User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'id')' in or related to this line: 'var fruitType = fruits[i].fruitGraphics.id; // Get the fruit type from the fruitGraphics property' Line Number: 397
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'children')' in or related to this line: 'var fruitType = fruits[i].children[0].id; // Get the fruit type from the first child' Line Number: 397
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'fruitGraphics')' in or related to this line: 'var fruitType = fruits[i].fruitGraphics.id; // Get the fruit type' Line Number: 397
User prompt
her meyveye farklı puan ekle
User prompt
hala yok
User prompt
sen bu butonu her şeyin üstüne al
User prompt
ekran içine ekle
User prompt
ekranın en altına bir buton koy bu oyunu durdurmaya veya sıfırlamak için oyunu durdurup seçip yapmanı salayacak geri çıkmak için bu çıkan şeyin sağ üstüne çarpı koy
User prompt
mause tıklarken parıltı koy
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meyveleri eğimli at biraz
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bazı meyveleri farklı ivmelerde at max min şeklinde ayarla
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meyveleri ivmeli at. azıcık
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sağdan soldan gelen meyveler yine eskisi gi geldiği yöne değilde platform aşağısına düşsün
User prompt
yani meyvler sağdan soldan gelip ekranın ortasına doğru gitsin. ortada gelmeye devam ederken.
User prompt
meyveler sağdan soldanda gelebilsin
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mause hareket ederken arkasında efect olsun çizik şeklinde
User prompt
Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 465
User prompt
kesme işlemi mause kaydırarak olsun
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hataları düzelt
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (charIndex < text.text.length) {' Line Number: 194
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (charIndex < text.text.length) {' Line Number: 193
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (charIndex < text.text.length) {' Line Number: 193
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'length')' in or related to this line: 'if (charIndex < text.text.length) {' Line Number: 192
User prompt
oyun ilk başlamadan ekrana büyükçe "Fruit juice" yaz. sanki yazar gibi animasyon olsun.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.setVolume is not a function' in or related to this line: 'LK.setVolume(0.2);' Line Number: 382
/**** * 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 ****/ // Function to display animated 'Fruit Juice' text function displayAnimatedText() { var text = new Text2('', { // Initialize with empty string to avoid undefined error size: 200, fill: 0xFF4500 }); text.text = ''; // Initialize text.text to an empty string to avoid undefined error text.anchor.set(0.5, 0.5); text.x = 2048 / 2; text.y = 2732 / 2; game.addChild(text); var charIndex = 0; var revealInterval = LK.setInterval(function () { if (charIndex < text.text.length) { text.text = text.text.substring(0, charIndex + 1); charIndex++; } else { LK.clearInterval(revealInterval); // Remove the text after a delay LK.setTimeout(function () { text.destroy(); }, 2000); } }, 200); } // Call the function to display the text when the game starts displayAnimatedText(); // Play background music continuously LK.playMusic('huzur'); // 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 dragNode = null; // Initialize dragNode in the global scope 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); // 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) { dragNode = { x: x, y: y }; // Start tracking the drag // 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.move = function (x, y, obj) { if (dragNode) { // 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); // Calculate the distance moved var dx = x - dragNode.x; var dy = y - dragNode.y; var distance = Math.sqrt(dx * dx + dy * dy); // If the distance is significant, consider it a slice if (distance > 10) { sliceFruit(x, y); dragNode = { x: x, y: y }; // Update the drag position } } }; game.up = function (x, y, obj) { dragNode = null; // Stop tracking the drag }; 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
@@ -446,8 +446,26 @@
};
// Update function called every tick
game.move = function (x, y, obj) {
if (dragNode) {
+ // 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);
// Calculate the distance moved
var dx = x - dragNode.x;
var dy = y - dragNode.y;
var distance = Math.sqrt(dx * dx + dy * dy);
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.