User prompt
Rakama tıkladığım an 2. Sayfaya geçsin
User prompt
İlk sayfada artarak ve azalarak olmasın ve rakama tıkladığım an 0 dan başlayarak devam etsin
User prompt
Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in null' in or related to this line: 'tween(numberText, {' Line Number: 546
User prompt
Artarakta 10x yapınca oyun bitmesin azalaraktada 0 olunca oyun bitmesin ve 2. Saydafa geri botunu koy
User prompt
Artarak ve azalarak butonu 2. Sayfadada olsun ve anında geçiş yapabileyim
User prompt
Oyun apple telefonlarda yükleniyo bir yerde duruyo neden?
User prompt
Apple telefonlarda açarken zorlanıyo düzeltirmisin
User prompt
full screen çalışmıyor
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çalışmıyor tuş
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full screen olmuyor
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Büyümüyo
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ekranın en üst sağına full screen butonu koy
Code edit (1 edits merged)
Please save this source code
User prompt
english ile türkçenin yeri değişsin
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english seçince centercircle1 seçilsin
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centercircle1 diye bir assests yap
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türkçe tıklayınca centercircle1 göster
User prompt
türkçe tıklayınca centercircle1 göster
User prompt
englishe tıklayınca centercircle2 göster
User prompt
centercircle1 ve centercircle2 diye assetsler yap
User prompt
2 dil seçeğine göre oyunu düzenle
User prompt
başlangıçta bir ekran koy o ekranda 2 tane button olsun alt alta birinde English Birinde Türkçe yazsın
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add background music assets
User prompt
hadi yapalım
User prompt
başlangıçta sadece 1 kere çalışsın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 // Black background }); /**** * Game Code ****/ // --- GLOBALS --- var countingDirection = 1; // 1: up, -1: down var startNumber = 0; var targetNumber = 10; var currentNumber = 0; var gameStarted = false; // UI elements var numberText = null; var numberReadingText = null; var infoText = null; var optionButtons = []; var directionButtons = []; var selectedTarget = null; var selectedDirection = null; // --- UI HELPERS --- // Create a button as a colored box with text, returns a Container function createButton(label, x, y, width, height, color, onTap) { var btn = new Container(); var box = btn.attachAsset('buttonBox', { width: width, height: height, color: color, anchorX: 0.5, anchorY: 0.5 }); var txt = new Text2(label, { size: 80, fill: 0xFFFFFF }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; btn.addChild(txt); btn.x = x; btn.y = y; btn.interactive = true; btn.down = function (x, y, obj) { if (onTap) { onTap(); } }; return btn; } // --- GAME SETUP --- // Show the pre-game menu: select target number and direction function showMenu() { gameStarted = false; selectedTarget = null; selectedDirection = null; // Remove previous UI if any if (numberText) { numberText.destroy(); numberText = null; } if (numberReadingText) { numberReadingText.destroy(); numberReadingText = null; } if (infoText) { infoText.destroy(); infoText = null; } for (var i = 0; i < optionButtons.length; i++) { optionButtons[i].destroy(); } optionButtons = []; for (var i = 0; i < directionButtons.length; i++) { directionButtons[i].destroy(); } directionButtons = []; // Remove infoText usage, but keep for cleanup infoText = null; // --- HEADER RECTANGLE --- var headerHeight = 320; // Increased height for a more vertically extended header var headerY = 420; // Moved header further down var headerRect = game.attachAsset('centerCircle', { width: 720, // 10% smaller than 800 height: headerHeight, anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: headerY }); // So it gets cleaned up with the rest of the menu // Target number options (1-25) as a 5x5 grid var targets = []; for (var i = 1; i <= 25; i++) { targets.push(i); } var btnW = 220, // 10% larger btnH = 220; // 10% larger, keep square var gapX = 40; var gapY = 40; var gridCols = 5; var gridRows = 5; // Calculate total grid width and height var gridTotalWidth = gridCols * btnW + (gridCols - 1) * gapX; var gridTotalHeight = gridRows * btnH + (gridRows - 1) * gapY; // Center grid on screen var gridStartX = (2048 - gridTotalWidth) / 2 + btnW / 2; var gridStartY = (2732 - gridTotalHeight) / 2 + btnH / 2; for (var i = 0; i < targets.length; i++) { (function (idx) { var t = targets[idx]; var col = idx % gridCols; var row = Math.floor(idx / gridCols); var x = gridStartX + col * (btnW + gapX); var y = gridStartY + row * (btnH + gapY); var btn = createButton("" + t, x, y, btnW, btnH, 0x4a90e2, function () { selectTarget(t, idx); }); // If this target was previously selected, keep it red if (selectedTarget !