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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'pointsGained.x = fruits[i].x;' Line Number: 367
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her başarılı tıklamada kaç puan aldığını göster
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eğer bıçak meyveye tıklarsa görsel koy.
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tıklama meyveye gelirse suyu sçrama efecti
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Please fix the bug: 'Uncaught TypeError: LK.effects.fadeOut is not a function' in or related to this line: 'LK.effects.fadeOut(swordTrail, 500, function () {' Line Number: 342
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her tıklamada kılıç izi çıksın.
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Please fix the bug: 'Uncaught ReferenceError: obj is not defined' in or related to this line: 'if (fruits[i].containsPoint({' Line Number: 306
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hstslsrı düzelt
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şu gri şey ne onu kaldır
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skor çalışsın
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meyveleri 1,5 kat boyutunu arttır
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varlık oluştur yani görüntü eklemek için bunlar meyvelerin kesildikten sonraki görsellerini belirmlemek için olacak.
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varlık oluştur. her bir meyve için ikiye ayrıldığını yapıcaz her tıklama kesme gibi olacak her kesilmiş parçaya görsel koyabilmeliyiz
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Please fix the bug: 'Uncaught TypeError: scoreGraphics.setText is not a function' in or related to this line: 'scoreGraphics.setText(score);' Line Number: 95
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Fix all the bugs and make the game the best.
Code edit (1 edits merged)
Please save this source code
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Game Loop: Implement a game loop that continuously updates the game state, renders graphics, and checks for user interactions. This loop should run at a consistent frame rate (e.g., 60 frames per second).
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Game Components Game Assets: Fruits: Design various fruit sprites (e.g., apples, bananas, strawberries, pineapples) with vibrant colors and appealing graphics. Each fruit should have a unique slicing animation. Bombs: Create bomb sprites that look distinct from fruits. When sliced, they should trigger a negative effect (e.g., losing points). Background: Design a visually appealing background that complements the fruit theme, such as a kitchen or a fruit orchard. Sound Effects: Include sound effects for slicing fruits, hitting bombs, and background music to enhance the gaming experience. Game Interface: Start Screen: A welcoming screen with options to start the game, view instructions, and access settings. HUD (Heads-Up Display): Display the current score, remaining time (in time-limited mode), and the number of fruits left to slice. Use clear and readable fonts. End Screen: Show the final score, best score, and options to restart or exit the game.
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Please fix the bug: 'TypeError: scoreGraphics.setText is not a function' in or related to this line: 'scoreGraphics.setText(score);' Line Number: 66
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Please fix the bug: 'TypeError: gameScore.setText is not a function' in or related to this line: 'gameScore.setText(score);' Line Number: 212
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Core Game Mechanics Fruit Slicing: A mechanism for slicing fruits by tapping on the screen. Different animations and effects for various fruit types (e.g., apple, banana, strawberry). Visual effects of sliced fruits flying and breaking apart. Scoring System: A specific point value for each fruit. Bonus points for combo slices (e.g., slicing multiple fruits at once). Point loss for incorrect slices (e.g., touching a bomb). Game Interface Simple and User-Friendly Interface: Game start screen (start game, settings, exit). A HUD (Heads-Up Display) showing score, time, and remaining fruit count during gameplay. Result screen at the end of the game (total score, high score). Feedback Mechanisms: Visual and auditory feedback after slicing (e.g., sliced fruit pieces and sound effects). Warning sounds and visuals for incorrect slices (touching a bomb). Game Dynamics Time-Limited Game Mode: Slice as many fruits as possible within a set time limit. End of the game when time runs out, displaying results. Difficulty Levels: Beginner, intermediate, and advanced difficulty levels. Increasing the number and speed of fruits based on the difficulty level.
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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: 185
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Please fix the bug: 'ReferenceError: _this is not defined' in or related to this line: 'return fruit.id === _this.assetId;' Line Number: 175
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var halfFruitShape = LK.getAsset(this.assetId, {' Line Number: 174
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var halfFruitShape = LK.getAsset(this.assetId, {' Line Number: 171
/**** * 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; var fruitAsset = assets.fruitShapes.find(function (fruit) { return fruit.id === _this.assetId; }); if (fruitAsset) { ctx.fillStyle = fruitAsset.color; var fruitShape = LK.getAsset(this.assetId, { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y }); game.addChild(fruitShape); var fruitShape = LK.getAsset(this.assetId, { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y }); game.addChild(fruitShape); } } }, { 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 var fruitAsset = assets.fruitShapes.find(function (fruit) { return fruit.id === _this.assetId; }); if (fruitAsset) { var halfFruitShape = LK.getAsset(this.assetId, { anchorX: 0.5, anchorY: 0.5, x: this.x, y: this.y }); game.addChild(halfFruitShape); } ctx.arc(this.x, this.y, 10, 0, Math.PI * 2); ctx.fill(); } }, { key: "destroy", value: function destroy() { // Parça yok olma işlemi } }]); }(); var canvas = LK.getAsset('canvas', { width: 800, height: 600 }); var ctx = LK.getAsset('canvas', { width: 800, height: 600 }); game.addChild(canvas); canvas.width = 800; canvas.height = 600; var fruits = []; var halfFruits = []; var score = 0; // Skor metni var scoreTxt = LK.getAsset('scoreTxt', { width: 100, height: 30, color: 0xffffff, x: 10, y: 10 }); game.addChild(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() { var clearScreen = LK.getAsset('canvas', { width: canvas.width, height: canvas.height, color: 0x000000 }); game.addChild(clearScreen); // 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); } game.update = update; // Güncellemeyi devam ettir } // Tıklama olayını dinle game.down = function (x, y, obj) { sliceFruit(x, y); // Meyve kesme işlemi }; // Meyve oluşturma aralığı LK.setInterval(spawnFruit, 1000); // Her saniye yeni meyve oluştur update(); // Oyun güncellemesini başlat
===================================================================
--- original.js
+++ change.js
@@ -163,15 +163,20 @@
}, {
key: "draw",
value: function draw(ctx) {
ctx.fillStyle = 'rgba(255, 255, 255, 0.5)'; // Yarı saydam beyaz
- var halfFruitShape = LK.getAsset(this.assetId, {
- anchorX: 0.5,
- anchorY: 0.5,
- x: this.x,
- y: this.y
+ var fruitAsset = assets.fruitShapes.find(function (fruit) {
+ return fruit.id === _this.assetId;
});
- game.addChild(halfFruitShape);
+ if (fruitAsset) {
+ var halfFruitShape = LK.getAsset(this.assetId, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: this.x,
+ y: this.y
+ });
+ game.addChild(halfFruitShape);
+ }
ctx.arc(this.x, this.y, 10, 0, Math.PI * 2);
ctx.fill();
}
}, {
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.