User prompt
Top daha yavaş hareket etsin
User prompt
Kamera görüntüsü iki kat küçük olsun ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
Görüntü iki kat küçük olsun
User prompt
Top daha yavaş hareket etsin
Code edit (1 edits merged)
Please save this source code
User prompt
top sekerken dönerek ilerlesin
User prompt
bonus nesnesini aldıktan sonra yeni bir bonus nesnesi oluşsun
User prompt
bonus nesnesi ekranın üst taraflarına yakın yerlerde oluşsun.
User prompt
ekranın rastgele bir yerinde bonus nesnesi oluşsun. top ona çarparsa 2 kat fazla puan toplayalım
User prompt
top biraz daha yavaş seksin
User prompt
topun sekme hızı kafa atma hızımızla uyumlu olsun. top ekrandan dışarı çıkamasın. üst tarafa ve kenarlara çarpabilsin ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
topun sekme hızı kafa atma hızımızla uyumlu olsun ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
topa kafamızın üstüyle vuralım. ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
User prompt
burnumla değil de kafamızın üstü ile topa vurabilelim ↪💡 Consider importing and using the following plugins: @upit/facekit.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Face Bounce
Initial prompt
yüzümü kameradan tanı. ekranda bir top olsun. kaameradan görünen kafamla bu topu sektirebileyim
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
highScore: 0,
level: 1
});
var facekit = LK.import("@upit/facekit.v1");
/****
* Classes
****/
var Ball = Container.expand(function () {
var self = Container.call(this);
// Ball visual
var ballGraphics = self.attachAsset('ball', {
anchorX: 0.5,
anchorY: 0.5
});
// Physics properties
self.velocityX = 0;
self.velocityY = 0;
self.gravity = 0.4;
self.bounceForce = -15;
self.bounceDecay = 0.95;
self.isActive = true;
// Game state properties
self.bounceCount = 0;
self.lastBounceY = 0;
// Apply force to ball
self.applyForce = function (forceX, forceY) {
self.velocityX += forceX;
self.velocityY += forceY;
};
// Bounce the ball
self.bounce = function (multiplier) {
multiplier = multiplier || 1;
self.velocityY = self.bounceForce * multiplier;
self.bounceCount++;
self.lastBounceY = self.y;
// Play bounce sound
LK.getSound('bounce').play();
// Scale effect on bounce
tween(ballGraphics, {
scaleX: 1.3,
scaleY: 0.7
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(ballGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.elastic
});
}
});
return self.bounceCount;
};
// Reset ball
self.reset = function (x, y) {
self.x = x || 2048 / 2;
self.y = y || 300;
self.velocityX = Math.random() * 8 - 4;
self.velocityY = 0;
self.bounceCount = 0;
self.isActive = true;
ballGraphics.alpha = 1;
};
// Update is automatically called by LK
self.update = function () {
if (!self.isActive) {
return;
}
// Apply gravity
self.velocityY += self.gravity;
// Apply velocity
self.x += self.velocityX;
self.y += self.velocityY;
// Bounce off walls
if (self.x < ballGraphics.width / 2) {
self.x = ballGraphics.width / 2;
self.velocityX *= -0.9;
} else if (self.x > 2048 - ballGraphics.width / 2) {
self.x = 2048 - ballGraphics.width / 2;
self.velocityX *= -0.9;
}
// Add some drag
self.velocityX *= 0.99;
};
// Deactivate ball with fade effect
self.deactivate = function () {
self.isActive = false;
tween(ballGraphics, {
alpha: 0
}, {
duration: 500,
easing: tween.easeOut
});
};
return self;
});
var ScoreDisplay = Container.expand(function () {
var self = Container.call(this);
// Score text
self.scoreText = new Text2('SCORE: 0', {
size: 80,
fill: '#FFFFFF'
});
self.scoreText.anchor.set(0.5, 0);
self.addChild(self.scoreText);