== null && selectedTarget === idx) { btn.children[0].tint = 0xff0000; } optionButtons.push(btn); game.addChild(btn); })(i); } // Direction selection: "Artarak" (up), "Azalarak" (down) var dirLabels = ["Artarak", "Azalarak"]; var dirVals = [1, -1]; var dirBtnW = 440, // 10% larger dirBtnH = 165; // 10% larger var dirGap = 100; var dirStartX = (2048 - (2 * dirBtnW + dirGap)) / 2 + dirBtnW / 2; // Place direction buttons further below the grid var gridEndY = gridStartY + (gridRows - 1) * (btnH + gapY) + btnH / 2; var dirBtnY = gridEndY + 320; // 320px below the last row of grid (moved further down) // (infoText removed as per request) for (var i = 0; i < 2; i++) { (function (idx) { var btn = createButton(dirLabels[idx], dirStartX + idx * (dirBtnW + dirGap), dirBtnY, dirBtnW, dirBtnH, 0x7ed957, function () { // Only allow direction selection if enabled if (btn.directionActive) { selectDirection(dirVals[idx], idx); } }); btn.directionActive = false; // Initially inactive btn.alpha = 0.5; // Visually indicate inactive // If this direction was previously selected, keep it red if (selectedDirection !== null && selectedDirection === idx) { btn.children[0].tint = 0xff0000; } directionButtons.push(btn); game.addChild(btn); })(i); } } // When a target number is selected function selectTarget(t, idx) { LK.getSound('click').play(); targetNumber = t; selectedTarget = idx; // Highlight selected for (var i = 0; i < optionButtons.length; i++) { // Make selected target button red, others white optionButtons[i].children[0].tint = i === idx ? 0xff0000 : 0xffffff; } // Animate selected button: jump up and down once var btn = optionButtons[idx]; tween.stop(btn, { y: true }); var originalY = btn.y; tween(btn, { y: originalY - 80 }, { duration: 240, easing: tween.cubicOut, onFinish: function onFinish() { tween(btn, { y: originalY }, { duration: 360, easing: tween.bounceOut }); } }); // Enable direction buttons after a target is selected for (var i = 0; i < directionButtons.length; i++) { directionButtons[i].directionActive = true; directionButtons[i].alpha = 1; } // If direction already selected, start game if (selectedDirection !== null) { startGame(); } } // When a direction is selected function selectDirection(dir, idx) { LK.getSound('click').play(); countingDirection = dir; selectedDirection = idx; // Highlight selected for (var i = 0; i < directionButtons.length; i++) { // Make selected direction button red, others white directionButtons[i].children[0].tint = i === idx ? 0xff0000 : 0xffffff; // Animate selected direction button with jump effect if (i === idx) { tween.stop(directionButtons[i], { y: true }); var originalY = directionButtons[i].y; tween(directionButtons[i], { y: originalY - 80 }, { duration: 320, easing: tween.cubicOut, onFinish: function (btn, oy) { return function () { tween(btn, { y: oy }, { duration: 420, easing: tween.bounceOut }); }; }(directionButtons[i], originalY) }); } } // If target already selected, start game after 1 second if (selectedTarget !== null) { LK.setTimeout(function () { startGame(); }, 1000); } } // --- GAMEPLAY --- function startGame() { // Remove menu UI if (infoText) { infoText.destroy(); infoText = null; } for (var i = 0; i < optionButtons.length; i++) { optionButtons[i].destroy(); } optionButtons = []; for (var i = 0; i < directionButtons.length; i++) { directionButtons[i].destroy(); } directionButtons = []; // Set start number if (countingDirection === 1) { startNumber = targetNumber; // artarak: start at 1x target } else { startNumber = targetNumber * 10; // azalarak: start at 10x target } currentNumber = startNumber; // Show current number // Calculate size to cover 50% of the screen