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)
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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 = -5; 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; // Prevent ball from going off-screen at the top if (self.y < ballGraphics.height / 2) { self.y = ballGraphics.height / 2; self.velocityY *= -0.9; } // 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 Bonus = Container.expand(function () { var self = Container.call(this); // Bonus visual var bonusGraphics = self.attachAsset('bonus', { anchorX: 0.5, anchorY: 0.5 }); // Randomly position the bonus on the screen self.reset = function () { self.x = Math.random() * (2048 - bonusGraphics.width) + bonusGraphics.width / 2; self.y = Math.random() * (1000 - bonusGraphics.height) + bonusGraphics.height / 2; }; // Update is automatically called by LK self.update = function () { // Check for collision with the ball if (ball.intersects(self)) { // Double the score addScore(20); // Reset bonus position self.reset(); } }; 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 bonus object var bonus = new Bonus(); bonus.reset(); game.addChild(bonus); // 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: 80, 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 - 500 : 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 headSpeed = Math.abs(facekit.noseTip.y - facePosition.y); var bounceMultiplier = 1 + level * 0.05 + headSpeed * 0.01; 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
@@ -292,10 +292,10 @@
}
});
// Update face position smoothly
function updateFacePosition() {
- var targetX = facekit.noseTip ? facekit.noseTip.x / 2 : 2048 / 2;
- var targetY = facekit.noseTip ? (facekit.noseTip.y - 500) / 2 : 2732 / 2;
+ var targetX = facekit.noseTip ? facekit.noseTip.x : 2048 / 2;
+ var targetY = facekit.noseTip ? facekit.noseTip.y - 500 : 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