User prompt
Seviye içindeki kareleri kücült ve çoğalt
User prompt
Seviye içindeki bitki koyma alanini buyut
User prompt
Seviye içindeki görseller için yeni görseller çıkar
User prompt
Seviye içindindeki görselleri farkli yap
User prompt
Please fix the bug: 'ReferenceError: sunText is not defined' in or related to this line: 'sunText.setText('Sun: ' + sun);' Line Number: 183
User prompt
Başlık arka planı kalsın sadece başlığı kaldır
User prompt
Başlığı kaldır
User prompt
Plants vs zombies level collection yazısıni plants vs zombies oyunundaki yazilar gibi yao
User prompt
Arka plan rengi biraz daha koyu bir sayfa gibi olsun
User prompt
Arka plqnı kahverengi bir sayfa yaprağı yap
User prompt
Please fix the bug: 'ReferenceError: sun is not defined' in or related to this line: 'sun += 25;' Line Number: 181
User prompt
Please fix the bug: 'ReferenceError: plants is not defined' in or related to this line: 'for (var i = plants.length - 1; i >= 0; i--) {' Line Number: 219
User prompt
Level 1 e bastiğim zaman beni level birin içine göndersin
User prompt
Level 1 2 3 böyle gitsin
User prompt
Ekrandaki herşey kaldır ve planrs vs zombies bölum dizynini yap
User prompt
Gridhücresini karelere böl kareler büyük olaun
User prompt
Grid hücresini ve evi büyüt
User prompt
Evi uzat
User prompt
Evi büyüt
User prompt
Evi büyüt grid hücresi ile eşit yap
User prompt
Evin uzunluğunu gridhücresi ile aynı hizada yap
User prompt
Evin Uzunluğunu hücre ile aynı hizada yap
User prompt
Grid hicresini ve evi büyüt
User prompt
Grid hücresini kare kare alanlara böl
User prompt
Başlangıç parasını arttiŕ
/**** * Classes ****/ var LevelButton = Container.expand(function () { var self = Container.call(this); var buttonBg = self.attachAsset('levelButton', { anchorX: 0.5, anchorY: 0.5 }); self.levelNumber = 1; self.setLevelNumber = function (number) { self.levelNumber = number; self.levelText.setText(number.toString()); }; self.isUnlocked = true; self.stars = 0; self.maxStars = 3; // Create level number text self.levelText = new Text2(self.levelNumber.toString(), { size: 50, fill: 0xFFFFFF }); self.levelText.anchor.set(0.5, 0.5); self.levelText.y = -30; self.addChild(self.levelText); // Create stars display self.starContainers = []; for (var i = 0; i < self.maxStars; i++) { var star = LK.getAsset('starShape', { anchorX: 0.5, anchorY: 0.5 }); star.x = (i - 1) * 50; star.y = 30; star.tint = 0x666666; // Dark by default self.addChild(star); self.starContainers.push(star); } self.setStars = function (starCount) { self.stars = starCount; for (var i = 0; i < self.maxStars; i++) { if (i < starCount) { self.starContainers[i].tint = 0xFFD700; // Golden } else { self.starContainers[i].tint = 0x666666; // Dark } } }; self.setUnlocked = function (unlocked) { self.isUnlocked = unlocked; if (unlocked) { buttonBg.tint = 0xFFFFFF; self.levelText.tint = 0xFFFFFF; } else { buttonBg.tint = 0x666666; self.levelText.tint = 0x666666; } }; self.down = function (x, y, obj) { if (self.isUnlocked) { LK.getSound('buttonClick').play(); // Start the selected level startLevel(self.levelNumber); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d5a27 // Dark green background for level selection }); /**** * Game Code ****/ // Level selection screen variables var levelButtons = []; var totalLevels = 50; var unlockedLevels = 1; // Only first level unlocked initially var levelProgress = {}; // Store stars for each level // Create background var background = LK.getAsset('levelBackground', { anchorX: 0, anchorY: 0 }); game.addChild(background); // Create title var titleBg = LK.getAsset('titleBackground', { anchorX: 0.5, anchorY: 0.5 }); titleBg.x = 1024; titleBg.y = 300; game.addChild(titleBg); var titleText = new Text2('Plants vs Zombies\nLevel Selection', { size: 60, fill: 0xFFFFFF }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 300; game.addChild(titleText); // Create level buttons in a grid layout var buttonsPerRow = 5; var buttonSpacingX = 350; var buttonSpacingY = 200; var startX = 400; var startY = 600; for (var i = 0; i < totalLevels; i++) { var levelButton = new LevelButton(); levelButton.setLevelNumber(i + 1); // Calculate position in grid var row = Math.floor(i / buttonsPerRow); var col = i % buttonsPerRow; levelButton.x = startX + col * buttonSpacingX; levelButton.y = startY + row * buttonSpacingY; // Set unlock status levelButton.setUnlocked(i < unlockedLevels); // Set stars from progress (if any) if (levelProgress[i + 1]) { levelButton.setStars(levelProgress[i + 1]); } else { levelButton.setStars(0); } levelButtons.push(levelButton); game.addChild(levelButton); } // Function to start a level function startLevel(levelNumber) { LK.getSound('levelSelect').play(); // Here you would implement the actual level loading // For now, just show a message console.log('Starting level: ' + levelNumber); // You could implement level loading here // For example: loadLevel(levelNumber); } // Function to unlock next level function unlockNextLevel() { if (unlockedLevels < totalLevels) { unlockedLevels++; if (levelButtons[unlockedLevels - 1]) { levelButtons[unlockedLevels - 1].setUnlocked(true); } } } // Function to set stars for a level function setLevelStars(levelNumber, stars) { levelProgress[levelNumber] = stars; if (levelButtons[levelNumber - 1]) { levelButtons[levelNumber - 1].setStars(stars); } } // Simple game update for level selection screen game.update = function () { // No specific updates needed for level selection // All interactions are handled by level button click events };
===================================================================
--- original.js
+++ change.js
@@ -7,14 +7,18 @@
anchorX: 0.5,
anchorY: 0.5
});
self.levelNumber = 1;
+ self.setLevelNumber = function (number) {
+ self.levelNumber = number;
+ self.levelText.setText(number.toString());
+ };
self.isUnlocked = true;
self.stars = 0;
self.maxStars = 3;
// Create level number text
- self.levelText = new Text2('Level ' + self.levelNumber, {
- size: 40,
+ self.levelText = new Text2(self.levelNumber.toString(), {
+ size: 50,
fill: 0xFFFFFF
});
self.levelText.anchor.set(0.5, 0.5);
self.levelText.y = -30;
@@ -106,9 +110,9 @@
var startX = 400;
var startY = 600;
for (var i = 0; i < totalLevels; i++) {
var levelButton = new LevelButton();
- levelButton.levelNumber = i + 1;
+ levelButton.setLevelNumber(i + 1);
// Calculate position in grid
var row = Math.floor(i / buttonsPerRow);
var col = i % buttonsPerRow;
levelButton.x = startX + col * buttonSpacingX;
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