User prompt
past scores button just move 0.3cm down in the same direction
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past scores button just move 1cm up in the same direction
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Size of past scores button 380x188 Do it
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Size of past scores button 300x50 Do it
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Size of past scores button 300x188 do it
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Size of past scores button 470x293.8 Do it
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Size of past scores button 650x406.3 yap.
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Please fix the bug: 'Uncaught ReferenceError: settingsMenuInstance is not defined' in or related to this line: 'if (settingsMenuInstance) {' Line Number: 552
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Create a new Assets for the past scores section of the menu. Name it past scores menu button.
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Geçmiş skorlarlar için yeni bir Assets oluştur
User prompt
Where it shows past scores it currently says Assets, change it to past scores.
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Add an Assets button to the top right of the menu that shows past scores and add a code that records past scores so that it shows past scores. Don't write past scores to the button. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
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Oyuna menü yapalım yeni Assetler ekle. Bunlar ayarlar oyuna giriş gibi olsun. Yani oyuna menü yapalım
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When we click on the life-gaining hearts that appear on the screen, the sound in our sound file will play.
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Create a new Assets and when we click on each normal banana, that asset will be created next to the banana in the form of an animation for 0.6 seconds and will end like this for each banana clicked.
Code edit (1 edits merged)
Please save this source code
User prompt
Yeni oluşturduğun can kaybetme sesi sadece normal muza tıklanmadığında ve ekrandan kaybolup can gittiğinde çalsın. Çürük muza ve bombaya tıklandığındaki can gitmesiyle çalmasın
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Yeni bir ses dosyası oluştur buda her bir heart kaybettiğimizde o sesi çalsın. Bunu yap
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Increase the banana birth speed a little bit at the beginning of the game, but do not touch the other speeds. Just make the speed between 0-10 scores 4x
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yeni bir ses dosyası ve görüntü dosyası oluştur ve artık sadece sağlık yenileme kalplerine etki etsin. canımız azaldığında ortaya çıkan kalbe bastığımızda yeni oluşturduğun ses dosyası çalsın ve görüntüsüde yeni oluşturduğun görsel gibi gözüksün. bunu yap.
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bomba çıkma olasılığını 10 skora ulaştığında gerçekleşmesini sağla
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artık çürük muza tıkladığımızda çürük muz sesi çalsın
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çürük muz için artık yeni bir ses dosyası oluştur. bomba patlama sesi artık çürük muz için de geçerli değil.
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bomba patladığında o sırada etrafında ne varsa animasyonlu şekilde silinir.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1", {
scoreHistory: []
});
/****
* Classes
****/
var BananaClickEffect = Container.expand(function () {
var self = Container.call(this);
var effect = self.attachAsset('bananaClickEffect', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
alpha: 1
});
self.init = function (x, y) {
self.x = x;
self.y = y;
// Animate: scale up and fade out
tween(effect, {
scaleX: 1.2,
scaleY: 1.2,
alpha: 0
}, {
duration: 600,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
var BananaEffect = Container.expand(function () {
var self = Container.call(this);
self.init = function (x, y) {
// Create multiple banana particles
for (var i = 0; i < 8; i++) {
var particle = self.attachAsset('banana', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.2,
scaleY: 0.2,
alpha: 0.8
});
// Calculate angle for particle direction
var angle = Math.PI * 2 * (i / 8);
// Position particle
particle.x = 0;
particle.y = 0;
// Calculate target position for the tween
var targetX = Math.cos(angle) * 100;
var targetY = Math.sin(angle) * 100;
// Animate particle
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
rotation: Math.random() * Math.PI * 2,
scaleX: 0.05,
scaleY: 0.05
}, {
duration: 800 + Math.random() * 400,
easing: tween.easeOut
});
}
// Set position of the effect
self.x = x;
self.y = y;
// Auto-destroy after all animations complete
LK.setTimeout(function () {
self.destroy();
}, 1500);
};
return self;
});
var FallingItem = Container.expand(function () {
var self = Container.call(this);
self.type = "banana"; // default type
self.speed = 2; // default speed
self.lastY = 0;
self.active = true;
self.graphics = null;
self.init = function (type, speed) {
self.type = type || "banana";
self.speed = speed || 2;
// Remove any existing graphics
if (self.graphics) {
self.removeChild(self.graphics);
}
// Create the appropriate graphics based on type
if (self.type === "banana") {
self.graphics = self.attachAsset('banana', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (self.type === "bomb") {
self.graphics = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (self.type === "heart") {
self.graphics = self.attachAsset('heartRestore', {
anchorX: 0.5,
anchorY: 0.5
});
} else if (self.type === "rottenBanana") {
self.graphics = self.attachAsset('rottenBanana', {
anchorX: 0.5,
anchorY: 0.5
});
}
// Set initial position
self.x = Math.random() * (2048 - 200) + 100;
self.y = -100;
self.lastY = self.y;
// Interactive for tapping
self.interactive = true;
};
self.update = function () {
if (!self.active) {
return;
}
self.lastY = self.y;
self.y += self.speed;
};
self.down = function (x, y, obj) {
if (!self.active) {
return;
}
if (self.type === "banana") {
// Score 1 point for each banana
LK.setScore(LK.getScore() + 1);
LK.getSound('pop').play();
// Create banana effect at tap position
createBananaEffect(self.x, self.y);
// Create banana click effect at tap position
createBananaClickEffect(self.x, self.y);
self.remove(false);
} else if (self.type === "bomb") {
// Lost a life by tapping bomb
LK.getSound('explosion').play();
decreaseLife();
self.remove();
} else if (self.type === "heart") {
// Gained a life by tapping heart
LK.getSound('heartRestoreSound').play();
increaseLife();
self.remove();
} else if (self.type === "rottenBanana") {
// Lost a life by tapping rotten banana
LK.getSound('rottenBananaSound').play();
decreaseLife();
self.remove();
}
};
self.remove = function (createSouls) {
self.active = false;
// Create soul effect based on item type, but only if createSouls is not false
if (createSouls !== false) {
if (self.type === "banana") {
createSoulEffect(self.x, self.y, 3);
} else if (self.type === "heart") {
createSoulEffect(self.x, self.y, 5);
} else if (self.type === "bomb" || self.type === "rottenBanana") {
// No souls for negative items
}
}
tween(self, {
alpha: 0,
scaleX: 0.3,
scaleY: 0.3
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
var Menu = Container.expand(function () {
var self = Container.call(this);
// Menu background
var bg = self.attachAsset('menuBg', {
anchorX: 0.5,
anchorY: 0.5,
x: SCREEN_WIDTH / 2,
y: SCREEN_HEIGHT / 2
});
// Play button
var playBtn = self.attachAsset('playButton', {
anchorX: 0.5,
anchorY: 0.5,
x: SCREEN_WIDTH / 2,
y: SCREEN_HEIGHT / 2 - 100
});
// Settings button
var settingsBtn = self.attachAsset('settingsButton', {
anchorX: 0.5,
anchorY: 0.5,
x: SCREEN_WIDTH / 2,
y: SCREEN_HEIGHT / 2 + 120
});
// Title text
var titleText = new Text2('Banana Game', {
size: 140,
fill: 0xFFF200,
stroke: 0x000000,
strokeThickness: 10,
bold: true
});
titleText.anchor.set(0.5, 0.5);
titleText.x = SCREEN_WIDTH / 2;
titleText.y = SCREEN_HEIGHT / 2 - 350;
self.addChild(titleText);
// Play button text
var playText = new Text2('Play', {
size: 90,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 8,
bold: true
});
playText.anchor.set(0.5, 0.5);
playText.x = SCREEN_WIDTH / 2;
playText.y = SCREEN_HEIGHT / 2 - 100;
self.addChild(playText);
// Settings button text
var settingsText = new Text2('Settings', {
size: 70,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 6,
bold: true
});
settingsText.anchor.set(0.5, 0.5);
settingsText.x = SCREEN_WIDTH / 2;
settingsText.y = SCREEN_HEIGHT / 2 + 120;
self.addChild(settingsText);
// Assets button (top right)
var assetsBtn = self.attachAsset('pastScoresMenuButton', {
anchorX: 1,
anchorY: 0,
x: SCREEN_WIDTH - 50,
y: 23.05 // moved down by 0.3cm (11.55px)
