User prompt
Basınca secmiyor
User prompt
Bayraklı bir dil menüsü olsun
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'var distance = Math.sqrt(Math.pow(player.x - enemy.x, 2) + Math.pow(player.y - enemy.y, 2));' Line Number: 461
User prompt
Dİl seçme bölümü olsun ingilizce ve Türkçe ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ve Türkçe ekleme kısmı yap
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = battlefieldContainer.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 339
Code edit (1 edits merged)
Please save this source code
User prompt
Commander's War: 10 Battles
Initial prompt
2. Dünya savaşı oyunu yapalım 10 savaşdan oluşsun komutanla her savaşın başında konuşalım
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { currentBattle: 0, battlesWon: 0, totalUnits: 12 }); /**** * Classes ****/ var DialogSystem = Container.expand(function () { var self = Container.call(this); self.visible = false; self.currentDialogIndex = 0; self.dialogData = []; var dialogBg = self.attachAsset('dialogBox', { anchorX: 0.5, anchorY: 0 }); self.commanderText = new Text2('', { size: 40, fill: '#ffffff' }); self.commanderText.anchor.set(0, 0); self.addChild(self.commanderText); self.continueText = new Text2('TAP TO CONTINUE', { size: 30, fill: '#ffff00' }); self.continueText.anchor.set(0.5, 1); self.addChild(self.continueText); self.x = 2048 / 2; self.y = 2732 - 450; self.commanderText.x = -900; self.commanderText.y = 50; self.continueText.x = 0; self.continueText.y = -50; self.showDialog = function (dialogArray) { self.dialogData = dialogArray; self.currentDialogIndex = 0; self.visible = true; self.continueText.setText(t('tapToContinue')); self.displayCurrentDialog(); }; self.displayCurrentDialog = function () { if (self.currentDialogIndex < self.dialogData.length) { var currentText = self.dialogData[self.currentDialogIndex]; self.commanderText.setText(currentText); } }; self.nextDialog = function () { self.currentDialogIndex++; if (self.currentDialogIndex < self.dialogData.length) { self.displayCurrentDialog(); } else { self.hideDialog(); } }; self.hideDialog = function () { self.visible = false; if (currentGameState === 'briefing') { startBattle(); } else if (currentGameState === 'victory') { nextBattle(); } }; self.down = function (x, y, obj) { if (self.visible) { self.nextDialog(); } }; return self; }); var Unit = Container.expand(function (type, unitX, unitY) { var self = Container.call(this); self.unitType = type || 'soldier'; self.health = 3; self.maxHealth = 3; self.selected = false; self.hasMoved = false; var unitGraphics = self.attachAsset(type === 'enemy' ? 'enemyUnit' : 'soldierUnit', { anchorX: 0.5, anchorY: 0.5 }); self.x = unitX || 0; self.y = unitY || 0; self.select = function () { if (self.unitType !== 'enemy' && !self.hasMoved) { self.selected = true; unitGraphics.tint = 0x00ff00; } }; self.deselect = function () { self.selected = false; unitGraphics.tint = 0xffffff; }; self.moveTo = function (targetX, targetY) { if (self.selected && !self.hasMoved) { tween(self, { x: targetX, y: targetY }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { self.hasMoved = true; self.deselect(); checkTurnComplete(); } }); LK.getSound('unitMove').play(); } }; self.takeDamage = function () { self.health--; if (self.health <= 0) { self.destroy(); return true; } return false; }; self.down = function (x, y, obj) { if (self.unitType !== 'enemy' && !self.hasMoved && currentGameState === 'battle') { clearAllSelections(); self.select(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2c5234 }); /**** * Game Code ****/ var currentGameState = 'language_selection'; // 'language_selection', 'briefing', 'battle', 'victory', 'complete' var currentBattle = storage.currentBattle || 0; var battlesWon = storage.battlesWon || 0; var languageSelectionContainer; var selectedUnit = null; var playerUnits = []; var enemyUnits = []; var objectives = []; var turnComplete = false; var currentLanguage = storage.language || 'en'; // 'en' or 'tr' // Translation system var translations = { en: { battlesWon: 'Battles Won: ', tapToContinue: 'TAP TO CONTINUE', beachLanding: 'Beach Landing', forestPatrol: 'Forest Patrol', urbanWarfare: 'Urban Warfare', battle: 'Battle', languageButton: 'TR' }, tr: { battlesWon: 'Kazanılan Savaşlar: ', tapToContinue: 'DEVAM İÇİN DOKUN', beachLanding: 'Sahil Çıkarması', forestPatrol: 'Orman Devriyesi', urbanWarfare: 'Şehir Savaşı', battle: 'Savaş', languageButton: 'EN' } }; function t(key) { return translations[currentLanguage][key] || translations.en[key] || key; } // Battle configurations var battleConfigs = [{ name: { en: "Beach Landing", tr: "Sahil Çıkarması" }, briefing: { en: ["Commander: Welcome to Operation Overlord, soldier!", "Your mission: Secure the beach and eliminate enemy resistance.", "Move your units carefully - the enemy has defensive positions.", "TAP units to select, then TAP destination to move. Good luck!"], tr: ["Komutan: Overlord Harekâtına hoş geldin asker!", "Görevin: Sahili ele geçir ve düşman direncini yok et.", "Birliklerini dikkatli hareket ettir - düşmanın savunma mevzileri var.", "Birlikleri seçmek için DOKUN, hedefi belirlemek için tekrar DOKUN. İyi şanslar!"] }, playerStartPositions: [[200, 800], [200, 900], [200, 1000]], enemyPositions: [[1600, 400], [1600, 600]], objectivePos: [1600, 500] }, { name: { en: "Forest Patrol", tr: "Orman Devriyesi" }, briefing: { en: ["The enemy is hiding in the forest ahead.", "Use the terrain to your advantage.", "Watch for ambushes - move strategically!"], tr: ["Düşman ilerideki ormanda saklanıyor.", "Araziyi kendi avantajına kullan.", "Pusulara dikkat et - stratejik hareket et!"] }, playerStartPositions: [[300, 1000], [400, 1000], [500, 1000]], enemyPositions: [[1400, 300], [1500, 500], [1300, 700]], objectivePos: [1450, 400] }, { name: { en: "Urban Warfare", tr: "Şehir Savaşı" }, briefing: { en: ["Street fighting is dangerous business.", "Clear the buildings and secure the objective.", "Every corner could hide an enemy!"], tr: ["Sokak çatışmaları tehlikeli iştir.", "Binaları temizle ve hedefi ele geçir.", "Her köşede bir düşman saklanıyor olabilir!"] }, playerStartPositions: [[150, 1100], [250, 1100], [350, 1100], [450, 1100]], enemyPositions: [[1500, 200], [1400, 400], [1600, 600]], objectivePos: [1500, 350] }]; // Extend battle configs to 10 battles for (var i = 3; i < 10; i++) { var baseConfig = battleConfigs[i % 3]; battleConfigs.push({ name: { en: "Battle " + (i + 1), tr: "Savaş " + (i + 1) }, briefing: { en: ["Commander: Battle " + (i + 1) + " awaits!", "The enemy grows stronger with each encounter.", "Use everything you've learned so far!"], tr: ["Komutan: Savaş " + (i + 1) + " seni bekliyor!", "Düşman her karşılaşmada daha da güçleniyor.", "Şimdiye kadar öğrendiğin her şeyi kullan!"] }, playerStartPositions: baseConfig.playerStartPositions, enemyPositions: baseConfig.enemyPositions, objectivePos: baseConfig.objectivePos }); } // UI Elements var battlefieldContainer = game.addChild(new Container()); var battlefield = battlefieldContainer.attachAsset('battlefield', { anchorX: 0.5, anchorY: 0.5 }); battlefieldContainer.x = 2048 / 2; battlefieldContainer.y = (2732 - 400) / 2; var dialogSystem = game.addChild(new DialogSystem()); var battleTitle = new Text2('', { size: 60, fill: '#ffffff' }); battleTitle.anchor.set(0.5, 0); LK.gui.top.addChild(battleTitle); battleTitle.y = 100; var scoreText = new Text2('Battles Won: 0/10', { size: 40, fill: '#ffffff' }); scoreText.anchor.set(1, 0); LK.gui.topRight.addChild(scoreText); scoreText.x = -20; scoreText.y = 20; // Language toggle button var langButton = new Text2(t('languageButton'), { size: 40, fill: '#ffffff' }); langButton.anchor.set(0.5, 0); LK.gui.topRight.addChild(langButton); langButton.x = -60; langButton.y = 80; langButton.interactive = true; langButton.buttonMode = true; langButton.on('pointerdown', function () { currentLanguage = currentLanguage === 'en' ? 