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)
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 () {
// 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
****/
// --- 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; // 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 mosquito every time score is a nonzero multiple of 5, but at score 30 spawn a big bee (arı) with special behavior
if (score === 30 && !game.bigBeeSpawned) {
game.bigBeeSpawned = true;
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: 80,
fill: 0x0055FF
});
// Center anchor both horizontally and vertically
game.bigBeeInfoTxt.anchor.set(0.5, 0.5);
// Wait for layout to ensure width/height are correct
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;
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
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;
}
}, 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
@@ -458,11 +458,14 @@
fill: 0x0055FF
});
// Center anchor both horizontally and vertically
game.bigBeeInfoTxt.anchor.set(0.5, 0.5);
- // 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;
- game.bigBeeInfoTxt.y = LK.gui.top.height / 2;
+ // Wait for layout to ensure width/height are correct
+ 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;
+ 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
bigBee._removeTimeout = LK.setTimeout(function () {
var idx = mosquitoes.indexOf(bigBee);
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