User prompt
arı geldiğinde arı hızlınsan
User prompt
arı geldiğinde oyun dursun
User prompt
Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'size')' in or related to this line: 'game.bigBeeInfoTxt.setStyle({' Line Number: 487
User prompt
yazıyı biraz sola al
User prompt
hatayı düzelt
User prompt
yazıyı biraz sola al
User prompt
yazıyı tam ortaya al
User prompt
skor her 30 artığında arı gelsin
Code edit (1 edits merged)
Please save this source code
User prompt
tam orta
User prompt
tam orta olsun yazı tam gözüksün
User prompt
yazıyı tam ortaya al tam gözüksün
User prompt
arı geldiğinde ekranda The bee will disappear after 5 seconds yazsın
User prompt
arı skor 30 olduğunda gelsin
User prompt
arı skor 10 olunca gelsin
User prompt
arı bir mavi kutu olsun assets kısmında gözüksğn
User prompt
skor 50 olduğunda büyük bir arı gelsin ve ona yakalınca 5 can gitsin arı 5 saniyede sonra gitsin
User prompt
sivrisinekler benden kaçsın
User prompt
her 1 saniyede bir 2 tane sivrisinek gelsin
User prompt
her 1 saniyede bir 2 sinek gelsin
User prompt
gittikçe sayısı artsın
User prompt
sinekler kaçmasın ve ekranda 20 taneden fazla sinek olursa oyun bitsin
User prompt
geri al
User prompt
skor 35 olduğu zaman ekranda shop açılsın
/**** * Classes ****/ // BigMosquito class: represents a large mosquito var BigMosquito = Container.expand(function () { var self = Container.call(this); // If this is the special big bee (arı), use blue box asset, else use mosquito var mosquitoGfx; if (self.isBigBee) { mosquitoGfx = self.attachAsset('bigbee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); } else { mosquitoGfx = self.attachAsset('mosquito', { anchorX: 0.5, anchorY: 0.5, scaleX: 2.2, scaleY: 2.2 }); } // Big mosquito speed (slower for regular, faster for big bee) if (self.isBigBee) { self.speed = 8 + Math.random() * 4; // 8-12 px/tick for big bee (arı) } else { self.speed = 4 + Math.random() * 2; // 4-6 px/tick for regular big mosquito } // Direction in radians (random) self.direction = Math.random() * Math.PI * 2; self.changeDirTimer = 40 + Math.floor(Math.random() * 60); self.alive = true; // Big mosquito dies in 1 hit (default) self.update = function () { // If racket exists, home in on racket if (typeof racket !== "undefined" && racket !== null && racket.x !== undefined && racket.y !== undefined) { var dx = racket.x - self.x; var dy = racket.y - self.y; var angleToRacket = Math.atan2(dy, dx); // Smoothly turn toward racket var angleDiff = angleToRacket - self.direction; // Normalize angleDiff to [-PI, PI] while (angleDiff > Math.PI) { angleDiff -= 2 * Math.PI; } while (angleDiff < -Math.PI) { angleDiff += 2 * Math.PI; } // Turn speed: bigger = more aggressive var turnSpeed = 0.07; if (Math.abs(angleDiff) < turnSpeed) { self.direction = angleToRacket; } else { self.direction += turnSpeed * Math.sign(angleDiff); } } self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; var margin = mosquitoGfx.width / 2 + 10; if (self.x < margin) { self.x = margin; self.direction = Math.PI - self.direction + (Math.random() - 0.5) * 0.5; } if (self.x > 2048 - margin) { self.x = 2048 - margin; self.direction = Math.PI - self.direction + (Math.random() - 0.5) * 0.5; } if (self.y < margin + 100) { self.y = margin + 100; self.direction = -self.direction + (Math.random() - 0.5) * 0.5; } if (self.y > 2732 - margin) { self.y = 2732 - margin; self.direction = -self.direction + (Math.random() - 0.5) * 0.5; } self.changeDirTimer--; if (self.changeDirTimer <= 0) { self.direction += (Math.random() - 0.5) * Math.PI / 1.5; self.changeDirTimer = 40 + Math.floor(Math.random() * 60); } }; // When hit, play animation and destroy self.squash = function (_onFinish) { self.alive = false; self.scaleX = 2.5; self.scaleY = 0.7; self.alpha = 0; if (_onFinish) { _onFinish(); } }; return