User prompt
geri al
User prompt
meyveler kesilirken onlar için fışkırma efekti yap
User prompt
eski haline getir
User prompt
meyveler kesilirken çıkan fışkırma efektini 4 kat büyüt
User prompt
fışkırma efektini eski boyutuna getir
User prompt
fışkırma efektini 3 kat büyüt
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var userTopScore = storage.get('userTopScore') || 0;' Line Number: 221
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var userTopScore = storage.getItem('userTopScore') || 0;' Line Number: 221
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var userTopScore = storage.get('userTopScore') || 0;' Line Number: 221
User prompt
25 ve 26. koddaki sorunları çöz
User prompt
please fıx game
User prompt
elma kesilince kırmızı fışkırma efekti olsun
User prompt
fışkırma efektini biraz daha arttır
User prompt
üzüm için mor elma için kırmızı olsun beyaz değil
User prompt
kesilen meyvenin rengine göre fışkırsın üzüm için mor gibi
User prompt
biraz daha fışkırsın ve kesilen meyvenin rengine uygun
User prompt
meyvelerden fışkıran renkler daha canlı olsun
User prompt
kesme efekti bir meyveye çarpınca onun renginde bişeyler fışkırsın elma için kırmızı muz için sarı mmersini için mavi üzüm için mor
User prompt
güzel oldu peki kesme efekti için bir asset yapabilirmiyiz
User prompt
ekrana basılı tutulduğu sürece görünecek olan bir kesme efekti yapalım
User prompt
az önce aslında bir top score tablosu yüklemiştij aynu şekilde oyun sırasında yukrda görünen bir top score tablosu ekleyelim
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var userTopScore = storage.get('userTopScore') || 0;' Line Number: 219 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
sadece bu hesatan oynayan kişinin en yüksek skoru yazsın
User prompt
top score assetini tam ekranın ortasına yerleştir
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'mainMenu.addChild(topScoreAsset);' Line Number: 221
/**** * 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: 190, height: 190, 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 ****/ // --- MAIN MENU STATE --- var isGameStarted = false; // Main menu container var mainMenu = new Container(); // Top score asset and text (must be after mainMenu is defined) var topScoreAsset = LK.getAsset('missedX', { anchorX: 0, anchorY: 0.5, width: 90, height: 90, x: 2048 / 2 - 120, y: 2732 / 2 - 500 }); mainMenu.addChild(topScoreAsset); var topScoreTxt = new Text2('Top Score', { size: 110, fill: "#fff", font: "bold 900 110px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma" }); topScoreTxt.anchor.set(0, 0.5); topScoreTxt.x = topScoreAsset.x + 110; topScoreTxt.y = topScoreAsset.y; mainMenu.addChild(topScoreTxt); // --- GLOBALS --- var fruits = []; var bombs = []; var missedFruits = 0; var maxMissed = 5; // Increased from 3 to 5 // Add missedX asset for missed indicator var comboWindow = 20; // ticks for combo var lastSliceTick = -100; var comboCount = 0; var bestCombo = 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 (now using 'by furkan' asset) var playBtn = LK.getAsset('byfurkan', { anchorX: 0.5, anchorY: 0.5, width: 400 * 2, height: 180 * 2 }); playBtn.x = 2048 / 2 + 70; playBtn.y = 2732 / 2 + 400; 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 removed as requested // 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(); }; // Removed updateMenuTopScore function as top score text is no longer used // --- 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); // Removed updateMenuTopScore call as top score text is no longer used } 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() { // Remove previous X assets if any if (typeof missedXNodes !== "undefined") { for (var i = 0; i < missedXNodes.length; i++) { if (missedXNodes[i] && missedXNodes[i].parent) { missedXNodes[i].parent.removeChild(missedXNodes[i]); } } } missedXNodes = []; // Draw up to maxMissed X's for (var i = 0; i < maxMissed; i++) { var xNode = LK.getAsset('missedX', { anchorX: 0, anchorY: 1, x: i * 100, // 90px width + 10px gap y: 0, alpha: i < missedFruits ? 1 : 0.25 // faded if not missed yet }); LK.gui.bottomLeft.addChild(xNode); missedXNodes.push(xNode); } // Hide the old text indicator missedTxt.setText(''); } // --- 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) { if (typeof bestCombo === "undefined") bestCombo = 0; bestComboTxt.setText('Best: ' + bestCombo); // Removed updateMenuTopScore call as top score text is no longer used } else { bestComboTxt.setText('Best: ' + (typeof bestCombo !== "undefined" ? bestCombo : 0)); // Removed updateMenuTopScore call as top score text is no longer used } } resetGame(); // --- END OF GAME CODE ---
/****
* 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: 190,
height: 190,
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
****/
// --- MAIN MENU STATE ---
var isGameStarted = false;
// Main menu container
var mainMenu = new Container();
// Top score asset and text (must be after mainMenu is defined)
var topScoreAsset = LK.getAsset('missedX', {
anchorX: 0,
anchorY: 0.5,
width: 90,
height: 90,
x: 2048 / 2 - 120,
y: 2732 / 2 - 500
});
mainMenu.addChild(topScoreAsset);
var topScoreTxt = new Text2('Top Score', {
size: 110,
fill: "#fff",
font: "bold 900 110px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
});
topScoreTxt.anchor.set(0, 0.5);
topScoreTxt.x = topScoreAsset.x + 110;
topScoreTxt.y = topScoreAsset.y;
mainMenu.addChild(topScoreTxt);
// --- GLOBALS ---
var fruits = [];
var bombs = [];
var missedFruits = 0;
var maxMissed = 5; // Increased from 3 to 5
// Add missedX asset for missed indicator
var comboWindow = 20; // ticks for combo
var lastSliceTick = -100;
var comboCount = 0;
var bestCombo = 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 (now using 'by furkan' asset)
var playBtn = LK.getAsset('byfurkan', {
anchorX: 0.5,
anchorY: 0.5,
width: 400 * 2,
height: 180 * 2
});
playBtn.x = 2048 / 2 + 70;
playBtn.y = 2732 / 2 + 400;
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 removed as requested
// 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();
};
// Removed updateMenuTopScore function as top score text is no longer used
// --- 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);
// Removed updateMenuTopScore call as top score text is no longer used
}
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() {
// Remove previous X assets if any
if (typeof missedXNodes !== "undefined") {
for (var i = 0; i < missedXNodes.length; i++) {
if (missedXNodes[i] && missedXNodes[i].parent) {
missedXNodes[i].parent.removeChild(missedXNodes[i]);
}
}
}
missedXNodes = [];
// Draw up to maxMissed X's
for (var i = 0; i < maxMissed; i++) {
var xNode = LK.getAsset('missedX', {
anchorX: 0,
anchorY: 1,
x: i * 100,
// 90px width + 10px gap
y: 0,
alpha: i < missedFruits ? 1 : 0.25 // faded if not missed yet
});
LK.gui.bottomLeft.addChild(xNode);
missedXNodes.push(xNode);
}
// Hide the old text indicator
missedTxt.setText('');
}
// --- 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) {
if (typeof bestCombo === "undefined") bestCombo = 0;
bestComboTxt.setText('Best: ' + bestCombo);
// Removed updateMenuTopScore call as top score text is no longer used
} else {
bestComboTxt.setText('Best: ' + (typeof bestCombo !== "undefined" ? bestCombo : 0));
// Removed updateMenuTopScore call as top score text is no longer used
}
}
resetGame();
// --- END OF GAME CODE ---
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