User prompt
Don't start the game without pressing the Play button and don't close the pre-game-area screen. Don't close that screen suddenly, let the screen stay until I press the PLAY button.
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'interactive')' in or related to this line: 'playBtn.interactive = true;' Line Number: 382
Code edit (1 edits merged)
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User prompt
Please fix the bug: 'Scene is not defined' in or related to this line: 'var preGameScene = new Scene();' Line Number: 351
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'preGameContainer.addChild(playButton);' Line Number: 362
Code edit (1 edits merged)
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User prompt
Use the pre-game-are section in the assets section for the pre-game screen and have a PLAY button in the middle of the pre-game screen. It should say "Continue until you reach 25 points!" at the top.
User prompt
use pre-game-area for pre-game session. Do not start the game until play button pressed
User prompt
do not start the game until player press Play button
User prompt
Create a pre-game area and there will be play button
User prompt
make countdown %60 faster
User prompt
make countdown %78 faster
User prompt
change 0.2s to 1 seconds and make countdown %50 faster
User prompt
change 3s to 0.2s
User prompt
remove the goldBgRect and change +10 to 3s
Code edit (5 edits merged)
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User prompt
if player reaches 5 before the countdown ends, end the game end type: "Good Job my friend! You just ate the game!"
User prompt
Make the countdown a little smaller
User prompt
Add 1 minute countdown
User prompt
Add a number to goldBgRect that increases by 10 and increases with each monster killed
Code edit (1 edits merged)
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User prompt
Add gold counter to goldbgrect
Code edit (1 edits merged)
Please save this source code
User prompt
move the gold bar a little more to the right
User prompt
move the gold bar a little more to the right
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Monster class
var Monster = Container.expand(function () {
var self = Container.call(this);
// Default monster uses 'monster' asset
var monsterBody = self.attachAsset('monster', {
anchorX: 0.5,
anchorY: 0.5
});
// Monster hit overlay (hidden by default)
var monsterHit = self.attachAsset('monsterHit', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0
});
// Health values
self.maxHealth = 10;
self.health = self.maxHealth;
// Hit animation
self.hitAnim = function () {
// Show hit overlay quickly, then fade out
monsterHit.alpha = 0.6;
tween(monsterHit, {
alpha: 0
}, {
duration: 180,
easing: tween.linear
});
// Slight scale pop
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.1;
monsterBody.scaleY = 1.1;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
// Take damage
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) {
self.health = 0;
}
self.hitAnim();
var hitSound = LK.getSound('hit');
if (hitSound && typeof hitSound.play === "function") {
hitSound.play();
}
};
// Reset monster health
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
};
// On tap/click
self.down = function (x, y, obj) {
self.takeDamage(1);
};
// Initialize health bar
return self;
});
// Monster2 class
var Monster2 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('monster2', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('monster2', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
self.maxHealth = 12;
self.health = self.maxHealth;
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.15;
monsterBody.scaleY = 1.15;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) {
self.health = 0;
}
self.hitAnim();
var hitSound = LK.getSound('hit');
if (hitSound && typeof hitSound.play === "function") {
hitSound.play();
}
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
return self;
});
// Monster3 class
var Monster3 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('monster3', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('monster3', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
self.maxHealth = 15;
self.health = self.maxHealth;
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.2;
monsterBody.scaleY = 1.2;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) {
self.health = 0;
}
self.hitAnim();
var hitSound = LK.getSound('hit');
if (hitSound && typeof hitSound.play === "function") {
hitSound.play();
}
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
return self;
});
// Monster4 class
var Monster4 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('monster4', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('monster4', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
self.maxHealth = 18;
self.health = self.maxHealth;
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.25;
monsterBody.scaleY = 1.25;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) {
self.health = 0;
}
self.hitAnim();
var hitSound = LK.getSound('hit');
if (hitSound && typeof hitSound.play === "function") {
hitSound.play();
}
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
return self;
});
// Monster5 class (using 'monster5' asset)
var Monster5 = Container.expand(function () {
var self = Container.call(this);
var monsterBody = self.attachAsset('monster5', {
anchorX: 0.5,
anchorY: 0.5
});
var monsterHit = self.attachAsset('monster5', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.3
});
self.maxHealth = 20;
self.health = self.maxHealth;
self.hitAnim = function () {
monsterHit.alpha = 0.7;
tween(monsterHit, {
alpha: 0.3
}, {
duration: 180,
easing: tween.linear
});
tween.stop(monsterBody, {
scaleX: true,
scaleY: true
});
monsterBody.scaleX = 1.3;
monsterBody.scaleY = 1.3;
tween(monsterBody, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeOut
});
};
self.takeDamage = function (amount) {
self.health -= amount;
if (self.health < 0) {
self.health = 0;
}
self.hitAnim();
var hitSound = LK.getSound('hit');
if (hitSound && typeof hitSound.play === "function") {
hitSound.play();
}
};
self.resetHealth = function (newMax) {
self.maxHealth = newMax;
self.health = self.maxHealth;
};
self.down = function (x, y, obj) {
self.takeDamage(1);
};
return self;
});
/****
* Initialize Game
****/
// MonsterFactory to spawn a random monster type
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// Keep track of last monster type index
// MonsterFactory to spawn a random monster type
var lastMonsterIdx = -1;
function MonsterFactory() {
// List of monster constructors, one for each asset
// We'll define Monster5 inline below
var monsterTypes = [Monster, Monster2, Monster3, Monster4, Monster5];
var idx;
// Pick a random type different from last
if (monsterTypes.length > 1) {
do {
idx = Math.floor(Math.random() * monsterTypes.length);
} while (idx === lastMonsterIdx);
} else {
idx = 0;
}
lastMonsterIdx = idx;
return new monsterTypes[idx]();
}
var score = 0;
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff",
font: "'Impact','Arial Black',Tahoma"
});
scoreTxt.anchor.set(0.5, 0);
// Place at top center, but not in top 100px (avoid menu)
scoreTxt.y = 20;
LK.gui.top.addChild(scoreTxt);
// Altın göstergesi için boyutlar ve başlangıç değeri
var goldBgWidth = 220;
var goldBgHeight = 90;
var gold = 0;
// Altın arka planı (örneğin: goldBgRect adlı bir UI asset)
var goldBgAsset = LK.getAsset('goldBgRect', {
anchorX: 1,
anchorY: 0.5,
x: 600,
// Daha sağa taşındı (daha küçük negatif değer)
y: 150,
// Üstten boşluk
width: goldBgWidth,
height: goldBgHeight
});
LK.gui.top.addChild(goldBgAsset);
// Altın miktarını gösteren yazı
var goldText = new Text2(gold.toString(), {
size: 36,
fill: 0x000000,
font: "'Impact','Arial Black',Tahoma"
});
goldText.anchor.set(0.5, 0.5);
// Center goldText inside goldBgAsset
goldText.x = goldBgWidth / 2;
goldText.y = goldBgHeight / 2;
goldBgAsset.addChild(goldText);
// Function to show +10 gold popup
function showGoldPopup(x, y) {
// Pick a random position anywhere on the screen, avoiding the top 100px (menu area)
var minX = 120;
var maxX = 2048 - 120;
var minY = 120;
var maxY = 2732 - 120;
var randX = Math.floor(Math.random() * (maxX - minX)) + minX;
var randY = Math.floor(Math.random() * (maxY - minY)) + minY;
// Show '+10' popup at random position, animating upward
var popup = new Text2('+10', {
size: 180,
fill: 0xFFD700,
font: "'Impact','Arial Black',Tahoma"
});
popup.anchor.set(0.5, 1);
popup.x = randX;
popup.y = randY + 120;
// Always add as the last child so it is in front of all monsters and health bars
game.addChild(popup, game.children.length);
// Move popup to the topmost layer every frame during animation to guarantee it's always in front
tween(popup, {
y: popup.y - 120,
alpha: 0
}, {
duration: 900,
easing: tween.easeOut,
onUpdate: function onUpdate() {
// Remove and re-add to ensure it's the last child (topmost)
if (popup.parent) {
popup.parent.removeChild(popup);
game.addChild(popup, game.children.length);
}
},
onComplete: function onComplete() {
popup.destroy();
}
});
}
// Add horse icon to top right
