User prompt
durağı yolun karşısına al bizim konumu daha yukarı koy yolu biraz daha genişlet
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User prompt
Sling Street: Zıpla ve Geç!
Initial prompt
Frogger and Crossy Road oyunları gibi karşıdan karşıya geçmeye çalıştığımız bir oyun ama sapanla geri çek fırlat mekaniği var aşşağıdan topu çekip bırakıyoruz ortada duran durağa denk getirmeye çalışıyoruz yokuş yukarı fırlattığımız için geri düşebiliyor top. 4 şeritli yol yoldan geçen farklı araçlar olacak normal araç uzun kamyon ve zıpzıplı araba yap zıpzıplı arabanın üstüne topumuz düşerse geri yukarı zıplatsın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball (player) class var Ball = Container.expand(function () { var self = Container.call(this); var ballGfx = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.radius = ballGfx.width / 2; self.vx = 0; self.vy = 0; self.launched = false; self.resting = true; // true if waiting for launch self.bounceCooldown = 0; // prevent double bounces self.update = function () { if (self.launched) { // Gravity self.vy += 1.2; // Move self.x += self.vx; self.y += self.vy; // Friction (air) self.vx *= 0.995; // Clamp to game area if (self.x < self.radius) self.x = self.radius; if (self.x > 2048 - self.radius) self.x = 2048 - self.radius; // If falls below screen, game over if (self.y > 2732 + 200) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } } }; // Reset ball to start self.reset = function () { self.x = 2048 / 2; self.y = typeof ballStartY !== "undefined" ? ballStartY : 2732 - 180; self.vx = 0; self.vy = 0; self.launched = false; self.resting = true; self.bounceCooldown = 0; }; // Bounce up (from bouncy car) self.bounce = function (strength) { self.vy = -Math.abs(strength || 38 + Math.random() * 8); self.launched = true; self.resting = false; self.bounceCooldown = 10; }; return self; }); // BouncyCar (bouncy vehicle) class var BouncyCar = Container.expand(function () { var self = Container.call(this); var bouncyGfx = self.attachAsset('bouncycar', { anchorX: 0.5, anchorY: 0.5 }); self.width = bouncyGfx.width; self.height = bouncyGfx.height; self.speed = 0; self.lane = 0; self.type = 'bouncycar'; self.bouncePhase = Math.random() * Math.PI * 2; self.update = function () { self.x += self.speed; // Bouncy up-down self.y0 = self.y0 || self.y; self.y = self.y0 + Math.sin(LK.ticks / 12 + self.bouncePhase) * 38; if (self.speed > 0 && self.x > 2048 + 200) self.destroyed = true; if (self.speed < 0 && self.x < -200) self.destroyed = true; }; return self; }); // Car (normal) class var Car = Container.expand(function () { var self = Container.call(this); var carGfx = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); self.width = carGfx.width; self.height = carGfx.height; self.speed = 0; self.lane = 0; self.type = 'car'; self.update = function () { self.x += self.speed; // Remove if out of screen if (self.speed > 0 && self.x > 2048 + 200) self.destroyed = true; if (self.speed < 0 && self.x < -200) self.destroyed = true; }; return self; }); // Truck (long vehicle) class var Truck = Container.expand(function () { var self = Container.call(this); var truckGfx = self.attachAsset('truck', { anchorX: 0.5, anchorY: 0.5 }); self.width = truckGfx.width; self.height = truckGfx.height; self.speed = 0; self.lane = 0; self.type = 'truck'; self.update = function () { self.x += self.speed; if (self.speed > 0 && self.x > 2048 + 300) self.destroyed = true; if (self.speed < 0 && self.x < -300) self.destroyed = true; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Slingshot band // Bouncy car // Truck // Car // Lane divider // Road background // Stop (target) // Ball (player) // --- Game variables --- var lanes = [0, 1, 2, 3, 4, 5]; var laneYs = []; var laneCount = 6; var roadTop = 600; var roadHeight = 1536; var laneGap = roadHeight / laneCount; for (var i = 0; i < laneCount; ++i) { laneYs[i] = roadTop + laneGap / 2 + i * laneGap; } // Place stop (target) at the top of the road, centered