User prompt
Meyveler ekranın altından gelsin
User prompt
Meyveler hepsi aynı yükseklikte farklı yerlere fırlasınlar.
User prompt
Combo yazmıyor
User prompt
Oyun ilerledikçe hızlansın. Oyuna combo ekle
User prompt
Meyvelerin kesilme animasyodunda ikiye ayrılsınlar ama üst parçasıyla alt parçası farklı olsun.
User prompt
Meyvelerin kesilme animasyonunu değiştir. Meyveleri ikiye böl animasyon öyle olsun.
User prompt
Meyveyi kesemeden aşşağı düşünce lose soundu çalsın
User prompt
Satma işlemini bir kez yapalım.
User prompt
Meyveleri sattıktan sonra oyun eski haline dönmüyor ve meyveleri kesemiyorum.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'parent')' in or related to this line: 'if (draggingFruit.parent) {' Line Number: 929
User prompt
Meyveleri soyduktan sonra yeni bir ekran ve yeni bir arkaplan gelsin burda müşteriler gelsin ve yaptığım meyveleri para karşılığında alsınlar.
User prompt
Meyveleri hayla soyamıyorum.
User prompt
Meyveleri soyduktan sonra meyveleri kesemiyorum.
User prompt
Meyveleri soyma işlemini bir kez yapalım
User prompt
Meyveleri soyma ekranı varken oyun dursun.
User prompt
Meyveleri yıkadıktan sonra onları soyma işlemine getirelim.
User prompt
Meyveleri bir muslukta yıkayalım ama ekran farklı olsun arkaplanda tahta olmasın.
User prompt
Oyun 30 puana gelince farklı bir ekran açılsın burda kestiğimiz meyveleri yıkayalım.
User prompt
Reset game state and UI on new game
User prompt
Bombaya değersek bomb soundu başlasın.
User prompt
Meyveleri kesince sound sesi gelsin.
User prompt
Please fix the bug: 'Uncaught ReferenceError: juiceColor is not defined' in or related to this line: 'var stain = LK.getAsset('juice_stain_' + type.id, {' Line Number: 235
User prompt
Parçacıklar daha fazla ve meyvenin rengine göre renkleri daha belli olsun.
User prompt
Create stains on the background when a fruit is sliced
User prompt
Arkaplan gözükmüyor
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Bomb class var Bomb = Container.expand(function () { var self = Container.call(this); // Bomb asset: black circle with red border var assetId = 'bomb'; var bombGfx = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Add a red border by overlaying a slightly larger ellipse var borderId = 'bomb_border'; var borderGfx = self.attachAsset(borderId, { anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); // Physics self.vx = 0; self.vy = 0; self.gravity = 0.35 + Math.random() * 0.1; self.sliced = false; self.slice = function () { if (self.sliced) return; self.sliced = true; // Animate: flash and fade out tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); }; self.update = function () { if (self.sliced) return; self.x += self.vx; self.y += self.vy; self.vy += self.gravity; // Prevent from leaving left/right screen edges if (self.x < 0 + self.width * 0.5) { self.x = self.width * 0.5; self.vx = -self.vx * 0.55; } if (self.x > 2048 - self.width * 0.5) { self.x = 2048 - self.width * 0.5; self.vx = -self.vx * 0.55; } }; return self; }); // Fruit class var Fruit = Container.expand(function () { var self = Container.call(this); // Fruit types: apple, banana, orange, watermelon, etc. // Each type has a color and shape // We'll use 'ellipse' for round fruits, 'box' for banana // We'll randomize type on creation var types = [{ id: 'apple', color: 0xff2d2d, shape: 'ellipse', width: 320, height: 320, points: 1 }, { id: 'orange', color: 0xffa500, shape: 'ellipse', width: 300, height: 300, points: 1 }, { id: 'banana', color: 0xfff700, shape: 'box', width: 420, height: 160, points: 2 }, { id: 'watermelon', color: 0x2ecc40, shape: 'ellipse', width: 420, height: 420, points: 3 }, { id: 'kiwi', color: 0x8ee53f, shape: 'ellipse', width: 270, height: 270, points: 2 }]; var type = types[Math.floor(Math.random() * types.length)]; // Asset id is unique per type var