'tr' : 'en'; storage.language = currentLanguage; langButton.setText(t('languageButton')); updateScoreDisplay(); // Update dialog continue text dialogSystem.continueText.setText(t('tapToContinue')); // Update battle title if currently displayed var config = battleConfigs[currentBattle]; if (config) { battleTitle.setText(config.name[currentLanguage]); } }); // Game Functions function startGame() { currentGameState = 'briefing'; if (languageSelectionContainer) { languageSelectionContainer.destroy(); } battlefieldContainer.visible = true; battleTitle.visible = true; scoreText.visible = true; langButton.visible = true; // Update UI text with selected language langButton.setText(t('languageButton')); dialogSystem.continueText.setText(t('tapToContinue')); // Initialize first battle setupBattle(); updateScoreDisplay(); var firstBriefing = battleConfigs[currentBattle].briefing[currentLanguage]; dialogSystem.showDialog(firstBriefing); } function clearAllSelections() { selectedUnit = null; for (var i = 0; i < playerUnits.length; i++) { playerUnits[i].deselect(); } } function setupBattle() { // Clear previous battle for (var i = playerUnits.length - 1; i >= 0; i--) { playerUnits[i].destroy(); } for (var i = enemyUnits.length - 1; i >= 0; i--) { enemyUnits[i].destroy(); } for (var i = objectives.length - 1; i >= 0; i--) { objectives[i].destroy(); } playerUnits = []; enemyUnits = []; objectives = []; var config = battleConfigs[currentBattle]; battleTitle.setText(config.name[currentLanguage]); // Create player units for (var i = 0; i < config.playerStartPositions.length; i++) { var pos = config.playerStartPositions[i]; var unit = new Unit('soldier', pos[0], pos[1]); playerUnits.push(unit); battlefieldContainer.addChild(unit); } // Create enemy units for (var i = 0; i < config.enemyPositions.length; i++) { var pos = config.enemyPositions[i]; var enemy = new Unit('enemy', pos[0], pos[1]); enemyUnits.push(enemy); battlefieldContainer.addChild(enemy); } // Create objective var objPos = config.objectivePos; var objective = battlefieldContainer.attachAsset('objective', { anchorX: 0.5, anchorY: 0.5, x: objPos[0], y: objPos[1] }); objectives.push(objective); } function checkTurnComplete() { var allMoved = true; for (var i = 0; i < playerUnits.length; i++) { if (!playerUnits[i].hasMoved) { allMoved = false; break; } } if (allMoved) { // Reset movement for next turn for (var i = 0; i < playerUnits.length; i++) { playerUnits[i].hasMoved = false; } // Check victory condition if (checkVictoryCondition()) { handleVictory(); } } } function checkVictoryCondition() { if (enemyUnits.length === 0) return true; // Check if any player unit is near objective for (var i = 0; i < playerUnits.length; i++) { var unit = playerUnits[i]; var objective = objectives[0]; var distance = Math.sqrt(Math.pow(unit.x - objective.x, 2) + Math.pow(unit.y - objective.y, 2)); if (distance < 120) { return true; } } return false; } function handleVictory() { battlesWon++; storage.battlesWon = battlesWon; storage.currentBattle = currentBattle + 1; LK.getSound('battleWin').play(); updateScoreDisplay(); if (currentBattle >= 9) { // Won all 10 battles currentGameState = 'complete'; var completeMessages = currentLanguage === 'en' ? ["Commander: Outstanding work, soldier!", "You have successfully completed all 10 battles!", "The war is won thanks to your strategic brilliance!", "You are a true military commander!"] : ["Komutan: Olağanüstü iş başardın asker!", "10 savaşın tamamını başarıyla tamamladın!", "Savaş senin stratejik dehanla kazanıldı!", "Sen gerçek bir askeri komutansın!"]; dialogSystem.showDialog(completeMessages); LK.showYouWin(); } else { currentGameState = 'victory'; var victoryMessages = currentLanguage === 'en' ? ["Commander: Excellent work! Battle won!", "Your tactical skills are improving with each victory.", "Prepare for the next engagement, soldier."] : ["Komutan: Mükemmel iş! Savaş kazanıldı!", "Taktik yeteneklerin her zaferle gelişiyor.", "Bir sonraki çatışmaya hazırlan asker."]; dialogSystem.showDialog(victoryMessages); } } function nextBattle() { currentBattle++; if (currentBattle < 10) { currentGameState = 'briefing'; setupBattle(); var config = battleConfigs[currentBattle]; dialogSystem.showDialog(config.briefing[currentLanguage]); } } function startBattle() { currentGameState = 'battle'; } function updateScoreDisplay() { scoreText.setText(t('battlesWon') + battlesWon + '/10'); } // Mouse/Touch handling battlefieldContainer.down = function (x, y, obj) { if (currentGameState !== 'battle') return; // Convert to battlefield coordinates - use direct x,y if parent is undefined var localPos; if (obj.parent && obj.parent.toGlobal) { localPos = battlefieldContainer.toLocal(obj.parent.toGlobal(obj.position)); } else { // Fallback to using x,y directly localPos = { x: x, y: y }; } // Check if we have a selected unit to move for (var i = 0; i < playerUnits.length; i++) { if (playerUnits[i].selected) { playerUnits[i].moveTo(localPos.x, localPos.y); return; } } }; function initializeLanguageSelection() { // Hide main game UI battlefieldContainer.visible = false; battleTitle.visible = false; scoreText.visible = false; langButton.visible = false; dialogSystem.visible = false; // Setup selection screen languageSelectionContainer = new Container(); languageSelectionContainer.x = 2048 / 2; languageSelectionContainer.y = 2732 / 2; game.addChild(languageSelectionContainer); var title = new Text2('Select Language / Dil Seçiniz', { size: 70, fill: '#ffffff', align: 'center' }); title.anchor.set(0.5, 0.5); title.y = -350; languageSelectionContainer.addChild(title); var btnEn = LK.getAsset('flag_en', { anchorX: 0.5, anchorY: 0.5 }); btnEn.y = -100; btnEn.interactive = true; btnEn.buttonMode = true; btnEn.down = function () { currentLanguage = 'en'; storage.language = 'en'; startGame(); }; languageSelectionContainer.addChild(btnEn); var btnTr = LK.getAsset('flag_tr', { anchorX: 0.5, anchorY: 0.5 }); btnTr.y = 200; btnTr.interactive = true; btnTr.buttonMode = true; btnTr.down = function () { currentLanguage = 'tr'; storage.language = 'tr'; startGame(); }; languageSelectionContainer.addChild(btnTr); } initializeLanguageSelection(); game.update = function () { if (currentGameState === 'language_selection') return; // Simple AI for enemies (move towards player units occasionally) if (currentGameState === 'battle' && LK.ticks % 180 === 0 && enemyUnits.length > 0) { var randomEnemy = enemyUnits[Math.floor(Math.random() * enemyUnits.length)]; if (playerUnits.length > 0) { var targetPlayer = playerUnits[Math.floor(Math.random() * playerUnits.length)]; var moveX = randomEnemy.x + (targetPlayer.x - randomEnemy.x) * 0.1; var moveY = randomEnemy.y + (targetPlayer.y - randomEnemy.y) * 0.1; tween(randomEnemy, { x: moveX, y: moveY }, { duration: 1000, easing: tween.easeOut }); } } // Check for combat (simple collision detection) if (currentGameState === 'battle' && LK.ticks % 60 === 0) { for (var i = playerUnits.length - 1; i >= 0; i--) { for (var j = enemyUnits.length - 1; j >= 0; j--) { var player = playerUnits[i]; var enemy = enemyUnits[j]; var distance = Math.sqrt(Math.pow(player.x - enemy.x, 2) + Math.pow(player.y - enemy.y, 2)); if (distance < 100) { LK.getSound('unitAttack').play(); if (Math.random() > 0.5) { if (enemy.takeDamage()) { enemyUnits.splice(j, 1); } } else { if (player.takeDamage()) { playerUnits.splice(i, 1); } } // Check game over condition if (playerUnits.length === 0) { LK.showGameOver(); } } } } } };
===================================================================
--- original.js
+++ change.js
@@ -455,25 +455,27 @@
anchorY: 0.5
});
btnEn.y = -100;
btnEn.interactive = true;
- btnEn.on('pointerdown', function () {
+ btnEn.buttonMode = true;
+ btnEn.down = function () {
currentLanguage = 'en';
storage.language = 'en';
startGame();
- });
+ };
languageSelectionContainer.addChild(btnEn);
var btnTr = LK.getAsset('flag_tr', {
anchorX: 0.5,
anchorY: 0.5
});
btnTr.y = 200;
btnTr.interactive = true;
- btnTr.on('pointerdown', function () {
+ btnTr.buttonMode = true;
+ btnTr.down = function () {
currentLanguage = 'tr';
storage.language = 'tr';
startGame();
- });
+ };
languageSelectionContainer.addChild(btnTr);
}
initializeLanguageSelection();
game.update = function () {