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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'dx')' in or related to this line: 'overlay(animalParts[2].dx + 18, animalParts[2].dy, 10, 18, white, 0.13, "ellipse");' Line Number: 3896
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'dx')' in or related to this line: 'overlay(animalParts[1].dx - 18, animalParts[1].dy, 10, 18, white, 0.13, "ellipse");' Line Number: 3891
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ekrana tıklayınca çıkan hayvanlar daha gerçekçi daha detaylı olmalı bütün hepsi için daha detaylı ve daha gerçekçi bir görünümleri olmalı lütfen profesyonel ve en iyisi ol
User prompt
ekrana tıklayınca çıkan hayvanları lütfen daha detaylı yap ve daha gerçekci olsun
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olmamış düzelt
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ekrana tıklayınca çıkan hayvanlar doğadaki kendi renklerinde çıksın
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ekrana tıklayınca çıkan hayvanlar için her hayvanın kendine özgü olan birşeylerini belirt anlaşılabilir olmalı
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ekrana tıklayınca çıkan hayvanlar biraz daha büyük olabilir
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ekrana tıklayınca çıkan hayvanlara biraz daha detay eklebilirsin
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ekrana tıklayınca çıkan hayvanlar biraz daha büyük olabilir
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ekrana tıklanınca çıkan partiküller biraz daha az olabilir
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hayvanlar daha gerçekçi olsun daha fazla detay ekle daha profesyonel ve en iyisi ol lütfen
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lütfen hayvanlar yukarda yazılan hayvan ismiyle birebir benzesin profesyonel ol
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şekiller görünmüyor
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şekiller lütfen hayvanlara birebir benzesin bunun için assetleri istediğin gibi kullanabilirsin
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şekiller ekranın hiç bir köşesine deymesin
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bütün hayvanları daha profesyonel yap
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çıkan şekiller ekranın sağ,sol,alt,üst köşelerinden çıkmasın
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her tıklandığında çıkan hayvanı yatay olarak çiz aşırı detaylı bir şekilde
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yatay olarak çiz bütün hayvanları
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hayvanların bütün kıvrımları bütün vücudunu çiz
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çıkan hayvan şekilleri biraz daha büyük olabilir ama ekranın dışına asla çıkmamalı
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çıkan havayıfişekler biraz azaltılabilir hayvan şekilinin üstünde çıkmasın
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çıkan hayvan desenleri daha güzel olsun ve daha belirgin olsun. arkaplan bir tık şeffaflaşabilir
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animasyon daha abartı olsun arkaplan göz kamaştırsın
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // FireworkParticle class for animated firework/particle background var FireworkParticle = Container.expand(function () { var self = Container.call(this); // Pick a random color asset for the particle var colorAssetIds = ['altin', 'bej', 'bordo', 'bronz', 'camgobegi', 'civit_mavisi', 'eflatun', 'fume', 'gri', 'gumus', 'haki', 'kahverengi', 'kirmizi', 'kobalt_mavisi', 'krem', 'lacivert', 'lavanta', 'lila', 'magenta', 'mavi', 'mercan', 'mor', 'nane_yesili', 'pembe', 'sari', 'siyah', 'ten_rengi', 'turkuaz', 'turuncu', 'visne_curugu', 'yesil', 'zeytin_yesili']; var assetId = colorAssetIds[Math.floor(Math.random() * colorAssetIds.length)]; var shapeType = Math.random() < 0.5 ? 'ellipse' : 'box'; // Larger and more varied size var size = 48 + Math.random() * 80; var asset = self.attachAsset(assetId, { shape: shapeType, anchorX: 0.5, anchorY: 0.5, width: size, height: size }); // Initial position, velocity, and alpha self.x = 0; self.y = 0; var angle = Math.random() * Math.PI * 2; // Faster and more energetic var speed = 8 + Math.random() * 12; self.vx = Math.cos(angle) * speed; self.vy = Math.sin(angle) * speed; self.gravity = 0.10 + Math.random() * 0.12; // Longer life for more persistent effect self.life = 40 + Math.floor(Math.random() * 32); self.age = 0; // Brighter and more random alpha asset.alpha = 0.92 + Math.random() * 0.08; asset.rotation = Math.random() * Math.PI * 2; // Add a random scale pulse for extra dazzle var pulse = 1 + Math.random() * 0.5; asset.scale.set(pulse, pulse); // Animate self.update = function () { self.x += self.vx; self.y += self.vy; self.vy += self.gravity; // Flicker alpha for sparkle asset.alpha *= 0.95 + Math.random() * 0.04; // Add a color flash effect if (Math.random() < 0.12) { asset.rotation += (Math.random() - 0.5) * 0.3; asset.scale.x = 1 + Math.random() * 0.7; asset.scale.y = 1 + Math.random() * 0.7; } else { asset.scale.x *= 0.985; asset.scale.y *= 0.985; } self.age++; if (self.age > self.life) { self.destroy(); } }; return self; }); // 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, backgroundAlpha: 0.82 // Softer, slightly transparent background }); /**** * Game Code ****/ // Store the current name and pattern containers // No score, no timer, no GUI overlays /* 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. */ // We'll use the tween plugin for simple pop-in animations. var currentNameGroup = null; var currentPatterns = []; // --- Firework background animation --- var fireworkParticles = []; var fireworkBurstInterval = 18; // frames between bursts var lastFireworkTick = 0; function spawnFireworkBurst(cx, cy, count) { for (var i = 0; i < count; i++) { var p = new FireworkParticle(); p.x = cx; p.y = cy; // Place behind everything p.zIndex = -1000; game.addChild(p); fireworkParticles.push(p); } } // Initial burst at random locations for (var i = 0; i < 3; i++) { var fx = 200 + Math.random() * (2048 - 400); var fy = 200 + Math.random() * (2732 - 400); spawnFireworkBurst(fx, fy, 18 + Math.floor(Math.random() * 10)); } // "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 () { // --- Firework background update --- // Reduce firework burst frequency and avoid animal area var animalAreaX = 2048 / 2; var animalAreaY = 2732 / 2 + 100; var animalAreaW = 420; var animalAreaH = 420; if (LK.ticks - lastFireworkTick > fireworkBurstInterval * 2.2) { lastFireworkTick = LK.ticks; // Fewer bursts per interval, each with fewer particles var burstCount = 1 + Math.floor(Math.random() * 2); for (var b = 0; b < burstCount; b++) { var fx, fy, tries = 0; do { fx = 80 + Math.random() * (2048 - 160); fy = 80 + Math.random() * (2732 - 160); tries++; } while (fx > animalAreaX - animalAreaW / 2 && fx < animalAreaX + animalAreaW / 2 && fy > animalAreaY - animalAreaH / 2 && fy < animalAreaY + animalAreaH / 2 && tries < 8); var count = 12 + Math.floor(Math.random() * 8); // fewer particles per burst spawnFireworkBurst(fx, fy, count); } } // Add random "super burst" for extra dazzle, but never over animal if (Math.random() < 0.012) { var fx, fy, tries = 0; do { fx = 200 + Math.random() * (2048 - 400); fy = 200 + Math.random() * (2732 - 400); tries++; } while (fx > animalAreaX - animalAreaW / 2 && fx < animalAreaX + animalAreaW / 2 && fy > animalAreaY - animalAreaH / 2 && fy < animalAreaY + animalAreaH / 2 && tries < 8); spawnFireworkBurst(fx, fy, 24 + Math.floor(Math.random() * 12)); } // Update and clean up firework particles for (var i = fireworkParticles.length - 1; i >= 0; i--) { var p = fireworkParticles[i]; if (typeof p.update === "function") p.update(); if (p.destroyed) { fireworkParticles.splice(i, 1); } } // 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 random color asset 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; } // Prevent firework bursts from spawning over the animal shape var animalAreaX = 2048 / 2; var animalAreaY = 2732 / 2 + 100; var animalAreaW = 420; var animalAreaH = 420; function isOverAnimalArea(px, py) { return px > animalAreaX - animalAreaW / 2 && px < animalAreaX + animalAreaW / 2 && py > animalAreaY - animalAreaH / 2 && py < animalAreaY + animalAreaH / 2; } // Only spawn tap burst if not over animal if (!isOverAnimalArea(x, y)) { spawnFireworkBurst(x, y, 14 + Math.floor(Math.random() * 8)); } // Add a few extra bursts around the tap for extra dazzle, but not over animal for (var i = 0; i < 2 + Math.floor(Math.random() * 2); i++) { var angle = Math.random() * Math.PI * 2; var dist = 80 + Math.random() * 120; var fx = x + Math.cos(angle) * dist; var fy = y + Math.sin(angle) * dist; if (!isOverAnimalArea(fx, fy)) { spawnFireworkBurst(fx, fy, 7 + Math.floor(Math.random() * 5)); } } // 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; } // List of all color asset ids var colorAssetIds = ['altin', 'bej', 'bordo', 'bronz', 'camgobegi', 'civit_mavisi', 'eflatun', 'fume', 'gri', 'gumus', 'haki', 'kahverengi', 'kirmizi', 'kobalt_mavisi', 'krem', 'lacivert', 'lavanta', 'lila', 'magenta', 'mavi', 'mercan', 'mor', 'nane_yesili', 'pembe', 'sari', 'siyah', 'ten_rengi', 'turkuaz', 'turuncu', 'visne_curugu', 'yesil', 'zeytin_yesili']; // Animal shape definitions: each is an array of {dx, dy, scale, colorIdx} for each part // For brevity, most animals are represented by a simple body plan: head, body, 2 ears/fins/wings, 2 eyes, tail/limb if needed // For more complex animals, you can expand the part list as needed var animalShapes = [ // Dog [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 100, scale: 1.4, colorIdx: null }, { dx: -60, dy: -50, scale: 0.6, colorIdx: null }, { dx: 60, dy: -50, scale: 0.6, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 80, dy: 140, scale: 0.5, colorIdx: null }], // Cat [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -55, dy: -65, scale: 0.5, colorIdx: null }, { dx: 55, dy: -65, scale: 0.5, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 70, dy: 120, scale: 0.5, colorIdx: null }], // Horse [{ dx: 0, dy: 0, scale: 1.3, colorIdx: null }, { dx: 0, dy: 120, scale: 1.7, colorIdx: null }, { dx: -70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 70, dy: -80, scale: 0.5, colorIdx: null }, { dx: -30, dy: 30, scale: 0.22, colorIdx: 2 }, { dx: 30, dy: 30, scale: 0.22, colorIdx: 2 }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Elephant [{ dx: 0, dy: 0, scale: 1.5, colorIdx: null }, { dx: 0, dy: 130, scale: 1.8, colorIdx: null }, { dx: -90, dy: -90, scale: 0.7, colorIdx: null }, { dx: 90, dy: -90, scale: 0.7, colorIdx: null }, { dx: 0, dy: 60, scale: 0.4, colorIdx: null }, { dx: -40, dy: 40, scale: 0.22, colorIdx: 2 }, { dx: 40, dy: 40, scale: 0.22, colorIdx: 2 }], // Lion [{ dx: 0, dy: 0, scale: 1.2, colorIdx: null }, { dx: 0, dy: 110, scale: 1.5, colorIdx: null }, { dx: -60, dy: -70, scale: 0.5, colorIdx: null }, { dx: 60, dy: -70, scale: 0.5, colorIdx: null }, { dx: -25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 0, dy: 200, scale: 0.6, colorIdx: null }], // Tiger [{ dx: 0, dy: 0, scale: 1.2, colorIdx: null }, { dx: 0, dy: 110, scale: 1.5, colorIdx: null }, { dx: -60, dy: -70, scale: 0.5, colorIdx: null }, { dx: 60, dy: -70, scale: 0.5, colorIdx: null }, { dx: -25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 0, dy: 200, scale: 0.6, colorIdx: null }], // Bear [{ dx: 0, dy: 0, scale: 1.3, colorIdx: null }, { dx: 0, dy: 120, scale: 1.7, colorIdx: null }, { dx: -70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 70, dy: -80, scale: 0.5, colorIdx: null }, { dx: -30, dy: 30, scale: 0.22, colorIdx: 2 }, { dx: 30, dy: 30, scale: 0.22, colorIdx: 2 }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Whale [{ dx: 0, dy: 0, scale: 1.5, colorIdx: null }, { dx: 0, dy: 120, scale: 2.0, colorIdx: null }, { dx: -100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 200, scale: 0.5, colorIdx: null }], // Dolphin [{ dx: 0, dy: 0, scale: 1.2, colorIdx: null }, { dx: 0, dy: 100, scale: 1.5, colorIdx: null }, { dx: -60, dy: 0, scale: 0.5, colorIdx: null }, { dx: 60, dy: 0, scale: 0.5, colorIdx: null }, { dx: 0, dy: 180, scale: 0.4, colorIdx: null }], // Monkey [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -55, dy: -65, scale: 0.5, colorIdx: null }, { dx: 55, dy: -65, scale: 0.5, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 70, dy: 120, scale: 0.5, colorIdx: null }], // Bat [{ dx: 0, dy: 0, scale: 1.0, colorIdx: null }, { dx: 0, dy: 80, scale: 