User prompt
arkaplan anımasyonu olmamış
User prompt
arkaplan da patlayan havayı fişek animasyonu olsun partiküller çıksın her yerden
User prompt
hayvanların komple bütün bedenini çiz
User prompt
hayvanların şeklini tekrardan kodla yazılan hayvanın şekliyle birebir olsun
User prompt
şekiller sadece ekranın ortasında çıksın
User prompt
beyaz asseti kullanma sil onu
User prompt
assetler daha belirgin olsun ve hangi hayvan olduğu ekrana bakılınca anlaşılsın
User prompt
Dog, Cat, Horse, Elephant, Lion, Tiger, Bear, Whale, Dolphin, Monkey, Bat, Deer, Wolf, Fox, Rabbit, Kangaroo, Human.Eagle, Owl, Sparrow, Penguin, Ostrich, Parrot, Pigeon, Hummingbird, Duck, Swan, Crow, Robin, Albatross, Flamingo.Snake, Lizard, Crocodile, Alligator, Turtle, Tortoise, Chameleon, Gecko, Komodo Dragon, Cobra, Python.Frog, Toad, Salamander, Newt, Caecilian, Axolotl.Shark, Salmon, Tuna, Clownfish, Goldfish, Eel, Seahorse, Trout, Cod, Barracuda, Stingray, Manta Ray.Ant, Bee, Butterfly, Moth, Beetle, Fly, Mosquito, Grasshopper, Dragonfly, Ladybug, Cockroach.Spider, Scorpion, Tick, Mite, Tarantula, Black Widow.Crab, Lobster, Shrimp, Prawn, Crayfish, Barnacle, Krill.Snail, Slug, Octopus, Squid, Clam, Oyster, Mussel, Scallop, Nautilus.Earthworm, Leech, Tapeworm, Roundworm. Starfish (Sea Star), Sea Urchin, Sea Cucumber, Sand Dollar.Jellyfish, Coral, Sea Anemone, Hydra.Bath Sponge, Sea Sponge. lütfen bu hayvanlarıda ekle
User prompt
çıkan hayvanın ne olduğu üstte yazmalı ingilizce
User prompt
daha büyük şekiller
User prompt
ekrana çıklayınca assetler rastgele hayvan şekilleri oluştursun
User prompt
toplu bir şekilde çıkacak hale getir
User prompt
şimdi bu eklediğin assetleri ben ekrana tıklayınca rastgele çıkacak hale getir
User prompt
assets bölümüne her rengin bir assetini ekle
User prompt
renkler kodda görünüyor ama ekranda görünmüyor
User prompt
renkleri asset olarak ekle
User prompt
aynı siyah çıkıyor desenler ve şekiller
User prompt
Beyaz, sarı, turuncu, kırmızı, mor, mavi, yeşil, kahverengi, gri, siyah, pembe, bej, turkuaz, lacivert, bordo, altın, gümüş, bronz, mercan, zeytin yeşili, füme, lila, eflatun, krem, ten rengi, haki, camgöbeği, magenta, çivit mavisi, vişne çürüğü, kobalt mavisi, nane yeşili, lavanta lütfen bu renkleri de ekler misin
User prompt
lütfen bütün renkleri ekle
User prompt
sadece siyah renkte çıkıyor
User prompt
sadece siyah renk çıkıyor bütün renkleri ekle
User prompt
rastgele çıkan isimler şekiller le çıksın yazı olarak değil
User prompt
an başta bana tıkla yazan renkli yazılar olsun
User prompt
rastgele desenler birleşerek bir isim yazssın ingilizce rastgele isimler ve canlı renk tonları kullan
User prompt
çok büyük ekranda büsbüyük şekil olsun
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Pattern class: a container for a randomly generated pattern at a given position.
var Pattern = Container.expand(function () {
var self = Container.call(this);
// Generate a random pattern on creation
// Patterns: single shape, cluster, or overlay
function randomColor() {
// Expanded palette: all visually distinct, vibrant, and basic colors
// Turkish color names: beyaz, sarı, turuncu, kırmızı, mor, mavi, yeşil, kahverengi, gri, siyah, pembe, bej, turkuaz, lacivert, bordo, altın, gümüş, bronz, mercan, zeytin yeşili, füme, lila, eflatun, krem, ten rengi, haki, camgöbeği, magenta, çivit mavisi, vişne çürüğü, kobalt mavisi, nane yeşili, lavanta
// Full Turkish color palette, all unique and vibrant, including all requested names
var colors = [0xffffff,
// beyaz
0xffff00,
// sarı
0xffa500,
// turuncu
0xff0000,
// kırmızı
0x800080,
// mor
0x0000ff,
// mavi
0x008000,
// yeşil
0x8b4513,
// kahverengi
0x808080,
// gri
0x000000,
// siyah
0xffb6c1,
// pembe
0xf5f5dc,
// bej
0x40e0d0,
// turkuaz
0x191970,
// lacivert
0x800000,
// bordo
0xffd700,
// altın
0xc0c0c0,
// gümüş
0xcd7f32,
// bronz
0xff7f50,
// mercan
0x808000,
// zeytin yeşili
0x545454,
// füme
0xb57edc,
// lila
0x8f00ff,
// eflatun
0xfffdd0,
// krem
0xffdab9,
// ten rengi (peachpuff)
0x808000,
// haki
0x00ced1,
// camgöbeği
0xff00ff,
// magenta
0x00416a,
// çivit mavisi
0x70193d,
// vişne çürüğü
0x0047ab,
// kobalt mavisi
0x98ff98,
// nane yeşili
0xe6e6fa,
// lavanta
// Extra vibrant and pastel tones for more variety
0xff5e5b, 0xffc857, 0x4ecdc4, 0x3a86ff, 0xffbe0b, 0xfb5607, 0x8338ec, 0xff006e, 0x06d6a0, 0x00ff00, 0x00ffff, 0xff1493, 0x00bfff, 0x9932cc, 0x8b0000, 0x2e8b57, 0xff6347, 0x9acd32, 0x6495ed, 0xdda0dd, 0xb0e0e6, 0xf5deb3, 0xf0e68c, 0xe9967a, 0x48d1cc, 0x9400d3, 0x00ff7f, 0x7b68ee, 0x6a5acd, 0x5f9ea0, 0x8b008b, 0x556b2f, 0x228b22, 0xd2691e, 0xb22222, 0x00008b, 0x008b8b, 0xb8860b, 0xa9a9a9, 0x006400, 0xbdb76b, 0xff8c00, 0x8fbc8f, 0x483d8b, 0x2f4f4f, 0x696969, 0xfffaf0, 0xdcdcdc, 0xf8f8ff, 0xdaa520, 0xadff2f, 0xf0fff0, 0xff69b4, 0xcd5c5c, 0x4b0082, 0xfffff0, 0xfff0f5, 0xfffacd, 0xadd8e6, 0xf08080, 0xe0ffff, 0xfafad2, 0xd3d3d3, 0x90ee90, 0xffa07a, 0x20b2aa, 0x87cefa, 0x778899, 0xb0c4de, 0xffffe0, 0x32cd32, 0xfaf0e6, 0x66cdaa, 0x0000cd, 0xba55d3, 0x9370db, 0x3cb371, 0x00fa9a, 0xc71585, 0xf5fffa, 0xffe4e1, 0xffe4b5, 0xffdead, 0x000080, 0xfdf5e6, 0x6b8e23, 0xff4500, 0xda70d6, 0xeee8aa, 0x98fb98, 0xafeeee, 0xdb7093, 0xffefd5, 0xcd853f, 0xffc0cb, 0x4169e1, 0xfa8072, 0xf4a460, 0xfff5ee, 0xa0522d, 0x87ceeb, 0x708090, 0xfffafa, 0xd2b48c, 0xd8bfd8, 0xee82ee, 0xf5f5f5, 0x9acd32];
// Simulate a gradient by returning an array of two colors sometimes
if (Math.random() < 0.3) {
var c1 = colors[Math.floor(Math.random() * colors.length)];
var c2 = colors[Math.floor(Math.random() * colors.length)];
return [c1, c2];
}
return colors[Math.floor(Math.random() * colors.length)];
}
function randomShape() {
// Return 'box' or 'ellipse'
return Math.random() < 0.5 ? 'box' : 'ellipse';
}
function randomSize() {
// Return a size between 120 and 400 px
return 120 + Math.floor(Math.random() * 280);
}
function randomRotation() {
// Return a random rotation in radians
return Math.random() * Math.PI * 2;
}
function randomAlpha() {
// Return a random alpha between 0.7 and 1
return 0.7 + Math.random() * 0.3;
}
function randomPatternType() {
// 0: single, 1: cluster, 2: overlay
var r = Math.random();
if (r < 0.5) return 0;
if (r < 0.8) return 1;
return 2;
}
// Generate the pattern
function generatePattern() {
var type = randomPatternType();
if (type === 0) {
// Single shape
var w = randomSize();
var h = randomSize();
var shape = randomShape();
var color = randomColor();
if (Array.isArray(color)) {
// Simulate a gradient by overlaying two shapes with different colors and alpha
var asset1 = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color[0],
anchorX: 0.5,
anchorY: 0.5,
fill: color[0]
}, {});
asset1.rotation = randomRotation();
asset1.alpha = randomAlpha();
var asset2 = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color[1],
