User prompt
Bıçağı daha hızlı at
User prompt
Her leveli biraz dah zorlaştır hızlı dönme her level bir daha hızlı olsun ve her 5 level de boos daire olsun daha güçlü ve dah değişik özellikleri olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'shop.refreshItems();' Line Number: 320
User prompt
Shop yap shop da kılıç kozmetikleri yap ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Çalkı birahdaha özenli yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Çarkı birah daha belirgin yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: Can't find variable: showLevelComplete' in or related to this line: 'showLevelComplete();' Line Number: 81
User prompt
Bölüm bittinde yeni bölüme geç
User prompt
Bölüm bittinde çark yap çark ta para birimi yap ve bölüm bittinde sahne yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Biraz daha hızlı at
User prompt
Bıçakı göndediğin de yavaş atmasın bıçağı
User prompt
Düz bıçak olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Knife Throw Challenge
Initial prompt
Oyunun amacı 8 bıçak var ve daire ye bıçak batırman gerek eğer bıçak bıçağa çalparsa kaybeder
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Circle = Container.expand(function () { var self = Container.call(this); var circleGraphics = self.attachAsset('circle', { anchorX: 0.5, anchorY: 0.5 }); self.rotationSpeed = 0.02; self.update = function () { self.rotation += self.rotationSpeed; }; return self; }); var Knife = Container.expand(function () { var self = Container.call(this); // Create knife blade var blade = self.attachAsset('knife', { anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 2 }); // Create knife handle var handle = self.attachAsset('handle', { anchorX: 0.5, anchorY: 0.5, y: 50, rotation: Math.PI / 2 }); self.isThrown = false; self.isStuck = false; self.speed = 40; self.targetDistance = 0; self.stuckAngle = 0; self.update = function () { if (self.isThrown && !self.isStuck) { self.y -= self.speed; // Check if knife reached the circle var distanceToCenter = Math.sqrt(Math.pow(self.x - circle.x, 2) + Math.pow(self.y - circle.y, 2)); if (distanceToCenter <= 200) { self.stickToCircle(); } } else if (self.isStuck) { // Rotate with the circle var angle = self.stuckAngle + circle.rotation; self.x = circle.x + Math.cos(angle) * self.targetDistance; self.y = circle.y + Math.sin(angle) * self.targetDistance; self.rotation = angle + Math.PI / 2; } }; self.stickToCircle = function () { self.isStuck = true; var angle = Math.atan2(self.y - circle.y, self.x - circle.x); self.stuckAngle = angle - circle.rotation; self.targetDistance = Math.sqrt(Math.pow(self.x - circle.x, 2) + Math.pow(self.y - circle.y, 2)); self.rotation = angle + Math.PI / 2; knivesStuck++; LK.setScore(knivesStuck); scoreText.setText('Knives: ' + knivesStuck + '/8'); if (knivesStuck >= 8) { showLevelComplete(); } LK.getSound('hit').play(); }; return self; }); var LevelComplete = Container.expand(function () { var self = Container.call(this); // Semi-transparent background var bg = LK.getAsset('background', { width: 2048, height: 2732, color: 0x000000, shape: 'box', alpha: 0.8 }); self.addChild(bg); // Level complete text var titleText = new Text2('LEVEL ' + currentLevel + ' COMPLETE!', { size: 100, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 600; self.addChild(titleText); // Create wheel self.wheel = new WheelReward(); self.wheel.x = 1024; self.wheel.y = 1366; self.addChild(self.wheel); // Spin button var spinText = new Text2('TAP TO SPIN!', { size: 60, fill: 0xFFFFFF }); spinText.anchor.set(0.5, 0.5); spinText.x = 1024; spinText.y = 1800; self.addChild(spinText); // Continue button (appears after spin) self.continueText = new Text2('TAP TO CONTINUE', { size: 50, fill: 0x4ECDC4 }); self.continueText.anchor.set(0.5, 0.5); self.continueText.x = 1024; self.continueText.y = 2100; self.continueText.alpha = 0; self.addChild(self.continueText); self.hasSpun = false; self.down = function (x, y, obj) { if (!self.hasSpun && !self.wheel.isSpinning) { self.wheel.spin(); self.hasSpun = true; spinText.alpha = 0; // Show continue button after spin completes LK.setTimeout(function () { tween(self.continueText, { alpha: 1 }, { duration: 500 }); }, 3500); } else if (self.hasSpun && !self.wheel.isSpinning) { // Continue to next level self.destroy(); nextLevel(); } }; return self; }); var WheelReward = Container.expand(function () { var self = Container.call(this); // Create wheel background var wheelBg = self.attachAsset('wheel', { anchorX: 0.5, anchorY: 0.5 }); // Create wheel sections self.sections = []; self.rewards = [100, 50, 200, 75, 150, 25, 300, 10]; for (var i = 0; i < 8; i++) { var section = self.attachAsset('wheelSection', { anchorX: 0, anchorY: 0.5, x: 0, y: 0, rotation: i * Math.PI * 2 / 8 }); section.tint = i % 2 === 0 ? 0xFF6B6B : 0x4ECDC4; self.sections.push(section); // Add reward text var rewardText = new Text2(self.rewards[i].toString(), { size: 40, fill: 0xFFFFFF }); rewardText.anchor.set(0.5, 0.5); rewardText.x = Math.cos(i * Math.PI * 2 / 8) * 150; rewardText.y = Math.sin(i * Math.PI * 2 / 8) * 150; self.addChild(rewardText); } // Create pointer var pointer = self.attachAsset('pointer', { anchorX: 0.5, anchorY: 1, y: -320 }); self.isSpinning = false; self.spinSpeed = 0; self.finalAngle = 0; self.spin = function () { if (self.isSpinning) return; self.isSpinning = true; self.spinSpeed = 0.3; self.finalAngle = Math.random() * Math.PI * 2 + Math.PI * 8; // Multiple rotations var currentRotation = self.rotation; tween(self, { rotation: currentRotation + self.finalAngle }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { self.isSpinning = false; self.giveReward(); } }); }; self.giveReward = function () { var normalizedAngle = (self.rotation % (Math.PI * 2) + Math.PI * 2) % (Math.PI * 2); var sectionIndex = Math.floor(normalizedAngle / (Math.PI * 2 / 8)); var reward = self.rewards[sectionIndex]; coins += reward; coinsText.setText('Coins: ' + coins); // Flash the won amount var winText = new Text2('+' + reward, { size: 80, fill: 0xFFD700 }); winText.anchor.set(0.5, 0.5); winText.x = 1024; winText.y = 1366; game.addChild(winText); tween(winText, { y: 1200, alpha: 0 }, { duration: 2000, onFinish: function onFinish() { winText.destroy(); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ var circle = game.addChild(new Circle()); circle.x = 1024; circle.y = 1000; var knives = []; var knivesStuck = 0; var canThrow = true; var coins = 0; var currentLevel = 1; var levelCompleteScene = null; // Coins display var coinsText = new Text2('Coins: 0', { size: 60, fill: 0xFFD700 }); coinsText.anchor.set(1, 0); LK.gui.topRight.addChild(coinsText); coinsText.x = -20; coinsText.y = 20; // Level display var levelText = new Text2('Level: 1', { size: 60, fill: 0xFFFFFF }); levelText.anchor.set(0, 0); LK.gui.topLeft.addChild(levelText); levelText.x = 120; levelText.y = 20; // Score display var scoreText = new Text2('Knives: 0/8', { size: 80, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); LK.gui.top.addChild(scoreText); // Instructions var instructionText = new Text2('Tap to throw knives!\nAvoid hitting existing knives!', { size: 60, fill: 0xFFFFFF }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = 400; game.addChild(instructionText); function nextLevel() { // Advance to next level currentLevel++; // Reset game state for new level knivesStuck = 0; canThrow = true; // Clear existing knives for (var i = 0; i < knives.length; i++) { knives[i].destroy(); } knives = []; // Reset score display scoreText.setText('Knives: 0/8'); // Show instructions again instructionText.alpha = 1; // Remove level complete scene if (levelCompleteScene) { levelCompleteScene.destroy(); levelCompleteScene = null; } // Increase difficulty by making circle spin faster circle.rotationSpeed = 0.02 + (currentLevel - 1) * 0.01; // Update level display levelText.setText('Level: ' + currentLevel); } ; function checkKnifeCollisions(newKnife) { var _loop = function _loop() { existingKnife = knives[i]; if (existingKnife.isStuck && existingKnife !== newKnife) { var _showLevelComplete = function _showLevelComplete() { if (!levelCompleteScene) { levelCompleteScene = new LevelComplete(); game.addChild(levelCompleteScene); } }; var _restartGame = function _restartGame() { // Reset game state knivesStuck = 0; canThrow = true; // Clear existing knives for (var i = 0; i < knives.length; i++) { knives[i].destroy(); } knives = []; // Reset score display scoreText.setText('Knives: 0/8'); // Show instructions again instructionText.alpha = 1; // Remove level complete scene if (levelCompleteScene) { levelCompleteScene.destroy(); levelCompleteScene = null; } }; distance = Math.sqrt(Math.pow(newKnife.x - existingKnife.x, 2) + Math.pow(newKnife.y - existingKnife.y, 2)); if (distance < 60) { return { v: true }; } ; } }, existingKnife, distance, _ret; for (var i = 0; i < knives.length; i++) { _ret = _loop(); if (_ret) return _ret.v; } return false; } game.down = function (x, y, obj) { if (canThrow && knivesStuck < 8) { var newKnife = new Knife(); newKnife.x = 1024; newKnife.y = 2400; newKnife.isThrown = true; knives.push(newKnife); game.addChild(newKnife); canThrow = false; LK.getSound('throw').play(); // Allow next throw after delay LK.setTimeout(function () { canThrow = true; }, 300); } }; game.update = function () { // Check for knife collisions for (var i = 0; i < knives.length; i++) { var knife = knives[i]; if (knife.isThrown && !knife.isStuck) { if (checkKnifeCollisions(knife)) { LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } // Remove knives that went off screen if (knife.y < -100 && !knife.isStuck) { knife.destroy(); knives.splice(i, 1); i--; } } // Hide instructions after first throw if (knives.length > 0 && instructionText.alpha > 0) { tween(instructionText, { alpha: 0 }, { duration: 1000 }); } };
===================================================================
--- original.js
+++ change.js
@@ -81,9 +81,9 @@
alpha: 0.8
});
self.addChild(bg);
// Level complete text
- var titleText = new Text2('LEVEL COMPLETE!', {
+ var titleText = new Text2('LEVEL ' + currentLevel + ' COMPLETE!', {
size: 100,
fill: 0xFFD700
});
titleText.anchor.set(0.5, 0.5);
@@ -128,11 +128,11 @@
duration: 500
});
}, 3500);
} else if (self.hasSpun && !self.wheel.isSpinning) {
- // Continue to next level or restart
+ // Continue to next level
self.destroy();
- restartGame();
+ nextLevel();
}
};
return self;
});
@@ -236,8 +236,9 @@
var knives = [];
var knivesStuck = 0;
var canThrow = true;
var coins = 0;
+var currentLevel = 1;
var levelCompleteScene = null;
// Coins display
var coinsText = new Text2('Coins: 0', {
size: 60,
@@ -246,8 +247,17 @@
coinsText.anchor.set(1, 0);
LK.gui.topRight.addChild(coinsText);
coinsText.x = -20;
coinsText.y = 20;
+// Level display
+var levelText = new Text2('Level: 1', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+levelText.anchor.set(0, 0);
+LK.gui.topLeft.addChild(levelText);
+levelText.x = 120;
+levelText.y = 20;
// Score display
var scoreText = new Text2('Knives: 0/8', {
size: 80,
fill: 0xFFFFFF
@@ -262,8 +272,34 @@
instructionText.anchor.set(0.5, 0.5);
instructionText.x = 1024;
instructionText.y = 400;
game.addChild(instructionText);
+function nextLevel() {
+ // Advance to next level
+ currentLevel++;
+ // Reset game state for new level
+ knivesStuck = 0;
+ canThrow = true;
+ // Clear existing knives
+ for (var i = 0; i < knives.length; i++) {
+ knives[i].destroy();
+ }
+ knives = [];
+ // Reset score display
+ scoreText.setText('Knives: 0/8');
+ // Show instructions again
+ instructionText.alpha = 1;
+ // Remove level complete scene
+ if (levelCompleteScene) {
+ levelCompleteScene.destroy();
+ levelCompleteScene = null;
+ }
+ // Increase difficulty by making circle spin faster
+ circle.rotationSpeed = 0.02 + (currentLevel - 1) * 0.01;
+ // Update level display
+ levelText.setText('Level: ' + currentLevel);
+}
+;
function checkKnifeCollisions(newKnife) {
var _loop = function _loop() {
existingKnife = knives[i];
if (existingKnife.isStuck && existingKnife !== newKnife) {