1.2, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 80, dy: 0, scale: 0.7, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }], // Deer [{ dx: 0, dy: 0, scale: 1.2, colorIdx: null }, { dx: 0, dy: 110, scale: 1.5, colorIdx: null }, { dx: -60, dy: -70, scale: 0.5, colorIdx: null }, { dx: 60, dy: -70, scale: 0.5, colorIdx: null }, { dx: -25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 0, dy: 200, scale: 0.6, colorIdx: null }], // Wolf [{ dx: 0, dy: 0, scale: 1.2, colorIdx: null }, { dx: 0, dy: 110, scale: 1.5, colorIdx: null }, { dx: -60, dy: -70, scale: 0.5, colorIdx: null }, { dx: 60, dy: -70, scale: 0.5, colorIdx: null }, { dx: -25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 0, dy: 200, scale: 0.6, colorIdx: null }], // Fox [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -55, dy: -65, scale: 0.5, colorIdx: null }, { dx: 55, dy: -65, scale: 0.5, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 70, dy: 120, scale: 0.5, colorIdx: null }], // Rabbit [{ dx: 0, dy: 0, scale: 1.0, colorIdx: null }, { dx: 0, dy: 90, scale: 1.2, colorIdx: null }, { dx: -30, dy: -90, scale: 0.4, colorIdx: null }, { dx: 30, dy: -90, scale: 0.4, colorIdx: null }, { dx: -18, dy: 10, scale: 0.18, colorIdx: 2 }, { dx: 18, dy: 10, scale: 0.18, colorIdx: 2 }], // Kangaroo [{ dx: 0, dy: 0, scale: 1.2, colorIdx: null }, { dx: 0, dy: 110, scale: 1.5, colorIdx: null }, { dx: -60, dy: -70, scale: 0.5, colorIdx: null }, { dx: 60, dy: -70, scale: 0.5, colorIdx: null }, { dx: -25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 20, scale: 0.22, colorIdx: 2 }, { dx: 0, dy: 200, scale: 0.6, colorIdx: null }], // Human [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -55, dy: -65, scale: 0.5, colorIdx: null }, { dx: 55, dy: -65, scale: 0.5, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }], // Eagle [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Owl [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -55, dy: -65, scale: 0.5, colorIdx: null }, { dx: 55, dy: -65, scale: 0.5, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }], // Sparrow [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Penguin [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -55, dy: -65, scale: 0.5, colorIdx: null }, { dx: 55, dy: -65, scale: 0.5, colorIdx: null }, { dx: -25, dy: 10, scale: 0.22, colorIdx: 2 }, { dx: 25, dy: 10, scale: 0.22, colorIdx: 2 }], // Ostrich [{ dx: 0, dy: 0, scale: 1.3, colorIdx: null }, { dx: 0, dy: 120, scale: 1.7, colorIdx: null }, { dx: -70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 70, dy: -80, scale: 0.5, colorIdx: null }, { dx: -30, dy: 30, scale: 0.22, colorIdx: 2 }, { dx: 30, dy: 30, scale: 0.22, colorIdx: 2 }], // Parrot [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Pigeon [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Hummingbird [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Duck [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Swan [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Crow [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Robin [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Albatross [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Flamingo [{ dx: 0, dy: 40, scale: 1.1, colorIdx: null }, { dx: 0, dy: -60, scale: 0.7, colorIdx: null }, { dx: 0, dy: -90, scale: 0.22, colorIdx: 4 }, { dx: -60, dy: 30, scale: 0.7, colorIdx: null }, { dx: 60, dy: 80, scale: 0.5, colorIdx: null }], // Snake [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Lizard [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Crocodile [{ dx: 0, dy: 0, scale: 1.3, colorIdx: null }, { dx: 0, dy: 120, scale: 1.7, colorIdx: null }, { dx: -70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Alligator [{ dx: 0, dy: 0, scale: 1.3, colorIdx: null }, { dx: 0, dy: 120, scale: 1.7, colorIdx: null }, { dx: -70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Turtle [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Tortoise [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Chameleon [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Gecko [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Komodo Dragon [{ dx: 0, dy: 0, scale: 1.3, colorIdx: null }, { dx: 0, dy: 120, scale: 1.7, colorIdx: null }, { dx: -70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 70, dy: -80, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Cobra [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Python [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Frog [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Toad [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Salamander [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Newt [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Caecilian [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Axolotl [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: -40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 40, dy: 180, scale: 0.5, colorIdx: null }, { dx: 0, dy: 220, scale: 0.7, colorIdx: null }], // Shark [{ dx: 0, dy: 0, scale: 1.5, colorIdx: null }, { dx: 0, dy: 120, scale: 2.0, colorIdx: null }, { dx: -100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 200, scale: 0.5, colorIdx: null }], // Salmon [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: -60, scale: 0.4, colorIdx: null }, { dx: 40, dy: -10, scale: 0.18, colorIdx: 2 }], // Tuna [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: -60, scale: 0.4, colorIdx: null }, { dx: 40, dy: -10, scale: 0.18, colorIdx: 2 }], // Clownfish [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: -60, scale: 0.4, colorIdx: null }, { dx: 40, dy: -10, scale: 0.18, colorIdx: 2 }], // Goldfish [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: -60, scale: 0.4, colorIdx: null }, { dx: 40, dy: -10, scale: 0.18, colorIdx: 2 }], // Eel [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Seahorse [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: 0, dy: 90, scale: 1.3, colorIdx: null }, { dx: 0, dy: 180, scale: 1.0, colorIdx: null }, { dx: 0, dy: 270, scale: 0.7, colorIdx: null }, { dx: 0, dy: 360, scale: 0.5, colorIdx: null }], // Trout [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: -60, scale: 0.4, colorIdx: null }, { dx: 40, dy: -10, scale: 0.18, colorIdx: 2 }], // Cod [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: -60, scale: 0.4, colorIdx: null }, { dx: 40, dy: -10, scale: 0.18, colorIdx: 2 }], // Barracuda [{ dx: 0, dy: 0, scale: 1.1, colorIdx: null }, { dx: -80, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: -60, scale: 0.4, colorIdx: null }, { dx: 40, dy: -10, scale: 0.18, colorIdx: 2 }], // Stingray [{ dx: 0, dy: 0, scale: 1.5, colorIdx: null }, { dx: 0, dy: 120, scale: 2.0, colorIdx: null }, { dx: -100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 200, scale: 0.5, colorIdx: null }], // Manta Ray [{ dx: 0, dy: 0, scale: 1.5, colorIdx: null }, { dx: 0, dy: 120, scale: 2.0, colorIdx: null }, { dx: -100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 100, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 200, scale: 0.5, colorIdx: null }], // Ant [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Bee [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Butterfly [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: -40, dy: 0, scale: 0.5, colorIdx: null }, { dx: 40, dy: 0, scale: 0.5, colorIdx: null }], // Moth [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: -40, dy: 0, scale: 0.5, colorIdx: null }, { dx: 40, dy: 0, scale: 0.5, colorIdx: null }], // Beetle [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Fly [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Mosquito [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Grasshopper [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Dragonfly [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: -40, dy: 0, scale: 0.5, colorIdx: null }, { dx: 40, dy: 0, scale: 0.5, colorIdx: null }], // Ladybug [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Cockroach [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }, { dx: 0, dy: 80, scale: 0.3, colorIdx: null }], // Spider [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: -30, dy: 30, scale: 0.3, colorIdx: null }, { dx: 30, dy: 30, scale: 0.3, colorIdx: null }], // Scorpion [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: -30, dy: 30, scale: 0.3, colorIdx: null }, { dx: 30, dy: 30, scale: 0.3, colorIdx: null }], // Tick [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Mite [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Tarantula [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: -30, dy: 30, scale: 0.3, colorIdx: null }, { dx: 30, dy: 30, scale: 0.3, colorIdx: null }], // Black Widow [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: -30, dy: 30, scale: 0.3, colorIdx: null }, { dx: 30, dy: 30, scale: 0.3, colorIdx: null }], // Crab [{ dx: 0, dy: 0, scale: 0.8, colorIdx: null }, { dx: -40, dy: 0, scale: 0.4, colorIdx: null }, { dx: 40, dy: 0, scale: 0.4, colorIdx: null }], // Lobster [{ dx: 0, dy: 0, scale: 0.8, colorIdx: null }, { dx: -40, dy: 0, scale: 0.4, colorIdx: null }, { dx: 40, dy: 0, scale: 0.4, colorIdx: null }], // Shrimp [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }], // Prawn [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }], // Crayfish [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }], // Barnacle [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Krill [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Snail [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }], // Slug [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }], // Octopus [{ dx: 0, dy: 0, scale: 0.8, colorIdx: null }, { dx: -40, dy: 40, scale: 0.4, colorIdx: null }, { dx: 40, dy: 40, scale: 0.4, colorIdx: null }], // Squid [{ dx: 0, dy: 0, scale: 0.8, colorIdx: null }, { dx: -40, dy: 40, scale: 0.4, colorIdx: null }, { dx: 40, dy: 40, scale: 0.4, colorIdx: null }], // Clam [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Oyster [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Mussel [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Scallop [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Nautilus [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }], // Earthworm [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }], // Leech [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Tapeworm [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Roundworm [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Starfish (Sea Star) [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }], // Sea Urchin [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Sea Cucumber [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }], // Sand Dollar [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Jellyfish [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }, { dx: 0, dy: 40, scale: 0.5, colorIdx: null }], // Coral [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }], // Sea Anemone [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }], // Hydra [{ dx: 0, dy: 0, scale: 0.5, colorIdx: null }], // Bath Sponge [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }], // Sea Sponge [{ dx: 0, dy: 0, scale: 0.7, colorIdx: null }]]; // Animal English names, in the same order as animalShapes var animalEnglishNames = ["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"]; // Pick a random animal shape and its English name var animalIdx = Math.floor(Math.random() * animalShapes.length); var animal = animalShapes[animalIdx]; var animalName = animalEnglishNames[animalIdx]; // Show the animal name at the top (destroy previous if exists) if (currentNameGroup) { currentNameGroup.destroy(); currentNameGroup = null; } currentNameGroup = new Container(); var nameText = new Text2(animalName, { size: 180, fill: getVibrantColor(), font: "Arial Black" }); nameText.anchor.set(0.5, 0); nameText.x = 2048 / 2; nameText.y = 40; currentNameGroup.addChild(nameText); game.addChild(currentNameGroup); // Pick a random base color for the animal var baseColorIdx = Math.floor(Math.random() * colorAssetIds.length); // Optionally pick a second color for details var detailColorIdx = Math.floor(Math.random() * colorAssetIds.length); // All animals are centered on the screen var centerX = 2048 / 2; var centerY = 2732 / 2 + 100; // visually below the name // Make animal shapes larger by applying a scale multiplier var animalSizeScale = 1.68; // Helper for animal part drawing function drawAnimalPart(opts) { // opts: {shape, color, dx, dy, w, h, alpha, z, outline, assetIdOverride} var assetId = opts.assetIdOverride || colorAssetIds[opts.color % colorAssetIds.length]; var asset = LK.getAsset(assetId, { shape: opts.shape, anchorX: 0.5, anchorY: 0.5 }); asset.x = centerX + opts.dx * animalSizeScale; asset.y = centerY + opts.dy * animalSizeScale; asset.width = opts.w * animalSizeScale; asset.height = opts.h * animalSizeScale; asset.alpha = typeof opts.alpha === "number" ? opts.alpha : 1; if (opts.outline) { asset.lineWidth = opts.outline.width; asset.lineColor = opts.outline.color; } if (typeof opts.z === "number") asset.zIndex = opts.z; game.addChild(asset); currentPatterns.push(asset); return asset; } // Pick a random base color for the animal var baseColorIdx = Math.floor(Math.random() * colorAssetIds.length); var detailColorIdx = Math.floor(Math.random() * colorAssetIds.length); var outline = { width: 8, color: 0x222222 }; var main = baseColorIdx, detail = detailColorIdx; var black = colorAssetIds.indexOf("siyah"); var white = colorAssetIds.indexOf("beyaz") >= 0 ? colorAssetIds.indexOf("beyaz") : black; // Draw the full body of the animal using all defined parts in animalShapes var animalParts = animalShapes[animalIdx]; // Add more visual distinction: alternate between ellipse and box for some parts, add subtle color variation, and add a soft shadow for (var i = 0; i < animalParts.length; i++) { var part = animalParts[i]; // Alternate shape for ears, fins, wings, tails, etc. var isEarOrFin = i === 2 || i === 3; var isTailOrLimb = i === animalParts.length - 1 && animalParts.length > 4; var isEye = typeof part.colorIdx === "number" && part.colorIdx === 2; var shapeType = isEarOrFin ? "box" : "ellipse"; // Color: eyes always black, otherwise use main or detail color for some parts var colorIdx = isEye ? black : typeof part.colorIdx === "number" ? part.colorIdx : isEarOrFin || isTailOrLimb ? detail : main; var alpha = 1; var z = i + 1; var w = 100 * part.scale; var h = 100 * part.scale; // If this is a tail or limb, make it a bit longer and thinner if (isTailOrLimb) { h = 160 * part.scale; w = 48 * part.scale; shapeType = "box"; alpha = 0.92; } // Eyes: smaller, always on top if (isEye) { w = h = 32 * part.scale; z = 100 + i; alpha = 0.98; } // Add a soft shadow for body and head if (i === 0 || i === 1) { var shadow = drawAnimalPart({ shape: shapeType, color: black, dx: part.dx + 10, dy: part.dy + 16, w: w * 1.08, h: h * 1.08, alpha: 0.18, z: z - 0.5 }); currentPatterns.push(shadow); } // Add a subtle highlight for body and head if (i === 0 || i === 1) { var highlight = drawAnimalPart({ shape: shapeType, color: white, dx: part.dx - 12, dy: part.dy - 18, w: w * 0.55, h: h * 0.55, alpha: 0.13, z: z + 0.5 }); currentPatterns.push(highlight); } // Main part var asset = drawAnimalPart({ shape: shapeType, color: colorIdx, dx: part.dx, dy: part.dy, w: w, h: h, alpha: alpha, z: z, outline: outline }); // Add a white dot highlight to the eyes for cuteness if (isEye) { var eyeHighlight = drawAnimalPart({ shape: "ellipse", color: white, dx: part.dx - 6, dy: part.dy - 6, w: w * 0.35, h: h * 0.35, alpha: 0.7, z: z + 1 }); currentPatterns.push(eyeHighlight); } // Add a subtle color variation for detail parts if (isEarOrFin || isTailOrLimb) { var detailOverlay = drawAnimalPart({ shape: shapeType, color: (detail + 3) % colorAssetIds.length, dx: part.dx + 4, dy: part.dy + 4, w: w * 0.82, h: h * 0.82, alpha: 0.22, z: z + 0.2 }); currentPatterns.push(detailOverlay); } } // --- EXTRA DETAIL FOR ANIMAL FACES AND BODIES --- // Add more facial/body details for select animals // Use animalIdx to determine which animal, and add features accordingly // (Dog, Cat, Horse, Elephant, Lion, Tiger, Bear, etc) var detailZ = 200; function addFaceDetailEllipse(dx, dy, w, h, color, alpha) { var asset = drawAnimalPart({ shape: "ellipse", color: color, dx: dx, dy: dy, w: w, h: h, alpha: typeof alpha === "number" ? alpha : 1, z: detailZ }); currentPatterns.push(asset); return asset; } function addFaceDetailBox(dx, dy, w, h, color, alpha) { var asset = drawAnimalPart({ shape: "box", color: color, dx: dx, dy: dy, w: w, h: h, alpha: typeof alpha === "number" ? alpha : 1, z: detailZ }); currentPatterns.push(asset); return asset; } function addWhiskers(centerDx, centerDy, length, color, alpha) { // Simulate whiskers with thin boxes at angles for (var w = -1; w <= 1; w++) { var angle = -0.5 + w * 0.5; var whisker = addFaceDetailBox(centerDx + 18, centerDy + 8 + w * 10, length, 8, color, alpha); whisker.rotation = angle; var whisker2 = addFaceDetailBox(centerDx - 18, centerDy + 8 + w * 10, length, 8, color, alpha); whisker2.rotation = -angle; } } // DOG: mouth, nose if (animalIdx === 0) { // Nose addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 32, 32, 22, black, 0.9); // Mouth addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 54, 38, 10, black, 0.5); } // CAT: nose, mouth, whiskers if (animalIdx === 1) { // Nose addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 28, 28, 18, black, 0.8); // Mouth addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 44, 32, 8, black, 0.4); // Whiskers addWhiskers(animalParts[0].dx, animalParts[0].dy + 32, 38, black, 0.25); } // HORSE: nostrils, mouth if (animalIdx === 2) { addFaceDetailEllipse(animalParts[0].dx - 16, animalParts[0].dy + 38, 12, 18, black, 0.5); addFaceDetailEllipse(animalParts[0].dx + 16, animalParts[0].dy + 38, 12, 18, black, 0.5); addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 60, 36, 8, black, 0.3); } // ELEPHANT: trunk lines, tusks if (animalIdx === 3) { // Trunk lines for (var t = 0; t < 3; t++) { addFaceDetailBox(animalParts[4].dx, animalParts[4].dy + 10 + t * 12, 36, 6, black, 0.13); } // Tusks (white) addFaceDetailBox(animalParts[4].dx - 18, animalParts[4].dy + 38, 18, 10, white, 0.7); addFaceDetailBox(animalParts[4].dx + 18, animalParts[4].dy + 38, 18, 10, white, 0.7); } // LION: mouth, nose, whiskers if (animalIdx === 4) { addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 32, 32, 22, black, 0.7); addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 54, 38, 10, black, 0.3); addWhiskers(animalParts[0].dx, animalParts[0].dy + 32, 38, black, 0.18); } // TIGER: stripes, nose, mouth if (animalIdx === 5) { // Stripes for (var s = -1; s <= 1; s++) { addFaceDetailBox(animalParts[0].dx + s * 28, animalParts[0].dy - 18, 18, 8, black, 0.18); } // Nose addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 28, 28, 18, black, 0.7); // Mouth addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 44, 32, 8, black, 0.3); } // BEAR: nose, mouth if (animalIdx === 6) { addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 32, 32, 22, black, 0.7); addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 54, 38, 10, black, 0.3); } // MONKEY: mouth, nose, ears if (animalIdx === 9) { addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 32, 28, 18, black, 0.7); addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 44, 32, 8, black, 0.3); // Ears highlight addFaceDetailEllipse(animalParts[2].dx, animalParts[2].dy, 28, 28, white, 0.18); addFaceDetailEllipse(animalParts[3].dx, animalParts[3].dy, 28, 28, white, 0.18); } // RABBIT: nose, mouth, whiskers if (animalIdx === 14) { addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 28, 18, 12, black, 0.7); addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 44, 32, 8, black, 0.3); addWhiskers(animalParts[0].dx, animalParts[0].dy + 32, 38, black, 0.18); } // FOX: nose, mouth, whiskers if (animalIdx === 13) { addFaceDetailEllipse(animalParts[0].dx, animalParts[0].dy + 28, 18, 12, black, 0.7); addFaceDetailBox(animalParts[0].dx, animalParts[0].dy + 44, 32, 8, black, 0.3); addWhiskers(animalParts[0].dx, animalParts[0].dy + 32, 38, black, 0.18); } // Add more as needed for other animals... }; // 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; // 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
===================================================================
--- original.js
+++ change.js
@@ -2898,9 +2898,9 @@
// All animals are centered on the screen
var centerX = 2048 / 2;
var centerY = 2732 / 2 + 100; // visually below the name
// Make animal shapes larger by applying a scale multiplier
- var animalSizeScale = 1.38;
+ var animalSizeScale = 1.68;
// Helper for animal part drawing
function drawAnimalPart(opts) {
// opts: {shape, color, dx, dy, w, h, alpha, z, outline, assetIdOverride}
var assetId = opts.assetIdOverride || colorAssetIds[opts.color % colorAssetIds.length];