anchorX: 0.5,
anchorY: 0.5,
fill: color[1]
}, {});
asset2.rotation = randomRotation();
asset2.alpha = 0.5 + Math.random() * 0.3;
} else {
var asset = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color,
anchorX: 0.5,
anchorY: 0.5,
fill: color
}, {});
asset.rotation = randomRotation();
asset.alpha = randomAlpha();
}
} else if (type === 1) {
// Cluster: 3-6 shapes in a circle
var count = 3 + Math.floor(Math.random() * 4);
var radius = 80 + Math.random() * 120;
for (var i = 0; i < count; i++) {
var angle = Math.PI * 2 / count * i + Math.random() * 0.3;
var w = randomSize() * (0.5 + Math.random() * 0.7);
var h = randomSize() * (0.5 + Math.random() * 0.7);
var shape = randomShape();
var color = randomColor();
if (Array.isArray(color)) {
// Simulate a gradient by overlaying two shapes
var asset1 = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color[0],
anchorX: 0.5,
anchorY: 0.5,
fill: color[0]
}, {});
asset1.x = Math.cos(angle) * radius;
asset1.y = Math.sin(angle) * radius;
asset1.rotation = randomRotation();
asset1.alpha = randomAlpha();
var asset2 = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color[1],
anchorX: 0.5,
anchorY: 0.5,
fill: color[1]
}, {});
asset2.x = Math.cos(angle) * radius;
asset2.y = Math.sin(angle) * radius;
asset2.rotation = randomRotation();
asset2.alpha = 0.5 + Math.random() * 0.3;
} else {
var asset = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color,
anchorX: 0.5,
anchorY: 0.5,
fill: color
}, {});
asset.x = Math.cos(angle) * radius;
asset.y = Math.sin(angle) * radius;
asset.rotation = randomRotation();
asset.alpha = randomAlpha();
}
}
} else {
// Overlay: 2-3 shapes stacked with different rotations
var overlays = 2 + Math.floor(Math.random() * 2);
for (var j = 0; j < overlays; j++) {
var w = randomSize() * (0.7 + Math.random() * 0.5);
var h = randomSize() * (0.7 + Math.random() * 0.5);
var shape = randomShape();
var color = randomColor();
if (Array.isArray(color)) {
var asset1 = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color[0],
anchorX: 0.5,
anchorY: 0.5,
fill: color[0]
}, {});
asset1.rotation = randomRotation();
asset1.alpha = 0.5 + Math.random() * 0.5;
var asset2 = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color[1],
anchorX: 0.5,
anchorY: 0.5,
fill: color[1]
}, {});
asset2.rotation = randomRotation();
asset2.alpha = 0.3 + Math.random() * 0.3;
} else {
var asset = self.attachAsset({
shape: shape,
width: w,
height: h,
color: color,
anchorX: 0.5,
anchorY: 0.5,
fill: color
}, {});
asset.rotation = randomRotation();
asset.alpha = 0.5 + Math.random() * 0.5;
}
}
}
}
generatePattern();
// Pop-in animation
self.scale.set(0.2, 0.2);
tween(self.scale, {
x: 1,
y: 1
}, {
duration: 350,
easing: tween.elasticOut
});
// Sparkle and glow effect: animate alpha and scale for shimmer
function sparkleEffect(target) {
// Animate alpha up and down for shimmer
var _sparkleTween = function sparkleTween() {
tween(target, {
alpha: 1
}, {
duration: 180 + Math.random() * 120,
easing: tween.sineIn,
onComplete: function onComplete() {
tween(target, {
alpha: 0.7 + Math.random() * 0.3
}, {
duration: 180 + Math.random() * 120,
easing: tween.sineOut,
onComplete: _sparkleTween
});
}
});
};
_sparkleTween();
// Animate scale for a pulsing glow
var _pulseTween = function pulseTween() {
tween(target.scale, {
x: 1.08,
y: 1.08
}, {
duration: 320 + Math.random() * 120,
easing: tween.sineIn,
onComplete: function onComplete() {
tween(target.scale, {
x: 1,
y: 1
}, {
duration: 320 + Math.random() * 120,
easing: tween.sineOut,
onComplete: _pulseTween
});
}
});
};
_pulseTween();
}
// Apply sparkle effect to all children (shapes) of the pattern
for (var i = 0; i < self.children.length; i++) {
sparkleEffect(self.children[i]);
}
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xffffff // White background for a clean canvas
});
/****
* Game Code
****/
// We'll use the tween plugin for simple pop-in animations.
/*
We will use only shapes for patterns, with random colors and sizes.
No need to predefine assets, as LK will auto-create them as needed.
*/
// No score, no timer, no GUI overlays
// Store the current name and pattern containers
var currentNameGroup = null;
var currentPatterns = [];
// "Tap Me" colorful text at the start
var tapMeText = new Text2("Tap Me", {
size: 220,
fill: 0xFFFFFF,
font: "Arial Black"
});
tapMeText.anchor.set(0.5, 0.5);
tapMeText.x = 2048 / 2;
tapMeText.y = 2732 / 2 - 100;
tapMeText.alpha = 1;
game.addChild(tapMeText);
// Animate the "Tap Me" text with color cycling and pulsing
var tapMeColors = ["#ff5e5b", "#ffc857", "#4ecdc4", "#3a86ff", "#ffbe0b", "#fb5607", "#8338ec", "#ff006e", "#06d6a0", "#ff0099"];
var tapMeColorIdx = 0;
var tapMePulseUp = true;
var tapMePulseVal = 1;
var tapMePulseSpeed = 0.012;
game.update = function () {
// Color cycle
if (LK.ticks % 18 === 0 && tapMeText && tapMeText.setStyle) {
tapMeColorIdx = (tapMeColorIdx + 1) % tapMeColors.length;
tapMeText.setStyle({
fill: tapMeColors[tapMeColorIdx]
});
}
// Pulse
if (tapMeText) {
if (tapMePulseUp) {
tapMePulseVal += tapMePulseSpeed;
if (tapMePulseVal > 1.13) tapMePulseUp = false;
} else {
tapMePulseVal -= tapMePulseSpeed;
if (tapMePulseVal < 0.87) tapMePulseUp = true;
}
tapMeText.scale.set(tapMePulseVal, tapMePulseVal);
}
};
// Helper: don't allow patterns in the top-left 100x100 px (menu area)
function isInMenuArea(x, y) {
return x < 100 && y < 100;
}
// List of fun, random, vibrant names
var nameList = ["LUNA", "PIXEL", "NOVA", "SPARK", "BLAZE", "AURA", "VIVID", "ZEST", "GLOW", "TWIST", "DREAM", "FLASH", "PRISM", "BUBBLE", "SHINE", "VIBE", "JAZZ", "BLOSSOM", "BOLT", "WAVE"];
// Helper: pick a random name
function getRandomName() {
return nameList[Math.floor(Math.random() * nameList.length)];
}
// Helper: get a vibrant color for text
function getVibrantColor() {
var colors = ["#ff5e5b", "#ffc857", "#4ecdc4", "#3a86ff", "#ffbe0b", "#fb5607", "#8338ec", "#ff006e", "#06d6a0", "#ff0099"];
return colors[Math.floor(Math.random() * colors.length)];
}
// Create the "Clear" button (Text2 object)
var clearBtn = new Text2("Clear", {
size: 100,
fill: "#222",
font: "Arial Black"
});
clearBtn.anchor.set(0.5, 0.5);
// Place the button at the top right, with margin
clearBtn.x = 2048 - 200;
clearBtn.y = 120;
clearBtn.interactive = true;
clearBtn.buttonMode = true;
game.addChild(clearBtn);
// On tap/click anywhere, show a new large name made of patterns at that location (removing the previous one)
game.down = function (x, y, obj) {
// Don't allow patterns in menu area or on the clear button
if (isInMenuArea(x, y)) return;
// If tap is on the clear button, ignore (handled separately)
var btnBounds = clearBtn.getBounds();
if (x >= clearBtn.x + btnBounds.x && x <= clearBtn.x + btnBounds.x + btnBounds.width && y >= clearBtn.y + btnBounds.y && y <= clearBtn.y + btnBounds.y + btnBounds.height) {
return;
}
// Remove "Tap Me" text if present
if (tapMeText) {
tapMeText.destroy();
tapMeText = null;
}
// Remove previous patterns and name if exist
if (currentPatterns && currentPatterns.length) {
for (var i = 0; i < currentPatterns.length; i++) {
currentPatterns[i].destroy();
}
currentPatterns = [];
}
if (currentNameGroup) {
currentNameGroup.destroy();
currentNameGroup = null;
}
// Pick a random name
var name = getRandomName();
// Create a group container for the name
var group = new Container();
// Instead of overlaying text, create a single large pattern for the name, and arrange smaller patterns to form a loose "name shape"
// We'll use the number of letters to determine the number of patterns, but not show the text itself
