User prompt
By Furkan askerinin üstünde BG yazısı var onu kaldır
User prompt
Geri al
User prompt
Puntosunu 2500 arttıe
User prompt
Puntosunu 500 arttır ve biraz daha sağa al ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Evet güzel oldu şimdi puntosunu 3 kat büyüt ve yazıyı biraz sağa al
User prompt
Üst orta taraftaki top score yazısını puntosunu büyüt etrafındaki beyaz kısımalrı kaldır
User prompt
Orta üst taraftaki top score tablosunun rengi siya olsun ve daha belli olsun
User prompt
Fışkırma efekti biraz daha belli olsun
User prompt
Meyveler için gerçek oyundaki gibi bir fışkırma efekti yapabilirmsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
100 kat büyüt
User prompt
20 kat büyüt
User prompt
Best puanın yazdığı text in puntosunu 5 kat büyüt
User prompt
Best puanı puan sayacı ile aynı büyüklükte olsun
User prompt
Best yazısı siyah ve puntosu daha büyük olsun
User prompt
Sağ üstte bir best sayacı var ama yanlış sayıyor en çok alınan puanı yazmalı ve onun solunda da o oyunda ki puanımızı görelim
User prompt
Puan sayacı yanlış sayıyor
User prompt
Puan sayacı da kayboldu 😞
User prompt
Top score yazısı puan sayacının yanında olsun
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var topScore = storage.get('topScore') || 0;' Line Number: 312 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var topScore = storage.getItem('topScore') || 0;' Line Number: 312
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var topScore = storage.get('topScore') || 0;' Line Number: 312
User prompt
Please fix the bug: 'storage.getItem is not a function' in or related to this line: 'var topScore = storage.getItem('topScore') || 0;' Line Number: 312
User prompt
Please fix the bug: 'storage.get is not a function' in or related to this line: 'var topScore = storage.get('topScore') || 0;' Line Number: 312
User prompt
Oyunu oynarken görebilmemiz için bir top score tablosu ekle
User prompt
Oyundaki bütün top score tablolarını sil
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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; // --- JUICE SPLASH EFFECT (more visible & dramatic) --- var splashCount = 14 + Math.floor(Math.random() * 4); // 14-17 splashes (more splashes) for (var i = 0; i < splashCount; i++) { // Spread splashes more evenly, but with some randomness var baseAngle = i / splashCount * Math.PI * 2; var angle = baseAngle + (Math.random() - 0.5) * (Math.PI / 8); var speed = 38 + Math.random() * 32; // much faster outward var splash = new Container(); // Use a colored ellipse for splash, color matches fruit var splashAsset = splash.attachAsset('slicingTrail', { anchorX: 0.5, anchorY: 0.5, width: 120 + Math.random() * 60, // much larger height: 32 + Math.random() * 18, // much taller color: self.fruitType === "lemon" ? 0xfff700 : self.points > 3 ? 0xFFE066 : self.points === 1 ? 0xff2d2d : self.points === 2 ? 0xfff700 : self.points === 3 ? 0xffa500 : self.points === 4 ? 0x8e44ad : 0x2ecc40, alpha: 0.95, // more opaque rotation: angle }); splash.x = self.x; splash.y = self.y; splash.scaleX = 1.1 + Math.random() * 0.7; splash.scaleY = 1.1 + Math.random() * 0.7; game.addChild(splash); // Animate splash: move outward, fade out, stretch and shrink (function (splash, splashAsset, angle, speed) { var dx = Math.cos(angle) * speed; var dy = Math.sin(angle) * speed; tween(splash, { x: splash.x + dx, y: splash.y + dy, alpha: 0, scaleX: splash.scaleX * (2.2 + Math.random() * 0.7), scaleY: splash.scaleY * (0.5 + Math.random() * 0.3) }, { duration: 600 + Math.random() * 200, // longer duration easing: tween.cubicOut, onFinish: function onFinish() { splash.destroy(); } }); })(splash, splashAsset, angle, speed); } // 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 --- // Slicing effect asset: a white ellipse, slightly transparent, for the slicing trail var isGameStarted = false; // Main menu container var mainMenu = new Container(); // Top score asset and text (centered on screen) // Use persistent storage to get/set top score for this user var userTopScore = storage.userTopScore || 0; var topScoreAsset = LK.getAsset('missedX', { anchorX: 0.5, anchorY: 0.5, width: 90, height: 90, x: 2048 / 2, y: 2732 / 2 }); mainMenu.addChild(topScoreAsset); var topScoreTxt = new Text2('En Yüksek Skor: ' + userTopScore, { size: 110, fill: "#fff", font: "bold 900 110px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma" }); topScoreTxt.anchor.set(0.5, 0.5); // Place text below the asset, centered horizontally topScoreTxt.x = topScoreAsset.x; topScoreTxt.y = topScoreAsset.y + 120; mainMenu.addChild(topScoreTxt); // Update top score in storage and menu if needed function updateUserTopScore(newScore) { var prev = storage.userTopScore || 0; if (newScore > prev) { storage.userTopScore = newScore; topScoreTxt.setText('En Yüksek Skor: ' + newScore); if (typeof topScoreInGameTxt !== "undefined") { topScoreInGameTxt.setText('En Yüksek Skor: ' + newScore); } } } // --- 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); // Top score (user's best) text, always visible at the top center, above the score var userTopScore = storage.userTopScore || 0; var topScoreInGameTxt = new Text2('En Yüksek Skor: ' + userTopScore, { size: 1040, fill: "#000", font: "bold 900 1040px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma" }); topScoreInGameTxt.anchor.set(0.5, 0); // Move text further to the right (e.g. +500px) topScoreInGameTxt.x = 500; // x=0 in LK.gui.top is the center, so +500px to the right topScoreInGameTxt.y = 0; // top edge LK.gui.top.addChild(topScoreInGameTxt); // Move scoreTxt a bit lower so both are visible scoreTxt.y = topScoreInGameTxt.height + 10; // 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); // Removed bgBtnTxt ('BG' text) as requested // --- 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 --- // Swiping: track move events, draw path, and slice var swipePath = []; var swipeMaxLength = 8; // Only keep last 8 points // --- Slicing Effect --- // Slicing effect node (a white line trail) var slicingEffectNodes = []; var slicingEffectVisible = false; // Helper to clear slicing effect function clearSlicingEffect() { for (var i = 0; i < slicingEffectNodes.length; i++) { if (slicingEffectNodes[i] && slicingEffectNodes[i].parent) { slicingEffectNodes[i].parent.removeChild(slicingEffectNodes[i]); } } slicingEffectNodes = []; } // 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 updateUserTopScore(LK.getScore()); if (typeof topScoreInGameTxt !== "undefined") { var userTopScoreNow = storage.userTopScore || 0; topScoreInGameTxt.setText('En Yüksek Skor: ' + userTopScoreNow); } 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(); // --- Slicing Effect: Show and update --- slicingEffectVisible = true; clearSlicingEffect(); // Draw lines between swipe points for (var i = 1; i < swipePath.length; i++) { var p0 = swipePath[i - 1]; var p1 = swipePath[i]; // Use the custom slicingTrail asset as a "segment" between points var dx = p1.x - p0.x; var dy = p1.y - p0.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 0) { var seg = LK.getAsset('slicingTrail', { anchorX: 0.5, anchorY: 0.5, width: dist, height: 24, x: (p0.x + p1.x) / 2, y: (p0.y + p1.y) / 2, rotation: Math.atan2(dy, dx), alpha: 0.7 }); game.addChild(seg); slicingEffectNodes.push(seg); } } // 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); // --- Slicing Effect: Show on down --- slicingEffectVisible = true; clearSlicingEffect(); }; // On up, clear swipe path game.up = function (x, y, obj) { if (!isGameStarted) return; swipePath = []; // --- Slicing Effect: Hide on up --- slicingEffectVisible = false; clearSlicingEffect(); }; // 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); // Check and update top score if needed before game over if (missedFruits >= maxMissed) { updateUserTopScore(LK.getScore()); if (typeof topScoreInGameTxt !== "undefined") { var userTopScoreNow = storage.userTopScore || 0; topScoreInGameTxt.setText('En Yüksek Skor: ' + userTopScoreNow); } 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); // --- Slicing Effect: Clear on reset --- clearSlicingEffect(); slicingEffectVisible = false; // On reset, update top score if needed updateUserTopScore(LK.getScore()); if (typeof topScoreInGameTxt !== "undefined") { var userTopScoreNow = storage.userTopScore || 0; topScoreInGameTxt.setText('En Yüksek Skor: ' + userTopScoreNow); } // 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 ---
===================================================================
--- original.js
+++ change.js
@@ -227,10 +227,10 @@
/****
* Game Code
****/
-// Slicing effect asset: a white ellipse, slightly transparent, for the slicing trail
// --- MAIN MENU STATE ---
+// Slicing effect asset: a white ellipse, slightly transparent, for the slicing trail
var isGameStarted = false;
// Main menu container
var mainMenu = new Container();
// Top score asset and text (centered on screen)
@@ -349,10 +349,10 @@
fill: "#000",
font: "bold 900 1040px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
});
topScoreInGameTxt.anchor.set(0.5, 0);
-// Move text further to the right (e.g. +1000px)
-topScoreInGameTxt.x = 1000; // x=0 in LK.gui.top is the center, so +1000px to the right
+// Move text further to the right (e.g. +500px)
+topScoreInGameTxt.x = 500; // x=0 in LK.gui.top is the center, so +500px to the right
topScoreInGameTxt.y = 0; // top edge
LK.gui.top.addChild(topScoreInGameTxt);
// Move scoreTxt a bit lower so both are visible
scoreTxt.y = topScoreInGameTxt.height + 10;
@@ -392,16 +392,9 @@
});
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);
+// Removed bgBtnTxt ('BG' text) as requested
// --- BACKGROUND ---
// Fullscreen background image node
var bgImageNode = LK.getAsset('bg4', {
anchorX: 0,
bomb. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
a chopping board with a kitchen background. In-Game asset. 2d. High contrast. No shadows
üzerinde by furkan yazan bir yazı. In-Game asset. 2d. High contrast. No shadows
double katana. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
applea. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
exploe. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
red. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Tap to play button . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat