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Reith parası 1000 olsun her satın altında bir onceki fiyatın 2katını istesin
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Rebit parası 25
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Oyununa upraded yanına kırmızı renkte bisey ekle rebith her rebit atında herkesin sifirlansın ama her rebith atında 2 katta fazla tıklamayla basla
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Alt tarafa upgraded yazan Bi tuş koy 50 parayla satın alınsın her satın alındında 1 rer 1rer tıklamanız artsın her satın alındında bir onceki fiyatın 1.5 katını isten noktadan sonrası gösterme
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Ekrandan beyaz yuvarlak Topu sil
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Topu yok et
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Topu yönelt
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Topu buyult ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Her tıladında usteki puan sayıcı 1 rer 1rer artsın
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Puan alakalı hersek sil
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Her tıladkmız 1 rer 1rer puan gelsin
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Şok dalgasını küçült
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Şok dalgasını 2kat küçült beyaz tpu 2 kat buyut
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Şok dalgası kurultay ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Pulse Wave
Initial prompt
Arka plan siyah olsun ortada beyaz bisey olsun her tıklayınca etrafa dolgu beyaz şok dalgası yaysın
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var CentralObject = Container.expand(function () {
var self = Container.call(this);
var circleGraphics = self.attachAsset('circle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4,
scaleY: 4
});
// Pulse animation for the central object
function pulse() {
tween(circleGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 200,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(circleGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 200,
easing: tween.easeIn
});
}
});
}
self.down = function (x, y, obj) {
pulse();
createWave(self.x, self.y);
LK.getSound('pulse').play();
// Destroy the central object
self.destroy();
// Remove reference from the game to prevent errors
game.dragNode = null;
};
return self;
});
var RebirthButton = Container.expand(function () {
var self = Container.call(this);
// Create button background
var buttonBg = self.attachAsset('circle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 1.5,
tint: 0xFF0000
});
// Create button text
var buttonText = new Text2("REBIRTH", {
size: 50,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
// Create price text
var priceText = new Text2("25", {
size: 40,
fill: 0xFFFFFF
});
priceText.anchor.set(0.5, 0.5);
priceText.y = 60;
self.addChild(priceText);
// Button press handler
self.down = function (x, y, obj) {
// Rebirth logic is handled in game code
performRebirth();
};
return self;
});
var UpgradeButton = Container.expand(function () {
var self = Container.call(this);
// Create button background
var buttonBg = self.attachAsset('circle', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 3,
scaleY: 1.5,
tint: 0x00AA00
});
// Create button text
var buttonText = new Text2("UPGRADE", {
size: 50,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
// Create price text
var priceText = new Text2("50", {
size: 40,
fill: 0xFFFFFF
});
priceText.anchor.set(0.5, 0.5);
priceText.y = 60;
self.addChild(priceText);
// Update the price text
self.updatePrice = function (price) {
priceText.setText(price.toString());
};
// Button press handler
self.down = function (x, y, obj) {
// Logic for handling purchase in the main game code
if (score >= upgradePrice) {
// Purchase logic is handled in game code
purchaseUpgrade();
}
};
return self;
});
var Wave = Container.expand(function () {
var self = Container.call(this);
var waveGraphics = self.attachAsset('wave', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.8,
scaleX: 0.25,
scaleY: 0.25
});
self.fadeOut = function () {
tween(waveGraphics, {
alpha: 0,
scaleX: 12.5,
scaleY: 12.5
}, {
duration: 2500,
easing: tween.easeOut,
onFinish: function onFinish() {
self.destroy();
var index = waves.indexOf(self);
if (index > -1) {
waves.splice(index, 1);
}