height (2732 * 0.5 = 1366px) // Text2 size is font size, so we estimate a bit smaller to fit: try 1200px numberText = new Text2("" + currentNumber, { size: 1200, fill: 0xFFFFFF }); numberText.anchor.set(0.5, 0.5); numberText.x = 2048 / 2; numberText.y = 2732 / 2; game.addChild(numberText); // --- GAME INTERACTION --- if (numberReadingText) { numberReadingText.destroy(); numberReadingText = null; } numberReadingText = new Text2(getNumberReading(currentNumber), { size: 220, fill: 0xFFFFFF }); numberReadingText.anchor.set(0.5, 0); numberReadingText.x = 2048 / 2; numberReadingText.y = numberText.y + numberText.height / 2 + 40; game.addChild(numberReadingText); gameStarted = true; } // --- Number Reading Helper (Turkish) --- function getNumberReading(n) { // Only works for 0-250, but covers all gameplay needs var birler = ["", "BİR", "İKİ", "ÜÇ", "DÖRT", "BEŞ", "ALTI", "YEDİ", "SEKİZ", "DOKUZ"]; var onlar = ["", "ON", "YİRMİ", "OTUZ", "KIRK", "ELLİ", "ALTMIŞ", "YETMİŞ", "SEKSEN", "DOKSAN"]; var yuzler = ["", "YÜZ", "İKİYÜZ"]; n = Math.floor(n); if (n < 0) return ""; if (n === 0) return "SIFIR"; if (n > 250) return "" + n; // fallback var y = Math.floor(n / 100); var o = Math.floor(n % 100 / 10); var b = n % 10; var parts = []; if (y > 0) { if (y === 1) { parts.push("YÜZ"); } else { parts.push(birler[y] + " YÜZ"); } } if (o > 0) { parts.push(onlar[o]); } if (b > 0) { parts.push(birler[b]); } return parts.join(" "); } // --- GAME INTERACTION --- // On tap/click anywhere, increment or decrement number game.down = function (x, y, obj) { if (!gameStarted) { return; } LK.getSound('click').play(); // Animate numberText (scale up and back) tween(numberText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(numberText, { scaleX: 1, scaleY: 1 }, { duration: 80, easing: tween.easeIn }); } }); // Animate selected target button (jump effect) on every tap if (selectedTarget !== null && optionButtons[selectedTarget]) { var btn = optionButtons[selectedTarget]; tween.stop(btn, { y: true }); var originalY = btn.y; tween(btn, { y: originalY - 80 }, { duration: 240, easing: tween.cubicOut, onFinish: function onFinish() { tween(btn, { y: originalY }, { duration: 360, easing: tween.bounceOut }); } }); } // Update number if (countingDirection === 1) { currentNumber += targetNumber; } else { currentNumber -= targetNumber; } numberText.setText("" + currentNumber); // Update number reading text if (numberReadingText) { numberReadingText.setText(getNumberReading(currentNumber)); } // Check for win if (countingDirection === 1 && currentNumber >= targetNumber * 10 || countingDirection === -1 && currentNumber <= 0) { // Disable further input gameStarted = false; // Wait 1.3 seconds before restarting the game (showMenu) LK.setTimeout(function () { showMenu(); }, 1300); } }; // --- GAME RESET --- // When game is reset, show menu again game.on('reset', function () { // Reset all global variables and UI state countingDirection = 1; startNumber = 0; targetNumber = 10; currentNumber = 0; gameStarted = false; selectedTarget = null; selectedDirection = null; // Reset all selections selectedTarget = null; selectedDirection = null; // Clean up UI elements if any remain if (numberText) { numberText.destroy(); numberText = null; } if (numberReadingText) { numberReadingText.destroy(); numberReadingText = null; } if (infoText) { infoText.destroy(); infoText = null; } for (var i = 0; i < optionButtons.length; i++) { if (optionButtons[i]) optionButtons[i].destroy(); } optionButtons = []; for (var i = 0; i < directionButtons.length; i++) { if (directionButtons[i]) directionButtons[i].destroy(); } directionButtons = []; showMenu(); }); // --- INITIALIZE --- showMenu(); // Play the start sound only once at the start of the game LK.getSound('startbeep').play(); ; // Play background music (loops by default) LK.playMusic('bgmusic');
===================================================================
--- original.js
+++ change.js
@@ -428,5 +428,8 @@
});
// --- INITIALIZE ---
showMenu();
// Play the start sound only once at the start of the game
-LK.getSound('startbeep').play();
\ No newline at end of file
+LK.getSound('startbeep').play();
+;
+// Play background music (loops by default)
+LK.playMusic('bgmusic');
\ No newline at end of file