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
User prompt
Büyümüyo
User prompt
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
User prompt
türkçe tıklayınca centercircle1 göster
User prompt
türkçe tıklayınca centercircle1 göster
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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
User prompt
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; // --- LANGUAGE SUPPORT --- var LANGUAGES = [{ code: "tr", label: "Türkçe" }, { code: "en", label: "English" }]; var lang = "tr"; // default language // Localization dictionary var L10N = { tr: { increase: "Artarak", decrease: "Azalarak", selectTarget: "Hedef Seç", selectDirection: "Yön Seç", win: "Tebrikler!", tapToCount: "Ekrana tıkla", numberReading: function numberReading(n) { return getNumberReadingTR(n); } }, en: { increase: "Increasing", decrease: "Decreasing", selectTarget: "Select Target", selectDirection: "Select Direction", win: "Congratulations!", tapToCount: "Tap to count", numberReading: function numberReading(n) { return getNumberReadingEN(n); } } }; // UI elements var numberText = null; var numberReadingText = null; var infoText = null; var optionButtons = []; var directionButtons = []; var selectedTarget = null; var selectedDirection = null; var langButtons = []; // --- 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 = []; for (var i = 0; i < langButtons.length; i++) { langButtons[i].destroy(); } langButtons = []; // Remove infoText usage, but keep for cleanup infoText = null; // --- LANGUAGE BUTTONS --- var langBtnW = 320, langBtnH = 100, langBtnGap = 40; var langBtnStartX = (2048 - (LANGUAGES.length * langBtnW + (LANGUAGES.length - 1) * langBtnGap)) / 2 + langBtnW / 2; var langBtnY = 120; for (var i = 0; i < LANGUAGES.length; i++) { (function (idx) { var l = LANGUAGES[idx]; var btn = createButton(l.label, langBtnStartX + idx * (langBtnW + langBtnGap), langBtnY, langBtnW, langBtnH, 0x888888, function () { lang = l.code; showMenu(); }); // Highlight selected language btn.children[0].tint = lang === l.code ? 0xff0000 : 0xffffff; langButtons.push(btn); game.addChild(btn); })(i); } // --- HEADER RECTANGLE --- var headerHeight = 320; // Increased height for a more vertically extended header var headerY = 420; // Moved header further down // Show centercircle1 for Turkish, centercircle2 for English var headerAssetId = lang === "tr" ? "centerCircle1" : "centerCircle2"; var headerRect = game.attachAsset(headerAssetId, { 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: localized var dirLabels = [L10N[lang].increase, L10N[lang].decrease]; 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(L10N[lang].numberReading(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 getNumberReadingTR(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(" "); } // --- Number Reading Helper (English) --- function getNumberReadingEN(n) { // Only works for 0-250, covers all gameplay needs var ones = ["", "ONE", "TWO", "THREE", "FOUR", "FIVE", "SIX", "SEVEN", "EIGHT", "NINE"]; var tens = ["", "TEN", "TWENTY", "THIRTY", "FORTY", "FIFTY", "SIXTY", "SEVENTY", "EIGHTY", "NINETY"]; var hundreds = ["", "ONE HUNDRED", "TWO HUNDRED"]; n = Math.floor(n); if (n < 0) return ""; if (n === 0) return "ZERO"; 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 && o === 0 && b === 0) { parts.push("ONE HUNDRED"); } else { parts.push(ones[y] + " HUNDRED"); } } if (o > 0) { parts.push(tens[o]); } if (b > 0) { parts.push(ones[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(L10N[lang].numberReading(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
@@ -145,9 +145,9 @@
}
// --- HEADER RECTANGLE ---
var headerHeight = 320; // Increased height for a more vertically extended header
var headerY = 420; // Moved header further down
- // Show centercircle2 for English, centercircle1 for Turkish
+ // Show centercircle1 for Turkish, centercircle2 for English
var headerAssetId = lang === "tr" ? "centerCircle1" : "centerCircle2";
var headerRect = game.attachAsset(headerAssetId, {
width: 720,
// 10% smaller than 800