User prompt
ya sayılar daha büyük olsun. Bir de cevap kutucuğunun altına kadar hareket edebilsinler.
User prompt
reis timer ile balonların assetini ayır bence
User prompt
oyuncu doğru bilince tebrikler diye bir pop up gesin. oyuncu pop up'a tıkayınca yeni oyuna geçsin
User prompt
alttaki sayılar önce yavaş hareket etsin süre bitmeye yaklaştıkça daha hızlansınlar ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
reis bence işlemi mor kutucuk ile timer'ın ortasına koy
User prompt
işlem ve timer üst üste geldi
User prompt
60 saniyesi olsun oyuncunun. geri sayımı da daha belirgin göster
User prompt
tamam. oyunu tamamen hard mode yapalım. hard mode seçeneğini kaldır. oyun tamamen hard mode şeklinde olsun. sayılr biraz daha yavaş hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'Quadratic')' in or related to this line: 'tween.to(digitCubes[i], {' Line Number: 352 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Timeout.tick error: tween is not defined' in or related to this line: 'tween.to(digitCubes[i], {' Line Number: 346
User prompt
fail olunca doğru cevabı yazsın ekranda. bir de hard mode yapalım. sağ üstte görünsün. Hard mode'a tıklayınca alttaki sayılar random hareket etsin ekranda ve tıklamaya çalışalım hareket ederken cevaplayabilmek için
User prompt
arkaplan resmi koyalım. yanda üç joker hakkı olsun. bir tanesi ilk basamağı yazsın. diğeri sonuçta geçmeyen iki sayıyı alttan silsin. üçüncüsü de başka işleme geçirsin. bu jokerler tek seferlik olsun. kullanılınca rengi yeşiilden kırmızıya dönüşsün
User prompt
reis cevap kaç haneliyse o kadar sayıya tıklamam izin vermelisin.
User prompt
bilgisayardayım. tamam o zaman karakteri kaldıralım. ben tıklayarak sonucu yazayım. tıkladığım sayı ortaya gitsin. Mesela cevap üç haneliyse sonuna kadar beklesin kontrol etmek için. dört ise dört
User prompt
karakteri hareket ettiremiyorum ki
User prompt
kahramanımız verilen süre içerisinde ekranda görünen matematiksel dört işlemin sonucunu ortadaki beyaz kutucuğa götürmek zorunda. aşağıda küp şeklinde sıfırdan dokuza kadar saılar var. kahraman sonucu bu sayıları sırayla kutucuğun içine götürerek tahmin ediyor. doğruysa yeni oyuna geçiliyor. yanlışsa fail oluyor
User prompt
Matematik Kahramanı: Sonucu Bul!
Initial prompt
kahramanımız verilen süre içerisinde ekranda görünen matematiksel dört işlemin sonucunu ortadaki beyaz kutucuğa götürmek zorunda. aşağıda küp şeklinde sıfırdan dokuza kadar sayılar var. kahraman sonucu bu sayıları sırayla kutucuğun içine götürerek tahmin ediyor. doğruysa yeni oyuna geçiliyor. yanlışsa fail oluyor
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Game Variables --- // Import tween plugin for animations var currentQuestion = null; // Holds the current math question object var answerDigits = []; // Array of selected digit values (as strings) var digitCubes = []; // Array of digit cube objects (0-9) var answerBox = null; // The answer drop zone var questionText = null; // The question display var timerText = null; // Timer display var timer = null; // Timer interval id var timeLeft = 60; // Total seconds for the game var timerBar = null; // Visual timer bar var timerBarBg = null; // Timer bar background var timerBarWidth = 1200; // Width of the timer bar var timerBarHeight = 60; // Height of the timer bar var timerBarX = 2048 / 2 - timerBarWidth / 2; var timerBarY = 240; var timerBarColor = 0xFF3333; var timerBarBgColor = 0x222222; var timerBarPadding = 8; // Removed hero and drag logic; input is now by clicking digit cubes var score = 0; // Player score // --- Background Image --- var bgImage = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChildAt(bgImage, 0); // Add as background // --- Joker State --- var jokers = [{ used: false, label: "İlk Basamak", color: 0x00cc00 }, { used: false, label: "Yanlışları Sil", color: 0x00cc00 }, { used: false, label: "Atla", color: 0x00cc00 }]; var jokerButtons = []; // --- Utility Functions --- function randomInt(min, max) { return Math.floor(Math.random() * (max - min + 1)) + min; } // Generates a random math question object: {text, answer} function generateQuestion() { var ops = ['+', '-', '×', '÷']; var op = ops[randomInt(0, ops.length - 1)]; var a, b, text, answer; if (op === '+') { a = randomInt(1, 99); b = randomInt(1, 99); answer = a + b; } else if (op === '-') { a = randomInt(10, 99); b = randomInt(1, a); answer = a - b; } else if (op === '×') { a = randomInt(2, 12); b = randomInt(2, 12); answer = a * b; } else { // ÷ b = randomInt(2, 12); answer = randomInt(2, 12); a = b * answer; } text = a + " " + op + " " + b + " = ?"; return { text: text, answer: answer }; } // Resets the answer input and updates the answer box display function resetAnswer() { answerDigits = []; updateAnswerBox(); } // Updates the answer box text to show current input function updateAnswerBox() { if (answerBox && answerBox.textObj) { answerBox.textObj.setText(answerDigits.length ? answerDigits.join('') : ""); } } // Starts a new question function startNewQuestion() { if (timer) { LK.clearInterval(timer); } currentQuestion = generateQuestion(); questionText.setText(currentQuestion.text); resetAnswer(); // Reset digit cubes visibility for new question for (var d = 0; d < digitCubes.length; d++) { digitCubes[d].visible = true; } // Do not reset timeLeft here; timer is for the whole game // Only set timer if not already running if (!timer) { timerText.setText("⏰ " + timeLeft); timerBar.width = timerBarWidth; timer = LK.setInterval(function () { timeLeft--; timerText.setText("⏰ " + timeLeft); // Update timer bar width timerBar.width = Math.max(0, timerBarWidth * (timeLeft / 60)); if (timeLeft <= 0) { LK.clearInterval(timer); timer = null; timerBar.width = 0; LK.showGameOver(); } }, 1000); } } // Checks the answer and proceeds accordingly function checkAnswer() { var guess = parseInt(answerDigits.join('')); if (guess === currentQuestion.answer) { score++; // Show 'Tebrikler' popup var congratsPopup = new Container(); var popupBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); popupBg.width = 800; popupBg.height = 400; popupBg.tint = 0x8720fe; congratsPopup.addChild(popupBg); var popupText = new Text2("Tebrikler!", { size: 140, fill: 0xffffff }); popupText.anchor.set(0.5, 0.5); popupText.x = 0; popupText.y = -40; congratsPopup.addChild(popupText); var popupSubText = new Text2("Devam etmek için tıkla", { size: 60, fill: 0xffffff }); popupSubText.anchor.set(0.5, 0.5); popupSubText.x = 0; popupSubText.y = 90; congratsPopup.addChild(popupSubText); congratsPopup.x = 2048 / 2; congratsPopup.y = 1200; // Block input to game while popup is up congratsPopup.interactive = true; congratsPopup.down = function () { // Remove popup if (congratsPopup.parent) congratsPopup.parent.removeChild(congratsPopup); startNewQuestion(); }; game.addChild(congratsPopup); } else { LK.clearInterval(timer); timer = null; if (timerBar) timerBar.width = 0; // Show correct answer in the answer box before game over if (answerBox && answerBox.textObj) { answerBox.textObj.setText("Doğru: " + currentQuestion.answer); } LK.setTimeout(function () { LK.showGameOver(); }, 1200); } } // --- UI Setup --- // --- Question Box (purple) centered between timer and answer box --- var questionBox = new Container(); var questionBoxAsset = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); questionBoxAsset.width = 600; questionBoxAsset.height = 180; questionBoxAsset.tint = 0x8720fe; questionBox.addChild(questionBoxAsset); // Place questionBox between timerText (y=20, height~160) and answerBox (y=900, height=200) // Let's center it at y = (timerBarY + answerBox.y) / 2, but visually, a bit above answerBox questionBox.x = 2048 / 2; questionBox.y = (timerBarY + 900) / 2 - 60; // visually balanced questionText = new Text2("", { size: 120, fill: 0xFFFFFF }); questionText.anchor.set(0.5, 0.5); questionText.x = 0; questionText.y = 0; questionBox.addChild(questionText); game.addChild(questionBox); // Timer at top center, larger and more visible timerText = new Text2("⏰ 60", { size: 160, fill: 0xFF3333, fontWeight: "bold" }); timerText.anchor.set(0.5, 0); timerText.x = 2048 / 2; // Move timerText higher to avoid overlap with questionText timerText.y = 20; game.addChild(timerText); // Timer bar background timerBarBg = LK.getAsset('timerBarBg', { anchorX: 0, anchorY: 0 }); timerBarBg.width = timerBarWidth + timerBarPadding * 2; timerBarBg.height = timerBarHeight + timerBarPadding * 2; timerBarBg.x = timerBarX - timerBarPadding; timerBarBg.y = timerBarY - timerBarPadding; game.addChild(timerBarBg); // Timer bar (foreground) timerBar = LK.getAsset('timerBar', { anchorX: 0, anchorY: 0 }); timerBar.width = timerBarWidth; timerBar.height = timerBarHeight; timerBar.x = timerBarX; timerBar.y = timerBarY; game.addChild(timerBar); // --- Hard Mode: Always enabled, no toggle button --- // Joker buttons (right side, vertically spaced) var jokerStartY = 400; var jokerSpacing = 220; for (var j = 0; j < 3; j++) { var jokerBtn = new Container(); var btnAsset = LK.getAsset('character', { anchorX: 0.5, anchorY: 0.5 }); btnAsset.width = 180; btnAsset.height = 180; btnAsset.tint = jokers[j].color; jokerBtn.addChild(btnAsset); var btnText = new Text2(jokers[j].label, { size: 38, fill: 0xffffff }); btnText.anchor.set(0.5, 0.5); btnText.x = 0; btnText.y = 0; jokerBtn.addChild(btnText); jokerBtn.x = 2048 - 180; jokerBtn.y = jokerStartY + j * jokerSpacing; jokerBtn.jokerIndex = j; // Joker button logic jokerBtn.down = function (idx) { return function (x, y, obj) { if (jokers[idx].used) return; jokers[idx].used = true; // Change color to red jokerButtons[idx].children[0].tint = 0xcc0000; // Joker 1: Fill first digit if (idx === 0) { var ansStr = currentQuestion.answer + ""; if (answerDigits.length < ansStr.length) { answerDigits = [ansStr[0]]; updateAnswerBox(); } } // Joker 2: Remove two incorrect digits from cubes else if (idx === 1) { var ansStr2 = currentQuestion.answer + ""; var digitsInAnswer = {}; for (var k = 0; k < ansStr2.length; k++) { digitsInAnswer[ansStr2[k]] = true; } var removed = 0; for (var d = 0; d < digitCubes.length; d++) { if (!digitsInAnswer.hasOwnProperty(digitCubes[d].digit + "") && removed < 2) { digitCubes[d].visible = false; removed++; } } } // Joker 3: Skip to next question else if (idx === 2) { startNewQuestion(); } }; }(j); jokerButtons.push(jokerBtn); game.addChild(jokerBtn); } // Answer box in center answerBox = new Container(); var boxAsset = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5 }); boxAsset.width = 400; boxAsset.height = 200; answerBox.addChild(boxAsset); answerBox.x = 2048 / 2; answerBox.y = 900; answerBox.textObj = new Text2("", { size: 120, fill: 0x000000 }); answerBox.textObj.anchor.set(0.5, 0.5); answerBox.textObj.x = 0; answerBox.textObj.y = 0; answerBox.addChild(answerBox.textObj); game.addChild(answerBox); // Digit cubes (0-9) at bottom, spaced evenly, now clickable var cubeSpacing = 180; var startX = (2048 - (cubeSpacing * 10 - 40)) / 2; for (var i = 0; i < 10; i++) { var cube = new Container(); var asset = LK.getAsset('balloon', { anchorX: 0.5, anchorY: 0.5 }); asset.width = 220; asset.height = 220; cube.addChild(asset); var txt = new Text2(i + "", { size: 140, fill: 0x000000 }); txt.anchor.set(0.5, 0.5); txt.x = 0; txt.y = 0; cube.addChild(txt); cube.x = startX + i * cubeSpacing; cube.y = 2400; cube.digit = i; // Add click/tap handler cube.down = function (digit) { return function (x, y, obj) { // Only allow input if we haven't reached the required number of digits if (answerDigits.length < (currentQuestion.answer + "").length) { answerDigits.push(digit + ""); updateAnswerBox(); // If we've reached the required number of digits, check the answer if (answerDigits.length === (currentQuestion.answer + "").length) { checkAnswer(); } } // If already at max digits, ignore further input }; }(i); digitCubes.push(cube); game.addChild(cube); } // Hero character and drag logic removed; input is now by clicking digit cubes // Drag-and-drop logic removed; digit cubes are now clickable for input // --- Start Game --- startNewQuestion(); // --- Hard Mode Digit Cube Movement: Always enabled, slower movement --- var hardModeMoveTimer = null; function updateHardModeMovement() { // Movement speed: slow at start, fast at end // At 60s: 1200ms, at 0s: 350ms var minDuration = 350; var maxDuration = 1200; var t = Math.max(0, Math.min(1, timeLeft / 60)); // 1 at start, 0 at end var moveDuration = Math.round(minDuration + (maxDuration - minDuration) * t); for (var i = 0; i < digitCubes.length; i++) { // Only move visible cubes if (!digitCubes[i].visible) continue; // Randomly move within a region at the bottom of the screen var minX = 100; var maxX = 2048 - 100; // Allow cubes to move as low as just above the answer box (answerBox.y - half cube height - margin) var minY = 2200; var maxY = answerBox.y - 120; // 120 = half of new cube height (220/2) + margin // Animate to new random position var targetX = randomInt(minX, maxX); var targetY = randomInt(minY, maxY); tween(digitCubes[i], { x: targetX, y: targetY }, { duration: moveDuration, easing: tween.quadraticInOut }); } } // Set up interval for hard mode movement (interval will be dynamically updated) var hardModeMoveTimer = null; function scheduleHardModeMove() { // Movement speed: slow at start, fast at end var minInterval = 350; var maxInterval = 1200; var t = Math.max(0, Math.min(1, timeLeft / 60)); var moveInterval = Math.round(minInterval + (maxInterval - minInterval) * t); if (hardModeMoveTimer) LK.clearTimeout(hardModeMoveTimer); updateHardModeMovement(); hardModeMoveTimer = LK.setTimeout(scheduleHardModeMove, moveInterval); } scheduleHardModeMove(); // When starting a new question, do not reset cube positions (always hard mode) var _origStartNewQuestion = startNewQuestion; startNewQuestion = function startNewQuestion() { _origStartNewQuestion(); };
===================================================================
--- original.js
+++ change.js
@@ -335,13 +335,13 @@
var asset = LK.getAsset('balloon', {
anchorX: 0.5,
anchorY: 0.5
});
- asset.width = 140;
- asset.height = 140;
+ asset.width = 220;
+ asset.height = 220;
cube.addChild(asset);
var txt = new Text2(i + "", {
- size: 90,
+ size: 140,
fill: 0x000000
});
txt.anchor.set(0.5, 0.5);
txt.x = 0;
@@ -386,10 +386,11 @@
if (!digitCubes[i].visible) continue;
// Randomly move within a region at the bottom of the screen
var minX = 100;
var maxX = 2048 - 100;
+ // Allow cubes to move as low as just above the answer box (answerBox.y - half cube height - margin)
var minY = 2200;
- var maxY = 2600;
+ var maxY = answerBox.y - 120; // 120 = half of new cube height (220/2) + margin
// Animate to new random position
var targetX = randomInt(minX, maxX);
var targetY = randomInt(minY, maxY);
tween(digitCubes[i], {
sky. In-Game asset. 2d. High contrast. No shadows
cloud. In-Game asset. 2d. High contrast. No shadows
grey cloud. In-Game asset. 2d. High contrast. No shadows
angry bird. In-Game asset. 2d. High contrast. No shadows
yellow angry bird. In-Game asset. 2d. High contrast. No shadows
golden snitch. In-Game asset. 2d. High contrast. No shadows
trashcan. In-Game asset. 2d. High contrast. No shadows
Rocketship. In-Game asset. 2d. High contrast. No shadows
A sign with oval corners. Light blue. In-Game asset. 2d. High contrast. No shadows