User prompt
bacground sesi ekleyebilrimsin sevimli ve sakin
User prompt
kediye zıplama sesi ekleyelim lütfen
User prompt
sağ üstte güneş eklermisn rica etsem
User prompt
sağ uste evet nesnesini eklermsin rica etsem
User prompt
sağ üstte yeni bir nesne ekle güneş olarak
User prompt
kaktüs ve kedinin yürüdügü yolu birazdaha belirgin kılıp detay eklermsin
User prompt
arka planı biraz mısır pramityle süslermsin detay olarak
User prompt
staminayı mausun sağ tuşuna basarak kullanmak istiyorum
User prompt
sol clikle basılı tutugumda staminayı harcadığım zaman 5 saniye kuşlar bana zarar veremiyor
User prompt
kuşlarla kaktüslerin geliş sekronunu tekrar düzenlermisn zıplamak için vakit kalsın
User prompt
kuşlar artık kediye zarar verebiliyorlar 10hp
User prompt
kuşları birazdaha aşagıdan ucururmsun rica etsem
User prompt
stamina 3 saniyelik asılı kalma eylemini bitirdikten sonra her gelecek olan 5 kaktüsü te bir tekrar dolsun stamina ama asılı kalma süzülme işleminden sonra sürekli tekrarlansın solclik basılı tuttum 5 saniye henüz dolmuyor ama yere indim ondan sonra 10 katüste bir tekara dolacak
User prompt
stamina 3 saniyelik asılı kalma eylemini bitirdikten sonra her gelecek olan 5 kaktüsü te bir tekrar dolsun stamina ama asılı kalma süzülme işleminden sonra sürekli tekrarlansın solclik basılı tuttum 5 saniye henüz dolmuyor ama yere indim ondan sonra 5 katüste bir tekara dolacak
User prompt
staminamız süzülmeyi kullanıp indikten sonra asılı kalma işlemi bittikten sonra her 5 katüste bir dolsun
User prompt
stamina barımız 5 kaktüs te bir dolsun
User prompt
mausun sol cligine basılı tutumuzda sadee 1 kez 3 saniye süzülüp sonra aşağı inmek zorunda ve tekrar kullanmak için bir stamina barı gerek kaktüs üzerinden atladıkça stamina dolacak stamine dolmadan bu sol click baslı tutma süzülme olayını gerçekleştiremiycez dolduğu zaman yapabilicez
User prompt
mausun sol cligine basılı tutumuzda sadee 1 kez 3 saniye süzülüp sonra aşağı inmek zorunda
User prompt
her hayalet altın alışımızda 10 hp yenilensin dolsun
User prompt
her altın 10 hp yenilesin
User prompt
hp bar eklermisin her dümana değiş 20 hp alsın benden
User prompt
mause nin sol tuşuna uzun bastımda 3 saniye havada süzülsün kedi
User prompt
her 1 altında bir toladgında 10 saniye havada kal
User prompt
her 1 hayalet aldgımda her defasında beni süzülerek uçur
User prompt
1 altın topladıktan sonra beni bullutlara ışınla
/**** * Classes ****/ // Bird class: flies from right to left, above ground, destroys itself off screen var Bird = Container.expand(function () { var self = Container.call(this); // Use 'gunes' asset for bird (placeholder, should be replaced with a bird asset if available) var birdSprite = self.attachAsset('gunes', { anchorX: 0.5, anchorY: 0.5 }); birdSprite.width = 120; birdSprite.height = 90; birdSprite.tint = 0x888888; birdSprite.alpha = 0.92; self.speed = 10 + Math.random() * 4; self.update = function () { self.x -= self.speed; // Destroy if off screen if (self.lastX >= -200 && self.x < -200) { self.destroy(); } self.lastX = self.x; }; return self; }); // Cactus class: moves left, destroys itself off screen var Cactus = Container.expand(function () { var self = Container.call(this); // Attach cactus asset, anchor bottom left var cactusSprite = self.attachAsset('cactus', { anchorX: 0.5, anchorY: 1 }); self.speed = 7 + Math.random() * 2; // even slower speed for easier gameplay self.update = function () { self.x -= self.speed; // Destroy if off screen if (self.lastX >= -200 && self.x < -200) { self.destroy(); } self.lastX = self.x; }; return self; }); // Cat class: handles jump, gravity, and collision var Cat = Container.expand(function () { var