assetId = 'fruit_' + type.id; // Initialize asset if not already var fruitGfx = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // Physics self.vx = 0; self.vy = 0; self.gravity = 0.35 + Math.random() * 0.1; self.sliced = false; self.points = type.points; // For arc motion, we set vx, vy on spawn // Slicing animation self.slice = function () { if (self.sliced) return; self.sliced = true; // Play slicing sound LK.getSound('Ninjasword').play(); // Animate: split into two halves and juice splash var half1 = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 1.0, x: self.x, y: self.y, rotation: self.rotation }); var half2 = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.0, x: self.x, y: self.y, rotation: self.rotation }); game.addChild(half1); game.addChild(half2); // Animate halves flying apart and fading out tween(half1, { x: self.x - 80, y: self.y - 60, rotation: self.rotation - 0.5, alpha: 0 }, { duration: 350, easing: tween.easeOut, onFinish: function onFinish() { half1.destroy(); } }); tween(half2, { x: self.x + 80, y: self.y + 60, rotation: self.rotation + 0.5, alpha: 0 }, { duration: 350, easing: tween.easeOut, onFinish: function onFinish() { half2.destroy(); } }); // Juice splash effect (ellipse, color based on fruit) // More vivid color for splash (slightly saturated) var vividJuiceColor = function (c) { // Slightly brighten and saturate the color var r = Math.min(255, (c >> 16 & 0xff) * 1.15 + 32) | 0; var g = Math.min(255, (c >> 8 & 0xff) * 1.15 + 32) | 0; var b = Math.min(255, (c & 0xff) * 1.15 + 32) | 0; return r << 16 | g << 8 | b; }(type.color || 0xff2d2d); // Create multiple juice particles for a juicier effect var juiceParticles = []; var juiceParticleCount = 12 + Math.floor(Math.random() * 7); // 12-18 particles for (var jp = 0; jp < juiceParticleCount; jp++) { var angle = Math.random() * Math.PI * 2; var dist = 40 + Math.random() * 60; var scale = 0.22 + Math.random() * 0.22; var alpha = 0.55 + Math.random() * 0.25; var splash = LK.getAsset('juice_splash_' + type.id, { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: scale * (0.8 + Math.random() * 0.7), scaleY: scale * (0.5 + Math.random() * 1.1), alpha: alpha, tint: vividJuiceColor }); game.addChild(splash); juiceParticles.push(splash); // Animate each particle outward and fade tween(splash, { x: self.x + Math.cos(angle) * dist, y: self.y + Math.sin(angle) * dist, scaleX: scale * (1.2 + Math.random() * 1.2), scaleY: scale * (1.1 + Math.random() * 1.2), alpha: 0 }, { duration: 320 + Math.random() * 120, easing: tween.easeOut, onFinish: function (s) { return function () { s.destroy(); }; }(splash) }); } // --- Add stain to background --- if (typeof background !== "undefined" && background && background.parent) { // Create a stain asset (ellipse, color based on fruit, random rotation/scale) var stain = LK.getAsset('juice_stain_' + type.id, { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.7 + Math.random() * 0.7, scaleY: 0.5 + Math.random() * 0.7, alpha: 0.32 + Math.random() * 0.18, rotation: Math.random() * Math.PI * 2, tint: vividJuiceColor }); // Insert stain just above the background (so it stays under fruit halves/splashes) var bgParent = background.parent; var bgIndex = bgParent.getChildIndex(background); bgParent.addChildAt(stain, bgIndex + 1); } // --- End stain --- // Hide original fruit immediately self.alpha = 0; tween(self, { alpha: 0 }, { duration: 1, onFinish: function onFinish() { self.destroy(); } }); }; // Update per frame self.update = function () { if (self.sliced) return; self.x += self.vx; self.y += self.vy; self.vy += self.gravity; // Prevent from leaving left/right screen edges if (self.x < 0 + self.width * 0.5) { self.x = self.width * 0.5; self.vx = -self.vx * 0.55; // bounce back with some energy loss } if (self.x > 2048 - self.width * 0.5) { self.x = 2048 - self.width * 0.5; self.vx = -self.vx * 0.55; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a1a }); /**** * Game Code ****/ // Add background image // Game variables var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); game.addChild(background); var fruits = []; var bombs = []; var fruitSpawnTimer = 0; var bombSpawnTimer = 0; var fruitSpawnInterval = 120; // 2 seconds at 60fps var bombSpawnInterval = 300; // 5 seconds at 60fps var score = 0; var highScore = storage.highScore || 0; var missed = 0; var maxMissed = 3; var isGameOver = false; // Score display var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // High score display (smaller, top right) var highScoreTxt = new Text2('Best: ' + highScore, { size: 60, fill: "#fff" }); highScoreTxt.anchor.set(1, 0); LK.gui.topRight.addChild(highScoreTxt); // Missed fruits display (bottom left, as X icons) var missTxt = new Text2('', { size: 90, fill: 0xFF4444 }); missTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(missTxt); // Helper: update score function updateScore(val) { score = val; scoreTxt.setText(score); if (score > highScore) { highScore = score; storage.highScore = highScore; highScoreTxt.setText('Best: ' + highScore); } } // Helper: update missed display function updateMissed() { var s = ''; for (var i = 0; i < missed; i++) s += '✗ '; missTxt.setText(s); } // (spawning is now handled by fruit/bomb timers in game.update) // Slicing logic var swipePath = []; var swipeMaxLength = 12; // Number of points to keep in swipe trail var swipeRadius = 90; // How close swipe must be to slice // Draw swipe trail (for visual feedback) var swipeTrail = []; function drawSwipeTrail() { // Remove old for (var i = 0; i < swipeTrail.length; i++) { swipeTrail[i].destroy(); } swipeTrail = []; // Draw new for (var i = 1; i < swipePath.length; i++) { var p1 = swipePath[i - 1]; var p2 = swipePath[i]; // Draw a short white ellipse between points var dx = p2.x - p1.x, dy = p2.y - p1.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 10) continue; var angle = Math.atan2(dy, dx); var id = 'swipe_' + i; var seg = LK.getAsset(id, { anchorX: 0, anchorY: 0.5, x: p1.x, y: p1.y, rotation: angle, alpha: 0.22 }); game.addChild(seg); swipeTrail.push(seg); } } // Handle swipe start game.down = function (x, y, obj) { if (isGameOver) return; swipePath = [{ x: x, y: y }]; drawSwipeTrail(); }; // Handle swipe move game.move = function (x, y, obj) { if (isGameOver) return; swipePath.push({ x: x, y: y }); if (swipePath.length > swipeMaxLength) swipePath.shift(); drawSwipeTrail(); // For each segment in swipe, check for intersection with fruits/bombs for (var i = 1; i < swipePath.length; i++) { var p1 = swipePath[i - 1], p2 = swipePath[i]; // Fruits for (var f = fruits.length - 1; f >= 0; f--) { var fruit = fruits[f]; if (fruit.sliced) continue; // If fruit already off screen, skip if (fruit.y > 2732 + 120) continue; // Check if swipe segment is close to fruit center var cx = fruit.x, cy = fruit.y; var dist = pointToSegmentDistance(cx, cy, p1.x, p1.y, p2.x, p2.y); if (dist < swipeRadius) { fruit.slice(); updateScore(score + fruit.points); // Increase score by fruit's point value fruits.splice(f, 1); // Flash effect LK.effects.flashObject(fruit, 0xffffff, 120); } } // Bombs for (var b = bombs.length - 1; b >= 0; b--) { var bomb = bombs[b]; if (bomb.sliced) continue; if (bomb.y > 2732 + 120) continue; var cx = bomb.x, cy = bomb.y; var dist = pointToSegmentDistance(cx, cy, p1.x, p1.y, p2.x, p2.y); if (dist < swipeRadius) { bomb.slice(); bombs.splice(b, 1); // Play bomb sound LK.getSound('Bomb').play(); // Increase score by 1 when bomb is sliced updateScore(score + 1); // Flash screen red, then game over LK.effects.flashScreen(0xff2222, 800); isGameOver = true; LK.setTimeout(function () { LK.showGameOver(); }, 