User prompt
12'nin altında bir tane daha kutu olsun
User prompt
altta bir tane daha kutu olsun
User prompt
gerizekalı sayılar birşleşmesin
User prompt
sayılar birleşmesin
User prompt
anlamıyor musun sayılar bir arada toplanmasın
User prompt
sayılar bir sayıda toplanmasın
User prompt
sayılar bir sayıda toplanmasın
User prompt
1'den 15'e kadar bütün sayılar olsun
User prompt
sayıar yok olmasın
User prompt
başka bir sayıya basınca kaybetmesin
User prompt
süre ve sayıyı yok et
User prompt
sayıların rengi değişmesin ve sayılar yok olmasın
User prompt
üstüne tıklayınca otomatik kaysın ama sadece yanında boşluk olanlar
User prompt
elle kaydırıp sayıları sıralama oyunu bu kaydırma yapmak lazı
User prompt
Please fix the bug: 'Uncaught ReferenceError: btnSize is not defined' in or related to this line: 'var half = btnSize / 2;' Line Number: 375
User prompt
mousla veya elle sayıları kaydırabiliyim
User prompt
boş kutunun yri boş olarak dursun
User prompt
boş kutuyu sil
User prompt
bir kutuyla diğer kutuyu yer değiştirebiliyim
User prompt
kuyuları büyüt
User prompt
hepsini aynı boyutta yap
User prompt
bütün kutuları aynı boyda yap
User prompt
ile aynı boyutta yap
User prompt
boş kutuyuda büyüt
User prompt
kutular arasında boşluk bırak
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // NumberButton: A tappable number on the board var NumberButton = Container.expand(function () { var self = Container.call(this); // Attach circle background var circle = self.attachAsset('numberCircle', { anchorX: 0.5, anchorY: 0.5 }); // Number text var numberText = new Text2('1', { size: 90, fill: 0xFFFFFF }); numberText.anchor.set(0.5, 0.5); self.addChild(numberText); self.value = 1; // The number this button represents self.isActive = true; // If false, ignore taps self.setNumber = function (n) { self.value = n; numberText.setText(n); }; self.flash = function (color, duration) { tween(circle, { tint: color }, { duration: duration / 2, easing: tween.easeIn, onFinish: function onFinish() { tween(circle, { tint: 0x2d9cdb }, { duration: duration / 2, easing: tween.easeOut }); } }); }; // Touch/click event self.down = function (x, y, obj) { if (!self.isActive) return; if (typeof onNumberButtonPressed === "function") { onNumberButtonPressed(self); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x181c20 }); /**** * Game Code ****/ // We'll use a simple circle as a background for each number for better touch targets. // Numbers will be rendered as Text2, so no need for custom shapes or images for numbers. // --- Game parameters --- var boardPadding = 80; var minNumbers = 15; var maxNumbers = 15; var level = 1; var numbersOnBoard = minNumbers; var timePerLevel = 15000; // ms var timePenalty = 1500; // ms lost on wrong tap var timeBonus = 500; // ms gained on perfect level var maxLevel = 20; // --- State --- var numberButtons = []; var nextNumber = 1; var timer = null; var timeLeft = timePerLevel; var score = 0; var isPlaying = false; var lastTapTime = 0; // --- UI --- var scoreText = new Text2('Skor: 0', { size: 90, fill: "#fff" }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); var timerText = new Text2('Süre: 0', { size: 80, fill: 0xFFE066 }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var levelText = new Text2('Seviye: 1', { size: 70, fill: 0xB8E994 }); levelText.anchor.set(0.5, 0); LK.gui.top.addChild(levelText); // Position GUI elements scoreText.y = 30; scoreText.x = LK.gui.top.width / 2; timerText.y = scoreText.y + scoreText.height + 10; timerText.x = LK.gui.top.width / 2; levelText.y = timerText.y + timerText.height + 10; levelText.x = LK.gui.top.width / 2; // --- Functions --- function shuffleArray(arr) { for (var i = arr.length - 1; i > 0; i--) { var j = Math.floor(Math.random() * (i + 1)); var temp = arr[i]; arr[i] = arr[j]; arr[j] = temp; } return arr; } function layoutNumbers(n) { // Remove old buttons for (var i = 0; i < numberButtons.length; i++) { numberButtons[i].destroy(); } numberButtons = []; // Remove old background if exists if (typeof numberRowBgBorder !