User prompt
arka paln gri olsun
User prompt
kaçan sayısı 10000 olsun
User prompt
kaçan sayısı 10 olsun
User prompt
süre olmasın
User prompt
tween leri sil
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(m, {' Line Number: 261 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(m, {' Line Number: 261 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Raketle Sivrisinek Avı
Initial prompt
elimizde bir raket olsun o raketle duvardaki sivrisinekleri vurak
/**** * Classes ****/ //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 () { // Move mosquito 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: 0xf7f7e8 // Light wall color }); /**** * Game Code ****/ // --- Asset Initialization --- // --- Game Variables --- // Tween plugin for smooth animations var mosquitoes = []; var racket = null; var score = 0; var scoreTxt = null; var timeLeft = 30; // seconds var timerInterval = null; var maxMosquitoes = 5; var mosquitoesEscaped = 0; var maxEscaped = 3; var gameActive = true; var dragNode = null; // --- UI Elements --- // Score text scoreTxt = new Text2('0', { size: 120, fill: "#222" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Timer text var timerTxt = new Text2('30', { size: 100, fill: "#b00" }); timerTxt.anchor.set(1, 0); LK.gui.topRight.addChild(timerTxt); // Missed mosquitoes text var missedTxt = new Text2('', { size: 80, fill: "#b00" }); missedTxt.anchor.set(1, 0); LK.gui.topRight.addChild(missedTxt); // --- 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); } function updateTimer() { timerTxt.setText(timeLeft); } function updateMissed() { if (mosquitoesEscaped > 0) { missedTxt.setText('Kaçan: ' + mosquitoesEscaped + '/' + maxEscaped); } else { missedTxt.setText(''); } } 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; if (dist < hitRadius) { // Hit! m.squash(function () { m.destroy(); }); mosquitoes.splice(i, 1); score += 1; updateScore(); racket.flash(); // Win condition if (score >= 15) { endGame(true); return; } continue; } // If mosquito is at edge for too long, count as escaped var margin = m.width / 2 + 10; if (m.x <= margin + 2 || m.x >= 2048 - margin - 2 || m.y <= margin + 102 || m.y >= 2732 - margin - 2) { // Escaped! m.alive = false; // Instantly fade out and destroy mosquito (no tween) m.alpha = 0; m.destroy(); mosquitoes.splice(i, 1); mosquitoesEscaped += 1; updateMissed(); // Lose condition if (mosquitoesEscaped >= maxEscaped) { endGame(false); return; } } } // Spawn new mosquitoes if needed if (mosquitoes.length < maxMosquitoes && gameActive) { if (Math.random() < 0.04) { // ~1 every 25 frames spawnMosquito(); } } }; // --- Timer --- function startTimer() { timeLeft = 30; updateTimer(); if (timerInterval) { LK.clearInterval(timerInterval); } timerInterval = LK.setInterval(function () { if (!gameActive) { LK.clearInterval(timerInterval); return; } timeLeft--; updateTimer(); if (timeLeft <= 0) { endGame(false); LK.clearInterval(timerInterval); } }, 1000); } // --- Game Start --- score = 0; mosquitoesEscaped = 0; updateScore(); updateMissed(); updateTimer(); for (var i = 0; i < maxMosquitoes; i++) { spawnMosquito(); } startTimer();
===================================================================
--- original.js
+++ change.js
@@ -1,10 +1,5 @@
/****
-* Plugins
-****/
-var tween = LK.import("@upit/tween.v1");
-
-/****
* Classes
****/
//var tween = LK.import("@upit/tween.v1");
// Mosquito class: represents a single mosquito
@@ -56,22 +51,15 @@
};
// When hit, play animation and destroy
self.squash = function (_onFinish) {
self.alive = false;
- // Animate: scale up and fade out
- tween(self, {
- scaleX: 1.7,
- scaleY: 0.5,
- alpha: 0
- }, {
- duration: 250,
- easing: tween.easeOut,
- onFinish: function onFinish() {
- if (_onFinish) {
- _onFinish();
- }
- }
- });
+ // 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
@@ -87,20 +75,13 @@
// Racket size for collision
self.radius = racketGfx.width * 0.5;
// For touch feedback
self.flash = function () {
- tween(racketGfx, {
- tint: 0xffff00
- }, {
- duration: 80,
- onFinish: function onFinish() {
- tween(racketGfx, {
- tint: 0xffffff
- }, {
- duration: 120
- });
- }
- });
+ // Instantly flash racket (no tween)
+ racketGfx.tint = 0xffff00;
+ LK.setTimeout(function () {
+ racketGfx.tint = 0xffffff;
+ }, 80);
};
return self;
});
@@ -256,16 +237,11 @@
var margin = m.width / 2 + 10;
if (m.x <= margin + 2 || m.x >= 2048 - margin - 2 || m.y <= margin + 102 || m.y >= 2732 - margin - 2) {
// Escaped!
m.alive = false;
- tween(m, {
- alpha: 0
- }, {
- duration: 200,
- onFinish: function onFinish() {
- m.destroy();
- }
- });
+ // Instantly fade out and destroy mosquito (no tween)
+ m.alpha = 0;
+ m.destroy();
mosquitoes.splice(i, 1);
mosquitoesEscaped += 1;
updateMissed();
// Lose condition
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