600); return; } } } }; // Handle swipe end game.up = function (x, y, obj) { swipePath = []; drawSwipeTrail(); }; // Helper: distance from point to segment function pointToSegmentDistance(px, py, x1, y1, x2, y2) { var dx = x2 - x1, dy = y2 - y1; if (dx === 0 && dy === 0) { dx = px - x1; dy = py - y1; return Math.sqrt(dx * dx + dy * dy); } var t = ((px - x1) * dx + (py - y1) * dy) / (dx * dx + dy * dy); t = Math.max(0, Math.min(1, t)); var lx = x1 + t * dx, ly = y1 + t * dy; dx = px - lx; dy = py - ly; return Math.sqrt(dx * dx + dy * dy); } // Main game update game.update = function () { if (isGameOver) return; // Spawn logic fruitSpawnTimer++; bombSpawnTimer++; if (fruitSpawnTimer >= fruitSpawnInterval) { // Spawn a fruit only var obj = new Fruit(); var x = 200 + Math.random() * (2048 - 400); var y = 2732 + 60; var angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI / 2; var speed = 17 + Math.random() * 5.5 + score * 0.055; var vx = Math.cos(angle) * speed * (Math.random() * 0.19 + 0.19); var vy = -Math.abs(Math.sin(angle) * speed) * 1.32; obj.x = x; obj.y = y; obj.vx = vx; obj.vy = vy; obj.scaleX = obj.scaleY = 1; obj.alpha = 1; fruits.push(obj); game.addChild(obj); fruitSpawnTimer = 0; } if (bombSpawnTimer >= bombSpawnInterval) { // Spawn a bomb only var obj = new Bomb(); var x = 200 + Math.random() * (2048 - 400); var y = 2732 + 60; var angle = -Math.PI / 2 + (Math.random() - 0.5) * Math.PI / 2; var speed = 17 + Math.random() * 5.5 + score * 0.055; var vx = Math.cos(angle) * speed * (Math.random() * 0.19 + 0.19); var vy = -Math.abs(Math.sin(angle) * speed) * 1.32; obj.x = x; obj.y = y; obj.vx = vx; obj.vy = vy; obj.scaleX = obj.scaleY = 1; obj.alpha = 1; bombs.push(obj); game.addChild(obj); bombSpawnTimer = 0; } // Update fruits for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; fruit.update(); // Remove if off screen if (!fruit.sliced && fruit.y > 2732 + 120) { fruit.destroy(); fruits.splice(i, 1); missed++; updateMissed(); // Flash screen if missed LK.effects.flashScreen(0x2222ff, 200); if (missed >= maxMissed) { isGameOver = true; LK.setTimeout(function () { LK.showGameOver(); }, 500); } // Do NOT increase score here; only bomb slice increases score now } } // Update bombs for (var i = bombs.length - 1; i >= 0; i--) { var bomb = bombs[i]; bomb.update(); if (bomb.y > 2732 + 120) { bomb.destroy(); bombs.splice(i, 1); } } // Fade out swipe trail for (var i = 0; i < swipeTrail.length; i++) { swipeTrail[i].alpha *= 0.85; if (swipeTrail[i].alpha < 0.05) { swipeTrail[i].destroy(); swipeTrail.splice(i, 1); i--; } } }; // Reset game state on new game game.on('reset', function () { // Remove all fruits and bombs for (var i = 0; i < fruits.length; i++) fruits[i].destroy(); for (var i = 0; i < bombs.length; i++) bombs[i].destroy(); fruits = []; bombs = []; fruitSpawnTimer = 0; bombSpawnTimer = 0; score = 0; missed = 0; isGameOver = false; updateScore(0); updateMissed(); swipePath = []; drawSwipeTrail(); highScore = storage.highScore || 0; highScoreTxt.setText('Best: ' + highScore); }); // Initial state updateScore(0); updateMissed(); // Fruit assets // Bomb asset: black circle // Bomb border: red, slightly larger, semi-transparent
===================================================================
--- original.js
+++ change.js
@@ -272,10 +272,10 @@
/****
* Game Code
****/
-// Game variables
// Add background image
+// Game variables
var background = LK.getAsset('background', {
anchorX: 0,
anchorY: 0,
x: 0,
@@ -416,8 +416,10 @@
var dist = pointToSegmentDistance(cx, cy, p1.x, p1.y, p2.x, p2.y);
if (dist < swipeRadius) {
bomb.slice();
bombs.splice(b, 1);
+ // Play bomb sound
+ LK.getSound('Bomb').play();
// Increase score by 1 when bomb is sliced
updateScore(score + 1);
// Flash screen red, then game over
LK.effects.flashScreen(0xff2222, 800);