User prompt
geri al
User prompt
birazcık sinek sayısı artsın
User prompt
büyük sinek 1 saniye sonra 1 can götürsün
User prompt
skor her 5 artıkça büyüksinek gelsin
User prompt
geri al
User prompt
büyük sinek hemen ölmesin 3 kere vurduğumuzda ölsün
User prompt
orta
User prompt
biraz sağ
User prompt
can biraz sola gitsin
User prompt
can skorum altında olsun
User prompt
can hemen gitmesin üstümüze yapışşın eğer 1 saniyede büyük sineğe vuramazsak canımız gitisn
User prompt
can hemen gitmesin üstümüze yapışşın eğer 2 saniyede büyük sineğe vuramazsak canımız gitisn
User prompt
can hemen gitmesin
User prompt
o bize yaklaştığı zaman 2 saniye sonra bir can gitsin
User prompt
canımız olsun 3 kere bize vurduğunda ölek
User prompt
40 olan şeyi 10000000000000000000000000000000000000000000000000000000 yap
User prompt
ve bu büyük sinek bize saldırsın
User prompt
skor her 10 artığında büyük sinek gelsin
User prompt
geri al
User prompt
her 10 tane kaladığımızda
User prompt
skoru 10 yapınca büyük sinek gelsin
User prompt
15 olan seyi kardır
User prompt
yakalama sayısını sil ve skor ekle
User prompt
kaçan sayısını sil
User prompt
kaçan sayısı 10 olsun
/****
* Classes
****/
// BigMosquito class: represents a large mosquito
var BigMosquito = Container.expand(function () {
var self = Container.call(this);
// Attach mosquito asset, but scale up
var mosquitoGfx = self.attachAsset('mosquito', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.2,
scaleY: 2.2
});
// Big mosquito speed (slower)
self.speed = 4 + Math.random() * 2; // 4-6 px/tick
// 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 () {
// 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: 0x888888 // Gray background
});
/****
* Game Code
****/
// --- Asset Initialization ---
// --- Game Variables ---
// --- Game Variables ---
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;
// 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) {
// 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 mosquito every time score is a nonzero multiple of 5
if (score > 0 && score % 5 === 0) {
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);
}
// Win condition
if (score >= 10000000000000000000000000000000000000000000000000000000) {
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);
// Removed kaçan sayısı (escaped) logic and lose condition
}
}
// Spawn new mosquitoes if needed
if (mosquitoes.length < maxMosquitoes && gameActive) {
if (Math.random() < 0.04) {
// ~1 every 25 frames
spawnMosquito();
}
}
};
// 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
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