var patternCount = name.length;
var patternSize = 340 + Math.random() * 120; // Make the main pattern very large
var groupWidth = patternCount * patternSize * 0.7;
var startX = -groupWidth / 2 + patternSize / 2;
// Main large pattern in the center
var mainPattern = new Pattern();
mainPattern.scale.set(2.2 + Math.random() * 0.7, 2.2 + Math.random() * 0.7);
mainPattern.x = 0;
mainPattern.y = 0;
group.addChild(mainPattern);
currentPatterns.push(mainPattern);
// Arrange smaller patterns around the main one, in a loose arc or cluster
for (var i = 0; i < patternCount; i++) {
var angle = Math.PI * 0.7 * (i / (patternCount - 1) - 0.5); // spread in an arc
var radius = patternSize * (1.1 + Math.random() * 0.5);
var pattern = new Pattern();
var scale = 0.7 + Math.random() * 0.5;
pattern.scale.set(scale, scale);
pattern.x = Math.cos(angle) * radius;
pattern.y = Math.sin(angle) * radius;
group.addChild(pattern);
currentPatterns.push(pattern);
}
// Center the group at the tap location
group.x = x;
group.y = y;
currentNameGroup = group;
game.addChild(group);
};
// Handle "Clear" button tap: remove the patterns and name
clearBtn.down = function (x, y, obj) {
if (currentPatterns && currentPatterns.length) {
for (var i = 0; i < currentPatterns.length; i++) {
currentPatterns[i].destroy();
}
currentPatterns = [];
}
if (currentNameGroup) {
currentNameGroup.destroy();
currentNameGroup = null;
}
};
// No dragging or move/up handlers needed, as only one name is shown at a time; ===================================================================
--- original.js
+++ change.js
@@ -130,9 +130,10 @@
width: w,
height: h,
color: color[0],
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color[0]
}, {});
asset1.rotation = randomRotation();
asset1.alpha = randomAlpha();
var asset2 = self.attachAsset({
@@ -140,9 +141,10 @@
width: w,
height: h,
color: color[1],
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color[1]
}, {});
asset2.rotation = randomRotation();
asset2.alpha = 0.5 + Math.random() * 0.3;
} else {
@@ -151,9 +153,10 @@
width: w,
height: h,
color: color,
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color
}, {});
asset.rotation = randomRotation();
asset.alpha = randomAlpha();
}
@@ -174,9 +177,10 @@
width: w,
height: h,
color: color[0],
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color[0]
}, {});
asset1.x = Math.cos(angle) * radius;
asset1.y = Math.sin(angle) * radius;
asset1.rotation = randomRotation();
@@ -186,9 +190,10 @@
width: w,
height: h,
color: color[1],
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color[1]
}, {});
asset2.x = Math.cos(angle) * radius;
asset2.y = Math.sin(angle) * radius;
asset2.rotation = randomRotation();
@@ -199,9 +204,10 @@
width: w,
height: h,
color: color,
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color
}, {});
asset.x = Math.cos(angle) * radius;
asset.y = Math.sin(angle) * radius;
asset.rotation = randomRotation();
@@ -222,9 +228,10 @@
width: w,
height: h,
color: color[0],
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color[0]
}, {});
asset1.rotation = randomRotation();
asset1.alpha = 0.5 + Math.random() * 0.5;
var asset2 = self.attachAsset({
@@ -232,9 +239,10 @@
width: w,
height: h,
color: color[1],
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color[1]
}, {});
asset2.rotation = randomRotation();
asset2.alpha = 0.3 + Math.random() * 0.3;
} else {
@@ -243,9 +251,10 @@
width: w,
height: h,
color: color,
anchorX: 0.5,
- anchorY: 0.5
+ anchorY: 0.5,
+ fill: color
}, {});
asset.rotation = randomRotation();
asset.alpha = 0.5 + Math.random() * 0.5;
}