});
var assetsText = new Text2('Past Scores', {
size: 60,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5,
bold: true
});
assetsText.anchor.set(1, 0.5);
assetsText.x = SCREEN_WIDTH - 80;
assetsText.y = 50 + 60;
self.addChild(assetsText);
assetsBtn.interactive = true;
assetsBtn.down = function () {
showScoreHistoryPopup();
};
// Button interactivity
playBtn.interactive = true;
playBtn.down = function () {
if (self.parent) self.parent.removeChild(self);
showGame();
};
settingsBtn.interactive = true;
settingsBtn.down = function () {
if (self.parent) self.parent.removeChild(self);
showSettingsMenu();
};
return self;
});
var SettingsMenu = Container.expand(function () {
var self = Container.call(this);
// Settings background
var bg = self.attachAsset('menuBg', {
anchorX: 0.5,
anchorY: 0.5,
x: SCREEN_WIDTH / 2,
y: SCREEN_HEIGHT / 2
});
// Title
var settingsTitle = new Text2('Settings', {
size: 120,
fill: 0xFFF200,
stroke: 0x000000,
strokeThickness: 8,
bold: true
});
settingsTitle.anchor.set(0.5, 0.5);
settingsTitle.x = SCREEN_WIDTH / 2;
settingsTitle.y = SCREEN_HEIGHT / 2 - 300;
self.addChild(settingsTitle);
// Back button
var backBtn = self.attachAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
x: SCREEN_WIDTH / 2,
y: SCREEN_HEIGHT / 2 + 350
});
var backText = new Text2('Back', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 7,
bold: true
});
backText.anchor.set(0.5, 0.5);
backText.x = SCREEN_WIDTH / 2;
backText.y = SCREEN_HEIGHT / 2 + 350;
self.addChild(backText);
// Example settings text
var infoText = new Text2('Sound: On\nMusic: On', {
size: 70,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5,
bold: true
});
infoText.anchor.set(0.5, 0.5);
infoText.x = SCREEN_WIDTH / 2;
infoText.y = SCREEN_HEIGHT / 2;
self.addChild(infoText);
backBtn.interactive = true;
backBtn.down = function () {
if (self.parent) self.parent.removeChild(self);
showMenu();
};
return self;
});
var Soul = Container.expand(function () {
var self = Container.call(this);
self.init = function (x, y) {
// Create soul graphics
var soulGraphics = self.attachAsset('heart', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5,
alpha: 0.7
});
// Set initial position
self.x = x;
self.y = y;
// Randomize direction slightly
self.targetX = Math.random() * 300 - 150 + x;
self.targetY = y - 300 - Math.random() * 200; // Always float upward
// Start the float animation
tween(self, {
x: self.targetX,
y: self.targetY,
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 1500 + Math.random() * 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Menu and settings assets
// New effect asset
;
// Game constants
var SCREEN_WIDTH = 2048;
var SCREEN_HEIGHT = 2732;
var MAX_LIVES = 3;
var BOMB_THRESHOLD_SCORE = 15;
var SPAWN_INTERVAL_INITIAL = 60; // frames
var MIN_SPAWN_INTERVAL = 20; // frames
var INTERVAL_DECREMENT = 1;
// Game variables
var fallingItems = [];
var lives = MAX_LIVES;
var spawnCounter = 0;
var currentSpawnInterval = SPAWN_INTERVAL_INITIAL;
var currentSpeed = 2;
var isGameOver = false;
var extraHeartSpawned = false;
var extraHeartCaught = false;
var gameStarted = false;
// Banana combo system variables (REMOVED)
// var bananaCombo = 0;
// var bananaComboTimer = null;
// var BANANA_COMBO_TIMEOUT = 1500; // ms
// var maxBananaCombo = 0;
// Combo text UI (REMOVED)
// var comboText = new Text2('', {
// size: 120,
// fill: 0xA259FF,
// // purple
// stroke: 0x000000,
// strokeThickness: 8,
// bold: true
// });
// comboText.anchor.set(0.5, 0);
// comboText.x = SCREEN_WIDTH / 2;
// comboText.y = 200;
// comboText.visible = false;
// game.addChild(comboText);
// Add background
var background = game.addChild(LK.getAsset('background', {
anchorX: 0,
anchorY: 0
}));
// Menu logic
var menuInstance = null;
var settingsMenuInstance = null;
// Show popup with past scores
function showScoreHistoryPopup() {
// Remove existing popup if present
if (game.scoreHistoryPopup && game.scoreHistoryPopup.parent) {
game.removeChild(game.scoreHistoryPopup);
game.scoreHistoryPopup = null;
}
var popup = new Container();
// Popup background
var bg = popup.attachAsset('menuBg', {
anchorX: 0.5,
anchorY: 0.5,
x: SCREEN_WIDTH / 2,
y: SCREEN_HEIGHT / 2,
scaleX: 0.7,
scaleY: 0.7
});
// Title
var title = new Text2('Past Scores', {
size: 90,
fill: 0xFFF200,
stroke: 0x000000,
strokeThickness: 7,
bold: true
});
title.anchor.set(0.5, 0.5);
title.x = SCREEN_WIDTH / 2;
title.y = SCREEN_HEIGHT / 2 - 350;
popup.addChild(title);
// Get score history from storage (show up to 10 most recent)
var history = storage.scoreHistory || [];
var displayScores = history.slice(-10).reverse();
var scoresText = displayScores.length > 0 ? displayScores.map(function (s, i) {
return i + 1 + '. ' + s;
}).join('\n') : 'No scores yet!';
var scoresList = new Text2(scoresText, {
size: 70,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 5,
bold: true
});
scoresList.anchor.set(0.5, 0);
scoresList.x = SCREEN_WIDTH / 2;
scoresList.y = SCREEN_HEIGHT / 2 - 220;
popup.addChild(scoresList);
// Close button
var closeBtn = popup.attachAsset('menuButton', {
anchorX: 0.5,
anchorY: 0.5,
x: SCREEN_WIDTH / 2,
y: SCREEN_HEIGHT / 2 + 350,
scaleX: 0.7,
scaleY: 0.7
});
var closeText = new Text2('Close', {
size: 70,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 6,
bold: true
});
closeText.anchor.set(0.5, 0.5);
closeText.x = SCREEN_WIDTH / 2;
closeText.y = SCREEN_HEIGHT / 2 + 350;
popup.addChild(closeText);
closeBtn.interactive = true;
closeBtn.down = function () {
if (popup.parent) game.removeChild(popup);
game.scoreHistoryPopup = null;
};
game.addChild(popup);
game.scoreHistoryPopup = popup;
}
// Show menu
function showMenu() {
if (menuInstance) {
if (!menuInstance.parent) game.addChild(menuInstance);
return;
}
menuInstance = new Menu();
game.addChild(menuInstance);
}
// Show settings menu
function showSettingsMenu() {
if (settingsMenuInstance) {
if (!settingsMenuInstance.parent) game.addChild(settingsMenuInstance);
return;
}
settingsMenuInstance = new SettingsMenu();
game.addChild(settingsMenuInstance);
}
// Hide menu and start game
function showGame() {
gameStarted = true;
clickToPlayText.visible = false;
initGame();
}
// Show menu on game start
LK.setTimeout(function () {
showMenu();
}, 10);
// Initialize score text
var scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 8,
bold: true
});
scoreText.anchor.set(0.5, 0);
scoreText.x = SCREEN_WIDTH / 2;
scoreText.y = 50;
game.addChild(scoreText);
// Create click to play text (hidden, menu will be used instead)
var clickToPlayText = new Text2('Click to Start', {
size: 120,
fill: 0xFFFFFF,
stroke: 0x000000,
strokeThickness: 8,
bold: true
});
clickToPlayText.anchor.set(0.5, 0.5);
clickToPlayText.x = SCREEN_WIDTH / 2;
clickToPlayText.y = SCREEN_HEIGHT / 2;
clickToPlayText.visible = false;
game.addChild(clickToPlayText);
// Create hearts container
var heartsContainer = new Container();
heartsContainer.x = 1410;
heartsContainer.y = 50;
game.addChild(heartsContainer);
// Initialize hearts display
function initLives() {
// Clear existing hearts
while (heartsContainer.children.length > 0) {
heartsContainer.removeChildAt(0);
}
// Add hearts based on current lives
for (var i = 0; i < lives; i++) {
var heart = LK.getAsset('heart', {
anchorX: 0,
anchorY: 0,
x: i * 190,
y: 0
});
heartsContainer.addChild(heart);
}
}
// Function to create floating soul effect
function createSoulEffect(x, y, count) {
count = count || 1;
for (var i = 0; i < count; i++) {
var soul = new Soul();
soul.init(x, y);
game.addChild(soul);
}
}
// Function to create banana effect when banana is clicked
function createBananaEffect(x, y) {
var effect = new BananaEffect();
effect.init(x, y);
game.addChild(effect);
}
// Function to create banana click effect animation
function createBananaClickEffect(x, y) {
var effect = new BananaClickEffect();
effect.init(x, y);
game.addChild(effect);
}
// Function to check if a heart is already falling
function isHeartAlreadyFalling() {
for (var i = 0; i < fallingItems.length; i++) {
if (fallingItems[i] && fallingItems[i].type === "heart" && fallingItems[i].active) {
return true;
}
}
return false;
}
// Function to increase life
function increaseLife() {
if (lives < MAX_LIVES) {
lives++;
initLives();
extraHeartCaught = true; // Mark that a heart was caught
}
}
// Function to decrease life
function decreaseLife() {
// Create soul effect at heart position that was lost
var heartIndex = lives - 1;
if (heartIndex >= 0 && heartsContainer.children[heartIndex]) {
var heartPos = heartsContainer.children[heartIndex];
var globalPos = heartsContainer.toGlobal({
x: heartPos.x + 50,
y: heartPos.y + 50
});
var gamePos = game.toLocal(globalPos);
createSoulEffect(gamePos.x, gamePos.y, 7);
}
lives--;
initLives();
// We only play the heart loss sound for actual life losses, not from bombs or rotten bananas
// This is handled in the game.update and FallingItem.down methods where decreaseLife is called.
// LK.getSound('heartLossSound').play(); // Removed sound here
// Shake the screen using the tween library
tween(game, {
x: game.x + 5
}, {
duration: 50,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(game, {
x: game.x - 10
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: game.x + 5
}, {
duration: 50,
easing: tween.easeIn,
onFinish: function onFinish() {
// Check for game over after shake is complete
if (lives <= 0) {
gameOver();
}
}
});
}
});
}
});
}
// Function to handle game over
function gameOver() {
if (isGameOver) {
return;
}
isGameOver = true;
gameStarted = false;
// Reset banana combo system (REMOVED)
// bananaCombo = 0;
// comboText.visible = false;
// if (bananaComboTimer) {
// LK.clearTimeout(bananaComboTimer);
// bananaComboTimer = null;
// }
LK.getSound('gameover').play();
LK.effects.flashScreen(0xff0000, 1000);
// [Bu kısım kaldırıldı] -> createSoulEffect ile kalp efektleri artık çıkmayacak
// Remove all falling items
for (var i = fallingItems.length - 1; i >= 0; i--) {
fallingItems[i].destroy();
}
fallingItems = [];
// Save score to storage history
var score = LK.getScore();
if (typeof score === "number" && score > 0) {
var history = storage.scoreHistory || [];
history.push(score);
// Keep only last 20 scores
if (history.length > 20) {
history = history.slice(history.length - 20);
}
storage.scoreHistory = history;
}
// Show game over screen
LK.setTimeout(function () {
LK.showGameOver();
}, 1000);
// Show click to play text again
clickToPlayText.visible = true;
}
function spawnItem() {
var score = LK.getScore();
var isBomb = false;
var isRottenBanana = false;
var isHeart = false;
// Heart spawn logic
if (!isHeartAlreadyFalling()) {
if (score >= 50 && lives === 1 && !extraHeartSpawned) {
isHeart = true;
extraHeartSpawned = true;
} else if (score >= 70 && lives === 1 && extraHeartSpawned && !extraHeartCaught) {
isHeart = true;
}
}
// Rotten banana and bomb logic (independent, so both can spawn)
if (!isHeart) {
if (score >= 20 && Math.random() < 0.3) {
isRottenBanana = true;
} else if (score >= 10 && Math.random() < 0.3) {
isBomb = true;
}
}
var itemType = "banana";
if (isHeart) {
itemType = "heart";
} else if (isRottenBanana) {
itemType = "rottenBanana";
} else if (isBomb) {
itemType = "bomb";
}
var item = new FallingItem();
if (itemType === "heart" && score > 100 && lives === 1) {
item.init(itemType, 16);
} else if (itemType === "heart" && score >= 50 && lives === 1) {
item.init(itemType, 10);
} else {
item.init(itemType, currentSpeed);
}
fallingItems.push(item);
game.addChild(item);
return item;
}
// Update game state each frame
game.update = function () {
if (!gameStarted || isGameOver) {
return;
}
// Update all falling items
for (var i = fallingItems.length - 1; i >= 0; i--) {
var item = fallingItems[i];
// Check if item has fallen off screen
if (item && item.lastY !== undefined && item.active && item.lastY < SCREEN_HEIGHT && item.y >= SCREEN_HEIGHT) {
if (item.type === "banana" && item.active) {
// Missed a banana - lose a life
decreaseLife();
LK.getSound('heartLossSound').play(); // Play sound for missed banana
item.remove();
} else if (item.type === "bomb" && item.active || item.type === "rottenBanana" && item.active) {
// Bomb or rotten banana fell off screen - remove it with no penalty
item.destroy();
fallingItems.splice(i, 1);
}
}
// Remove destroyed items from array
if (!item || !item.active || item.alpha <= 0) {
fallingItems.splice(i, 1);
}
}
// Spawn new items at intervals
spawnCounter++;
// Get current score for difficulty calculations
var score = LK.getScore();
// Hearts will be spawned based on specific conditions in spawnItem function
if (spawnCounter >= currentSpawnInterval) {
spawnItem();
spawnCounter = 0;
// Set speed multiplier based on score thresholds
var speedMultiplier = 1;
// 0-150 arası sabit artışlar (orijinal hız tablosu)
if (score >= 150) {
speedMultiplier = 21;
} else if (score >= 140) {
speedMultiplier = 20.5;
} else if (score >= 130) {
speedMultiplier = 20;
} else if (score >= 120) {
speedMultiplier = 19.5;
} else if (score >= 110) {
speedMultiplier = 19;
} else if (score >= 100) {
speedMultiplier = 18;
} else if (score >= 90) {
speedMultiplier = 17;
} else if (score >= 80) {
speedMultiplier = 16;
} else if (score >= 70) {
speedMultiplier = 15;
} else if (score >= 60) {
speedMultiplier = 14;
} else if (score >= 50) {
speedMultiplier = 12.5;
} else if (score >= 40) {
speedMultiplier = 12;
} else if (score >= 30) {
speedMultiplier = 11.5;
} else if (score >= 20) {
speedMultiplier = 11;
} else if (score >= 10) {
speedMultiplier = 10;
} else if (score >= 0) {
speedMultiplier = 9;
} else {
speedMultiplier = 7;
}
// 150’den sonra 300000’e kadar dinamik artış: +0.25 her 1 skor artışı için
if (score > 150 && score <= 300000) {
speedMultiplier = 15 + (score - 150) * 0.5;
}
// Eğer istersen 300000’den sonrası için burada farklı artış mantığı eklenebilir.
// Örnek olarak, 300000’den sonra her 1000 puanda 0.1 artış veya başka bir şey gibi.
// Güncellenen hız, oyun içindeki hız değişkenine atanıyor
currentSpeed = 2 * speedMultiplier;
// Spawn interval (yeniden item çıkma aralığı) puana göre azalıyor ama minimum sınırı var
currentSpawnInterval = Math.max(MIN_SPAWN_INTERVAL, SPAWN_INTERVAL_INITIAL - score * INTERVAL_DECREMENT);
}
// Score text’i güncelle
scoreText.setText('Score: ' + score);
};
// Initialize the game
function initGame() {
// Reset game variables
lives = MAX_LIVES;
LK.setScore(0);
spawnCounter = 0;
currentSpawnInterval = SPAWN_INTERVAL_INITIAL;
currentSpeed = 2;
isGameOver = false;
extraHeartSpawned = false; // Reset heart spawn tracking
extraHeartCaught = false; // Reset heart catch tracking
fallingItems = [];
// Reset banana combo system (REMOVED)
// bananaCombo = 0;
// maxBananaCombo = 0;
// comboText.visible = false;
// if (bananaComboTimer) {
// LK.clearTimeout(bananaComboTimer);
// bananaComboTimer = null;
// }
// Initialize UI
initLives();
scoreText.setText('Score: 0');
// Play background music
LK.playMusic('gameMusic');
}
// Set up click handler to start game
// (Removed, menu handles game start)
// Initialize but don't start the game yet
lives = MAX_LIVES;
initLives(); ===================================================================
--- original.js
+++ change.js
@@ -247,9 +247,9 @@
var assetsBtn = self.attachAsset('pastScoresMenuButton', {
anchorX: 1,
anchorY: 0,
x: SCREEN_WIDTH - 50,
- y: 11.5 // moved up by 38.5px (1cm)
+ y: 23.05 // moved down by 0.3cm (11.55px)
});
var assetsText = new Text2('Past Scores', {
size: 60,
fill: 0xFFFFFF,
Pixel banana. In-Game asset. High contrast. No shadows
Pixel art Bomb.. In-Game asset. High contrast. No shadows
Pixel art Heart. In-Game asset. High contrast. No shadows
Pixel art Forest background. In-Game asset. High contrast. No shadows
Purple color "+1" in pixels art style . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Simple empty clean pixel art background in brown. In-Game asset. 2d. High contrast. No shadows. Game menu background.
Menu button. Pixel art dark brown.. In-Game asset. 2d. High contrast. No shadows No writing inside