// High score text
self.highScoreText = new Text2('BEST: 0', {
size: 50,
fill: '#CCCCCC'
});
self.highScoreText.anchor.set(0.5, 0);
self.highScoreText.y = 90;
self.addChild(self.highScoreText);
// Level display
self.levelText = new Text2('LEVEL: 1', {
size: 50,
fill: '#FFCC00'
});
self.levelText.anchor.set(0.5, 0);
self.levelText.y = 150;
self.addChild(self.levelText);
// Update score display
self.updateScore = function (score) {
self.scoreText.setText('SCORE: ' + score);
// Check if new high score
if (score > storage.highScore) {
storage.highScore = score;
self.highScoreText.setText('BEST: ' + score);
// Highlight effect for new high score
tween(self.highScoreText, {
tint: 0xFFFF00
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.highScoreText, {
tint: 0xCCCCCC
}, {
duration: 500,
easing: tween.easeIn
});
}
});
}
};
// Update level display
self.updateLevel = function (level) {
self.levelText.setText('LEVEL: ' + level);
storage.level = level;
// Highlight effect for level change
tween(self.levelText, {
tint: 0xFFFF00,
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self.levelText, {
tint: 0xFFCC00,
scaleX: 1,
scaleY: 1
}, {
duration: 300,
easing: tween.easeIn
});
}
});
};
// Initialize
self.init = function () {
self.highScoreText.setText('BEST: ' + storage.highScore);
self.levelText.setText('LEVEL: ' + storage.level);
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game variables
var score = 0;
var level = storage.level || 1;
var isGameOver = false;
var consecutiveBounces = 0;
var facePosition = {
x: 2048 / 2,
y: 2732 / 2
};
var lastBounceTime = 0;
var bounceCooldown = 500; // Milliseconds between bounces
var debugMode = false;
// Create game elements
var ball = new Ball();
ball.reset();
game.addChild(ball);
// Create score display
var scoreDisplay = new ScoreDisplay();
scoreDisplay.init();
LK.gui.top.addChild(scoreDisplay);
// Create floor (just for visual reference)
var floor = LK.getAsset('floor', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2650,
alpha: 0.5
});
game.addChild(floor);
// Create score zone (invisible)
var scoreZone = LK.getAsset('scoreZone', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 300,
alpha: 0
});
game.addChild(scoreZone);
// Add instruction text
var instructionText = new Text2('Position your face to bounce the ball!', {
size: 60,
fill: '#FFFFFF'
});
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 2048 / 2;
instructionText.y = 2732 / 2;
game.addChild(instructionText);
// Fade out instructions after 3 seconds
LK.setTimeout(function () {
tween(instructionText, {
alpha: 0
}, {
duration: 1000,
easing: tween.easeOut
});
}, 3000);
// Start background music
LK.playMusic('gameMusic', {
fade: {
start: 0,
end: 0.4,
duration: 1000
}
});
// Update face position smoothly
function updateFacePosition() {
var targetX = facekit.noseTip ? facekit.noseTip.x : 2048 / 2;
var targetY = facekit.noseTip ? facekit.noseTip.y - 150 : 2732 / 2;
// Smooth the movement
facePosition.x += (targetX - facePosition.x) * 0.3;
facePosition.y += (targetY - facePosition.y) * 0.3;
// Draw face position debug if enabled
if (debugMode && facekit.noseTip) {
// Debug code would go here
}
}
// Check if ball bounces on face
function checkFaceBounce() {
if (!ball.isActive) {
return;
}
// Calculate distance between ball and face
var dx = ball.x - facePosition.x;
var dy = ball.y - facePosition.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Face radius (approximation)
var faceRadius = 150;
var ballRadius = ball.children[0].width / 2;
// Check collision with face
if (distance < faceRadius + ballRadius && ball.velocityY > 0 && Date.now() - lastBounceTime > bounceCooldown) {
// Calculate bounce direction based on where it hit the face
var bounceMultiplier = 1 + level * 0.05;
var bounceCount = ball.bounce(bounceMultiplier);
consecutiveBounces = bounceCount;
// Add horizontal velocity based on where the ball hit the face
ball.velocityX = dx * 0.1;
// Record bounce time
lastBounceTime = Date.now();
// Add score
addScore(10 * bounceMultiplier);
// Check for level up
checkLevelUp();
}
}
// Check for ball hitting bottom
function checkMiss() {
if (!ball.isActive) {
return;
}
if (ball.y > 2650) {
// Play miss sound
LK.getSound('miss').play();
// Flash screen
LK.effects.flashScreen(0xFF0000, 300);
// Game over
endGame();
}
}
// Add score points
function addScore(points) {
score += Math.floor(points);
scoreDisplay.updateScore(score);
// Play score sound
LK.getSound('score').play();
// Show floating score text
var floatingScore = new Text2("+" + Math.floor(points), {
size: 60,
fill: 0xFFFF00
});
floatingScore.anchor.set(0.5, 0.5);
floatingScore.x = ball.x;
floatingScore.y = ball.y - 100;
game.addChild(floatingScore);
// Animate floating score
tween(floatingScore, {
y: floatingScore.y - 100,
alpha: 0
}, {
duration: 800,
easing: tween.easeOut,
onFinish: function onFinish() {
floatingScore.destroy();
}
});
}
// Check for level up
function checkLevelUp() {
// Level up every 100 points
var newLevel = Math.floor(score / 100) + 1;
if (newLevel > level) {
level = newLevel;
scoreDisplay.updateLevel(level);
// Increase difficulty
ball.gravity = 0.4 + level * 0.05;
// Show level up text
var levelUpText = new Text2("LEVEL UP!", {
size: 100,
fill: 0xFFFF00
});
levelUpText.anchor.set(0.5, 0.5);
levelUpText.x = 2048 / 2;
levelUpText.y = 2732 / 2;
game.addChild(levelUpText);
// Animate level up text
tween(levelUpText, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 500,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(levelUpText, {
alpha: 0
}, {
duration: 500,
easing: tween.easeIn,
onFinish: function onFinish() {
levelUpText.destroy();
}
});
}
});
}
}
// End the game
function endGame() {
if (isGameOver) {
return;
}
isGameOver = true;
// Deactivate ball
ball.deactivate();
// Show game over screen
LK.showGameOver();
}
// Reset the game
function resetGame() {
score = 0;
consecutiveBounces = 0;
isGameOver = false;
// Reset ball
ball.reset();
// Update display
scoreDisplay.updateScore(0);
}
// Game update function (called every frame)
game.update = function () {
if (isGameOver) {
return;
}
// Update face position
updateFacePosition();
// Check for face bounce
checkFaceBounce();
// Check for miss
checkMiss();
};
// Handle tap to restart
game.down = function (x, y, obj) {
// Just for debugging if needed
};
// Handle move events
game.move = function (x, y, obj) {
// Just for debugging if needed
};
// Update score when game starts (in case of high score from previous games)
scoreDisplay.updateScore(0); ===================================================================
--- original.js
+++ change.js
@@ -259,10 +259,10 @@
}
});
// Update face position smoothly
function updateFacePosition() {
- var targetX = facekit.chin ? facekit.chin.x : 2048 / 2;
- var targetY = facekit.chin ? facekit.chin.y - 150 : 2732 / 2;
+ var targetX = facekit.noseTip ? facekit.noseTip.x : 2048 / 2;
+ var targetY = facekit.noseTip ? facekit.noseTip.y - 150 : 2732 / 2;
// Smooth the movement
facePosition.x += (targetX - facePosition.x) * 0.3;
facePosition.y += (targetY - facePosition.y) * 0.3;
// Draw face position debug if enabled