self; }); //var tween = LK.import("@upit/tween.v1"); // Mosquito class: represents a single mosquito var Mosquito = Container.expand(function () { var self = Container.call(this); // Attach mosquito asset (ellipse, small, dark color) var mosquitoGfx = self.attachAsset('mosquito', { anchorX: 0.5, anchorY: 0.5 }); // Mosquito speed (pixels per tick) self.speed = 6 + Math.random() * 4; // 6-10 px/tick // Direction in radians (random) self.direction = Math.random() * Math.PI * 2; // Time until next direction change self.changeDirTimer = 30 + Math.floor(Math.random() * 60); // Mark as alive self.alive = true; // Update method: called every tick self.update = function () { // If racket exists and is close, move away from racket if (typeof racket !== "undefined" && racket !== null && racket.x !== undefined && racket.y !== undefined) { var dx = self.x - racket.x; var dy = self.y - racket.y; var dist = Math.sqrt(dx * dx + dy * dy); var fleeRadius = 400; // px, how close before fleeing if (dist < fleeRadius) { // Move away from racket: set direction away, with some random jitter var angleFromRacket = Math.atan2(dy, dx); // Add a little randomness so they don't all flee in a straight line self.direction = angleFromRacket + (Math.random() - 0.5) * 0.5; // Optional: speed up a bit when fleeing self.x += Math.cos(self.direction) * (self.speed + 2); self.y += Math.sin(self.direction) * (self.speed + 2); } else { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } } else { self.x += Math.cos(self.direction) * self.speed; self.y += Math.sin(self.direction) * self.speed; } // Bounce off walls (game area: 0,0 to 2048,2732) var margin = mosquitoGfx.width / 2 + 10; if (self.x < margin) { self.x = margin; self.direction = Math.PI - self.direction + (Math.random() - 0.5) * 0.5; } if (self.x > 2048 - margin) { self.x = 2048 - margin; self.direction = Math.PI - self.direction + (Math.random() - 0.5) * 0.5; } if (self.y < margin + 100) { // leave top 100px for menu self.y = margin + 100; self.direction = -self.direction + (Math.random() - 0.5) * 0.5; } if (self.y > 2732 - margin) { self.y = 2732 - margin; self.direction = -self.direction + (Math.random() - 0.5) * 0.5; } // Change direction randomly self.changeDirTimer--; if (self.changeDirTimer <= 0) { self.direction += (Math.random() - 0.5) * Math.PI / 1.5; self.changeDirTimer = 30 + Math.floor(Math.random() * 60); } }; // When hit, play animation and destroy self.squash = function (_onFinish) { self.alive = false; // Instantly squash and fade out (no tween) self.scaleX = 1.7; self.scaleY = 0.5; self.alpha = 0; if (_onFinish) { _onFinish(); } }; return self; }); // Racket class: represents the player's racket var Racket = Container.expand(function () { var self = Container.call(this); // Attach racket asset (rectangle, bright color) var racketGfx = self.attachAsset('racket', { anchorX: 0.5, anchorY: 0.5 }); // Optionally, add a little shadow for visibility racketGfx.alpha = 0.95; // Racket size for collision self.radius = racketGfx.width * 0.5; // For touch feedback self.flash = function () { // Instantly flash racket (no tween) racketGfx.tint = 0xffff00; LK.setTimeout(function () { racketGfx.tint = 0xffffff; }, 80); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x888888 // Gray background }); /**** * Game Code ****/ // --- Game Variables --- // --- Game Variables --- // --- Asset Initialization --- var mosquitoes = []; var racket = null; var score = 0; var scoreTxt = null; // Player health (3 lives) var playerHealth = 3; var healthTxt = null; // Timer removed: no time limit var maxMosquitoes = 5; // Start value, will increase over time var mosquitoRampTick = 0; // Track ticks for ramping up // Removed mosquitoesEscaped and maxEscaped (kaçan sayısı) as requested var gameActive = true; var dragNode = null; game.bigMosquitoSpawned = false; // Track big mosquito approach timers var bigMosquitoApproachTimers = []; // --- UI Elements --- // Skor text scoreTxt = new Text2('0', { size: 120, fill: "#222" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Health text (hearts) healthTxt = new Text2('❤❤❤', { size: 100, fill: "#c00" }); // Anchor to center-top, so it aligns with score healthTxt.anchor.set(0.5, 0); // Position health exactly centered below score healthTxt.x = LK.gui.top.width / 2; healthTxt.y = scoreTxt.height + 10; LK.gui.top.addChild(healthTxt); function updateHealthUI() { var hearts = ""; for (var i = 0; i < playerHealth; i++) { hearts += "❤"; } healthTxt.setText(hearts); } // --- Helper Functions --- function spawnMosquito() { if (!gameActive) { return; } var m = new Mosquito(); // Random position, not too close to top (menu) var margin = 80; m.x = margin + Math.random() * (2048 - 2 * margin); m.y = 150 + Math.random() * (2732 - 250); mosquitoes.push(m); game.addChild(m); } function updateScore() { scoreTxt.setText(score); } // updateTimer removed: no timer to update // Removed updateMissed function (kaçan sayısı) function endGame(win) { gameActive = false; // Show win or game over if (win) { LK.showYouWin(); } else { LK.showGameOver(); } } // --- Racket Setup --- racket = new Racket(); game.addChild(racket); // Start racket in center, lower half racket.x = 2048 / 2; racket.y = 2732 * 0.7; // --- Touch/Drag Controls --- game.down = function (x, y, obj) { // Don't allow drag in top left 100x100 if (x < 100 && y < 100) { return; } dragNode = racket; // Move racket instantly to touch racket.x = x; racket.y = y; }; game.move = function (x, y, obj) { if (!gameActive) { return; } if (dragNode) { // Clamp racket inside game area (leave top 100px) var rw = racket.width * 0.5; var rh = racket.height * 0.5; var nx = Math.max(rw, Math.min(2048 - rw, x)); var ny = Math.max(100 + rh, Math.min(2732 - rh, y)); racket.x = nx; racket.y = ny; } }; game.up = function (x, y, obj) { dragNode = null; }; // --- Main Game Loop --- game.update = function () { if (!gameActive) { return; } // Update mosquitoes for (var i = mosquitoes.length - 1; i >= 0; i--) { var m = mosquitoes[i]; if (!m.alive) { continue; } m.update(); // Check collision with racket var dx = m.x - racket.x; var dy = m.y - racket.y; var dist = Math.sqrt(dx * dx + dy * dy); var hitRadius = m.width * 0.5 + racket.width * 0.5 * 0.7; // --- Big Mosquito Approach Logic --- if (m instanceof BigMosquito) { // Track last and current approach state if (typeof m.lastApproaching === "undefined") { m.lastApproaching = false; } if (typeof m.sticking === "undefined") { m.sticking = false; } var approachRadius = m.width * 0.5 + racket.width * 0.5 * 1.1; // slightly larger than hit var isApproaching = dist < approachRadius; // If just started approaching, stick to racket and start timer if (!m.lastApproaching && isApproaching) { // Stick to racket m.sticking = true; m.stickOffsetX = m.x - racket.x; m.stickOffsetY = m.y - racket.y; // Start a 1s timer for this mosquito if not already started if (!m._approachTimerActive) { m._approachTimerActive = true; m._approachTimerId = LK.setTimeout(function (mosq, idx) { return function () { // Only lose health if still alive, still close, and still sticking if (mosq.alive && mosquitoes.indexOf(mosq) !== -1 && mosq.sticking) { var dx2 = mosq.x - racket.x; var dy2 = mosq.y - racket.