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
User prompt
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
User prompt
Please fix the bug: 'requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(update); // Güncellemeyi devam ettir' Line Number: 238
User prompt
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
User prompt
Please fix the bug: 'canvas.addEventListener is not a function' in or related to this line: 'canvas.addEventListener('click', function (event) {' Line Number: 236
User prompt
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
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'body')' in or related to this line: 'document.body.appendChild(canvas);' Line Number: 178
User prompt
Please fix the bug: 'canvas.getContext is not a function' in or related to this line: 'var ctx = canvas.getContext('2d');' Line Number: 174
User prompt
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.
User prompt
Make the fruits the same size.
Code edit (1 edits merged)
Please save this source code
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: 193
User prompt
cut into each fruit asset
User prompt
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.
User prompt
Now make two fruit pieces for each of the fruits. do it as being.
User prompt
Now make two fruit pieces for each of the fruits.
User prompt
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.
User prompt
but increase your size
/**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ function _typeof(o) { "@babel/helpers - typeof"; return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) { return typeof o; } : function (o) { return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o; }, _typeof(o); } function _classCallCheck(a, n) { if (!(a instanceof n)) { throw new TypeError("Cannot call a class as a function"); } } function _defineProperties(e, r) { for (var t = 0; t < r.length; t++) { var o = r[t]; o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o); } } function _createClass(e, r, t) { return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", { writable: !1 }), e; } function _toPropertyKey(t) { var i = _toPrimitive(t, "string"); return "symbol" == _typeof(i) ? i : i + ""; } function _toPrimitive(t, r) { if ("object" != _typeof(t) || !t) { return t; } var e = t[Symbol.toPrimitive]; if (void 0 !== e) { var i = e.call(t, r || "default"); if ("object" != _typeof(i)) { return i; } throw new TypeError("@@toPrimitive must return a primitive value."); } return ("string" === r ? String : Number)(t); } var assets = { fruitShapes: [{ id: 'fruit1', color: 0xf7482c }, { id: 'fruit2', color: 0xf7482c }, { id: 'fruit3', color: 0xf7482c }, { id: 'fruit4', color: 0xf7482c }, { id: 'fruit5', color: 0xf7482c }, { id: 'fruit6', color: 0xf7482c }, { id: 'fruit7', color: 0xf7482c }, { id: 'fruit8', color: 0xf7482c }, { id: 'fruit9', color: 0xf7482c }, { id: 'fruit10', color: 0xf7482c }] }; // Meyve sınıfı var Fruit = /*#__PURE__*/function () { function Fruit() { _classCallCheck(this, Fruit); this.x = Math.random() * 800; // Ekranın genişliği this.y = Math.random() * 100 + 600; // Ekranın yüksekliği this.speed = Math.random() * 5 + 2; // Düşme hızı this.assetId = assets.fruitShapes[Math.floor(Math.random() * assets.fruitShapes.length)].id; this.isSliced = false; } return _createClass(Fruit, [{ key: "update", value: function update() { if (!this.isSliced) { this.y -= this.speed; // Meyve yukarı doğru hareket eder if (this.y < 0) { this.destroy(); } } } }, { key: "draw", value: function draw(ctx) { var _this = this; ctx.fillStyle = assets.fruitShapes.find(function (fruit) { return fruit.id === _this.assetId; }).color; ctx.beginPath(); ctx.arc(this.x, this.y, 20, 0, Math.PI * 2); ctx.fill(); } }, { key: "containsPoint", value: function containsPoint(point) { var dx = point.x - this.x; var dy = point.y - this.y; return dx * dx + dy * dy <= 20 * 20; // Yarıçapı 20 } }, { key: "destroy", value: function destroy() { // Meyve yok olma işlemi } }]); }(); // Kesilen meyve parçaları sınıfı var HalfFruit = /*#__PURE__*/function () { function HalfFruit(x, y) { _classCallCheck(this, HalfFruit); this.x = x; this.y = y; this.speed = Math.random() * 3 + 2; // Düşme hızı this.direction = Math.random() * Math.PI; // Rastgele yön } return _createClass(HalfFruit, [{ key: "update", value: function update() { this.y += this.speed; // Aşağı doğru hareket eder this.speed -= 0.1; // Yer çekimi etkisi if (this.y > 600) { // Ekranın altına düşerse yok ol this.destroy(); } } }, { key: "draw", value: function draw(ctx) { ctx.fillStyle = 'rgba(255, 255, 255, 0.5)'; // Yarı saydam beyaz ctx.beginPath(); ctx.arc(this.x, this.y, 10, 0, Math.PI * 2); ctx.fill(); } }, { key: "destroy", value: function destroy() { // Parça yok olma işlemi } }]); }(); var canvas = document.createElement('canvas'); var ctx = canvas.getContext('2d'); document.body.appendChild(canvas); canvas.width = 800; canvas.height = 600; var fruits = []; var halfFruits = []; var score = 0; // Skor metni var scoreTxt = document.createElement('div'); scoreTxt.style.position = 'absolute'; scoreTxt.style.color = 'white'; scoreTxt.style.fontSize = '30px'; scoreTxt.style.top = '10px'; scoreTxt.style.left = '10px'; document.body.appendChild(scoreTxt); // Meyve oluşturma fonksiyonu function spawnFruit() { var newFruit = new Fruit(); fruits.push(newFruit); } // Meyve kesme fonksiyonu function sliceFruit(x, y) { for (var i = fruits.length - 1; i >= 0; i--) { if (fruits[i].containsPoint({ x: x, y: y })) { var halfFruit1 = new HalfFruit(fruits[i].x, fruits[i].y); var halfFruit2 = new HalfFruit(fruits[i].x, fruits[i].y); halfFruit1.direction = Math.random() * Math.PI; // Rastgele yön halfFruit2.direction = Math.random() * Math.PI; // Rastgele yön halfFruits.push(halfFruit1, halfFruit2); // Kesilen parçaları ekle fruits[i].isSliced = true; // Meyve kesildi score += 10; // Skoru güncelle scoreTxt.innerText = "Score: ".concat(score); // Skor metnini güncelle fruits.splice(i, 1); // Meyveyi sil } } } // Oyun güncelleme fonksiyonu function update() { ctx.clearRect(0, 0, canvas.width, canvas.height); // Ekranı temizle // Meyveleri güncelle ve çiz for (var _i = 0, _fruits = fruits; _i < _fruits.length; _i++) { var fruit = _fruits[_i]; fruit.update(); fruit.draw(ctx); } // Kesilen meyve parçalarını güncelle ve çiz for (var _i2 = 0, _halfFruits = halfFruits; _i2 < _halfFruits.length; _i2++) { var halfFruit = _halfFruits[_i2]; halfFruit.update(); halfFruit.draw(ctx); } requestAnimationFrame(update); // Güncellemeyi devam ettir } // Tıklama olayını dinle canvas.addEventListener('click', function (event) { var rect = canvas.getBoundingClientRect(); var x = event.clientX - rect.left; var y = event.clientY - rect.top; sliceFruit(x, y); // Meyve kesme işlemi }); // Meyve oluşturma aralığı setInterval(spawnFruit, 1000); // Her saniye yeni meyve oluştur update(); // Oyun güncellemesini başlat
===================================================================
--- original.js
+++ change.js
@@ -1,183 +1,230 @@
/****
-* 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: 2,
- scaleY: 2
- });
- 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
-// Class for the half fruit pieces
-var HalfFruit = 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 -= 0.25; // 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
+ backgroundColor: 0x000000
});
/****
* Game Code
****/
-// Initialize variables
+function _typeof(o) {
+ "@babel/helpers - typeof";
+ return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof(o);
+}
+function _classCallCheck(a, n) {
+ if (!(a instanceof n)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+}
+function _defineProperties(e, r) {
+ for (var t = 0; t < r.length; t++) {
+ var o = r[t];
+ o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
+ }
+}
+function _createClass(e, r, t) {
+ return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
+ writable: !1
+ }), e;
+}
+function _toPropertyKey(t) {
+ var i = _toPrimitive(t, "string");
+ return "symbol" == _typeof(i) ? i : i + "";
+}
+function _toPrimitive(t, r) {
+ if ("object" != _typeof(t) || !t) {
+ return t;
+ }
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof(i)) {
+ return i;
+ }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
+var assets = {
+ fruitShapes: [{
+ id: 'fruit1',
+ color: 0xf7482c
+ }, {
+ id: 'fruit2',
+ color: 0xf7482c
+ }, {
+ id: 'fruit3',
+ color: 0xf7482c
+ }, {
+ id: 'fruit4',
+ color: 0xf7482c
+ }, {
+ id: 'fruit5',
+ color: 0xf7482c
+ }, {
+ id: 'fruit6',
+ color: 0xf7482c
+ }, {
+ id: 'fruit7',
+ color: 0xf7482c
+ }, {
+ id: 'fruit8',
+ color: 0xf7482c
+ }, {
+ id: 'fruit9',
+ color: 0xf7482c
+ }, {
+ id: 'fruit10',
+ color: 0xf7482c
+ }]
+};
+// Meyve sınıfı
+var Fruit = /*#__PURE__*/function () {
+ function Fruit() {
+ _classCallCheck(this, Fruit);
+ this.x = Math.random() * 800; // Ekranın genişliği
+ this.y = Math.random() * 100 + 600; // Ekranın yüksekliği
+ this.speed = Math.random() * 5 + 2; // Düşme hızı
+ this.assetId = assets.fruitShapes[Math.floor(Math.random() * assets.fruitShapes.length)].id;
+ this.isSliced = false;
+ }
+ return _createClass(Fruit, [{
+ key: "update",
+ value: function update() {
+ if (!this.isSliced) {
+ this.y -= this.speed; // Meyve yukarı doğru hareket eder
+ if (this.y < 0) {
+ this.destroy();
+ }
+ }
+ }
+ }, {
+ key: "draw",
+ value: function draw(ctx) {
+ var _this = this;
+ ctx.fillStyle = assets.fruitShapes.find(function (fruit) {
+ return fruit.id === _this.assetId;
+ }).color;
+ ctx.beginPath();
+ ctx.arc(this.x, this.y, 20, 0, Math.PI * 2);
+ ctx.fill();
+ }
+ }, {
+ key: "containsPoint",
+ value: function containsPoint(point) {
+ var dx = point.x - this.x;
+ var dy = point.y - this.y;
+ return dx * dx + dy * dy <= 20 * 20; // Yarıçapı 20
+ }
+ }, {
+ key: "destroy",
+ value: function destroy() {
+ // Meyve yok olma işlemi
+ }
+ }]);
+}(); // Kesilen meyve parçaları sınıfı
+var HalfFruit = /*#__PURE__*/function () {
+ function HalfFruit(x, y) {
+ _classCallCheck(this, HalfFruit);
+ this.x = x;
+ this.y = y;
+ this.speed = Math.random() * 3 + 2; // Düşme hızı
+ this.direction = Math.random() * Math.PI; // Rastgele yön
+ }
+ return _createClass(HalfFruit, [{
+ key: "update",
+ value: function update() {
+ this.y += this.speed; // Aşağı doğru hareket eder
+ this.speed -= 0.1; // Yer çekimi etkisi
+ if (this.y > 600) {
+ // Ekranın altına düşerse yok ol
+ this.destroy();
+ }
+ }
+ }, {
+ key: "draw",
+ value: function draw(ctx) {
+ ctx.fillStyle = 'rgba(255, 255, 255, 0.5)'; // Yarı saydam beyaz
+ ctx.beginPath();
+ ctx.arc(this.x, this.y, 10, 0, Math.PI * 2);
+ ctx.fill();
+ }
+ }, {
+ key: "destroy",
+ value: function destroy() {
+ // Parça yok olma işlemi
+ }
+ }]);
+}();
+var canvas = document.createElement('canvas');
+var ctx = canvas.getContext('2d');
+document.body.appendChild(canvas);
+canvas.width = 800;
+canvas.height = 600;
var fruits = [];
+var halfFruits = [];
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
+// Skor metni
+var scoreTxt = document.createElement('div');
+scoreTxt.style.position = 'absolute';
+scoreTxt.style.color = 'white';
+scoreTxt.style.fontSize = '30px';
+scoreTxt.style.top = '10px';
+scoreTxt.style.left = '10px';
+document.body.appendChild(scoreTxt);
+// Meyve oluşturma fonksiyonu
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
+// Meyve kesme fonksiyonu
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();
- }
- if (halfFruit1 && halfFruit2) {
- 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);
+ var halfFruit1 = new HalfFruit(fruits[i].x, fruits[i].y);
+ var halfFruit2 = new HalfFruit(fruits[i].x, fruits[i].y);
+ halfFruit1.direction = Math.random() * Math.PI; // Rastgele yön
+ halfFruit2.direction = Math.random() * Math.PI; // Rastgele yön
+ halfFruits.push(halfFruit1, halfFruit2); // Kesilen parçaları ekle
+ fruits[i].isSliced = true; // Meyve kesildi
+ score += 10; // Skoru güncelle
+ scoreTxt.innerText = "Score: ".concat(score); // Skor metnini güncelle
+ fruits.splice(i, 1); // Meyveyi sil
}
}
}
-// 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();
+// Oyun güncelleme fonksiyonu
+function update() {
+ ctx.clearRect(0, 0, canvas.width, canvas.height); // Ekranı temizle
+ // Meyveleri güncelle ve çiz
+ for (var _i = 0, _fruits = fruits; _i < _fruits.length; _i++) {
+ var fruit = _fruits[_i];
+ fruit.update();
+ fruit.draw(ctx);
}
- // Spawn a new fruit every 60 ticks
- if (LK.ticks % 60 === 0) {
- spawnFruit();
+ // Kesilen meyve parçalarını güncelle ve çiz
+ for (var _i2 = 0, _halfFruits = halfFruits; _i2 < _halfFruits.length; _i2++) {
+ var halfFruit = _halfFruits[_i2];
+ halfFruit.update();
+ halfFruit.draw(ctx);
}
- // 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();
- }
- }
-};
\ No newline at end of file
+ requestAnimationFrame(update); // Güncellemeyi devam ettir
+}
+// Tıklama olayını dinle
+canvas.addEventListener('click', function (event) {
+ var rect = canvas.getBoundingClientRect();
+ var x = event.clientX - rect.left;
+ var y = event.clientY - rect.top;
+ sliceFruit(x, y); // Meyve kesme işlemi
+});
+// Meyve oluşturma aralığı
+setInterval(spawnFruit, 1000); // Her saniye yeni meyve oluştur
+update(); // Oyun güncellemesini başlat
\ No newline at end of file
animation orange. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
animation banana transparent back. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
bomba. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
çilek. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
açık kahve rengi tahta çizikli. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
diagonal white line. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
2d meyve suyu patlaması. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.