horizontally var stopY = roadTop + 90; var stopX = 2048 / 2; var stopRadius = 90; var level = 1; var vehicles = []; var ball = null; var stop = null; var slingshotBand = null; var isDragging = false; // Place the ball higher up (not at the very bottom) var ballStartY = roadTop + roadHeight + 120; var dragStart = { x: 0, y: 0 }; var dragCurrent = { x: 0, y: 0 }; var launchPower = 0; var launchAngle = 0; var canLaunch = true; var scoreTxt = null; var levelTxt = null; var winTimeout = null; // --- Draw road and lanes --- var road = LK.getAsset('road', { x: 0, y: roadTop, width: 2048, height: roadHeight }); game.addChild(road); // Lane dividers for (var i = 1; i < laneCount; ++i) { var divider = LK.getAsset('divider', { x: 0, y: roadTop + i * laneGap - 12, width: 2048, height: 24 }); game.addChild(divider); } // --- Stop (target) --- stop = LK.getAsset('stop', { anchorX: 0.5, anchorY: 0.5, x: stopX, y: stopY }); game.addChild(stop); // --- Ball (player) --- ball = new Ball(); game.addChild(ball); ball.reset(); // --- Slingshot band (visual) --- slingshotBand = LK.getAsset('band', { anchorX: 0.5, anchorY: 1, x: ball.x, y: ball.y }); slingshotBand.visible = false; game.addChild(slingshotBand); // --- GUI: Score and Level --- scoreTxt = new Text2('0', { size: 110, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); levelTxt = new Text2('1', { size: 70, fill: "#fff" }); levelTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(levelTxt); // --- Game state --- function resetGameState() { // Remove vehicles for (var i = 0; i < vehicles.length; ++i) { vehicles[i].destroy(); } vehicles = []; // Reset ball ball.reset(); // Reset slingshot slingshotBand.visible = false; isDragging = false; canLaunch = true; // Reset score/level LK.setScore(0); scoreTxt.setText('0'); level = 1; levelTxt.setText('1'); } resetGameState(); // --- Vehicle spawner --- function spawnVehicle() { // Randomly pick lane var lane = Math.floor(Math.random() * laneCount); var y = laneYs[lane]; // Randomly pick type var t = Math.random(); var v, dir, speed; if (t < 0.6) { v = new Car(); speed = 12 + level * 1.2 + Math.random() * 2; } else if (t < 0.85) { v = new Truck(); speed = 8 + level * 1.1 + Math.random() * 2; } else { v = new BouncyCar(); speed = 10 + level * 1.3 + Math.random() * 2; } // Direction: even lanes left->right, odd right->left dir = lane % 2 === 0 ? 1 : -1; v.lane = lane; v.y = y; v.y0 = y; v.speed = speed * dir; if (dir > 0) v.x = -200;else v.x = 2048 + 200; vehicles.push(v); game.addChild(v); } // --- Level progression --- function nextLevel() { level += 1; levelTxt.setText(level + ''); // Remove all vehicles for (var i = 0; i < vehicles.length; ++i) vehicles[i].destroy(); vehicles = []; // Reset ball ball.reset(); canLaunch = true; slingshotBand.visible = false; } // --- Game update --- game.update = function () { // Ball update ball.update(); // Vehicles update for (var i = vehicles.length - 1; i >= 0; --i) { var v = vehicles[i]; v.update(); // Remove destroyed if (v.destroyed) { v.destroy(); vehicles.splice(i, 1); continue; } } // Ball-vehicle collision if (ball.launched && ball.bounceCooldown <= 0) { for (var i = 0; i < vehicles.length; ++i) { var v = vehicles[i]; // AABB collision var dx = Math.abs(ball.x - v.x); var dy = Math.abs(ball.y - v.y); var overlapX = dx < ball.radius + v.width / 2 - 10; var overlapY = dy < ball.radius + v.height / 2 - 10; if (overlapX && overlapY) { if (v.type === 'bouncycar') { // Bounce up ball.bounce(); ball.bounceCooldown = 12; LK.effects.flashObject(v, 0xffff00, 400); } else { // Crash: game over LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); return; } } } } if (ball.bounceCooldown > 0) ball.bounceCooldown--; // Ball-stop (target) collision if (ball.launched && !ball.resting) { var dx = ball.x - stop.x; var dy = ball.y - stop.