var horseIcon = LK.getAsset('horse', {
anchorX: 1,
anchorY: 0,
x: LK.gui.width - 20,
y: 20,
width: 120,
height: 120
});
LK.gui.topRight.addChild(horseIcon);
// Add gold chest icon to top right, left of horse icon
var goldChestIcon = LK.getAsset('healthBarFg', {
anchorX: 1,
anchorY: 0,
x: LK.gui.width - 170,
y: 50,
width: 90,
height: 90
});
LK.gui.topRight.addChild(goldChestIcon);
// Move gold text to be next to gold icon
goldText.x = -goldBgWidth / 2 + 60; // Centered inside goldBgAsset, with a little padding from the right
goldText.y = 0;
// Add background image as a background layer, scaled to always fill the phone screen (game area 2048x2732)
var background = LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048 / 2,
y: 2732 / 2,
width: 2048,
height: 2732
});
game.addChild(background, 0); // Add at index 0 to ensure it's behind everything
// Center position for monster (adjusted for large monster size)
var centerX = 2048 / 2;
var centerY = 2732 / 2 + 100;
// Current monster
var monster = null;
// Function to spawn a new monster
function spawnMonster() {
// Remove old monster if exists
if (monster) {
monster.destroy();
monster = null;
}
// Remove old health bar if exists
if (game.monsterHealthBarBg) {
game.monsterHealthBarBg.destroy();
game.monsterHealthBarBg = null;
}
if (game.monsterHealthBarFg) {
game.monsterHealthBarFg.destroy();
game.monsterHealthBarFg = null;
}
// Increase difficulty: every 10 monsters, +2 health
var baseHealth = 10 + Math.floor(score / 10) * 2;
// Use MonsterFactory to get a random monster type
monster = MonsterFactory();
monster.x = centerX;
monster.y = centerY;
// Set health scaling for all monsters
if (typeof monster.resetHealth === "function") {
monster.resetHealth(baseHealth);
}
game.addChild(monster);
// Add health bar background and foreground above monster
var barWidth = 600;
var barHeight = 60;
var barOffsetY = -monster.height / 2 - 60; // above monster
// Health bar background
var healthBarBg = LK.getAsset('healthBarBg', {
anchorX: 0.5,
anchorY: 0.5,
width: barWidth,
height: barHeight,
x: monster.x,
y: monster.y + barOffsetY
});
game.addChild(healthBarBg);
// Health bar foreground
var healthBarFg = LK.getAsset('healthBarFg', {
anchorX: 0.5,
anchorY: 0.5,
width: barWidth - 16,
height: barHeight - 16,
x: monster.x,
y: monster.y + barOffsetY
});
game.addChild(healthBarFg);
// Store for update/removal
game.monsterHealthBarBg = healthBarBg;
game.monsterHealthBarFg = healthBarFg;
// Attach update function to monster for health bar
monster.updateHealthBar = function () {
// Update bar position to follow monster
healthBarBg.x = monster.x;
healthBarBg.y = monster.y + barOffsetY;
healthBarFg.x = monster.x;
healthBarFg.y = monster.y + barOffsetY;
// Update bar width to reflect health
var pct = Math.max(0, monster.health / monster.maxHealth);
healthBarFg.width = (barWidth - 16) * pct;
};
}
// Game update loop
game.update = function () {
if (!monster) {
return;
}
// If monster is dead, increment score and spawn new
if (monster.health <= 0) {
score += 1;
scoreTxt.setText(score);
// Her canavar öldüğünde bu fonksiyon çağrılmalı
onEnemyDefeated();
// Show +10 gold popup centered on the screen
showGoldPopup(2048 / 2, 2732 / 2);
spawnMonster();
} else if (monster && typeof monster.updateHealthBar === "function") {
monster.updateHealthBar();
}
// Keep gold HUD at top right (in case of resize)
// goldHudContainer is not used; gold HUD elements are positioned directly.
};
// Start first monster
spawnMonster();
// Her canavar öldüğünde bu fonksiyon çağrılmalı
function onEnemyDefeated() {
gold += 10;
goldText.setText(gold.toString());
} ===================================================================
--- original.js
+++ change.js
@@ -307,10 +307,10 @@
/****
* Game Code
****/
-// MonsterFactory to spawn a random monster type
// Keep track of last monster type index
+// MonsterFactory to spawn a random monster type
var lastMonsterIdx = -1;
function MonsterFactory() {
// List of monster constructors, one for each asset
// We'll define Monster5 inline below
@@ -359,11 +359,12 @@
size: 36,
fill: 0x000000,
font: "'Impact','Arial Black',Tahoma"
});
-goldText.anchor.set(1, 0.5);
-goldText.x = 600 - 30; // Daha sağa taşındı (pozitif değer)
-goldText.y = 150;
+goldText.anchor.set(0.5, 0.5);
+// Center goldText inside goldBgAsset
+goldText.x = goldBgWidth / 2;
+goldText.y = goldBgHeight / 2;
goldBgAsset.addChild(goldText);
// Function to show +10 gold popup
function showGoldPopup(x, y) {
// Pick a random position anywhere on the screen, avoiding the top 100px (menu area)