User prompt
kurbağayı platformun ortasına konumlandır
User prompt
ekrandaki platformu sadece yeşil kısmı görünecek şekilde altta ayarla
User prompt
fix hitbox
User prompt
oyuncu sineği vurmasına rağmen oyun bitiyor,fixle bunu
User prompt
eğer oyuncu ekrana tıkladıktan sonra kurbağadan çıkan dil sineğe çarpmaz ise oyun biter
User prompt
yazdığın kod çalışmıyor
User prompt
eğer oyuncu skor kazanırsa diğer bir dil atışına kadar oyun asla bitmez
User prompt
oyuncu ekrana tıkladıktan sonra kurbağanın dili eğer sineğe değmez ise oyunu bitir,değerse oyun devam etsin
User prompt
dil sineğe değmesine rağmen oyun bitiyor,bunu düzeltir misin?
User prompt
fix hitbox
User prompt
eğer dil sineğe değmez ise oyunu bitir
User prompt
dil sineğe değerse oyun devam etsin
User prompt
oyuncu ekrana tıkladıktan sonra kurbağanın dili eğer sineğe değmez ise oyunu bitir
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'scoreTxt.setText(score); // Update score display' Line Number: 214
User prompt
skoru ekranın sol üstüne koy
User prompt
her sinek öldürdüğümüzde 10 puan kazanalım
User prompt
yukardaki sayıyı ve sistemini sil
User prompt
oyuncu ekrana tıkladıktan sonra kurbağanın dili eğer sineğe değmez ise oyunu bitir
User prompt
oyuncu eğer sineği vuramazsa oyunu bitir
User prompt
her sinek öldürdüğünde oyuncu bir level atlasın,ve her levelde ekranda olusan sinek sayısı 1 arttsın
User prompt
kayboldu yazı ?
User prompt
high score yazısını ekranın sağ üstüne al
User prompt
oyuna high score ekle ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
oyuna scor ekle
User prompt
oyuncu ilk sineği öldürdükten 0.5 saniye sonra diğer bi sineği çıkart
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var Fly = Container.expand(function () { var self = Container.call(this); var flyGraphics = self.attachAsset('fly', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.directionX = (Math.random() - 0.5) * 2; self.directionY = (Math.random() - 0.5) * 2; self.update = function () { self.x += self.speed * self.directionX; self.y += self.speed * self.directionY; // Bounce off edges if (self.x < 50 || self.x > 2048 - 50) self.directionX *= -1; if (self.y < 50 || self.y > 2732 - 50) self.directionY *= -1; }; return self; }); var Frog = Container.expand(function () { var self = Container.call(this); var frogGraphics = self.attachAsset('frog', { anchorX: 0.5, anchorY: 0.5 }); self.canShoot = true; self.tongue = null; self.shootTongue = function (targetX, targetY) { if (!self.canShoot) return; self.canShoot = false; self.tongue = self.addChild(LK.getAsset('tongue', { anchorX: 0.5, anchorY: 1.0 })); // Position tongue at the mouth self.tongue.x = 0; self.tongue.y = -self.height / 2; // Assuming tongue comes from top of frog head // Calculate distance and angle var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); var angle = Math.atan2(dy, dx) + Math.PI / 2; // Add PI/2 because tongue asset is vertical self.tongue.rotation = angle; self.tongue.height = 0; // Start tongue retracted // Extend tongue tween(self.tongue, { height: distance }, { duration: 300, onFinish: function onFinish() { // If tongue did not hit any fly, end the game var missed = true; if (typeof flies !== "undefined") { for (var i = 0; i < flies.length; i++) { if (self.tongue && self.tongue.intersects(flies[i])) { missed = false; break; } } } if (missed) { // Play miss sound and show game over if (typeof missSound !== "undefined") missSound.play(); LK.showGameOver(); return; } // Retract tongue tween(self.tongue, { height: 0 }, { duration: 300, onFinish: function onFinish() { self.removeChild(self.tongue); self.tongue = null; self.canShoot = true; } }); } }); }; return self; }); //Library for using the camera (the background becomes the user's camera video feed) and the microphone. It can access face coordinates for interactive play, as well detect microphone volume / voice interactions // var facekit = LK.import('@upit/facekit.v1'); //Classes can only be defined here. You cannot create inline classes in the games code. var Platform = Container.expand(function () { var self = Container.call(this); var platformGraphics = self.attachAsset('platform', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xADD8E6 // Light blue background }); /**** * Game Code ****/ //Note game dimensions are 2048x2732 /* Supported Types: 1. Shape: - Simple geometric figures with these properties: * width: (required) pixel width of the shape. * height: (required) pixel height of the shape. * color: (required) color of the shape. * shape: (required) type of shape. Valid options: 'box', 'ellipse'. 2. Image: - Imported images with these properties: * width: (required) pixel resolution width. * height: (required) pixel resolution height. * id: (required) identifier for the image. * flipX: (optional) horizontal flip. Valid values: 0 (no flip), 1 (flip). * flipY: (optional) vertical flip. Valid values: 0 (no flip), 1 (flip). * orientation: (optional) rotation in multiples of 90 degrees, clockwise. Valid values: - 0: No rotation. - 1: Rotate 90 degrees. - 2: Rotate 180 degrees. - 3: Rotate 270 degrees. Note: Width and height remain unchanged upon flipping. 3. Sound: - Sound effects with these properties: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. 4. Music: - In contract to sound effects, only one music can be played at a time - Music is using the same API to initilize just like sound. - Music loops by default - Music with these config options: * id: (required) identifier for the sound. * volume: (optional) custom volume. Valid values are a float from 0 to 1. * start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping * end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping */ // Assets are automatically created and loaded either dynamically during gameplay // or via static code analysis based on their usage in the code. // Initialize assets used in this game. Scale them according to what is needed for the game. // Initialize music //We have access to the following plugins. (Note that the variable names used are mandetory for each plugin) //Only include the plugins you need to create the game. //Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property. //Storage library which should be used for persistent game data game.setBackgroundColor(0xADD8E6); var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.setText(LK.getScore()); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var platform = game.addChild(new Platform()); platform.x = 2048 / 2; platform.y = 2732 - platform.height / 2 - 50; // Position platform near the bottom var frog = game.addChild(new Frog()); frog.x = platform.x; frog.y = platform.y - platform.height / 2 - frog.height / 2 + 20; // Position frog on the platform var flies = []; var flySpawnTimer; var catchSound = LK.getSound('catchFly'); var missSound = LK.getSound('miss'); function spawnFly() { var newFly = new Fly(); newFly.x = Math.random() * (2048 - 100) + 50; newFly.y = Math.random() * (2732 - 300) + 50; // Avoid spawning too close to the platform newFly.lastIntersecting = false; flies.push(newFly); game.addChild(newFly); } // Start spawning flies LK.clearInterval(flySpawnTimer); // Stop the initial fly spawn timer spawnFly(); // Spawn the first fly immediately game.down = function (x, y, obj) { // Shoot tongue towards touch location frog.shootTongue(x, y); }; game.update = function () { // Update and check for collisions between tongue and flies if (frog.tongue) { for (var i = flies.length - 1; i >= 0; i--) { var fly = flies[i]; // Check if fly is in the game area and not pending destruction if (fly.parent === game) { var currentIntersecting = frog.tongue.intersects(fly); if (!fly.lastIntersecting && currentIntersecting) { // Fly caught! LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); catchSound.play(); // Remove fly fly.destroy(); flies.splice(i, 1); // Spawn a new fly after a successful catch with a 0.5-second delay LK.setTimeout(spawnFly, 500); // Increase speed slightly for challenge Fly.prototype.speed += 0.3; continue; // Skip further checks for this fly } fly.lastIntersecting = currentIntersecting; } } } // Update all flies for (var i = flies.length - 1; i >= 0; i--) { var fly = flies[i]; if (fly.update) { fly.update(); } } }; // Play background music LK.playMusic('bgMusic');
===================================================================
--- original.js
+++ change.js
@@ -55,8 +55,24 @@
height: distance
}, {
duration: 300,
onFinish: function onFinish() {
+ // If tongue did not hit any fly, end the game
+ var missed = true;
+ if (typeof flies !== "undefined") {
+ for (var i = 0; i < flies.length; i++) {
+ if (self.tongue && self.tongue.intersects(flies[i])) {
+ missed = false;
+ break;
+ }
+ }
+ }
+ if (missed) {
+ // Play miss sound and show game over
+ if (typeof missSound !== "undefined") missSound.play();
+ LK.showGameOver();
+ return;
+ }
// Retract tongue
tween(self.tongue, {
height: 0
}, {
@@ -87,22 +103,15 @@
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000
+ backgroundColor: 0xADD8E6 // Light blue background
});
/****
* Game Code
****/
-//Storage library which should be used for persistent game data
-//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
-//Only include the plugins you need to create the game.
-//We have access to the following plugins. (Note that the variable names used are mandetory for each plugin)
-// Initialize music
-// Initialize assets used in this game. Scale them according to what is needed for the game.
-// or via static code analysis based on their usage in the code.
-// Assets are automatically created and loaded either dynamically during gameplay
+//Note game dimensions are 2048x2732
/*
Supported Types:
1. Shape:
- Simple geometric figures with these properties:
@@ -136,10 +145,17 @@
* volume: (optional) custom volume. Valid values are a float from 0 to 1.
* start: (optional) a float from 0 to 1 used for cropping and indicates the start of the cropping
* end: (optional) a float from 0 to 1 used for cropping and indicates the end of the cropping
*/
-//Note game dimensions are 2048x2732
-// background color is set in LK.Game initialization
+// Assets are automatically created and loaded either dynamically during gameplay
+// or via static code analysis based on their usage in the code.
+// Initialize assets used in this game. Scale them according to what is needed for the game.
+// Initialize music
+//We have access to the following plugins. (Note that the variable names used are mandetory for each plugin)
+//Only include the plugins you need to create the game.
+//Minimalistic tween library which should be used for animations over time, including tinting / colouring an object, scaling, rotating, or changing any game object property.
+//Storage library which should be used for persistent game data
+game.setBackgroundColor(0xADD8E6);
var scoreTxt = new Text2('0', {
size: 150,
fill: 0xFFFFFF
});
@@ -167,39 +183,10 @@
// Start spawning flies
LK.clearInterval(flySpawnTimer); // Stop the initial fly spawn timer
spawnFly(); // Spawn the first fly immediately
game.down = function (x, y, obj) {
- // Only allow shooting if frog can shoot
- if (!frog.canShoot) return;
// Shoot tongue towards touch location
frog.shootTongue(x, y);
- // Check if tongue will hit any fly
- var willHit = false;
- for (var i = 0; i < flies.length; i++) {
- var fly = flies[i];
- // Predict intersection by checking if the tongue, when fully extended, would intersect the fly
- // We'll simulate the tongue at full extension
- var dx = x - frog.x;
- var dy = y - frog.y;
- var distance = Math.sqrt(dx * dx + dy * dy);
- // Calculate the tip of the tongue
- var tipX = frog.x + dx / distance * distance;
- var tipY = frog.y + dy / distance * distance;
- // Check if the tip is close enough to the fly (using fly's width as threshold)
- var distToFly = Math.sqrt((fly.x - tipX) * (fly.x - tipX) + (fly.y - tipY) * (fly.y - tipY));
- if (distToFly < fly.width / 1.5) {
- willHit = true;
- break;
- }
- }
- // If tongue will not hit any fly, end the game after the tongue animation finishes
- if (!willHit) {
- // Wait for tongue animation to finish (extend+retract = 600ms)
- LK.setTimeout(function () {
- missSound.play();
- LK.showGameOver();
- }, 600);
- }
};
game.update = function () {
// Update and check for collisions between tongue and flies
if (frog.tongue) {