = charObstacleX; charAreaObstacle.y = charObstacleY; obstacles.push(charAreaObstacle); game.addChild(charAreaObstacle); } } } obstacleCounter++; lastObstacle = LK.ticks; // Update the last obstacle array position and reset completion flag lastObstacleArrayX = baseX; currentObstacleArrayPassed = false; // Create rest platform every 2 obstacles if (obstacleCounter % 2 === 0) { var restPlatform = new Obstacle(); restPlatform.obstacleType = 'restPlatform'; restPlatform.speed = 0; restPlatform.isStationary = true; restPlatform.isSafe = true; restPlatform.x = baseX + 300; // Position rest platform after obstacles restPlatform.y = gapPosition + gapSize / 2; // Center in gap area obstacles.push(restPlatform); game.addChild(restPlatform); } // Create hearts based on missed hearts count (minimum 1, add 1 for each missed) var heartsToCreate = 1 + missedHearts; for (var heartIndex = 0; heartIndex < heartsToCreate; heartIndex++) { var heart = new Heart(); heart.x = baseX + 30; // Position heart 30 pixels ahead of obstacle // Spread multiple hearts vertically in the gap area if (heartsToCreate === 1) { heart.y = gapPosition + gapSize / 2; // Center single heart in the gap area } else { // Distribute multiple hearts evenly across the gap var heartSpacing = gapSize / (heartsToCreate + 1); heart.y = gapPosition + heartSpacing * (heartIndex + 1); } hearts.push(heart); game.addChild(heart); } // Create blocks based on missed blocks count (minimum 1, add 1 for each missed) var blocksToCreate = 1 + missedBlocks; for (var blockIndex = 0; blockIndex < blocksToCreate; blockIndex++) { var block = new Block(); block.x = baseX + 130; // Position block 100 pixels ahead of hearts (30 + 100) // Spread multiple blocks vertically in the gap area if (blocksToCreate === 1) { block.y = gapPosition + gapSize / 2 + 60; // Position single block offset from heart } else { // Distribute multiple blocks evenly across the gap var blockSpacing = gapSize / (blocksToCreate + 1); block.y = gapPosition + blockSpacing * (blockIndex + 1) + 60; } // Hide block if checkpoint system is disabled if (!checkpointEnabled) { block.visible = false; } blocks.push(block); game.addChild(block); } // Create spikes based on level - more spikes for higher levels with strategic positioning var spikesToCreate = Math.min(5, Math.floor(currentLevel / 2) + 1); // 1 spike for levels 1-2, up to 5 for high levels for (var spikeIndex = 0; spikeIndex < spikesToCreate; spikeIndex++) { var spike = new Spike(); spike.x = baseX + 40 + spikeIndex * 25; // Position spikes closer together // Strategic spike positioning for higher levels if (spikesToCreate === 1) { spike.y = gapPosition + gapSize / 2 + 120; // Single spike offset from heart position } else if (currentLevel >= 3) { // For level 3+: place spikes to create challenging patterns if (spikeIndex === 0) { spike.y = gapPosition - 50; // Above gap } else if (spikeIndex === 1) { spike.y = gapPosition + gapSize + 50; // Below gap } else { // Additional spikes within gap area for extreme difficulty var innerSpacing = gapSize / (spikesToCreate - 1); spike.y = gapPosition + innerSpacing * (spikeIndex - 2); } } else { // For levels 1-2: distribute spikes more safely var spikeSpacing = (gapSize + 200) / spikesToCreate; spike.y = gapPosition - 50 + spikeSpacing * spikeIndex; } spikes.push(spike); game.addChild(spike); } // Create bombs based on level - much more frequent and challenging for higher levels var bombFrequency = Math.max(1, 3 - currentLevel); // Level 1: every 2 obstacles, Level 2: every obstacle, Level 3+: every obstacle if (obstacleCounter % bombFrequency === 0) { // Create multiple bombs for higher levels var bombCount = Math.min(5, Math.floor(currentLevel / 2) + 2); // 2 bombs for levels 1-2, 3 for 3-4, 4 for 5-6, 5 for 7+ for (var bombIndex = 0; bombIndex < bombCount; bombIndex++) { var bomb = new Bomb(); bomb.x = baseX + 50 + bombIndex * 40; // Spread bombs horizontally // Position bombs at different heights for higher levels if (bombCount === 1) { bomb.y = gapPosition + gapSize / 2 - 100; // Single bomb position } else { // Distribute multiple bombs vertically in and around the gap var bombSpacing = (gapSize + 200) / bombCount; bomb.y = gapPosition - 100 + bombSpacing * bombIndex; } bombs.push(bomb); game.addChild(bomb); } } // Create exactly 3 lasers with each obstacle if (currentLevel >= 1) { var laserCount = 3; // Always create exactly 3 lasers for (var laserIndex = 0; laserIndex < laserCount; laserIndex++) { var laser = new Laser(); laser.x = baseX + 100 + laserIndex * 80; // Spread lasers horizontally laser.startX = laser.x; // Set starting position for oscillation // Distribute 3 lasers vertically around the gap var laserSpacing = (gapSize + 300) / laserCount; laser.y = gapPosition - 150 + laserSpacing * laserIndex; lasers.push(laser); game.addChild(laser); } } // Create characters based on level var charactersToCreate = Math.min(3, 1 + Math.floor(currentLevel / 3)); // 1-2 characters for early levels, up to 3 for higher levels for (var charIndex = 0; charIndex < charactersToCreate; charIndex++) { var character = new Character(); character.x = baseX + 200 + charIndex * 60; // Position characters horizontally // Distribute characters vertically in and around the gap var characterSpacing = (gapSize + 200) / charactersToCreate; character.y = gapPosition - 100 + characterSpacing * charIndex; characters.push(character); game.addChild(character); } // Create fires frequently - 2-4 fires per obstacle var firesToCreate = 2 + Math.floor(Math.random() * 3); // 2-4 fires for (var fireIndex = 0; fireIndex < firesToCreate; fireIndex++) { var fire = new Fire(); fire.x = baseX + 80 + fireIndex * 50; // Position fires horizontally // Distribute fires vertically across the screen var fireSpacing = 2400 / firesToCreate; fire.y = 200 + fireSpacing * fireIndex; // Set fire visibility based on toggle state fire.visible = fireToggleEnabled; fires.push(fire); game.addChild(fire); } // Create rest platforms above and below the gap (door area) var topRestPlatform = new Obstacle(); topRestPlatform.obstacleType = 'restPlatform'; topRestPlatform.speed = 0; topRestPlatform.isStationary = true; topRestPlatform.isSafe = true; topRestPlatform.x = baseX; topRestPlatform.y = gapPosition - 100; // Position above the gap obstacles.push(topRestPlatform); game.addChild(topRestPlatform); var bottomRestPlatform = new Obstacle(); bottomRestPlatform.obstacleType = 'restPlatform'; bottomRestPlatform.speed = 0; bottomRestPlatform.isStationary = true; bottomRestPlatform.isSafe = true; bottomRestPlatform.x = baseX; bottomRestPlatform.y = gapPosition + gapSize + 100; // Position below the gap obstacles.push(bottomRestPlatform); game.addChild(bottomRestPlatform); } function checkCollisions() { // Check ground collision - respawn at checkpoint when bird touches ground if (bird.y + 60 >= ground.y) { showDeathReason('YERE ÇARPTIN!'); if (checkpointEnabled) { // Reset bird to last checkpoint position bird.x = lastCheckpointX; bird.y = lastCheckpointY; bird.velocityY = 0; } else { // Reset to start position when checkpoint disabled bird.x = 300; bird.y = 800; bird.velocityY = 0; } // Take damage takeDamage(); // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); return; } // Check obstacle collisions - bounce off obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; // Skip if obstacle is undefined if (!obstacle) { obstacles.splice(i, 1); continue; } if (bird.intersects(obstacle)) { // Check if it's a rest platform - safe area if (obstacle.obstacleType === 'restPlatform') { // Safe collision - just bounce without damage var distanceX = bird.x - obstacle.x; var distanceY = bird.y - obstacle.y; var totalDistance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); if (totalDistance > 0) { var normalX = distanceX / totalDistance; var normalY = distanceY / totalDistance; // Gentle push away from platform var pushForce = 3; bird.x += normalX * pushForce; bird.y += normalY * pushForce; // Apply gentle bounce velocity bird.velocityY = normalY * 3; // Visual feedback for landing on safe platform LK.effects.flashObject(obstacle, 0x00ff88, 300); } continue; // Skip damage dealing } // Only take damage if not already damaged from this obstacle if (!obstacle.damagedBird) { takeDamage(); obstacle.damagedBird = true; // Mark this obstacle as having caused damage } // Calculate collision direction var distanceX = bird.x - obstacle.x; var distanceY = bird.y - obstacle.y; var totalDistance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); // Normalize collision direction if (totalDistance > 0) { var normalX = distanceX / totalDistance; var normalY = distanceY / totalDistance; // Push bird away from obstacle var pushForce = 8; bird.x += normalX * pushForce; bird.y += normalY * pushForce; // Apply bounce velocity var bounceForce = 5; bird.velocityY = normalY * bounceForce; // Play flap sound for bounce feedback LK.getSound('flap').play(); } } // Check if bird passed obstacle (mark individual obstacles as passed but don't award points yet) if (!obstacle.passed && obstacle.x + 100 < bird.x) { obstacle.passed = true; } ; // Remove off-screen obstacles (but keep stationary gears and rest platforms) if (obstacle.x < -100 && !obstacle.isStationary) { // Add flash effect when obstacle disappears LK.effects.flashObject(obstacle, 0xffffff, 200); obstacle.destroy(); obstacles.splice(i, 1); } } // Check heart collections for (var h = hearts.length - 1; h >= 0; h--) { var heart = hearts[h]; // Skip if heart is undefined if (!heart) { hearts.splice(h, 1); continue; } // Check if bird collected the heart if (bird.intersects(heart) && !heart.collected) { heart.collected = true; // Reset missed hearts counter when collecting a heart missedHearts = 0; // Always increase health (no maximum limit) playerHealth++; healthTxt.setText('Can: ' + playerHealth); // Increase score by 2 when collecting heart LK.setScore(LK.getScore() + 2); storage.levelScore = LK.getScore(); // Save to storage scoreTxt.setText(LK.getScore()); updateLevelProgress(); // Visual feedback for collecting heart tween(heart, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { heart.destroy(); } }); // Flash screen green briefly LK.effects.flashScreen(0x00ff00, 200); // Play score sound as feedback LK.getSound('score').play(); hearts.splice(h, 1); continue; } // Remove off-screen hearts if (heart.x < -100) { // Track that this heart was missed missedHearts++; heart.destroy(); hearts.splice(h, 1); } } // Check block collections for (var bl = blocks.length - 1; bl >= 0; bl--) { var block = blocks[bl]; // Skip if block is undefined if (!block) { blocks.splice(bl, 1); continue; } // Check if bird collected the block if (bird.intersects(block) && !block.collected) { block.collected = true; // Reset missed blocks counter when collecting a block missedBlocks = 0; // Only save checkpoint if system is enabled if (checkpointEnabled) { // Increment checkpoint counter checkpointCounter++; checkpointTxt.setText('Checkpoint: ' + checkpointCounter); // Save checkpoint position lastCheckpointX = block.x; lastCheckpointY = block.y; } // Increase health by 0 when collecting block (no health change) playerHealth += 0; healthTxt.setText('Can: ' + playerHealth); // Visual feedback for collecting block tween(block, { scaleX: 2.5, scaleY: 2.5, alpha: 0, rotation: Math.PI * 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { block.destroy(); } }); // Flash screen blue briefly LK.effects.flashScreen(0x4169E1, 300); // Play score sound as feedback LK.getSound('score').play(); blocks.splice(bl, 1); continue; } // Remove off-screen blocks if (block.x < -100) { // Track that this block was missed missedBlocks++; block.destroy(); blocks.splice(bl, 1); } } // Check spike collisions - instant death for (var s = spikes.length - 1; s >= 0; s--) { var spike = spikes[s]; // Skip if spike is undefined if (!spike) { spikes.splice(s, 1); continue; } // Check if bird touched the spike - respawn at checkpoint if (bird.intersects(spike)) { showDeathReason('DİKENE ÇARPTIN!'); if (checkpointEnabled) { // Reset bird to last checkpoint position bird.x = lastCheckpointX; bird.y = lastCheckpointY; bird.velocityY = 0; } else { // Reset to start position when checkpoint disabled bird.x = 300; bird.y = 800; bird.velocityY = 0; } // Take damage takeDamage(); // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); // Flash screen red to indicate death LK.effects.flashScreen(0xff0000, 500); return; // Exit collision check immediately } // Remove off-screen spikes if (spike.x < -150) { spike.destroy(); spikes.splice(s, 1); } } // Check bomb collisions - reduce health to 1 and remove all hearts for (var b = bombs.length - 1; b >= 0; b--) { var bomb = bombs[b]; // Skip if bomb is undefined if (!bomb) { bombs.splice(b, 1); continue; } // Check if bird touched the bomb if (bird.intersects(bomb) && !bomb.collected) { bomb.collected = true; // Play bomb explosion sound LK.getSound('bombExplosion').play(); // Create explosion effect - scale up and fade out tween(bomb, { scaleX: 3, scaleY: 3, alpha: 0, rotation: Math.PI * 2 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { bomb.destroy(); } }); // Remove all hearts from the game first for (var hRemove = hearts.length - 1; hRemove >= 0; hRemove--) { hearts[hRemove].destroy(); hearts.splice(hRemove, 1); } // Check if player already had 1 health (would die from bomb) if (playerHealth <= 1) { showDeathReason('BOMBA PATLADI!'); if (checkpointEnabled) { // Reset bird to last checkpoint position bird.x = lastCheckpointX; bird.y = lastCheckpointY; bird.velocityY = 0; } else { // Reset to start position when checkpoint disabled bird.x = 300; bird.y = 800; bird.velocityY = 0; } // Reset health to 3 playerHealth = 3; healthTxt.setText('Can: ' + playerHealth); // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); return; // Exit collision check immediately } // Reduce health to 1 playerHealth = 1; healthTxt.setText('Can: ' + playerHealth); // Flash screen red to indicate bomb effect LK.effects.flashScreen(0xff4444, 800); // Remove the bomb from array but don't destroy immediately (explosion handles destruction) bombs.splice(b, 1); continue; } // Remove off-screen bombs if (bomb.x < -150) { bomb.destroy(); bombs.splice(b, 1); } } // Check laser collisions - damage player and apply knockback for (var l = lasers.length - 1; l >= 0; l--) { var laser = lasers[l]; // Skip if laser is undefined if (!laser) { lasers.splice(l, 1); continue; } // Check if bird touched the laser if (bird.intersects(laser) && !laser.collected) { laser.collected = true; // Play laser sound LK.getSound('laserSound').play(); // Take damage takeDamage(); // Apply knockback effect var knockbackForce = 15; var distanceX = bird.x - laser.x; var distanceY = bird.y - laser.y; var totalDistance = Math.sqrt(distanceX * distanceX + distanceY * distanceY); if (totalDistance > 0) { var normalX = distanceX / totalDistance; var normalY = distanceY / totalDistance; // Push bird away from laser bird.x += normalX * knockbackForce; bird.y += normalY * knockbackForce; // Apply strong bounce velocity bird.velocityY = normalY * 8; } // Flash screen red to indicate laser hit LK.effects.flashScreen(0xff0000, 400); // Create destruction effect for laser tween(laser, { scaleX: 0, scaleY: 0, alpha: 0, rotation: Math.PI * 4 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { laser.destroy(); } }); lasers.splice(l, 1); continue; } // Remove off-screen lasers (now check right side since they move right) if (laser.x > 2300) { laser.destroy(); lasers.splice(l, 1); } } // Check character collisions - character dies when touched by bird for (var c = characters.length - 1; c >= 0; c--) { var character = characters[c]; // Skip if character is undefined if (!character) { characters.splice(c, 1); continue; } // Check if bird touched the character if (bird.intersects(character) && !character.isDead) { character.isDead = true; // Visual feedback for character death tween(character, { scaleX: 0.1, scaleY: 0.1, alpha: 0, rotation: Math.PI * 3 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { character.destroy(); } }); // Flash screen briefly to indicate character death LK.effects.flashScreen(0xFFFF00, 200); // Play score sound as feedback LK.getSound('score').play(); characters.splice(c, 1); continue; } // Remove off-screen characters if (character.x < -150) { character.destroy(); characters.splice(c, 1); } } // Check fire collisions - instant death that completely ignores checkpoint system for (var f = fires.length - 1; f >= 0; f--) { var fire = fires[f]; // Skip if fire is undefined if (!fire) { fires.splice(f, 1); continue; } // Check if bird touched the fire if (bird.intersects(fire) && !fire.collected) { fire.collected = true; showDeathReason('ATEŞE DOKUNDIN!'); // Fire causes instant death - completely bypass checkpoint system and kill bird immediately // Reset to start position regardless of any checkpoint settings bird.x = 300; bird.y = 800; bird.velocityY = 0; // Reset checkpoint counter to 0 when touching fire checkpointCounter = 0; checkpointTxt.setText('Checkpoint: ' + checkpointCounter); // Show game over immediately - fire kills bird instantly resetToLevelStart(); LK.showGameOver(); // Play death music LK.getSound('death').play(); // Play death sound LK.getSound('deathSound').play(); // Create fire destruction effect tween(fire, { scaleX: 2, scaleY: 2, alpha: 0, rotation: Math.PI * 2 }, { duration: 400, easing: tween.easeOut, onFinish: function onFinish() { fire.destroy(); } }); // Flash screen orange to indicate fire damage LK.effects.flashScreen(0xff4400, 300); fires.splice(f, 1); return; // Exit collision check immediately after fire death } // Remove off-screen fires if (fire.x < -150) { fire.destroy(); fires.splice(f, 1); } } // Check portal collisions for (var p = portals.length - 1; p >= 0; p--) { var portal = portals[p]; // Skip if portal is undefined if (!portal) { portals.splice(p, 1); continue; } if (bird.intersects(portal)) { // Flash screen purple to indicate portal entry LK.effects.flashScreen(0x9966ff, 800); // Add current level score to total and preserve it totalScore += LK.getScore(); storage.totalScore = totalScore; storage.levelScore = LK.getScore(); // Save current level score // Unlock next level if not already unlocked if (currentLevel >= unlockedLevels) { unlockedLevels = currentLevel + 1; storage.unlockedLevels = unlockedLevels; } // Advance to next level currentLevel++; storage.currentLevel = currentLevel; levelTxt.setText('Seviye ' + currentLevel); // Keep current score when advancing levels (don't reset to 0) // Score persists to next level scoreTxt.setText(LK.getScore()); // Reset obstacle counter for consistent level maps obstacleCounter = 0; // Clear all obstacles for (var j = obstacles.length - 1; j >= 0; j--) { obstacles[j].destroy(); obstacles.splice(j, 1); } // Clear all portals for (var pt = portals.length - 1; pt >= 0; pt--) { portals[pt].destroy(); portals.splice(pt, 1); } // Generate new obstacle sequence for the new level generateLevelObstacleSequence(); updateLevelProgress(); // Increase difficulty for new level updateDifficultyForLevel(); // Reset bird position bird.x = 300; bird.y = 800; bird.velocityY = 0; bird.completedFlips = 0; // Reset health resetHealth(); // Reset portal spawned flag portalSpawned = false; // Create initial obstacle for new level createObstacle(); return; // Exit collision check to avoid other collision handling } // Remove off-screen portals if (portal.x < -200) { portal.destroy(); portals.splice(p, 1); } } // Check ceiling collision if (bird.y < 50) { bird.y = 50; bird.velocityY = 0; } } game.down = function (x, y, obj) { // Check if right mouse button (button 2) or secondary touch if (obj.event && (obj.event.button === 2 || obj.event.which === 3)) { // Right click - only throw ice if cursor is over a fire if (gameStarted) { // Check if cursor position is over any fire object var cursorOverFire = false; for (var f = 0; f < fires.length; f++) { var fire = fires[f]; if (fire && !fire.collected) { // Check if cursor position is within fire bounds var fireLeft = fire.x - 60; // Half of fire width (120/2) var fireRight = fire.x + 60; var fireTop = fire.y - 60; // Half of fire height (120/2) var fireBottom = fire.y + 60; if (x >= fireLeft && x <= fireRight && y >= fireTop && y <= fireBottom) { cursorOverFire = true; break; } } } // Only throw ice if cursor is over a fire if (cursorOverFire) { var ice = new Ice(); ice.x = bird.x; ice.y = bird.y; // Calculate direction towards cursor var directionX = x - bird.x; var directionY = y - bird.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction and set ice velocity if (distance > 0) { ice.velocityX = directionX / distance * 8; ice.velocityY = directionY / distance * 8; } else { ice.velocityX = 8; ice.velocityY = 0; } ices.push(ice); game.addChild(ice); } } return; } // Check if left mouse button or primary touch AND cursor is over fire if (gameStarted) { // Check if cursor position is over any fire object var cursorOverFire = false; for (var f = 0; f < fires.length; f++) { var fire = fires[f]; if (fire && !fire.collected) { // Check if cursor position is within fire bounds var fireLeft = fire.x - 60; // Half of fire width (120/2) var fireRight = fire.x + 60; var fireTop = fire.y - 60; // Half of fire height (120/2) var fireBottom = fire.y + 60; if (x >= fireLeft && x <= fireRight && y >= fireTop && y <= fireBottom) { cursorOverFire = true; break; } } } // If cursor is over fire, throw ice instead of flapping if (cursorOverFire) { var ice = new Ice(); ice.x = bird.x; ice.y = bird.y; // Calculate direction towards cursor var directionX = x - bird.x; var directionY = y - bird.y; var distance = Math.sqrt(directionX * directionX + directionY * directionY); // Normalize direction and set ice velocity if (distance > 0) { ice.velocityX = directionX / distance * 8; ice.velocityY = directionY / distance * 8; } else { ice.velocityX = 8; ice.velocityY = 0; } ices.push(ice); game.addChild(ice); return; // Don't flap when throwing ice } } if (!gameStarted) { startGame(); } bird.flap(); }; game.update = function () { if (!gameStarted) return; // Create obstacles if (LK.ticks - lastObstacle > obstacleSpacing) { createObstacle(); } // Create background shapes if (LK.ticks - lastBackgroundShape > backgroundShapeSpacing) { createBackgroundShape(); lastBackgroundShape = LK.ticks; } // Spikes are now created after obstacles, no random creation needed // Hearts are now created after each obstacle, so no timer-based spawning needed // Update bird physics bird.update(); // Update obstacles for (var i = 0; i < obstacles.length; i++) { obstacles[i].update(); } // Update hearts for (var h = 0; h < hearts.length; h++) { hearts[h].update(); } // Update blocks for (var bl = 0; bl < blocks.length; bl++) { blocks[bl].update(); } // Update portals for (var p = 0; p < portals.length; p++) { portals[p].update(); } // Update spikes for (var s = 0; s < spikes.length; s++) { spikes[s].update(); } // Update bombs for (var b = 0; b < bombs.length; b++) { bombs[b].update(); } // Update lasers for (var l = 0; l < lasers.length; l++) { lasers[l].update(); } // Update characters for (var c = 0; c < characters.length; c++) { if (characters[c]) { characters[c].update(); } } // Update fires for (var f = 0; f < fires.length; f++) { if (fires[f]) { fires[f].update(); } } // Update ice projectiles for (var ic = ices.length - 1; ic >= 0; ic--) { var ice = ices[ic]; if (ice) { ice.update(); // Remove off-screen ice if (ice.x > 2300 || ice.y < 0 || ice.y > 2732) { ice.destroy(); ices.splice(ic, 1); continue; } // Check ice-fire collision for (var f = fires.length - 1; f >= 0; f--) { var fire = fires[f]; if (fire && ice.intersects(fire) && !ice.collected && !fire.collected) { ice.collected = true; fire.collected = true; // Increment score by 1 when destroying fire LK.setScore(LK.getScore() + 1); storage.levelScore = LK.getScore(); // Save to storage scoreTxt.setText(LK.getScore()); updateLevelProgress(); // Increment destroyed fires counter destroyedFiresCount++; destroyedFiresTxt.setText('Yok Edilen Ateş: ' + destroyedFiresCount); // Destroy both ice and fire tween(ice, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 300, onFinish: function onFinish() { ice.destroy(); } }); tween(fire, { scaleX: 0.1, scaleY: 0.1, alpha: 0 }, { duration: 300, onFinish: function onFinish() { fire.destroy(); } }); // Flash screen white briefly LK.effects.flashScreen(0xffffff, 200); // Play score sound LK.getSound('score').play(); // Remove from arrays ices.splice(ic, 1); fires.splice(f, 1); break; } } } } // Update background shapes for (var j = backgroundShapes.length - 1; j >= 0; j--) { var bgShape = backgroundShapes[j]; bgShape.update(); // Remove off-screen background shapes if (bgShape.x < -200) { bgShape.destroy(); backgroundShapes.splice(j, 1); } } // Check collisions checkCollisions(); // Check individual obstacle passing for score increment for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; // Check if bird passed obstacle and hasn't scored from it yet if (!obstacle.passed && !obstacle.scoredFrom && obstacle.x + 100 < bird.x) { obstacle.passed = true; obstacle.scoredFrom = true; // Mark as scored to prevent duplicate scoring LK.setScore(LK.getScore() + 1); storage.levelScore = LK.getScore(); // Save to storage scoreTxt.setText(LK.getScore()); LK.getSound('score').play(); updateLevelProgress(); } } // Create portal when score reaches level threshold (10 + (level-1)*10) var currentLevelThreshold = levelScoreThreshold + (currentLevel - 1) * 10; if (LK.getScore() >= currentLevelThreshold && !portalSpawned) { var portal = new Portal(); portal.x = 2200; // Start off-screen right portal.y = 1366; // Center of screen vertically portals.push(portal); game.addChild(portal); // Hide all existing obstacles when portal is created for (var hideIndex = 0; hideIndex < obstacles.length; hideIndex++) { obstacles[hideIndex].visible = false; } // Hide all hearts when portal is created for (var heartHideIndex = 0; heartHideIndex < hearts.length; heartHideIndex++) { hearts[heartHideIndex].visible = false; } // Hide all blocks when portal is created for (var blockHideIndex = 0; blockHideIndex < blocks.length; blockHideIndex++) { blocks[blockHideIndex].visible = false; } // Hide all spikes when portal is created for (var spikeHideIndex = 0; spikeHideIndex < spikes.length; spikeHideIndex++) { spikes[spikeHideIndex].visible = false; } // Hide all bombs when portal is created for (var bombHideIndex = 0; bombHideIndex < bombs.length; bombHideIndex++) { bombs[bombHideIndex].visible = false; } // Hide all lasers when portal is created for (var laserHideIndex = 0; laserHideIndex < lasers.length; laserHideIndex++) { lasers[laserHideIndex].visible = false; } // Hide all characters when portal is created for (var characterHideIndex = 0; characterHideIndex < characters.length; characterHideIndex++) { characters[characterHideIndex].visible = false; } // Hide all fires when portal is created for (var fireHideIndex = 0; fireHideIndex < fires.length; fireHideIndex++) { fires[fireHideIndex].visible = false; } // Hide all ice projectiles when portal is created for (var iceHideIndex = 0; iceHideIndex < ices.length; iceHideIndex++) { ices[iceHideIndex].visible = false; } portalSpawned = true; } // No time-based score increment - score only from obstacles // Level-based difficulty progression var baseSpacing = 400 - (currentLevel - 1) * 20; var minSpacing = Math.max(200, 300 - (currentLevel - 1) * 10); var reductionRate = 1 + currentLevel; // Increase reduction rate with level var currentSpacing = baseSpacing - LK.getScore() * reductionRate; obstacleSpacing = Math.max(minSpacing, currentSpacing); }; function showContinueButton() { // Continue button functionality removed } function showDeathReason(reason) { lastDeathReason = reason; deathReasonTxt.setText(reason); deathReasonTxt.visible = true; deathReasonTxt.alpha = 1; deathReasonTxt.scaleX = 1; deathReasonTxt.scaleY = 1; // Animate the death reason text tween(deathReasonTxt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 300, onFinish: function onFinish() { tween(deathReasonTxt, { alpha: 0 }, { duration: 2000, onFinish: function onFinish() { deathReasonTxt.visible = false; } }); } }); } function showGameOverWithLevelButton() { // Standard game over resetToLevelStart(); LK.showGameOver(); } ; // Track mouse position for cursor detection game.move = function (x, y, obj) { game.mouseX = x; game.mouseY = y; };
===================================================================
--- original.js
+++ change.js
@@ -538,8 +538,18 @@
mouseTrackingBtn.anchor.set(1, 0);
LK.gui.topRight.addChild(mouseTrackingBtn);
mouseTrackingBtn.x = -20;
mouseTrackingBtn.y = 100;
+// Create fire toggle button
+var fireToggleEnabled = true;
+var fireToggleBtn = new Text2('Ateş: AÇIK', {
+ size: 60,
+ fill: 0x000000
+});
+fireToggleBtn.anchor.set(1, 0);
+LK.gui.topRight.addChild(fireToggleBtn);
+fireToggleBtn.x = -20;
+fireToggleBtn.y = 180;
// Create checkpoint toggle button
var checkpointToggleBtn = new Text2('Checkpoint: AÇIK', {
size: 60,
fill: 0x000000
@@ -583,8 +593,31 @@
}
}
}
};
+// Add touch event to fire toggle button
+fireToggleBtn.down = function (x, y, obj) {
+ fireToggleEnabled = !fireToggleEnabled;
+ if (fireToggleEnabled) {
+ fireToggleBtn.setText('Ateş: AÇIK');
+ fireToggleBtn.fill = 0x000000; // Black
+ // Show all fires
+ for (var f = 0; f < fires.length; f++) {
+ if (fires[f]) {
+ fires[f].visible = true;
+ }
+ }
+ } else {
+ fireToggleBtn.setText('Ateş: KAPALI');
+ fireToggleBtn.fill = 0x000000; // Black
+ // Hide all fires
+ for (var f = 0; f < fires.length; f++) {
+ if (fires[f]) {
+ fires[f].visible = false;
+ }
+ }
+ }
+};
// Create instructions
var instructionTxt = new Text2('DOKUN VE UÇ\nENGELLERDEN ZİPLA!', {
size: 60,
fill: 0xFFFFFF
@@ -1199,8 +1232,10 @@
fire.x = baseX + 80 + fireIndex * 50; // Position fires horizontally
// Distribute fires vertically across the screen
var fireSpacing = 2400 / firesToCreate;
fire.y = 200 + fireSpacing * fireIndex;
+ // Set fire visibility based on toggle state
+ fire.visible = fireToggleEnabled;
fires.push(fire);
game.addChild(fire);
}
// Create rest platforms above and below the gap (door area)
kırmızı bir kalp . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
portal. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bomba. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
minecraft papağan. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
bayrak . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat