User prompt
100 ve 100 katlarında sorun yaşanıyor o sorunu kökten çöz
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setVolume is not a function' in or related to this line: 'LK.setVolume('huzur', 0.2);' Line Number: 382
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setMusicVolume is not a function' in or related to this line: 'LK.setMusicVolume('huzur', 0.2);' Line Number: 382
User prompt
huzurla aksiyon sırayla çalsın biri bitince diğeri başlasın
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setVolume is not a function' in or related to this line: 'LK.setVolume('huzur', 0.2);' Line Number: 382
User prompt
ses sorunları var ses gelmiyor
User prompt
sorunları çöz sesle ilgili
User prompt
sorunları çöz
User prompt
sorunları çöz
User prompt
sen aksiyonla huzuru aynı anda çal her zaman.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setVolume is not a function' in or related to this line: 'LK.setVolume('huzur', 0.2);' Line Number: 376
User prompt
sorunları çöz
User prompt
aksiyona volume girmiyorsun. onu unutma.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setVolume is not a function' in or related to this line: 'LK.setVolume('huzur', 0.2);' Line Number: 376
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setMusicVolume is not a function' in or related to this line: 'LK.setMusicVolume('huzur', 0.2);' Line Number: 376
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setVolume is not a function' in or related to this line: 'LK.setVolume('huzur', 0.2);' Line Number: 376
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setMusicVolume is not a function' in or related to this line: 'LK.setMusicVolume('huzur', 0.2);' Line Number: 376
User prompt
oyuncu 100 ve katı her puana ulaştığında huzur sesi kısılıp aksiyon çalacak sonra yine devam huzur.
User prompt
arka planda hep huzur çalsın. baştan beri
User prompt
her 100 puanda aksiyon müzik çalacak. ilk başta huzur yani huzur hep çalacak her zaman sadece her 100 puan alındığında aksiyon çal huzuru durdurmadan.
User prompt
normalde hep arkada huzur çalsın ama her 100 puan kazanıldığında aksiyon çalsın sonra tekrar huzur döngüsü devam etsin.
User prompt
arkada müzik çalsın huzur
User prompt
her puan alındığında kesme sesini çıkart
User prompt
puan biraz sağ alta olsun
User prompt
alınan puan gösterilirken etrafına parıltı olsun
/**** * Classes ****/ // Bomb class representing the bombs to be avoided var Bomb = Container.expand(function () { var self = Container.call(this); var bombGraphics = self.attachAsset('bomb', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.speed = Math.random() * 15 + 30; // Set the minimum and maximum height that the bombs will reach self.direction = Math.random() * Math.PI * 2; // Random direction for each bomb // Update function to move the bomb self.update = function () { self.speed -= 0.4; // Decrease speed to simulate gravity self.y -= self.speed; // Make the bomb rise by decreasing its y-coordinate self.rotation += 0.1; // Add rotation to create a rising animation // Check if the bomb is out of bounds if (self.y < 0) { self.destroy(); } }; // Add containsPoint method to check if a point is inside the bomb self.containsPoint = function (point) { var dx = point.x - self.x; var dy = point.y - self.y; return dx * dx + dy * dy <= bombGraphics.width * 1.5 * (bombGraphics.width * 1.5) / 4; }; }); // 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() * 3), { anchorX: 0.5, anchorY: 0.5, scaleX: (Math.random() * 0.5 + 1) * 1.5, scaleY: (Math.random() * 0.5 + 1) * 1.5 }); 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; }; }); //<Assets used in the game will automatically appear here> // Class for the game canvas var GameCanvas = Container.expand(function () { var self = Container.call(this); var canvasGraphics = self.attachAsset('canvas', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.x = 2048 / 2; self.y = 2732 / 2; }); // Class for the game score var GameScore = Container.expand(function () { var self = Container.call(this); var scoreGraphics = self.attachAsset('scoreTxt', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.x = 2048 / 2; self.y = 2732 / 2; self.setText = function (score) { scoreGraphics.text = score.toString(); }; }); // Class for the half fruit pieces var HalfFruit = Container.expand(function () { var self = Container.call(this); var halfFruitGraphics = self.attachAsset('slicedFruit1', { 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('slicedFruit2', { 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('slicedFruit3', { 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 ****/ // Play background music continuously from the start LK.playMusic('huzur', { loop: true }); LK.playMusic('aksiyon', { loop: true }); // Function to spawn a new bomb /****const canvas = document.getElementById('gameCanvas'); const ctx = canvas.getContext('2d'); canvas.width = 800; canvas.height = 600; let score = 0; let time = 60; let fruits = []; let gameInterval; let timeInterval; const fruitImages = { apple: 'https://example.com/apple.png', // Replace with actual image URLs banana: 'https://example.com/banana.png', strawberry: 'https://example.com/strawberry.png', pineapple: 'https://example.com/pineapple.png', bomb: 'https://example.com/bomb.png' }; class Fruit { constructor(x, y, type) { this.x = x; this.y = y; this.type = type; this.width = 50; this.height = 50; this.speed = Math.random() * 3 + 2; // Random speed } draw() { const img = new Image(); img.src = fruitImages[this.type]; img.onload = () => { ctx.drawImage(img, this.x, this.y, this.width, this.height); }; } update() { this.y -= this.speed; if (this.y < 0) { fruits.splice(fruits.indexOf(this), 1); } } } function spawnFruit() { const types = Object.keys(fruitImages); const type = types[Math.floor(Math.random() * types.length)]; const x = Math.random() * (canvas.width - 50); const fruit = new Fruit(x, canvas.height, type); fruits.push(fruit); } function draw() { ctx.clearRect(0, 0, canvas.width, canvas.height); fruits.forEach(fruit => { fruit.update(); fruit.draw(); }); document.getElementById('score').innerText = `Score: ${score}`; document.getElementById('time').innerText = `Time: ${time}`; } function startGame() { gameInterval = setInterval(() => { draw(); spawnFruit(); }, 1000 / 60); // 60 FPS timeInterval = setInterval(() => { time--; if (time <= 0) { endGame(); } }, 1000); } function endGame() { clearInterval(gameInterval); clearInterval(timeInterval); document.getElementById('final-score').innerText = score; document.getElementById('game-over').classList.remove('hidden'); } function restartGame() { score = 0; time = 60; fruits = []; document.getElementById('game-over').classList.add('hidden'); startGame(); } canvas.addEventListener('click', (event) => { const rect = canvas.getBoundingClientRect(); const mouseX = event.clientX - rect.left; const mouseY = event.clientY - rect.top; fruits.forEach((fruit, index) => { if (mouseX > fruit.x && mouseX < fruit.x + fruit.width && mouseY > fruit.y && mouseY < fruit.y + fruit.height) { if (fruit.type === 'bomb') { endGame(); } else { score += 10; // Adjust score based on fruit type fruits.splice(index, 1); // Remove sliced fruit } } }); }); document.getElementById('restart-button').addEventListener('click', restartGame); // Start the game on load startGame(); * Assets ****/ function spawnBomb() { var newBomb = new Bomb(); newBomb.x = Math.random() * 2048; newBomb.y = Math.random() * 100 + 2732; // Start from the bottom of the screen game.addChild(newBomb); } // Initialize variables var fruits = []; var score = 0; var gameCanvas = game.addChild(new GameCanvas()); var gameScore = game.addChild(new GameScore()); 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 = new HalfFruit(); var halfFruit2 = new HalfFruit(); 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); // Add juice splash effect var juiceSplash = LK.getAsset('swordTrail', { anchorX: 0.5, anchorY: 0.5, x: fruits[i].x, y: fruits[i].y }); game.addChild(juiceSplash); var splashFadeDuration = 300; var splashFadeStep = 1 / (splashFadeDuration / 16.67); // Assuming 60 FPS, 16.67ms per frame var splashFadeInterval = LK.setInterval(function () { juiceSplash.alpha -= splashFadeStep; if (juiceSplash.alpha <= 0) { juiceSplash.destroy(); LK.clearInterval(splashFadeInterval); } }, 16.67); // Add sliced fruit visual effect var slicedFruitVisual = LK.getAsset('slicedFruit' + Math.ceil(Math.random() * 3), { anchorX: 0.5, anchorY: 0.5, x: fruits[i].x, y: fruits[i].y }); game.addChild(slicedFruitVisual); var visualFadeDuration = 500; var visualFadeStep = 1 / (visualFadeDuration / 16.67); var visualFadeInterval = LK.setInterval(function () { slicedFruitVisual.alpha -= visualFadeStep; if (slicedFruitVisual.alpha <= 0) { slicedFruitVisual.destroy(); LK.clearInterval(visualFadeInterval); } }, 16.67); // Play slicing sound LK.getSound('kesme').play(); // Store fruit position before destroying var fruitX = fruits[i].x; var fruitY = fruits[i].y; fruits[i].destroy(); fruits.splice(i, 1); score += 10; scoreTxt.setText(score.toString()); gameScore.setText(score); // Check if score is a multiple of 100 if (score % 100 === 0) { // Lower the volume of the background music LK.setVolume('huzur', 0.2); // Play action music with specified volume without stopping background music LK.playMusic('aksiyon', { loop: false, volume: 0.5 // Set action music volume to 0.5 }); // Restore the background music volume after action music ends LK.setTimeout(function () { LK.setVolume('huzur', 1); }, 3000); // Assuming action music lasts 3 seconds } // Display points gained var pointsGained = new Text2('+10', { size: 100, fill: 0x00FF00 }); pointsGained.anchor.set(0.5, 0.5); pointsGained.x = fruitX + 20; pointsGained.y = fruitY + 20; game.addChild(pointsGained); // Add sparkle effect around points gained var sparkle = LK.getAsset('swordTrail', { anchorX: 0.5, anchorY: 0.5, x: fruitX, y: fruitY }); game.addChild(sparkle); var sparkleFadeDuration = 500; var sparkleFadeStep = 1 / (sparkleFadeDuration / 16.67); var sparkleFadeInterval = LK.setInterval(function () { sparkle.alpha -= sparkleFadeStep; if (sparkle.alpha <= 0) { sparkle.destroy(); LK.clearInterval(sparkleFadeInterval); } }, 16.67); // Fade out effect for points gained var pointsFadeDuration = 1000; var pointsFadeStep = 1 / (pointsFadeDuration / 16.67); var pointsFadeInterval = LK.setInterval(function () { pointsGained.alpha -= pointsFadeStep; if (pointsGained.alpha <= 0) { pointsGained.destroy(); LK.clearInterval(pointsFadeInterval); } }, 16.67); } } } // Set up game events game.down = function (x, y, obj) { sliceFruit(x, y); // Create sword trail effect var swordTrail = LK.getAsset('swordTrail', { anchorX: 0.5, anchorY: 0.5, x: x, y: y }); game.addChild(swordTrail); // Custom fade out effect for sword trail var fadeDuration = 500; var fadeStep = 1 / (fadeDuration / 16.67); // Assuming 60 FPS, 16.67ms per frame var fadeInterval = LK.setInterval(function () { swordTrail.alpha -= fadeStep; if (swordTrail.alpha <= 0) { swordTrail.destroy(); LK.clearInterval(fadeInterval); } }, 16.67); }; // Update function called every tick game.update = function () { // Update all fruits 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 game score scoreTxt.setText(score.toString()); gameScore.setText(score); // Check for bomb interactions for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof Bomb && game.children[i].containsPoint({ x: obj.event.x, y: obj.event.y })) { // Trigger negative effect, e.g., losing points score -= 20; scoreTxt.setText(score); game.children[i].destroy(); } } // Update the half fruit pieces for (var i = game.children.length - 1; i >= 0; i--) { if (game.children[i] instanceof HalfFruit || game.children[i] instanceof HalfFruit2 || game.children[i] instanceof HalfFruit3) { game.children[i].update(); } } };
===================================================================
--- original.js
+++ change.js
@@ -358,17 +358,17 @@
gameScore.setText(score);
// Check if score is a multiple of 100
if (score % 100 === 0) {
// Lower the volume of the background music
- LK.setMusicVolume('huzur', 0.2);
+ LK.setVolume('huzur', 0.2);
// Play action music with specified volume without stopping background music
LK.playMusic('aksiyon', {
loop: false,
volume: 0.5 // Set action music volume to 0.5
});
// Restore the background music volume after action music ends
LK.setTimeout(function () {
- LK.setMusicVolume('huzur', 1);
+ LK.setVolume('huzur', 1);
}, 3000); // Assuming action music lasts 3 seconds
}
// Display points gained
var pointsGained = new Text2('+10', {
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.