User prompt
Please fix the bug: 'TypeError: ctx.beginPath is not a function' in or related to this line: 'ctx.beginPath();' Line Number: 171
User prompt
Please fix the bug: 'TypeError: ctx.arc is not a function' in or related to this line: 'ctx.arc(this.x, this.y, 20, 0, Math.PI * 2);' Line Number: 127
User prompt
Please fix the bug: 'TypeError: ctx.beginPath is not a function' in or related to this line: 'ctx.beginPath();' Line Number: 120
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Please fix the bug: 'LK.tick is not a function' in or related to this line: 'LK.tick(update); // Güncellemeyi devam ettir' Line Number: 238
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Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(update); // Güncellemeyi devam ettir' Line Number: 238
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Please fix the bug: 'ctx.clearRect is not a function' in or related to this line: 'ctx.clearRect(0, 0, canvas.width, canvas.height); // Ekranı temizle' Line Number: 220
User prompt
Please fix the bug: 'setInterval is not a function' in or related to this line: 'setInterval(spawnFruit, 1000); // Her saniye yeni meyve oluştur' Line Number: 240
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Please fix the bug: 'canvas.addEventListener is not a function' in or related to this line: 'canvas.addEventListener('click', function (event) {' Line Number: 236
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Please fix the bug: 'Cannot read properties of undefined (reading 'createElement')' in or related to this line: 'var scoreTxt = document.createElement('div');' Line Number: 185
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Please fix the bug: 'Cannot read properties of undefined (reading 'body')' in or related to this line: 'document.body.appendChild(canvas);' Line Number: 178
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Please fix the bug: 'canvas.getContext is not a function' in or related to this line: 'var ctx = canvas.getContext('2d');' Line Number: 174
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Please fix the bug: 'Cannot read properties of undefined (reading 'createElement')' in or related to this line: 'var canvas = document.createElement('canvas');' Line Number: 165
Code edit (1 edits merged)
Please save this source code
User prompt
Enlarge the fruits by 2 times.
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Make the fruits the same size.
Code edit (1 edits merged)
Please save this source code
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Please fix the bug: 'ReferenceError: HalfFruit is not defined' in or related to this line: 'if (game.children[i] instanceof HalfFruit) {' Line Number: 193
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cut into each fruit asset
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Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'halfFruit1.x = fruits[i].x;' Line Number: 160
User prompt
Please fix the bug: 'ReferenceError: HalfFruit is not defined' in or related to this line: 'if (game.children[i] instanceof HalfFruit) {' Line Number: 190
User prompt
Add pieces of each fruit as a set, that piece of fruit will be used for that fruit.
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Now make two fruit pieces for each of the fruits. do it as being.
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Now make two fruit pieces for each of the fruits.
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Now let's have half of the fruit pieces like fruits and let's adjust their size and appearance, you create them and make them functional.
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but increase your size
/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Fruit class representing the fruits to be sliced var Fruit = Container.expand(function () { var self = Container.call(this); var fruitGraphics = self.attachAsset('fruit' + Math.ceil(Math.random() * 10), { anchorX: 0.5, anchorY: 0.5, scaleX: Math.random() * 0.5 + 1, scaleY: Math.random() * 0.5 + 1 }); self.speed = Math.random() * 15 + 30; // Set the minimum and maximum height that the fruits will reach self.direction = Math.random() * Math.PI * 2; // Random direction for each fruit // Update function to move the fruit self.update = function () { self.speed -= 0.4; // Decrease speed to simulate gravity self.y -= self.speed; // Make the fruit rise by decreasing its y-coordinate self.rotation += 0.1; // Add rotation to create a rising animation // Check if the fruit is out of bounds if (self.y < 0) { self.destroy(); } }; // Add containsPoint method to check if a point is inside the fruit self.containsPoint = function (point) { var dx = point.x - self.x; var dy = point.y - self.y; return dx * dx + dy * dy <= fruitGraphics.width * 1.5 * (fruitGraphics.width * 1.5) / 4; }; }); // Class for the half fruit pieces var HalfFruit1 = Container.expand(function () { var self = Container.call(this); var halfFruitGraphics = self.attachAsset('fruit1', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.25, scaleY: 1.25 }); self.speed = Math.random() * 3 + 5; // Set the speed of the falling pieces self.direction = Math.random() * Math.PI + Math.PI; // Random direction for each piece in the opposite direction // Update function to move the fruit piece self.update = function () { self.speed -= 0.2; // Decrease speed to simulate gravity self.y += self.speed; // Make the piece fall by increasing its y-coordinate self.rotation += 0.1; // Add rotation to create a falling animation // Check if the piece is out of bounds if (self.y > 2732) { self.destroy(); } }; }); var HalfFruit2 = Container.expand(function () { var self = Container.call(this); var halfFruitGraphics = self.attachAsset('fruit2', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.25, scaleY: 1.25 }); self.speed = Math.random() * 3 + 5; // Set the speed of the falling pieces self.direction = Math.random() * Math.PI + Math.PI; // Random direction for each piece in the opposite direction // Update function to move the fruit piece self.update = function () { self.speed -= 0.2; // Decrease speed to simulate gravity self.y += self.speed; // Make the piece fall by increasing its y-coordinate self.rotation += 0.1; // Add rotation to create a falling animation // Check if the piece is out of bounds if (self.y > 2732) { self.destroy(); } }; }); var HalfFruit3 = Container.expand(function () { var self = Container.call(this); var halfFruitGraphics = self.attachAsset('fruit3', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.25, scaleY: 1.25 }); self.speed = Math.random() * 3 + 5; // Set the speed of the falling pieces self.direction = Math.random() * Math.PI + Math.PI; // Random direction for each piece in the opposite direction // Update function to move the fruit piece self.update = function () { self.speed -= 0.2; // Decrease speed to simulate gravity self.y += self.speed; // Make the piece fall by increasing its y-coordinate self.rotation += 0.1; // Add rotation to create a falling animation // Check if the piece is out of bounds if (self.y > 2732) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Light blue background to simulate sky }); /**** * Game Code ****/ // Initialize variables var fruits = []; var score = 0; var scoreTxt = new Text2('0', { size: 150, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Function to spawn a new fruit function spawnFruit() { var newFruit = new Fruit(); newFruit.x = Math.random() * 2048; newFruit.y = Math.random() * 100 + 2732; // Start from the bottom of the screen fruits.push(newFruit); game.addChild(newFruit); } // Function to handle slicing function sliceFruit(x, y) { for (var i = fruits.length - 1; i >= 0; i--) { if (fruits[i].containsPoint({ x: x, y: y })) { // Create two half fruit pieces when a fruit is sliced var halfFruit1; var halfFruit2; if (fruits[i].assetId === 'fruit1') { halfFruit1 = new HalfFruit1(); halfFruit2 = new HalfFruit1(); } else if (fruits[i].assetId === 'fruit2') { halfFruit1 = new HalfFruit2(); halfFruit2 = new HalfFruit2(); } else if (fruits[i].assetId === 'fruit3') { halfFruit1 = new HalfFruit3(); halfFruit2 = new HalfFruit3(); } halfFruit1.x = fruits[i].x; halfFruit1.y = fruits[i].y; halfFruit1.direction = Math.random() * Math.PI; // Random direction for each piece game.addChild(halfFruit1); halfFruit2.x = fruits[i].x; halfFruit2.y = fruits[i].y; halfFruit2.direction = Math.random() * Math.PI; // Random direction for each piece game.addChild(halfFruit2); fruits[i].destroy(); fruits.splice(i, 1); score += 10; scoreTxt.setText(score); } } } // Set up game events game.down = function (x, y, obj) { sliceFruit(x, y); }; // Update function called every tick game.update = function () { for (var i = fruits.length - 1; i >= 0; i--) { fruits[i].update(); } // Spawn a new fruit every 60 ticks if (LK.ticks % 60 === 0) { spawnFruit(); } // Update the half fruit pieces for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof HalfFruit) { game.children[i].update(); } } };
===================================================================
--- original.js
+++ change.js
@@ -31,11 +31,11 @@
return dx * dx + dy * dy <= fruitGraphics.width * 1.5 * (fruitGraphics.width * 1.5) / 4;
};
});
// Class for the half fruit pieces
-var HalfFruit = Container.expand(function () {
+var HalfFruit1 = Container.expand(function () {
var self = Container.call(this);
- var halfFruitGraphics = self.attachAsset('fruit' + Math.ceil(Math.random() * 10), {
+ var halfFruitGraphics = self.attachAsset('fruit1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.25,
scaleY: 1.25
@@ -52,8 +52,50 @@
self.destroy();
}
};
});
+var HalfFruit2 = Container.expand(function () {
+ var self = Container.call(this);
+ var halfFruitGraphics = self.attachAsset('fruit2', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.25,
+ scaleY: 1.25
+ });
+ self.speed = Math.random() * 3 + 5; // Set the speed of the falling pieces
+ self.direction = Math.random() * Math.PI + Math.PI; // Random direction for each piece in the opposite direction
+ // Update function to move the fruit piece
+ self.update = function () {
+ self.speed -= 0.2; // Decrease speed to simulate gravity
+ self.y += self.speed; // Make the piece fall by increasing its y-coordinate
+ self.rotation += 0.1; // Add rotation to create a falling animation
+ // Check if the piece is out of bounds
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
+});
+var HalfFruit3 = Container.expand(function () {
+ var self = Container.call(this);
+ var halfFruitGraphics = self.attachAsset('fruit3', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 1.25,
+ scaleY: 1.25
+ });
+ self.speed = Math.random() * 3 + 5; // Set the speed of the falling pieces
+ self.direction = Math.random() * Math.PI + Math.PI; // Random direction for each piece in the opposite direction
+ // Update function to move the fruit piece
+ self.update = function () {
+ self.speed -= 0.2; // Decrease speed to simulate gravity
+ self.y += self.speed; // Make the piece fall by increasing its y-coordinate
+ self.rotation += 0.1; // Add rotation to create a falling animation
+ // Check if the piece is out of bounds
+ if (self.y > 2732) {
+ self.destroy();
+ }
+ };
+});
/****
* Initialize Game
****/
@@ -88,14 +130,24 @@
x: x,
y: y
})) {
// Create two half fruit pieces when a fruit is sliced
- var halfFruit1 = new HalfFruit();
+ var halfFruit1;
+ var halfFruit2;
+ if (fruits[i].assetId === 'fruit1') {
+ halfFruit1 = new HalfFruit1();
+ halfFruit2 = new HalfFruit1();
+ } else if (fruits[i].assetId === 'fruit2') {
+ halfFruit1 = new HalfFruit2();
+ halfFruit2 = new HalfFruit2();
+ } else if (fruits[i].assetId === 'fruit3') {
+ halfFruit1 = new HalfFruit3();
+ halfFruit2 = new HalfFruit3();
+ }
halfFruit1.x = fruits[i].x;
halfFruit1.y = fruits[i].y;
halfFruit1.direction = Math.random() * Math.PI; // Random direction for each piece
game.addChild(halfFruit1);
- var halfFruit2 = new HalfFruit();
halfFruit2.x = fruits[i].x;
halfFruit2.y = fruits[i].y;
halfFruit2.direction = Math.random() * Math.PI; // Random direction for each piece
game.addChild(halfFruit2);
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