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < stopRadius + ball.radius - 10 && Math.abs(ball.vy) < 18) { // Win! LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore() + ''); LK.effects.flashObject(stop, 0x00ff00, 600); canLaunch = false; ball.launched = false; ball.resting = true; // Next level after short delay if (winTimeout) LK.clearTimeout(winTimeout); winTimeout = LK.setTimeout(function () { nextLevel(); }, 1200); } } // Vehicle spawn logic if (LK.ticks % Math.max(38 - Math.min(level * 2, 30), 10) === 0) { spawnVehicle(); } }; // --- Slingshot controls --- function getDragVector() { var dx = dragCurrent.x - dragStart.x; var dy = dragCurrent.y - dragStart.y; return { dx: dx, dy: dy }; } function updateSlingshotBand() { if (!isDragging) { slingshotBand.visible = false; return; } var vec = getDragVector(); var len = Math.sqrt(vec.dx * vec.dx + vec.dy * vec.dy); var maxLen = 420; if (len > maxLen) { vec.dx *= maxLen / len; vec.dy *= maxLen / len; len = maxLen; } // Band position: from ball center to drag point slingshotBand.visible = true; slingshotBand.x = ball.x; slingshotBand.y = ball.y; slingshotBand.height = len; slingshotBand.rotation = Math.atan2(vec.dy, vec.dx) + Math.PI / 2; } // --- Input handlers --- game.down = function (x, y, obj) { // Only allow drag if ball is at rest and not in win state if (!canLaunch || !ball.resting) return; // Only allow drag if touch is near ball var dx = x - ball.x; var dy = y - ball.y; if (dx * dx + dy * dy < ball.radius * ball.radius * 2.2) { isDragging = true; dragStart.x = ball.x; dragStart.y = ball.y; dragCurrent.x = x; dragCurrent.y = y; updateSlingshotBand(); } }; game.move = function (x, y, obj) { if (!isDragging) return; dragCurrent.x = x; dragCurrent.y = y; updateSlingshotBand(); }; game.up = function (x, y, obj) { if (!isDragging) return; isDragging = false; slingshotBand.visible = false; // Launch! var vec = getDragVector(); var len = Math.sqrt(vec.dx * vec.dx + vec.dy * vec.dy); if (len < 60) return; // too short var maxLen = 420; if (len > maxLen) { vec.dx *= maxLen / len; vec.dy *= maxLen / len; len = maxLen; } // Only allow upward launches if (vec.dy > -30) return; // Set velocity (scaled) ball.vx = -vec.dx * 0.055; ball.vy = -vec.dy * 0.055; ball.launched = true; ball.resting = false; canLaunch = false; }; // --- Game over/win handling --- LK.on('gameover', function () { resetGameState(); }); LK.on('youwin', function () { resetGameState(); });
===================================================================
--- original.js
+++ change.js
@@ -40,9 +40,9 @@
};
// Reset ball to start
self.reset = function () {
self.x = 2048 / 2;
- self.y = 2732 - 180;
+ self.y = typeof ballStartY !== "undefined" ? ballStartY : 2732 - 180;
self.vx = 0;
self.vy = 0;
self.launched = false;
self.resting = true;
@@ -138,26 +138,29 @@
// Road background
// Stop (target)
// Ball (player)
// --- Game variables ---
-var lanes = [0, 1, 2, 3];
+var lanes = [0, 1, 2, 3, 4, 5];
var laneYs = [];
-var laneCount = 4;
-var roadTop = 800;
-var roadHeight = 1200;
+var laneCount = 6;
+var roadTop = 600;
+var roadHeight = 1536;
var laneGap = roadHeight / laneCount;
for (var i = 0; i < laneCount; ++i) {
laneYs[i] = roadTop + laneGap / 2 + i * laneGap;
}
-var stopY = roadTop + roadHeight / 2;
+// Place stop (target) at the top of the road, centered horizontally
+var stopY = roadTop + 90;
var stopX = 2048 / 2;
var stopRadius = 90;
var level = 1;
var vehicles = [];
var ball = null;
var stop = null;
var slingshotBand = null;
var isDragging = false;
+// Place the ball higher up (not at the very bottom)
+var ballStartY = roadTop + roadHeight + 120;
var dragStart = {
x: 0,
y: 0
};
bir palyanço kafasının arka üsten görünümü çizgi film stili. In-Game asset. 2d. High contrast. No shadows
ileriyi gösteren . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
zıpzıp taşıyan kamyonet üsten görünüm. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
lüks sarı araba üsten görünüş. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
birebir aynı tıs tekerlerin düzeltilmesi gerek sadece
otobuş durağı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat