User prompt
bomba assetini 2 kat büyüt
User prompt
play assetini iki kat büyüt ve biraz aşağı kaydır
User prompt
play asseti yerine by furkan asseti var
User prompt
o zaman şöyle yapalım oyun önce hemen açılmasın önce bir ana menüde play butonu olsun ve buna basınca oyun başlasın ve ana menüde top score da yazsın
User prompt
top score sayacı görünmüyor
User prompt
top score yazısını daha kalın yap ve sağ üste koy
User prompt
top score yazısını siyah yap
User prompt
bir puan sistemi de ekleyelim kesilen her meyve 10 puan getirsin 2 li kombolarda değer 2 kat artar ve 3 lü komboda da aynı şekilde en yüksek yapılan puan için de yukarıya bir sayaç yap
User prompt
arka plan bütün ekranı doldurmalı
User prompt
bazı meyveler sağa ya da sola kaçıyor düzelt
User prompt
tüm meyveleri iki kat büyüt
User prompt
delete fuse asset
User prompt
meyveler için asset ekle
User prompt
çok güzel oldu
Code edit (1 edits merged)
Please save this source code
User prompt
Ninja Fruit Slice
Initial prompt
ninja fruit oyununu yapalım gerçek ninja fruite benzesin farklı meyveler de olsun arka planı da değiştirmek içib bir assetimiz olsun
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bomb class: Represents a bomb flying through the air
var Bomb = Container.expand(function () {
var self = Container.call(this);
self.sliced = false;
self.missed = false;
// Attach bomb asset (black ellipse)
var bombAsset = self.attachAsset('bomb', {
anchorX: 0.5,
anchorY: 0.5,
width: 160,
height: 160,
color: 0x222222,
shape: 'ellipse'
});
// Add a white "fuse" (small rectangle)
var fuse = self.attachAsset('fuse', {
anchorX: 0.5,
anchorY: 1,
width: 20,
height: 50,
color: 0xffffff,
shape: 'box',
y: -80
});
// Set initial position and velocity (to be set by spawner)
self.x = 0;
self.y = 0;
self.vx = 0;
self.vy = 0;
self.gravity = 0.35 + Math.random() * 0.1;
self.lastY = self.y;
self.update = function () {
if (self.sliced) return;
self.x += self.vx;
self.y += self.vy;
self.vy += self.gravity;
bombAsset.rotation += 0.09;
if (!self.missed && self.y > 2732 + 100) {
self.missed = true;
}
};
self.slice = function () {
if (self.sliced) return;
self.sliced = true;
// Animate: flash red and fade out
tween(self, {
scaleX: 1.7,
scaleY: 1.7,
alpha: 0
}, {
duration: 250,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
// Fruit class: Represents a fruit flying through the air
var Fruit = Container.expand(function () {
var self = Container.call(this);
// Fruit types and their properties
var fruitTypes = [{
id: 'apple',
color: 0xff2d2d,
points: 1
}, {
id: 'banana',
color: 0xfff700,
points: 2
}, {
id: 'orange',
color: 0xffa500,
points: 3
}, {
id: 'watermelon',
color: 0x2ecc40,
points: 5
}, {
id: 'grape',
color: 0x8e44ad,
points: 4
}, {
id: 'kiwi',
color: 0x7ed957,
points: 3
}, {
id: 'lemon',
color: 0xfff700,
points: 2
}, {
id: 'strawberry',
color: 0xff3b6b,
points: 4
}, {
id: 'blueberry',
color: 0x3b5fff,
points: 4
}, {
id: 'pineapple',
color: 0xffe066,
points: 5
}];
// Randomly pick a fruit type
var typeIndex = Math.floor(Math.random() * fruitTypes.length);
var type = fruitTypes[typeIndex];
self.fruitType = type.id;
self.points = type.points;
self.sliced = false;
self.missed = false;
// Attach fruit asset (ellipse for fruit)
var fruitAsset = self.attachAsset(type.id, {
anchorX: 0.5,
anchorY: 0.5,
width: 320,
height: 320,
color: type.color,
shape: 'ellipse'
});
// Give fruit a random initial rotation
fruitAsset.rotation = Math.random() * Math.PI * 2;
// Set initial position and velocity (to be set by spawner)
self.x = 0;
self.y = 0;
self.vx = 0;
self.vy = 0;
self.gravity = 0.35 + Math.random() * 0.1;
// For tracking if fruit is out of bounds
self.lastY = self.y;
// For combo detection
self.sliceTick = -1;
// Animate fruit (arc trajectory)
self.update = function () {
if (self.sliced) return; // Don't update if already sliced
self.x += self.vx;
self.y += self.vy;
self.vy += self.gravity;
// Spin fruit
fruitAsset.rotation += 0.07;
// If fruit falls below screen, mark as missed
if (!self.missed && self.y > 2732 + 100) {
self.missed = true;
}
};
// Slice the fruit
self.slice = function () {
if (self.sliced) return;
self.sliced = true;
// Animate: scale up and fade out
tween(self, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 350,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x222a36
});
/****
* Game Code
****/
// --- GLOBALS ---
// Fruit assets
var fruits = [];
var bombs = [];
var missedFruits = 0;
var maxMissed = 3;
var comboWindow = 20; // ticks for combo
var lastSliceTick = -100;
var comboCount = 0;
var backgroundIndex = 0;
var backgrounds = [{
id: 'bg1',
color: 0x222a36
}, {
id: 'bg2',
color: 0x1a3d2f
}, {
id: 'bg3',
color: 0x3d1a2f
}, {
id: 'bg4',
color: 0x1e1e2f
}];
// --- MAIN MENU STATE ---
var isGameStarted = false;
// Main menu container
var mainMenu = new Container();
// Main menu background (reuse bg4)
var menuBg = LK.getAsset('bg4', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
mainMenu.addChild(menuBg);
// "Play" button
var playBtn = LK.getAsset('bgBtn', {
anchorX: 0.5,
anchorY: 0.5,
width: 400,
height: 180
});
playBtn.x = 2048 / 2;
playBtn.y = 2732 / 2 + 200;
mainMenu.addChild(playBtn);
var playBtnTxt = new Text2('PLAY', {
size: 120,
fill: "#fff",
font: "bold 900 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
});
playBtnTxt.anchor.set(0.5, 0.5);
playBtnTxt.x = playBtn.x;
playBtnTxt.y = playBtn.y;
mainMenu.addChild(playBtnTxt);
// Top score text for menu
var menuTopScoreTxt = new Text2('Top Score: 0', {
size: 120,
fill: "#000",
font: "bold 900 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
});
menuTopScoreTxt.anchor.set(1, 0);
menuTopScoreTxt.x = 2048 - 40;
menuTopScoreTxt.y = 40;
mainMenu.addChild(menuTopScoreTxt);
// Show main menu at start
game.addChild(mainMenu);
// Play button event
playBtn.down = function (x, y, obj) {
isGameStarted = true;
mainMenu.visible = false;
// Reset game state
resetGame();
};
// Helper to update menu top score
function updateMenuTopScore(val) {
menuTopScoreTxt.setText('Top Score: ' + val);
}
// --- GUI Elements ---
// Score text
var scoreTxt = new Text2('0', {
size: 120,
fill: "#fff"
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// High score (best combo) text
var bestComboTxt = new Text2('Best: 0', {
size: 120,
fill: "#000",
font: "bold 900 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
});
bestComboTxt.anchor.set(1, 0); // right edge, top
bestComboTxt.x = 0; // x=0 in LK.gui.topRight is the right edge
bestComboTxt.y = 0;
LK.gui.topRight.addChild(bestComboTxt);
// Missed fruits indicator (bottom left, red X's)
var missedTxt = new Text2('', {
size: 90,
fill: 0xFF4444
});
missedTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(missedTxt);
// Combo text (center, fades out)
var comboTxt = new Text2('', {
size: 180,
fill: 0xFFE066
});
comboTxt.anchor.set(0.5, 0.5);
comboTxt.alpha = 0;
LK.gui.center.addChild(comboTxt);
// Background switch button (bottom right)
var bgBtn = LK.getAsset('bgBtn', {
anchorX: 1,
anchorY: 1,
width: 180,
height: 100,
color: 0x8888ff,
shape: 'box'
});
bgBtn.x = 0;
bgBtn.y = 0;
LK.gui.bottomRight.addChild(bgBtn);
var bgBtnTxt = new Text2('BG', {
size: 60,
fill: "#fff"
});
bgBtnTxt.anchor.set(0.5, 0.5);
bgBtnTxt.x = -90;
bgBtnTxt.y = -50;
LK.gui.bottomRight.addChild(bgBtnTxt);
// --- BACKGROUND ---
// Fullscreen background image node
var bgImageNode = LK.getAsset('bg4', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0,
width: 2048,
height: 2732
});
game.addChild(bgImageNode);
function setBackground(idx) {
backgroundIndex = idx % backgrounds.length;
// Always keep background image behind everything
if (bgImageNode.parent) {
game.setChildIndex(bgImageNode, 0);
}
// Optionally, you could swap image asset here if you want to support more backgrounds
game.setBackgroundColor(backgrounds[backgroundIndex].color);
}
setBackground(0);
// --- FRUIT & BOMB SPAWNING ---
function spawnFruitOrBomb() {
// Randomly decide: 80% fruit, 20% bomb
var isBomb = Math.random() < 0.2;
var obj;
// Spawn X within safe bounds
var x = 320 + Math.random() * (2048 - 640);
var y = 2732 + 80;
// Calculate angle so fruit always arcs toward center
var centerX = 2048 / 2;
var dx = centerX - x;
var minAngle = -Math.PI / 2 - Math.PI / 6; // -120deg
var maxAngle = -Math.PI / 2 + Math.PI / 6; // -60deg
// Angle toward center, with a little random spread
var baseAngle = Math.atan2(-1200, dx);
var angle = baseAngle + (Math.random() - 0.5) * (Math.PI / 12); // small random spread
// Clamp angle to safe range
if (angle < minAngle) angle = minAngle;
if (angle > maxAngle) angle = maxAngle;
var speed = 38 + Math.random() * 10;
if (isBomb) {
obj = new Bomb();
bombs.push(obj);
} else {
obj = new Fruit();
fruits.push(obj);
}
obj.x = x;
obj.y = y;
obj.vx = Math.cos(angle) * speed;
obj.vy = Math.sin(angle) * speed;
game.addChild(obj);
}
// --- GAME LOGIC ---
// Slicing logic: track swipe path and check for intersection
var swipePath = [];
var swipeMaxLength = 8; // Only keep last 8 points
// Hide gameplay GUI until game starts
scoreTxt.visible = false;
bestComboTxt.visible = false;
missedTxt.visible = false;
comboTxt.visible = false;
bgBtn.visible = false;
bgBtnTxt.visible = false;
// Show/hide GUI based on game state
function updateGUIVisibility() {
var show = isGameStarted;
scoreTxt.visible = show;
bestComboTxt.visible = show;
missedTxt.visible = show;
comboTxt.visible = show;
bgBtn.visible = show;
bgBtnTxt.visible = show;
}
// Call this after Play is pressed
function startGame() {
isGameStarted = true;
mainMenu.visible = false;
updateGUIVisibility();
resetGame();
}
// Overwrite playBtn.down to use startGame
playBtn.down = function (x, y, obj) {
startGame();
};
function handleSlice(x, y) {
if (!isGameStarted) return;
// Check fruits
for (var i = fruits.length - 1; i >= 0; i--) {
var fruit = fruits[i];
if (fruit.sliced) continue;
// If swipe is close to fruit center (distance < 120)
var dx = fruit.x - x;
var dy = fruit.y - y;
if (dx * dx + dy * dy < 120 * 120) {
fruit.slice();
// Combo logic
if (lastSliceTick > 0 && LK.ticks - lastSliceTick < comboWindow) {
comboCount++;
} else {
comboCount = 1;
}
lastSliceTick = LK.ticks;
// Combo multiplier: 1x for single, 2x for double, 3x for triple or more
var comboMultiplier = 1;
if (comboCount === 2) comboMultiplier = 2;
if (comboCount >= 3) comboMultiplier = 3;
// Each fruit is worth 10 points, multiplied by combo
var pointsEarned = 10 * comboMultiplier;
LK.setScore(LK.getScore() + pointsEarned);
scoreTxt.setText(LK.getScore());
// Show combo text if comboCount >= 2
if (comboCount >= 2) {
showCombo(comboCount);
}
// Track best combo
if (typeof bestCombo === "undefined") {
bestCombo = 0;
}
if (comboCount > bestCombo) {
bestCombo = comboCount;
bestComboTxt.setText('Best: ' + bestCombo);
}
fruit.sliceTick = LK.ticks;
}
}
// Check bombs
for (var j = bombs.length - 1; j >= 0; j--) {
var bomb = bombs[j];
if (bomb.sliced) continue;
var dx = bomb.x - x;
var dy = bomb.y - y;
if (dx * dx + dy * dy < 120 * 120) {
bomb.slice();
// Game over
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
}
}
// Show combo text
function showCombo(count) {
if (count < 2) return;
comboTxt.setText('Combo x' + count + '!');
comboTxt.alpha = 1;
tween(comboTxt, {
alpha: 0
}, {
duration: 900,
easing: tween.linear
});
}
// Update missed fruits display
function updateMissed() {
var s = '';
for (var i = 0; i < missedFruits; i++) s += '✗ ';
missedTxt.setText(s);
}
// --- INPUT HANDLING ---
// Swiping: track move events, draw path, and slice
game.move = function (x, y, obj) {
if (!isGameStarted) return;
// Don't allow swipes in top left 100x100
if (x < 100 && y < 100) return;
// Add to swipe path
swipePath.push({
x: x,
y: y,
tick: LK.ticks
});
if (swipePath.length > swipeMaxLength) swipePath.shift();
// For each point in swipe path, check for slicing
for (var i = 0; i < swipePath.length; i++) {
handleSlice(swipePath[i].x, swipePath[i].y);
}
};
// On down, start new swipe
game.down = function (x, y, obj) {
if (!isGameStarted) return;
swipePath = [{
x: x,
y: y,
tick: LK.ticks
}];
handleSlice(x, y);
};
// On up, clear swipe path
game.up = function (x, y, obj) {
if (!isGameStarted) return;
swipePath = [];
};
// Background button: tap to change background
bgBtn.down = function (x, y, obj) {
setBackground((backgroundIndex + 1) % backgrounds.length);
};
// --- GAME UPDATE LOOP ---
game.update = function () {
if (!isGameStarted) {
updateGUIVisibility();
return;
}
updateGUIVisibility();
// Spawn fruits/bombs every 35-55 ticks
if (LK.ticks % (35 + Math.floor(Math.random() * 20)) === 0) {
spawnFruitOrBomb();
}
// Update fruits
for (var i = fruits.length - 1; i >= 0; i--) {
var fruit = fruits[i];
// Remove if destroyed
if (fruit.destroyed) {
fruits.splice(i, 1);
continue;
}
// If missed
if (fruit.missed && !fruit.sliced) {
fruits.splice(i, 1);
missedFruits++;
updateMissed();
LK.effects.flashObject(missedTxt, 0xff0000, 400);
if (missedFruits >= maxMissed) {
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
return;
}
}
}
// Update bombs
for (var j = bombs.length - 1; j >= 0; j--) {
var bomb = bombs[j];
if (bomb.destroyed) {
bombs.splice(j, 1);
continue;
}
}
// Combo reset
if (comboCount > 1 && LK.ticks - lastSliceTick > comboWindow) {
comboCount = 0;
}
};
// --- GAME RESET HANDLING ---
// On game reset, clear all arrays and reset state
function resetGame() {
fruits = [];
bombs = [];
missedFruits = 0;
comboCount = 0;
lastSliceTick = -100;
scoreTxt.setText('0');
comboTxt.setText('');
comboTxt.alpha = 0;
updateMissed();
setBackground(0);
// Only reset bestCombo if not started, otherwise keep best score
if (!isGameStarted) {
bestCombo = 0;
bestComboTxt.setText('Best: 0');
updateMenuTopScore(0);
} else {
bestComboTxt.setText('Best: ' + (typeof bestCombo !== "undefined" ? bestCombo : 0));
updateMenuTopScore(typeof bestCombo !== "undefined" ? bestCombo : 0);
}
}
resetGame();
// --- END OF GAME CODE --- ===================================================================
--- original.js
+++ change.js
@@ -203,8 +203,64 @@
}, {
id: 'bg4',
color: 0x1e1e2f
}];
+// --- MAIN MENU STATE ---
+var isGameStarted = false;
+// Main menu container
+var mainMenu = new Container();
+// Main menu background (reuse bg4)
+var menuBg = LK.getAsset('bg4', {
+ anchorX: 0,
+ anchorY: 0,
+ x: 0,
+ y: 0,
+ width: 2048,
+ height: 2732
+});
+mainMenu.addChild(menuBg);
+// "Play" button
+var playBtn = LK.getAsset('bgBtn', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ width: 400,
+ height: 180
+});
+playBtn.x = 2048 / 2;
+playBtn.y = 2732 / 2 + 200;
+mainMenu.addChild(playBtn);
+var playBtnTxt = new Text2('PLAY', {
+ size: 120,
+ fill: "#fff",
+ font: "bold 900 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
+});
+playBtnTxt.anchor.set(0.5, 0.5);
+playBtnTxt.x = playBtn.x;
+playBtnTxt.y = playBtn.y;
+mainMenu.addChild(playBtnTxt);
+// Top score text for menu
+var menuTopScoreTxt = new Text2('Top Score: 0', {
+ size: 120,
+ fill: "#000",
+ font: "bold 900 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
+});
+menuTopScoreTxt.anchor.set(1, 0);
+menuTopScoreTxt.x = 2048 - 40;
+menuTopScoreTxt.y = 40;
+mainMenu.addChild(menuTopScoreTxt);
+// Show main menu at start
+game.addChild(mainMenu);
+// Play button event
+playBtn.down = function (x, y, obj) {
+ isGameStarted = true;
+ mainMenu.visible = false;
+ // Reset game state
+ resetGame();
+};
+// Helper to update menu top score
+function updateMenuTopScore(val) {
+ menuTopScoreTxt.setText('Top Score: ' + val);
+}
// --- GUI Elements ---
// Score text
var scoreTxt = new Text2('0', {
size: 120,
@@ -314,9 +370,38 @@
// --- GAME LOGIC ---
// Slicing logic: track swipe path and check for intersection
var swipePath = [];
var swipeMaxLength = 8; // Only keep last 8 points
+// Hide gameplay GUI until game starts
+scoreTxt.visible = false;
+bestComboTxt.visible = false;
+missedTxt.visible = false;
+comboTxt.visible = false;
+bgBtn.visible = false;
+bgBtnTxt.visible = false;
+// Show/hide GUI based on game state
+function updateGUIVisibility() {
+ var show = isGameStarted;
+ scoreTxt.visible = show;
+ bestComboTxt.visible = show;
+ missedTxt.visible = show;
+ comboTxt.visible = show;
+ bgBtn.visible = show;
+ bgBtnTxt.visible = show;
+}
+// Call this after Play is pressed
+function startGame() {
+ isGameStarted = true;
+ mainMenu.visible = false;
+ updateGUIVisibility();
+ resetGame();
+}
+// Overwrite playBtn.down to use startGame
+playBtn.down = function (x, y, obj) {
+ startGame();
+};
function handleSlice(x, y) {
+ if (!isGameStarted) return;
// Check fruits
for (var i = fruits.length - 1; i >= 0; i--) {
var fruit = fruits[i];
if (fruit.sliced) continue;
@@ -390,8 +475,9 @@
}
// --- INPUT HANDLING ---
// Swiping: track move events, draw path, and slice
game.move = function (x, y, obj) {
+ if (!isGameStarted) return;
// Don't allow swipes in top left 100x100
if (x < 100 && y < 100) return;
// Add to swipe path
swipePath.push({
@@ -406,8 +492,9 @@
}
};
// On down, start new swipe
game.down = function (x, y, obj) {
+ if (!isGameStarted) return;
swipePath = [{
x: x,
y: y,
tick: LK.ticks
@@ -415,16 +502,22 @@
handleSlice(x, y);
};
// On up, clear swipe path
game.up = function (x, y, obj) {
+ if (!isGameStarted) return;
swipePath = [];
};
// Background button: tap to change background
bgBtn.down = function (x, y, obj) {
setBackground((backgroundIndex + 1) % backgrounds.length);
};
// --- GAME UPDATE LOOP ---
game.update = function () {
+ if (!isGameStarted) {
+ updateGUIVisibility();
+ return;
+ }
+ updateGUIVisibility();
// Spawn fruits/bombs every 35-55 ticks
if (LK.ticks % (35 + Math.floor(Math.random() * 20)) === 0) {
spawnFruitOrBomb();
}
@@ -474,9 +567,16 @@
comboTxt.setText('');
comboTxt.alpha = 0;
updateMissed();
setBackground(0);
- bestCombo = 0;
- bestComboTxt.setText('Best: 0');
+ // Only reset bestCombo if not started, otherwise keep best score
+ if (!isGameStarted) {
+ bestCombo = 0;
+ bestComboTxt.setText('Best: 0');
+ updateMenuTopScore(0);
+ } else {
+ bestComboTxt.setText('Best: ' + (typeof bestCombo !== "undefined" ? bestCombo : 0));
+ updateMenuTopScore(typeof bestCombo !== "undefined" ? bestCombo : 0);
+ }
}
resetGame();
// --- END OF GAME CODE ---
\ No newline at end of file
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