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game dimensions
var gameWidth = 2048;
var gameHeight = 2732;
// Set background color to black
game.setBackgroundColor(0x000000);
// Array to store all active waves
var waves = [];
// Score tracking
var score = 0;
// Upgrade variables
var clickValue = 1;
var upgradePrice = 50;
var upgradeMultiplier = 1.5;
// Rebirth variables
var rebirthCount = 0;
var rebirthMultiplier = 2;
// Central object removed as requested
var centralObject = null;
// Create score text
var scoreText = new Text2("0", {
size: 150,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Create upgrade button
var upgradeBtn = new UpgradeButton();
upgradeBtn.x = gameWidth / 2;
upgradeBtn.y = gameHeight - 150;
game.addChild(upgradeBtn);
// Create rebirth button
var rebirthBtn = new RebirthButton();
rebirthBtn.x = gameWidth / 2 + 400;
rebirthBtn.y = gameHeight - 150;
game.addChild(rebirthBtn);
// Function to handle upgrade purchase
function purchaseUpgrade() {
// Check if player has enough score
if (score >= upgradePrice) {
// Deduct the price
score -= upgradePrice;
scoreText.setText(score.toString());
// Increase click value
clickValue++;
// Update price (1.5x the previous price)
upgradePrice = Math.floor(upgradePrice * upgradeMultiplier);
upgradeBtn.updatePrice(upgradePrice);
}
}
// Function to perform rebirth
function performRebirth() {
// Check if player has enough score
if (score >= 25) {
// Reset score
score = 0;
scoreText.setText(score.toString());
// Increment rebirth counter
rebirthCount++;
// Reset upgrade price
upgradePrice = 50;
upgradeBtn.updatePrice(upgradePrice);
// Set new click value based on rebirth count
clickValue = rebirthCount * rebirthMultiplier + 1;
// Clear all waves
for (var i = waves.length - 1; i >= 0; i--) {
waves[i].destroy();
}
waves = [];
}
}
// Function to create a new wave
function createWave(x, y) {
var wave = new Wave();
wave.x = x;
wave.y = y;
wave.fadeOut();
waves.push(wave);
game.addChild(wave);
// Increment score by clickValue and update score display
score += clickValue;
scoreText.setText(score.toString());
}
// Track the object being dragged
game.dragNode = null;
// Handle tap anywhere on the screen
game.down = function (x, y, obj) {
// Create waves for all taps since central object is removed
createWave(x, y);
// Play pulse sound
LK.getSound('pulse').play();
};
// Handle move event for dragging
game.move = function (x, y, obj) {
if (game.dragNode) {
game.dragNode.x = x;
game.dragNode.y = y;
}
};
// Handle up event to stop dragging
game.up = function (x, y, obj) {
game.dragNode = null;
};
// Start background music
LK.playMusic('ambient', {
fade: {
start: 0,
end: 0.3,
duration: 1000
}
});
// Pulse timer removed since central object no longer exists
// Update function
game.update = function () {
// No need for additional updates as tweens handle the animations
}; ===================================================================
--- original.js
+++ change.js
@@ -60,8 +60,16 @@
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
self.addChild(buttonText);
+ // Create price text
+ var priceText = new Text2("25", {
+ size: 40,
+ fill: 0xFFFFFF
+ });
+ priceText.anchor.set(0.5, 0.5);
+ priceText.y = 60;
+ self.addChild(priceText);
// Button press handler
self.down = function (x, y, obj) {
// Rebirth logic is handled in game code
performRebirth();
@@ -196,23 +204,26 @@
}
}
// Function to perform rebirth
function performRebirth() {
- // Reset score
- score = 0;
- scoreText.setText(score.toString());
- // Increment rebirth counter
- rebirthCount++;
- // Reset upgrade price
- upgradePrice = 50;
- upgradeBtn.updatePrice(upgradePrice);
- // Set new click value based on rebirth count
- clickValue = rebirthCount * rebirthMultiplier + 1;
- // Clear all waves
- for (var i = waves.length - 1; i >= 0; i--) {
- waves[i].destroy();
+ // Check if player has enough score
+ if (score >= 25) {
+ // Reset score
+ score = 0;
+ scoreText.setText(score.toString());
+ // Increment rebirth counter
+ rebirthCount++;
+ // Reset upgrade price
+ upgradePrice = 50;
+ upgradeBtn.updatePrice(upgradePrice);
+ // Set new click value based on rebirth count
+ clickValue = rebirthCount * rebirthMultiplier + 1;
+ // Clear all waves
+ for (var i = waves.length - 1; i >= 0; i--) {
+ waves[i].destroy();
+ }
+ waves = [];
}
- waves = [];
}
// Function to create a new wave
function createWave(x, y) {
var wave = new Wave();