User prompt
ekranı biraz aşşağı taşı
User prompt
atların boyutunu ve bet 10 butonların boyutunu tekrar %10 büyüt
User prompt
bet 10 butonlarını da %20 büyüt
User prompt
atların boyutunu %20 kulvarların genişliğini %15 artır
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'number')' in or related to this line: 'betHorseNum = tvHorses[i].number;' Line Number: 493
Code edit (1 edits merged)
Please save this source code
User prompt
Horse Race TV & My Champion
Initial prompt
2 farklı oynanışlı bir oyun istiyorum tek ekranda herşey. oyun ingilizce. üste bir at yarışı ekranı televizyondan seyrediyormuş gibi olcak başta kapalı ama yarış başladığında 6 kulvarlı bir pistte 6 rasgele at yarışacak. atlarda hız dayanıklılık ve şans statları var 20 at olsun bunlar sabit özellikli özelliklerini rasgele ata 1 ile 100 arası. sabit olacak özellikleri oynunun kodlarına sabit kaydet. atlar rasgele 6 sı yarışacak yarış başlamadan önce televizyonun alt sağ kısımda hangi atların yarışacağı yazacak birini seçtiğimizde kazanırsa 10 altın kazanıcağız bir atı seçip sağ kısımda atların altındaki oyna tuşuna tıklayınca . bir de bizim atımız olacak televizyon alt sol kısımda solda onun resmi gözükecek altında onun özellikleri yazcak altalta. hız dayanıklılık şans. hepsi 10 ile başlıycak. atımıza tıkladığımızda 20 altın varsa harcayip rasgele bir özeliği 1 artıcak.yani hem atımızı geliştirebileceğiz hem de sadece bahis oynayabileceğiz. sağ kısımda oyna tuşunun altında da katıl tuşuna basınca 6. at çıkacak yerine bizim atımız girecek. atımız kazanırsa 50 altın kazanacak.maç sistemi 6 at televizyon kısmında soldan sağa ilerliycek.hızına göre ilerkerken ekranın yarısında hızı % dayanıklılık statı kadar düşecek (100 hız 30 dayanıklılığı varsa 30 hızda gidecek) şans da ekranın yarısında % şans statı kadar şansla ekranın %10 u kadar bir ilerleme sağlıycak ( 90 ise %90 şansla çalışacak)
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Horse class for both TV and player horses var Horse = Container.expand(function () { var self = Container.call(this); // Asset: Each horse gets a colored ellipse as body and a number label var colorList = [0x8e44ad, 0xe67e22, 0x16a085, 0xc0392b, 0x2980b9, 0xf1c40f, 0x2ecc71, 0x34495e, 0xd35400, 0x1abc9c, 0x7f8c8d, 0x27ae60, 0x9b59b6, 0x2c3e50, 0xe74c3c, 0x3498db, 0xf39c12, 0x95a5a6, 0x22313f, 0x6ab04c]; // colorIndex is set on instance self.colorIndex = 0; self.number = 1; // 1-20 self.isPlayer = false; // true if this is the player's horse // Stats self.speed = 10; self.stamina = 10; self.luck = 10; // For race self.lane = 0; // 0-5 self.progress = 0; // 0-1 self.energy = 0; // stamina left self.finished = false; self.finishTime = 0; // Visuals self.body = self.attachAsset('horseBody_' + self.colorIndex, { anchorX: 0.5, anchorY: 0.5, width: 90 * 1.32, height: 60 * 1.32, color: colorList[self.colorIndex % colorList.length], shape: 'ellipse' }); self.label = new Text2(self.number + '', { size: 40, fill: "#fff" }); self.label.anchor.set(0.5, 0.5); self.addChild(self.label); // For player horse, show "YOU" label self.youLabel = null; if (self.isPlayer) { self.youLabel = new Text2("YOU", { size: 32, fill: "#fff" }); self.youLabel.anchor.set(0.5, 0); self.youLabel.y = 40; self.addChild(self.youLabel); } // Set color and number self.setHorse = function (colorIndex, number, isPlayer) { self.colorIndex = colorIndex; self.number = number; self.isPlayer = !!isPlayer; self.body.tint = colorList[self.colorIndex % colorList.length]; self.label.setText(self.number + ''); if (self.isPlayer && !self.youLabel) { self.youLabel = new Text2("YOU", { size: 32, fill: "#fff" }); self.youLabel.anchor.set(0.5, 0); self.youLabel.y = 40; self.addChild(self.youLabel); } if (!self.isPlayer && self.youLabel) { self.removeChild(self.youLabel); self.youLabel = null; } }; // Set stats self.setStats = function (speed, stamina, luck) { self.speed = speed; self.stamina = stamina; self.luck = luck; }; // Reset for race self.resetRace = function () { self.progress = 0; self.energy = self.stamina; self.finished = false; self.finishTime = 0; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // --- GLOBALS --- var NUM_HORSES = 20; var NUM_LANES = 6; var RACE_LENGTH = 1400; // px, length of the track var TV_TOP = 220; // px from top (moved down by 100) var TV_HEIGHT = 700; // px, height of TV race area var TV_LEFT = 120; var TV_WIDTH = 1800; var LANE_HEIGHT = 100 * 1.15; var HORSE_SIZE = 90; var PLAYER_HORSE_Y = 2200; // moved down by 100 var PLAYER_HORSE_X = 220; var GOLD_START = 100; var BET_COST = 10; var UPGRADE_COST = 20; var BET_PRIZE = 40; var PLAYER_PRIZE = 100; // --- STATE --- var gold = storage.gold || GOLD_START; var playerStats = storage.playerStats || { speed: 10, stamina: 10, luck: 10 }; var playerHorseNum = storage.playerHorseNum || 20; // always 20 var horses = []; // all 20 horses (Horse instances, not attached) var tvHorses = []; // 6 horses in current race (Horse instances, attached) var playerHorse = null; // player's horse (Horse instance, attached) var raceInProgress = false; var raceTimer = 0; var raceResults = []; var betHorseNum = null; // number of horse player bet on (1-20) var playerEntered = false; // did player enter their horse? var raceCountdown = 0; // ticks left before race starts var raceMessage = ''; var messageTimeout = null; // --- UI ELEMENTS --- var goldTxt = new Text2('', { size: 70, fill: 0xFFD700 }); goldTxt.anchor.set(0, 0); LK.gui.top.addChild(goldTxt); goldTxt.x = 120; goldTxt.y = 10; var betTxt = new Text2('', { size: 50, fill: "#fff" }); betTxt.anchor.set(0.5, 0); LK.gui.top.addChild(betTxt); betTxt.x = 2048 / 2; betTxt.y = 10; var messageTxt = new Text2('', { size: 60, fill: "#fff" }); messageTxt.anchor.set(0.5, 0.5); LK.gui.center.addChild(messageTxt); messageTxt.visible = false; // --- TV RACE BOARD --- var tvBoard = LK.getAsset('tvBoard', { anchorX: 0, anchorY: 0, width: TV_WIDTH, height: TV_HEIGHT, color: 0x222244, shape: 'box', x: TV_LEFT, y: TV_TOP }); game.addChild(tvBoard); // --- TV LANE LINES --- for (var i = 1; i < NUM_LANES; i++) { var line = LK.getAsset('laneLine' + i, { anchorX: 0, anchorY: 0, width: TV_WIDTH, height: 4, color: 0x444466, shape: 'box', x: TV_LEFT, y: TV_TOP + i * LANE_HEIGHT }); game.addChild(line); } // --- TV FINISH LINE --- var finishLine = LK.getAsset('finishLine', { anchorX: 0, anchorY: 0, width: 8, height: TV_HEIGHT, color: 0xffffff, shape: 'box', x: TV_LEFT + RACE_LENGTH, y: TV_TOP }); game.addChild(finishLine); // --- PLAYER HORSE AREA --- var playerArea = LK.getAsset('playerArea', { anchorX: 0, anchorY: 0, width: 500, height: 400, color: 0x222244, shape: 'box', x: 60, y: PLAYER_HORSE_Y - 120 }); game.addChild(playerArea); // --- PLAYER HORSE STATS TEXT --- var playerStatsTxt = new Text2('', { size: 48, fill: "#fff" }); playerStatsTxt.anchor.set(0, 0); playerStatsTxt.x = playerArea.x + 20; playerStatsTxt.y = playerArea.y + 220; game.addChild(playerStatsTxt); // --- UPGRADE BUTTON --- var upgradeBtn = LK.getAsset('upgradeBtn', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 80, color: 0x27ae60, shape: 'box', x: playerArea.x + 130, y: playerArea.y + 340 }); game.addChild(upgradeBtn); var upgradeTxt = new Text2('Upgrade (20)', { size: 36, fill: "#fff" }); upgradeTxt.anchor.set(0.5, 0.5); upgradeTxt.x = upgradeBtn.x; upgradeTxt.y = upgradeBtn.y; game.addChild(upgradeTxt); // --- ENTER RACE BUTTON --- var enterBtn = LK.getAsset('enterBtn', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 80, color: 0x2980b9, shape: 'box', x: playerArea.x + 350, y: playerArea.y + 340 }); game.addChild(enterBtn); var enterTxt = new Text2('Enter Race', { size: 36, fill: "#fff" }); enterTxt.anchor.set(0.5, 0.5); enterTxt.x = enterBtn.x; enterTxt.y = enterBtn.y; game.addChild(enterTxt); // --- BET BUTTONS (for each TV horse) --- var betBtns = []; var betBtnTxts = []; for (var i = 0; i < NUM_LANES; i++) { var btn = LK.getAsset('betBtn' + i, { anchorX: 0.5, anchorY: 0.5, width: 120 * 1.32, height: 60 * 1.32, color: 0xe67e22, shape: 'box', x: TV_LEFT + RACE_LENGTH + 180, y: TV_TOP + i * LANE_HEIGHT + LANE_HEIGHT / 2 }); game.addChild(btn); betBtns.push(btn); var txt = new Text2('Bet', { size: 32 * 1.32, fill: "#fff" }); txt.anchor.set(0.5, 0.5); txt.x = btn.x; txt.y = btn.y; game.addChild(txt); betBtnTxts.push(txt); } // --- HORSE ASSET INIT (for all 20 horses) --- for (var i = 0; i < NUM_HORSES; i++) { var h = new Horse(); h.setHorse(i, i + 1, false); // Random stats for TV horses var s = 40 + Math.floor(Math.random() * 61); // 40-100 var st = 40 + Math.floor(Math.random() * 61); var l = 40 + Math.floor(Math.random() * 61); h.setStats(s, st, l); horses.push(h); } // --- PLAYER HORSE INIT --- playerHorse = new Horse(); playerHorse.setHorse(NUM_HORSES - 1, playerHorseNum, true); playerHorse.setStats(playerStats.speed, playerStats.stamina, playerStats.luck); playerHorse.x = PLAYER_HORSE_X; playerHorse.y = PLAYER_HORSE_Y; game.addChild(playerHorse); // --- FUNCTIONS --- function updateGoldText() { goldTxt.setText("Gold: " + gold); } function updatePlayerStatsText() { playerStatsTxt.setText("Speed: " + playerHorse.speed + "\nStamina: " + playerHorse.stamina + "\nLuck: " + playerHorse.luck); } function showMessage(msg, duration) { messageTxt.setText(msg); messageTxt.visible = true; if (messageTimeout) LK.clearTimeout(messageTimeout); if (duration) { messageTimeout = LK.setTimeout(function () { messageTxt.visible = false; }, duration); } } function hideMessage() { messageTxt.visible = false; if (messageTimeout) LK.clearTimeout(messageTimeout); } function saveState() { storage.gold = gold; storage.playerStats = { speed: playerHorse.speed, stamina: playerHorse.stamina, luck: playerHorse.luck }; storage.playerHorseNum = playerHorseNum; } // Pick 6 random horses for TV race (optionally include player horse) function pickRaceHorses(includePlayer) { var pool = []; for (var i = 0; i < NUM_HORSES - 1; i++) pool.push(i); // 0-18 if (includePlayer) pool.push(NUM_HORSES - 1); // 19 var selected = []; while (selected.length < NUM_LANES) { var idx = Math.floor(Math.random() * pool.length); selected.push(pool[idx]); pool.splice(idx, 1); } return selected; } // Start a new race (after betting phase) function startRace() { raceInProgress = true; raceResults = []; raceTimer = 0; raceMessage = ''; hideMessage(); // Reset TV horses for (var i = 0; i < tvHorses.length; i++) { game.removeChild(tvHorses[i]); } tvHorses = []; // Pick horses var includePlayer = playerEntered; var selected = pickRaceHorses(includePlayer); for (var i = 0; i < NUM_LANES; i++) { var hidx = selected[i]; var h; if (hidx === NUM_HORSES - 1) { // Player horse h = playerHorse; h.setHorse(NUM_HORSES - 1, playerHorseNum, true); h.setStats(playerHorse.speed, playerHorse.stamina, playerHorse.luck); } else { h = horses[hidx]; h.setHorse(hidx, hidx + 1, false); } h.lane = i; h.resetRace(); h.x = TV_LEFT + 40; h.y = TV_TOP + i * LANE_HEIGHT + LANE_HEIGHT / 2; h.scaleX = 1.1; h.scaleY = 1.1; game.addChild(h); tvHorses.push(h); } // Set bet buttons for (var i = 0; i < NUM_LANES; i++) { betBtns[i].visible = false; betBtnTxts[i].visible = false; } // Start race after short countdown raceCountdown = 60; // 1 second showMessage("Race starting!", 1000); } // End race, show results, pay out function endRace() { raceInProgress = false; var winner = raceResults[0]; var winnerNum = winner.number; var playerWin = false; var playerPlace = -1; for (var i = 0; i < raceResults.length; i++) { if (raceResults[i].isPlayer) { playerPlace = i + 1; break; } } var msg = "Winner: #" + winnerNum; if (betHorseNum !== null) { if (betHorseNum === winnerNum) { gold += BET_PRIZE; msg += "\nYou won your bet! (+40)"; playerWin = true; } else { msg += "\nYou lost your bet."; } } if (playerEntered) { if (playerPlace === 1) { gold += PLAYER_PRIZE; msg += "\nYour horse WON! (+100)"; } else if (playerPlace > 0) { msg += "\nYour horse placed #" + playerPlace; } else { msg += "\nYour horse did not finish."; } } updateGoldText(); saveState(); showMessage(msg, 2500); // After a delay, start new betting phase LK.setTimeout(function () { startBettingPhase(); }, 2500); } // Start betting phase: show 6 horses, allow bet/enter function startBettingPhase() { raceInProgress = false; playerEntered = false; betHorseNum = null; raceResults = []; hideMessage(); // Remove TV horses for (var i = 0; i < tvHorses.length; i++) { game.removeChild(tvHorses[i]); } tvHorses = []; // Pick 6 horses (player horse not included yet) var selected = pickRaceHorses(false); for (var i = 0; i < NUM_LANES; i++) { var hidx = selected[i]; var h = horses[hidx]; h.setHorse(hidx, hidx + 1, false); h.lane = i; h.resetRace(); h.x = TV_LEFT + 40; h.y = TV_TOP + i * LANE_HEIGHT + LANE_HEIGHT / 2; h.scaleX = 1.1; h.scaleY = 1.1; game.addChild(h); tvHorses.push(h); } // Set bet buttons for (var i = 0; i < NUM_LANES; i++) { betBtns[i].visible = true; betBtnTxts[i].visible = true; betBtnTxts[i].setText("Bet (10)"); } betTxt.setText("Pick a horse to bet on, or enter your own!"); } // --- BUTTON HANDLERS --- // Bet buttons for (var i = 0; i < NUM_LANES; i++) { (function (idx) { betBtns[idx].down = function (x, y, obj) { if (raceInProgress || betHorseNum !== null || gold < BET_COST) return; if (!tvHorses[idx]) return; // Defensive: avoid undefined betHorseNum = tvHorses[idx].number; gold -= BET_COST; updateGoldText(); saveState(); betTxt.setText("Bet placed on #" + betHorseNum + ". Waiting for race..."); for (var j = 0; j < NUM_LANES; j++) { betBtns[j].visible = false; betBtnTxts[j].visible = false; } // Start race after short delay LK.setTimeout(function () { startRace(); }, 1000); }; })(i); } // Upgrade button upgradeBtn.down = function (x, y, obj) { if (raceInProgress) return; if (gold < UPGRADE_COST) { showMessage("Not enough gold!", 1200); return; } gold -= UPGRADE_COST; updateGoldText(); // Randomly pick stat to upgrade var statNames = ['speed', 'stamina', 'luck']; var idx = Math.floor(Math.random() * 3); var stat = statNames[idx]; playerHorse[stat] += 1 + Math.floor(Math.random() * 3); // +1~3 updatePlayerStatsText(); saveState(); showMessage("Upgraded " + stat + "!", 1000); }; // Enter race button enterBtn.down = function (x, y, obj) { if (raceInProgress || playerEntered) return; // Only allow if player's horse is not already in TV horses for (var i = 0; i < tvHorses.length; i++) { if (tvHorses[i].isPlayer) { showMessage("Already entered!", 1000); return; } } playerEntered = true; betTxt.setText("You entered your horse! Waiting for race..."); for (var j = 0; j < NUM_LANES; j++) { betBtns[j].visible = false; betBtnTxts[j].visible = false; } // Start race after short delay LK.setTimeout(function () { startRace(); }, 1000); }; // --- GAME UPDATE LOOP --- game.update = function () { // Update UI updateGoldText(); updatePlayerStatsText(); // Race countdown if (raceCountdown > 0) { raceCountdown--; if (raceCountdown === 0) { showMessage("Go!", 600); } return; } // Race in progress if (raceInProgress) { var finishedCount = 0; for (var i = 0; i < tvHorses.length; i++) { var h = tvHorses[i]; if (h.finished) { finishedCount++; continue; } // Calculate move var baseSpeed = h.speed / 100 * 8 + 2; // 2-10 px per tick var luckFactor = 1 + (Math.random() - 0.5) * (h.luck / 200); // up to +/- luck/200 var move = baseSpeed * luckFactor; if (h.energy > 0) { h.energy -= 0.04; } else { move *= 0.6; // tired } h.progress += move / RACE_LENGTH; if (h.progress >= 1) { h.progress = 1; h.finished = true; h.finishTime = raceTimer; raceResults.push(h); } h.x = TV_LEFT + 40 + h.progress * (RACE_LENGTH - 80); } raceTimer++; // If all finished, end race if (raceResults.length === tvHorses.length) { endRace(); } } }; // --- INITIALIZE --- updateGoldText(); updatePlayerStatsText(); startBettingPhase();
===================================================================
--- original.js
+++ change.js
@@ -102,15 +102,15 @@
// --- GLOBALS ---
var NUM_HORSES = 20;
var NUM_LANES = 6;
var RACE_LENGTH = 1400; // px, length of the track
-var TV_TOP = 120; // px from top
+var TV_TOP = 220; // px from top (moved down by 100)
var TV_HEIGHT = 700; // px, height of TV race area
var TV_LEFT = 120;
var TV_WIDTH = 1800;
var LANE_HEIGHT = 100 * 1.15;
var HORSE_SIZE = 90;
-var PLAYER_HORSE_Y = 2100;
+var PLAYER_HORSE_Y = 2200; // moved down by 100
var PLAYER_HORSE_X = 220;
var GOLD_START = 100;
var BET_COST = 10;
var UPGRADE_COST = 20;