self = Container.call(this); // Attach cat asset, anchor bottom left for ground logic var catSprite = self.attachAsset('cat', { anchorX: 0.5, anchorY: 1 }); // Cat physics self.y = 0; self.x = 0; self.vy = 0; self.isJumping = false; self.groundY = 0; // will be set after creation // Double jump state self.jumpCount = 0; self.maxJumps = 2; // Jump parameters self.jumpVelocity = -65; self.gravity = 4; // Update method for physics self.update = function () { // Handle 3-second glide if long press is active, but only once per jump and only if stamina is full if (typeof isPressing !== "undefined" && isPressing && self.isJumping && !glideActive && !self.hasGlided && self.vy > 0 && typeof stamina !== "undefined" && stamina >= maxStamina) { // Only start glide if falling, not already gliding, haven't glided yet this jump, and stamina is full if (LK.ticks - pressStartTick >= 18) { // ~300ms threshold to avoid accidental short taps glideActive = true; self.isHovering = false; self.hasHovered = true; self.glideStartTick = LK.ticks; self.vy = 0; self.hasGlided = true; // Mark that we've glided this jump // Consume all stamina stamina = 0; staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth); // Activate bird damage immunity for 5 seconds birdImmunityActive = true; birdImmunityStartTick = LK.ticks; } } // If gliding, keep cat in air for up to 3 seconds (180 ticks) if (typeof glideActive !== "undefined" && glideActive) { if (LK.ticks - self.glideStartTick < 180) { // Stay in air, do not apply gravity, regardless of isPressing return; } else { // End glide glideActive = false; } } if (self.isJumping) { // If we are hovering, do not apply gravity or move if (self.isHovering) { // Determine hover duration: 12 ticks (195ms) for first jump, 6 ticks (100ms) for others var hoverDuration = self.jumpCount === 1 ? 12 : 6; if (LK.ticks - self.hoverStartTick >= hoverDuration) { self.isHovering = false; // Resume falling, keep vy as 0 so gravity starts pulling down self.vy = 0; } // While hovering, do nothing else return; } // Normal jump/fall self.vy += self.gravity; self.y += self.vy; // At apex: vy just turned positive (was going up, now going down) if (!self.isHovering && self.vy > 0 && !self.hasHovered) { self.isHovering = true; self.hasHovered = true; self.hoverStartTick = LK.ticks; self.vy = 0; // Stop vertical movement during hover return; } // Land on ground if (self.y >= self.groundY) { self.y = self.groundY; self.vy = 0; self.isJumping = false; self.isHovering = false; self.hasHovered = false; // If we just finished a glide (hasGlided true, glideActive false), start counting cacti for stamina refill if (typeof self.hasGlided !== "undefined" && self.hasGlided && typeof glideActive !== "undefined" && !glideActive) { // Start post-glide cactus counting if (typeof postGlideCactusCounter === "undefined") postGlideCactusCounter = 0; postGlideCactusCounter = 0; postGlideCountingActive = true; } self.hasGlided = false; // Reset glide on landing self.jumpCount = 0; // Reset jump count on landing } } }; // Jump method self.jump = function () { if (self.jumpCount < self.maxJumps) { self.isJumping = true; self.vy = self.jumpVelocity; self.isHovering = false; self.hasHovered = false; self.hasGlided = false; // Allow one glide per jump self.hoverStartTick = 0; self.jumpCount++; // Play jump sound LK.getSound('kedi').play(); } }; return self; }); // Cloud class: moves left, destroys itself off screen var Cloud = Container.expand(function () { var self = Container.call(this); // Use a white ellipse for the cloud var cloudSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); // Randomize cloud size var scale = 1.2 + Math.random() * 1.2; cloudSprite.width = 320 * scale; cloudSprite.height = 120 * scale; cloudSprite.tint = 0xFFFFFF; cloudSprite.alpha = 0.7 + Math.random() * 0.2; self.speed = 1.5 + Math.random() * 1.2; self.update = function () { self.x -= self.speed; if (self.lastX >= -400 && self.x < -400) { self.destroy(); } self.lastX = self.x; }; return self; }); // Gold class: moves left, destroys itself off screen, collectible by cat var Gold = Container.expand(function () { var self = Container.call(this); // Attach gold asset, anchor center var goldSprite = self.attachAsset('ghost', { anchorX: 0.5, anchorY: 0.5 }); goldSprite.width = 80; goldSprite.height = 80; self.speed = 7 + Math.random() * 2; self.collected = false; self.update = function () { self.x -= self.speed; // Destroy if off screen if (self.lastX >= -200 && self.x < -200) { self.destroy(); } self.lastX = self.x; }; return self; }); // Sun class: static, top right var Sun = Container.expand(function () { var self = Container.call(this); // Use a yellow ellipse for the sun var sunSprite = self.attachAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); sunSprite.width = 260; sunSprite.height = 260; sunSprite.tint = 0xFFF700; sunSprite.alpha = 0.95; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xF7E9A0 // light sand yellow, desert-like }); /**** * Game Code ****/ // --- GAME CODE --- // Play cute and calm background music (loops by default) LK.playMusic('cute_bg'); // Add a visible ground path to make the cat's running route more distinct var groundPath = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); groundPath.width = 2048; groundPath.height = 120; groundPath.x = 2048 / 2; groundPath.y = GROUND_Y + 60; // center the path at ground level groundPath.tint = 0xE0C97A; // a sandier, darker color for contrast groundPath.alpha = 0.85; game.addChild(groundPath); // Add ground details: pebbles and stripes for more visual interest var pebbleCount = 18; for (var i = 0; i < pebbleCount; i++) { var pebble = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); pebble.width = 32 + Math.random() * 28; pebble.height = 18 + Math.random() * 12; pebble.x = 120 + Math.random() * (2048 - 240); pebble.y = GROUND_Y + 60 + (Math.random() - 0.5) * 60; pebble.tint = Math.random() > 0.5 ? 0xBCA86B : 0xD6C08B; pebble.alpha = 0.7 + Math.random() * 0.2; game.addChild(pebble); } // Add a few horizontal stripes to simulate track lines for (var s = 0; s < 3; s++) { var stripe = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); stripe.width = 2048 * (0.7 + Math.random() * 0.2); stripe.height = 12 + Math.random() * 8; stripe.x = 2048 / 2; stripe.y = GROUND_Y + 30 + s * 28 + Math.random() * 10; stripe.tint = 0xC2B07A; stripe.alpha = 0.32 + Math.random() * 0.08; game.addChild(stripe); } // Sun and clouds var sun; var clouds = []; var nextCloudTick = 0; // Birds var birds = []; var nextBirdTick = 0; // Game constants var GROUND_Y = 2200; // y position of ground (bottom of screen minus margin) var CAT_START_X = 400; var CAT_START_Y = GROUND_Y; var CACTUS_SPAWN_MIN = 70; // min frames between cacti (slower, more time to jump) var CACTUS_SPAWN_MAX = 130; // max frames between cacti (slower, more time to jump) // Game state var cat; var cacti = []; var golds = []; var score = 0; var goldScore = 0; var scoreTxt; var goldScoreTxt; var nextCactusTick = 0; var nextGoldTick = 0; var gameOver = false; // On game start, stamina is full stamina = maxStamina; if (typeof staminaBar !== "undefined") { staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth); } // Track how many cacti have been jumped over for stamina refill var cactiJumpedOver = 0; // Track post-glide cactus counting for stamina refill var postGlideCactusCounter = 0; var postGlideCountingActive = false; // Speed multiplier for game progression var speedMultiplier = 1; var SPEED_MULTIPLIER_INCREMENT = 0.08; // how much to increase per score var SPEED_MULTIPLIER_MAX = 3; // cap the speed increase // HP bar variables var maxHp = 100; var hp = maxHp; var hpBarFullWidth = 420; var hpBarHeight = 38; // Add HP bar background (grey) var hpBarBg = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); hpBarBg.width = hpBarFullWidth; hpBarBg.height = hpBarHeight; hpBarBg.x = 110; hpBarBg.y = 30; hpBarBg.tint = 0x444444; hpBarBg.alpha = 0.45; LK.gui.top.addChild(hpBarBg); // Add HP bar (red) var hpBar = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); hpBar.width = hpBarFullWidth; hpBar.height = hpBarHeight; hpBar.x = 110; hpBar.y = 30; hpBar.tint = 0xff4444; hpBar.alpha = 0.95; LK.gui.top.addChild(hpBar); // --- Stamina bar variables and GUI --- var maxStamina = 100; var stamina = maxStamina; var staminaBarFullWidth = 420; var staminaBarHeight = 28; // Stamina bar background (grey, below HP bar) var staminaBarBg = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); staminaBarBg.width = staminaBarFullWidth; staminaBarBg.height = staminaBarHeight; staminaBarBg.x = 110; staminaBarBg.y = 80; staminaBarBg.tint = 0x444444; staminaBarBg.alpha = 0.35; LK.gui.top.addChild(staminaBarBg); // Stamina bar (blue) var staminaBar = LK.getAsset('centerCircle', { anchorX: 0, anchorY: 0 }); staminaBar.width = staminaBarFullWidth; staminaBar.height = staminaBarHeight; staminaBar.x = 110; staminaBar.y = 80; staminaBar.tint = 0x44aaff; staminaBar.alpha = 0.95; LK.gui.top.addChild(staminaBar); // Add score text to GUI scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Gold score text (smaller, right of score) goldScoreTxt = new Text2('0', { size: 90, fill: 0xFFD700 // gold color }); goldScoreTxt.anchor.set(0, 0); goldScoreTxt.x = 120; // right of main score goldScoreTxt.y = 20; LK.gui.top.addChild(goldScoreTxt); // Add sun (top right, margin from edge) var sunImg = LK.getAsset('gunes', { anchorX: 1, anchorY: 0 }); sunImg.width = 180; sunImg.height = 180; sunImg.x = LK.gui.top.width - 40; // 40px margin from right sunImg.y = 30; // 30px margin from top LK.gui.topRight.addChild(sunImg); // Add 'evet' button to the top right corner of the GUI var evetBtn = new Text2('evet', { size: 90, fill: 0xFFFFFF, font: "Arial" }); evetBtn.anchor.set(1, 0); // right-top anchor evetBtn.x = LK.gui.top.width - 40; // 40px margin from right evetBtn.y = 30; // 30px margin from top LK.gui.topRight.addChild(evetBtn); // Spawn a few initial clouds for (var i = 0; i < 3; i++) { var cloud = new Cloud(); cloud.x = 400 + Math.random() * 1400; cloud.y = 200 + Math.random() * 400; cloud.lastX = cloud.x; game.addChild(cloud); clouds.push(cloud); } nextCloudTick = 60 + Math.floor(Math.random() * 120); // Create cat cat = new Cat(); cat.x = CAT_START_X; cat.y = CAT_START_Y; cat.groundY = CAT_START_Y; game.addChild(cat); // Track long press for gliding var isPressing = false; var pressStartTick = 0; var glideActive = false; // --- Bird damage immunity after stamina glide --- var birdImmunityActive = false; var birdImmunityStartTick = 0; var BIRD_IMMUNITY_DURATION = 300; // 5 seconds at 60fps // Touch/click to jump or start glide game.down = function (x, y, obj) { if (!gameOver) { cat.jump(); isPressing = true; pressStartTick = LK.ticks; glideActive = false; } // Update golds, check for collection for (var j = golds.length - 1; j >= 0; j--) { var gold = golds[j]; gold.update(); // Remove if off screen if (gold.x < -200) { gold.destroy(); golds.splice(j, 1); continue; } // Collect gold: only trigger on first intersect and not already collected if (!gold.collected && cat.intersects(gold)) { gold.collected = true; goldScore++; goldScoreTxt.setText(goldScore); gold.destroy(); golds.splice(j, 1); continue; } } }; // On release, stop pressing and gliding game.up = function (x, y, obj) { isPressing = false; // Do not forcibly end glide here; glide ends after 3s or on landing }; // Main update loop game.update = function () { if (gameOver) return; // Update clouds and spawn new ones for (var i = clouds.length - 1; i >= 0; i--) { var cloud = clouds[i]; cloud.update(); if (cloud.x < -400) { cloud.destroy(); clouds.splice(i, 1); } } if (nextCloudTick <= 0) { var cloud = new Cloud(); cloud.x = 2048 + 200; cloud.y = 120 + Math.random() * 600; cloud.lastX = cloud.x; game.addChild(cloud); clouds.push(cloud); nextCloudTick = 60 + Math.floor(Math.random() * 120); } else { nextCloudTick--; } // Deactivate bird immunity after 5 seconds if (birdImmunityActive && LK.ticks - birdImmunityStartTick >= BIRD_IMMUNITY_DURATION) { birdImmunityActive = false; } // Update birds and spawn new ones for (var i = birds.length - 1; i >= 0; i--) { var bird = birds[i]; bird.update(); if (bird.x < -200) { bird.destroy(); birds.splice(i, 1); continue; } // Bird collision detection (only trigger on first intersect) if (!bird.lastWasIntersecting && cat.intersects(bird)) { // If immunity is active, skip damage if (!birdImmunityActive) { // Decrease HP by 10 hp -= 10; if (hp < 0) hp = 0; // Update HP bar hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth); // Flash red for hit LK.effects.flashObject(cat, 0xff0000, 400); // If HP is 0, game over if (hp <= 0) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); gameOver = true; return; } } } bird.lastWasIntersecting = cat.intersects(bird); } if (nextBirdTick <= 0) { // Spawn 2-3 birds at once, with more scattered (random) vertical and horizontal spacing var birdCount = 2 + Math.floor(Math.random() * 2); // 2 or 3 birds var minBirdY = GROUND_Y - 950; // Lowered: birds fly closer to ground var maxBirdY = GROUND_Y - 650; // Lowered: birds fly closer to ground if (minBirdY < 0) minBirdY = 0; if (maxBirdY < 0) maxBirdY = 0; var yRange = maxBirdY - minBirdY; var usedYs = []; for (var b = 0; b < birdCount; b++) { var bird = new Bird(); // Scatter birds horizontally more bird.x = 2048 + 100 + Math.random() * 200 + b * 60 + Math.random() * 60; // Scatter birds vertically, allow overlap and more randomness var baseY = minBirdY + Math.random() * yRange; // Add more jitter, and avoid birds being too close vertically var jitterY = (Math.random() - 0.5) * 180; var finalY = baseY + jitterY; // Optionally, keep birds at least 120px apart vertically var minDist = 120; var attempts = 0; while (usedYs.some(function (y) { return Math.abs(y - finalY) < minDist; }) && attempts < 10) { finalY = minBirdY + Math.random() * yRange + (Math.random() - 0.5) * 180; attempts++; } usedYs.push(finalY); bird.y = finalY; bird.lastX = bird.x; // Apply speed multiplier to bird bird.speed = bird.speed * (0.8 + 0.4 * Math.random()) * speedMultiplier; game.addChild(bird); birds.push(bird); } // Bird group appears every 220-340 ticks (increased interval for more jump time) nextBirdTick = 220 + Math.floor(Math.random() * 120); } else { nextBirdTick--; } // Update cat cat.update(); // Spawn cactus if (nextCactusTick <= 0) { var cactus = new Cactus(); cactus.x = 2048 + 100; // spawn just off right edge cactus.y = GROUND_Y; cactus.lastX = cactus.x; // Apply speed multiplier to cactus cactus.speed = cactus.speed * speedMultiplier; game.addChild(cactus); cacti.push(cactus); // Use new CACTUS_SPAWN_MIN/MAX for more consistent jump windows var spawnInterval = CACTUS_SPAWN_MIN + Math.floor(Math.random() * (CACTUS_SPAWN_MAX - CACTUS_SPAWN_MIN + 1)); nextCactusTick = Math.floor(spawnInterval); } else { nextCactusTick--; } // Spawn gold if (nextGoldTick <= 0) { var gold = new Gold(); gold.x = 2048 + 100; // Random Y: between ground and a bit above cat's jump apex var jumpApex = GROUND_Y + cat.jumpVelocity * (Math.abs(cat.jumpVelocity) / (2 * cat.gravity)); var minY = GROUND_Y - 400; var maxY = GROUND_Y - 1000; if (maxY < 0) maxY = 0; gold.y = minY - Math.random() * (minY - maxY); gold.lastX = gold.x; gold.collected = false; gold.speed = gold.speed * speedMultiplier; game.addChild(gold); golds.push(gold); // Gold appears less frequently than cacti nextGoldTick = 80 + Math.floor(Math.random() * 120); } else { nextGoldTick--; } // Update golds, check for collection for (var j = golds.length - 1; j >= 0; j--) { var gold = golds[j]; gold.update(); // Remove if off screen if (gold.x < -200) { gold.destroy(); golds.splice(j, 1); continue; } // Collect gold: only trigger on first intersect and not already collected if (!gold.collected && cat.intersects(gold)) { gold.collected = true; goldScore++; goldScoreTxt.setText(goldScore); // Increase HP by 10, up to maxHp hp += 10; if (hp > maxHp) hp = maxHp; hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth); gold.destroy(); golds.splice(j, 1); continue; } } // Update cacti, check for collision and scoring for (var i = cacti.length - 1; i >= 0; i--) { var cactus = cacti[i]; cactus.update(); // Remove if off screen if (cactus.x < -200) { cactus.destroy(); cacti.splice(i, 1); continue; } // Collision detection (only trigger on first intersect) if (!cactus.lastWasIntersecting && cat.intersects(cactus)) { // Decrease HP by 20 hp -= 20; if (hp < 0) hp = 0; // Update HP bar hpBar.width = Math.max(1, hp / maxHp * hpBarFullWidth); // Flash red for hit LK.effects.flashObject(cat, 0xff0000, 400); // If HP is 0, game over if (hp <= 0) { LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); gameOver = true; return; } } // Scoring: passed cactus (cat.x > cactus.x + cactus.width/2) and not already scored if (!cactus.scored && cat.x > cactus.x + cactus.width / 2) { score++; scoreTxt.setText(score); cactus.scored = true; // Increase speed multiplier, capped at max speedMultiplier += SPEED_MULTIPLIER_INCREMENT; if (speedMultiplier > SPEED_MULTIPLIER_MAX) speedMultiplier = SPEED_MULTIPLIER_MAX; // After level 30, allow 3 jumps if (score >= 30) { cat.maxJumps = 3; } // Track cacti jumped over for stamina refill after glide if (typeof cactiJumpedOver === "undefined") { cactiJumpedOver = 0; } cactiJumpedOver++; // Handle post-glide cactus counting for stamina refill if (typeof postGlideCountingActive === "undefined") postGlideCountingActive = false; if (typeof postGlideCactusCounter === "undefined") postGlideCactusCounter = 0; if (postGlideCountingActive) { postGlideCactusCounter++; if (postGlideCactusCounter >= 10) { stamina = maxStamina; staminaBar.width = Math.max(1, stamina / maxStamina * staminaBarFullWidth); postGlideCactusCounter = 0; // Continue counting for next refill } } // (Stamina refill now handled in Cat landing after glide.) } cactus.lastWasIntersecting = cat.intersects(cactus); } };
===================================================================
--- original.js
+++ change.js
@@ -223,10 +223,11 @@
/****
* Game Code
****/
-;
// --- GAME CODE ---
+// Play cute and calm background music (loops by default)
+LK.playMusic('cute_bg');
// Add a visible ground path to make the cat's running route more distinct
var groundPath = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5