== "undefined" && numberRowBgBorder && numberRowBgBorder.parent) { numberRowBgBorder.parent.removeChild(numberRowBgBorder); numberRowBgBorder.destroy(); } numberRowBgBorder = null; if (typeof numberRowBg !== "undefined" && numberRowBg && numberRowBg.parent) { numberRowBg.parent.removeChild(numberRowBg); numberRowBg.destroy(); } numberRowBg = null; // Make a smaller square background and border, centered var squareSize = Math.floor((Math.min(2048, 2732) - boardPadding * 2) * 0.7); // 70% of previous size var bgX = 2048 / 2; var bgY = 2732 / 2; // Add border: create a slightly larger square behind the main background var borderThickness = 14; numberRowBgBorder = LK.getAsset('numberCircle', { width: squareSize + borderThickness * 2, height: squareSize + borderThickness * 2, color: 0xffffff, // White border for visibility anchorX: 0.5, anchorY: 0.5, scaleX: (squareSize + borderThickness * 2) / 220, scaleY: (squareSize + borderThickness * 2) / 220, x: bgX, y: bgY }); game.addChild(numberRowBgBorder); numberRowBg = LK.getAsset('numberCircle', { width: squareSize, height: squareSize, color: 0x222b38, anchorX: 0.5, anchorY: 0.5, scaleX: squareSize / 220, scaleY: squareSize / 220, x: bgX, y: bgY }); game.addChild(numberRowBg); // Create a container to hold all numbers, centered in the square if (typeof numbersContainer !== "undefined" && numbersContainer && numbersContainer.parent) { numbersContainer.parent.removeChild(numbersContainer); numbersContainer.destroy(); } numbersContainer = new Container(); numbersContainer.x = bgX; numbersContainer.y = bgY; game.addChild(numbersContainer); // Layout numbers in a 5x3 table grid, but leave one empty box at the end (rightmost column, last row) // Make buttons and numbers smaller and reduce spacing var cols = 5; var rows = 3; var btnSize = 160; // smaller button size var btnSpacing = 70; // increased space between buttons var gridWidth = cols * btnSize + (cols - 1) * btnSpacing; var gridHeight = rows * btnSize + (rows - 1) * btnSpacing; var startX = -gridWidth / 2 + btnSize / 2; var startY = -gridHeight / 2 + btnSize / 2; var positions = []; for (var row = 0; row < rows; row++) { for (var col = 0; col < cols; col++) { positions.push({ x: startX + col * (btnSize + btnSpacing), y: startY + row * (btnSize + btnSpacing) }); } } // Shuffle numbers var nums = []; for (var i = 1; i <= n; i++) nums.push(i); shuffleArray(nums); // Place all numbers inside the single numbersContainer, no per-number backgrounds // Leave the last position empty (for the empty box) for (var i = 0; i < positions.length - 1; i++) { var btn = new NumberButton(); btn.setNumber(nums[i]); btn.x = positions[i].x; btn.y = positions[i].y; btn.isActive = true; // Make button larger btn.scaleX = btnSize / 220; btn.scaleY = btnSize / 220; numberButtons.push(btn); numbersContainer.addChild(btn); } // Draw the empty box at the last position (rightmost, bottom) if (typeof emptyBox !== "undefined" && emptyBox && emptyBox.parent) { emptyBox.parent.removeChild(emptyBox); emptyBox.destroy(); } // Make the empty box larger than the number buttons var emptyBoxSize = btnSize * 1.25; emptyBox = LK.getAsset('numberCircle', { width: emptyBoxSize, height: emptyBoxSize, color: 0x333c4a, anchorX: 0.5, anchorY: 0.5, scaleX: emptyBoxSize / 220, scaleY: emptyBoxSize / 220, x: positions[positions.length - 1].x, y: positions[positions.length - 1].y }); numbersContainer.addChild(emptyBox); // All numbers are now inside a single container (numbersContainer) which is inside the large square background. } function startLevel(lvl) { level = lvl; numbersOnBoard = Math.min(minNumbers + (level - 1) * 2, maxNumbers); nextNumber = 1; timeLeft = timePerLevel + Math.max(0, (level - 1) * 500); // Slightly more time for higher levels levelText.setText('Seviye: ' + level); layoutNumbers(numbersOnBoard); isPlaying = true; updateScoreText(); updateTimerText(); } function updateScoreText() { scoreText.setText('Skor: ' + score); } function updateTimerText() { timerText.setText('Süre: ' + Math.ceil(timeLeft / 1000)); } function endGame(win) { isPlaying = false; // Remove all number buttons for (var i = 0; i < numberButtons.length; i++) { numberButtons[i].destroy(); } numberButtons = []; // Show win/lose if (win) { LK.showYouWin(); } else { LK.showGameOver(); } } function onNumberButtonPressed(btn) { if (!isPlaying) return; if (!btn.isActive) return; if (btn.value === nextNumber) { // Correct btn.isActive = false; btn.flash(0x6fcf97, 300); tween(btn, { scaleX: 1.2, scaleY: 1.2, alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { btn.destroy(); } }); nextNumber++; score += 10 + Math.max(0, 5 * (level - 1)); updateScoreText(); if (nextNumber > numbersOnBoard) { // Level complete isPlaying = false; // Bonus for perfect timeLeft += timeBonus; LK.setTimeout(function () { if (level >= maxLevel) { endGame(true); } else { startLevel(level + 1); } }, 600); } } else { // Wrong btn.flash(0xeb5757, 400); timeLeft -= timePenalty; LK.effects.flashObject(btn, 0xeb5757, 300); if (timeLeft < 0) { timeLeft = 0; } updateTimerText(); } } // --- Game event handlers --- game.update = function () { if (!isPlaying) return; // Timer timeLeft -= 1000 / 60; if (timeLeft < 0) timeLeft = 0; updateTimerText(); if (timeLeft <= 0) { endGame(false); } }; // --- Start game --- function startGame() { score = 0; level = 1; startLevel(level); updateScoreText(); updateTimerText(); } startGame(); // --- Touch handling --- // All handled by NumberButton.down // --- Horizontal sliding/swipe logic for number row --- var isDraggingRow = false; var dragStartX = 0; var rowStartX = 0; // Helper: get min/max X of all buttons function getRowBounds() { if (numberButtons.length === 0) return { min: 0, max: 0 }; var minX = numberButtons[0].x, maxX = numberButtons[0].x; for (var i = 1; i < numberButtons.length; i++) { if (numberButtons[i].x < minX) minX = numberButtons[i].x; if (numberButtons[i].x > maxX) maxX = numberButtons[i].x; } return { min: minX, max: maxX }; } // Only allow sliding if game is playing game.down = function (x, y, obj) { if (!isPlaying) return; // Only start drag if touch is on the row area var rowY = numberButtons.length > 0 ? numberButtons[0].y : 0; if (Math.abs(y - rowY) < 180) { isDraggingRow = true; dragStartX = x; rowStartX = numberButtons.length > 0 ? numberButtons[0].x : 0; } }; game.move = function (x, y, obj) { if (!isPlaying) return; if (!isDraggingRow) return; var dx = x - dragStartX; // Move all buttons horizontally for (var i = 0; i < numberButtons.length; i++) { numberButtons[i].x = rowStartX + dx + i * (btnSize + btnSpacing); } // Prevent row from sliding out of bounds var bounds = getRowBounds(); var leftLimit = boardPadding + 110; var rightLimit = 2048 - boardPadding - 110; if (bounds.min < leftLimit) { var offset = leftLimit - bounds.min; for (var i = 0; i < numberButtons.length; i++) { numberButtons[i].x += offset; } } if (bounds.max > rightLimit) { var offset = rightLimit - bounds.max; for (var i = 0; i < numberButtons.length; i++) { numberButtons[i].x += offset; } } }; game.up = function (x, y, obj) { isDraggingRow = false; }; // --- Storage (for future highscore etc.) --- // Not implemented in MVP // --- Music/Sound --- // Not implemented in MVP // --- End of file ---
===================================================================
--- original.js
+++ change.js
@@ -218,16 +218,18 @@
if (typeof emptyBox !== "undefined" && emptyBox && emptyBox.parent) {
emptyBox.parent.removeChild(emptyBox);
emptyBox.destroy();
}
+ // Make the empty box larger than the number buttons
+ var emptyBoxSize = btnSize * 1.25;
emptyBox = LK.getAsset('numberCircle', {
- width: btnSize,
- height: btnSize,
+ width: emptyBoxSize,
+ height: emptyBoxSize,
color: 0x333c4a,
anchorX: 0.5,
anchorY: 0.5,
- scaleX: btnSize / 220,
- scaleY: btnSize / 220,
+ scaleX: emptyBoxSize / 220,
+ scaleY: emptyBoxSize / 220,
x: positions[positions.length - 1].x,
y: positions[positions.length - 1].y
});
numbersContainer.addChild(emptyBox);