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 < approachRadius) { playerHealth -= 1; updateHealthUI(); racket.flash(); if (playerHealth <= 0) { endGame(false); return; } } } mosq._approachTimerActive = false; mosq._approachTimerId = null; mosq.sticking = false; }; }(m, i), 1000); bigMosquitoApproachTimers.push(m._approachTimerId); } } // If moved away, cancel timer if running and unstick if (m.lastApproaching && !isApproaching) { if (m._approachTimerActive && m._approachTimerId) { LK.clearTimeout(m._approachTimerId); m._approachTimerActive = false; m._approachTimerId = null; } m.sticking = false; } // If sticking, follow racket if (m.sticking) { m.x = racket.x + (typeof m.stickOffsetX === "number" ? m.stickOffsetX : 0); m.y = racket.y + (typeof m.stickOffsetY === "number" ? m.stickOffsetY : 0); } m.lastApproaching = isApproaching; } // --- End Big Mosquito Approach Logic --- if (dist < hitRadius) { // If big mosquito, destroy on first hit if (m instanceof BigMosquito) { // If this is the special big bee (arı) at score 50 if (m.isBigBee) { // Remove the scheduled timeout to auto-remove the bee if (m._removeTimeout) { LK.clearTimeout(m._removeTimeout); m._removeTimeout = null; } // Reduce player health by 5 playerHealth -= 5; updateHealthUI(); racket.flash(); if (playerHealth <= 0) { endGame(false); return; } } // Cancel any pending approach timer if (m._approachTimerActive && m._approachTimerId) { LK.clearTimeout(m._approachTimerId); m._approachTimerActive = false; m._approachTimerId = null; } // Cancel any pending approach timer and unstick if (m._approachTimerActive && m._approachTimerId) { LK.clearTimeout(m._approachTimerId); m._approachTimerActive = false; m._approachTimerId = null; } m.sticking = false; racket.flash(); m.squash(function () { m.destroy(); }); mosquitoes.splice(i, 1); continue; } // Hit! m.squash(function () { m.destroy(); }); mosquitoes.splice(i, 1); score += 1; updateScore(); racket.flash(); // Spawn big bee (arı) every time score increases by 30 (i.e., at 30, 60, 90, ...) if (score > 0 && score % 30 === 0) { // Prevent multiple spawns for the same score if (typeof game.lastBigBeeScore === "undefined" || game.lastBigBeeScore !== score) { game.lastBigBeeScore = score; var bigBee = new BigMosquito(); bigBee.isBigBee = true; // Mark as special bee BEFORE asset attach // Re-attach blue box asset for big bee if (typeof bigBee.children !== "undefined" && bigBee.children.length > 0) { for (var i = bigBee.children.length - 1; i >= 0; i--) { bigBee.removeChild(bigBee.children[i]); } } bigBee.attachAsset('bigbee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); // Random position, not too close to top (menu) var margin = 120; bigBee.x = margin + Math.random() * (2048 - 2 * margin); bigBee.y = 200 + Math.random() * (2732 - 400); mosquitoes.push(bigBee); game.addChild(bigBee); // Show info text for 5 seconds if (typeof game.bigBeeInfoTxt !== "undefined" && game.bigBeeInfoTxt) { LK.gui.top.removeChild(game.bigBeeInfoTxt); game.bigBeeInfoTxt = null; } game.bigBeeInfoTxt = new Text2("The bee will disappear after 5 seconds", { size: 50, fill: 0x0055FF }); // Center anchor both horizontally and vertically game.bigBeeInfoTxt.anchor.set(0.5, 0.5); // Pause the game when big bee appears gameActive = false; LK.setTimeout(function () { // Center in the middle of the screen (LK.gui.top is overlay, so use its width/height) game.bigBeeInfoTxt.x = LK.gui.top.width / 2 - 120; game.bigBeeInfoTxt.y = LK.gui.top.height / 2; // Ensure the text is fully visible and not clipped // If the text is too wide or tall, adjust size or position to fit // Defensive: get current size from .style or fallback to 50 var currentSize = game.bigBeeInfoTxt && game.bigBeeInfoTxt.style && typeof game.bigBeeInfoTxt.style.size === "number" ? game.bigBeeInfoTxt.style.size : 50; if (game.bigBeeInfoTxt.width > LK.gui.top.width - 100) { game.bigBeeInfoTxt.setStyle({ size: Math.floor(currentSize * (LK.gui.top.width - 100) / game.bigBeeInfoTxt.width) }); game.bigBeeInfoTxt.x = LK.gui.top.width / 2 - 120; } if (game.bigBeeInfoTxt.height > LK.gui.top.height - 100) { // Re-fetch current size in case it changed above var currentSize2 = game.bigBeeInfoTxt && game.bigBeeInfoTxt.style && typeof game.bigBeeInfoTxt.style.size === "number" ? game.bigBeeInfoTxt.style.size : 50; game.bigBeeInfoTxt.setStyle({ size: Math.floor(currentSize2 * (LK.gui.top.height - 100) / game.bigBeeInfoTxt.height) }); game.bigBeeInfoTxt.y = LK.gui.top.height / 2; } // After resizing, re-center to ensure perfect centering game.bigBeeInfoTxt.x = LK.gui.top.width / 2 - 120; game.bigBeeInfoTxt.y = LK.gui.top.height / 2; }, 0); LK.gui.top.addChild(game.bigBeeInfoTxt); // Remove the big bee after 5 seconds if still alive, and resume the game bigBee._removeTimeout = LK.setTimeout(function () { var idx = mosquitoes.indexOf(bigBee); if (idx !== -1 && bigBee.alive) { bigBee.squash(function () { bigBee.destroy(); }); mosquitoes.splice(idx, 1); } // Remove info text if (typeof game.bigBeeInfoTxt !== "undefined" && game.bigBeeInfoTxt) { LK.gui.top.removeChild(game.bigBeeInfoTxt); game.bigBeeInfoTxt = null; } // Resume the game after big bee disappears gameActive = true; }, 5000); } } // For other multiples of 5 (except 10), spawn big mosquito as before if (score > 0 && score % 5 === 0 && score !== 10) { var bigM = new BigMosquito(); // Random position, not too close to top (menu) var margin = 120; bigM.x = margin + Math.random() * (2048 - 2 * margin); bigM.y = 200 + Math.random() * (2732 - 400); mosquitoes.push(bigM); game.addChild(bigM); } // Show shop at score 35 // Win condition if (score >= 10000000000000000000000000000000000000000000000000000000) { endGame(true); return; } continue; } // Removed mosquito escape logic: mosquitoes no longer get destroyed at the edge } // End game if there are more than 20 mosquitoes on screen if (mosquitoes.length > 20 && gameActive) { endGame(false); return; } // Gradually increase maxMosquitoes every 300 ticks (about every 5 seconds) mosquitoRampTick = typeof mosquitoRampTick === "number" ? mosquitoRampTick + 1 : 1; if (mosquitoRampTick % 300 === 0 && maxMosquitoes < 20) { maxMosquitoes += 1; } // Spawn exactly 2 mosquitoes every 1 second using a timer if (typeof mosquitoSpawnTimer === "undefined") { var mosquitoSpawnTimer = LK.setInterval(function () { if (!gameActive) { return; } // Always spawn 2 mosquitoes every second, regardless of current count (unless at or above maxMosquitoes) var canSpawn = Math.max(0, maxMosquitoes - mosquitoes.length); var toSpawn = Math.min(2, canSpawn); for (var i = 0; i < toSpawn; i++) { spawnMosquito(); } }, 1000); } }; // Timer removed: no time-based lose condition // --- Game Start --- score = 0; updateScore(); playerHealth = 3; if (typeof updateHealthUI === "function") { updateHealthUI(); } for (var i = 0; i < maxMosquitoes; i++) { spawnMosquito(); }
===================================================================
--- original.js
+++ change.js
@@ -20,10 +20,14 @@
scaleX: 2.2,
scaleY: 2.2
});
}
- // Big mosquito speed (slower)
- self.speed = 4 + Math.random() * 2; // 4-6 px/tick
+ // Big mosquito speed (slower for regular, faster for big bee)
+ if (self.isBigBee) {
+ self.speed = 8 + Math.random() * 4; // 8-12 px/tick for big bee (arı)
+ } else {
+ self.speed = 4 + Math.random() * 2; // 4-6 px/tick for regular big mosquito
+ }
// Direction in radians (random)
self.direction = Math.random() * Math.PI * 2;
self.changeDirTimer = 40 + Math.floor(Math.random() * 60);
self.alive = true;
@@ -200,11 +204,11 @@
/****
* Game Code
****/
-// --- Asset Initialization ---
// --- Game Variables ---
// --- Game Variables ---
+// --- Asset Initialization ---
var mosquitoes = [];
var racket = null;
var score = 0;
var scoreTxt = null;
sivrisinek. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
racket sivriseinek için . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
arı. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat