User prompt
kırmızı ve mavi taşların arasını biraz aç iç içe girmiş ve score koy biraz üstüne kırmızı ve mavinin kaç tane kazandığını göstersin
User prompt
çizgileri hizalarmısın
Code edit (6 edits merged)
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User prompt
board ın bu büyüklüğü iyi dotları aynı oranda kenarlara yerleştirsen bir de dotların boyutu iyi kırmızı ve mavi noktaların boyutunu da büyüt dot boyutunda yap
Code edit (1 edits merged)
Please save this source code
User prompt
gidilebilecek yollara ok gösterilse iyi olur bir de seçim sırasında krımızı mavi kırmızı mavi kırmızı mavi sonra hareket kısmında kırmızı olarak devam etsin
User prompt
oyun başladığında sırayla tahtadan seçim yapılması lazım sıraile seminler ile taşlar tahtaya yerleştirilsin bütün taşlar yerleştirildikten sonra sıryla bu sefer taşlar haret edilecek durum olması lazım
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var gamePosition = game.toLocal(obj.parent.toGlobal({' Line Number: 53
User prompt
ilk taşları koyamıyorum tahtaya
Code edit (1 edits merged)
Please save this source code
User prompt
Nine Dots - Strategic Line Battle
Initial prompt
kare bir masa olacak kenarlarında 3 ER NOKTA OLACAK VE KARENİN ORTASINDA DA BİR NOKTA OLACAK VE BÜTÜN NOKTALAR bir birne yol ile bağlancak şimdi iki kişilik bir oyun olacak kırmızı ve mavi oyuncular olacak her oyuncunun 3 tane taşı var ve sırayla bir kırmızı bir mavi sırayla devam ederek 3 er taşlarını masanın üstündeki noktalara koyulacak ve sonra oynamaya başlanacak ve bir çizgide (yolda ) denk getiren kazanır buna karenin köşe kenarlarından orta denk gelirirse o kişi de kazanır (kısaca xox gibi ama benim anlattığım mantıkta)
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Dot = Container.expand(function (index) { var self = Container.call(this); var dotGraphics = self.attachAsset('dot', { anchorX: 0.5, anchorY: 0.5 }); self.index = index; self.stone = null; self.highlighted = false; self.down = function (x, y, obj) { if (gamePhase === 'placing' && self.stone === null) { // Find unplaced stone of current player var availableStone = null; if (currentPlayer === 'red') { for (var i = 0; i < redStones.length; i++) { if (!redStones[i].isPlaced) { availableStone = redStones[i]; break; } } } else { for (var i = 0; i < blueStones.length; i++) { if (!blueStones[i].isPlaced) { availableStone = blueStones[i]; break; } } } if (availableStone) { placeStone(availableStone, self.index); } } else if (gamePhase === 'moving' && selectedStone && self.stone === null) { if (canMoveTo(selectedStone.dotIndex, self.index)) { moveStone(selectedStone, self.index); } } }; return self; }); var Stone = Container.expand(function (color) { var self = Container.call(this); var stoneGraphics = self.attachAsset(color === 'red' ? 'redStone' : 'blueStone', { anchorX: 0.5, anchorY: 0.5 }); self.color = color; self.dotIndex = -1; self.isPlaced = false; self.down = function (x, y, obj) { if (gamePhase === 'placing') { if (!self.isPlaced && currentPlayer === self.color) { // Find closest empty dot to place stone var closestDot = findClosestEmptyDot(self.x, self.y); if (closestDot !== -1) { placeStone(self, closestDot); } } } else if (gamePhase === 'moving') { if (self.isPlaced && currentPlayer === self.color) { selectedStone = self; // Highlight possible moves highlightValidMoves(self.dotIndex); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2F4F4F }); /**** * Game Code ****/ var gamePhase = 'placing'; // 'placing' or 'moving' var currentPlayer = 'red'; // 'red' or 'blue' var selectedStone = null; var redStones = []; var blueStones = []; var dots = []; var board; var lines = []; var redStonesPlaced = 0; var blueStonesPlaced = 0; var arrows = []; var redWins = 0; var blueWins = 0; // Dot positions on 3x3 grid var dotPositions = [{ x: 0, y: 0 }, // 0: top-left { x: 1, y: 0 }, // 1: top-center { x: 2, y: 0 }, // 2: top-right { x: 0, y: 1 }, // 3: middle-left { x: 1, y: 1 }, // 4: center { x: 2, y: 1 }, // 5: middle-right { x: 0, y: 2 }, // 6: bottom-left { x: 1, y: 2 }, // 7: bottom-center { x: 2, y: 2 } // 8: bottom-right ]; // Valid connections between dots var connections = [[1, 3, 4], // 0: connects to 1, 3, 4 [0, 2, 4], // 1: connects to 0, 2, 4 [1, 4, 5], // 2: connects to 1, 4, 5 [0, 4, 6], // 3: connects to 0, 4, 6 [0, 1, 2, 3, 5, 6, 7, 8], // 4: center connects to all [2, 4, 8], // 5: connects to 2, 4, 8 [3, 4, 7], // 6: connects to 3, 4, 7 [4, 6, 8], // 7: connects to 4, 6, 8 [4, 5, 7] // 8: connects to 4, 5, 7 ]; // Winning lines (indices of dots that form winning lines) var winningLines = [[0, 1, 2], // top row [3, 4, 5], // middle row [6, 7, 8], // bottom row [0, 3, 6], // left column [1, 4, 7], // center column [2, 5, 8], // right column [0, 4, 8], // diagonal [2, 4, 6] // diagonal ]; // Create board board = game.addChild(LK.getAsset('board', { anchorX: 0.5, anchorY: 0.5 })); board.x = 1024; board.y = 1366; // Create connecting lines createLines(); // Create dots var boardSize = 750; // Size of board area for dot placement var dotSpacing = boardSize / 1.25; for (var i = 0; i < 9; i++) { var dot = game.addChild(new Dot(i)); var pos = dotPositions[i]; dot.x = board.x + (pos.x - 1) * dotSpacing; dot.y = board.y + (pos.y - 1) * dotSpacing; dots.push(dot); } // Create stones with more spacing for (var i = 0; i < 3; i++) { var redStone = game.addChild(new Stone('red')); redStone.x = 150 + i * 180; redStone.y = 400; redStones.push(redStone); var blueStone = game.addChild(new Stone('blue')); blueStone.x = 1500 + i * 180; blueStone.y = 400; blueStones.push(blueStone); } // Create UI var turnText = new Text2('Red Player\'s Turn', { size: 60, fill: 0xFFFFFF }); turnText.anchor.set(0.5, 0); LK.gui.top.addChild(turnText); var phaseText = new Text2('Placing Phase', { size: 40, fill: 0xFFFFFF }); phaseText.anchor.set(0.5, 0); phaseText.y = 80; LK.gui.top.addChild(phaseText); // Create score display var scoreText = new Text2('Red: 0 Blue: 0', { size: 50, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.y = 130; LK.gui.top.addChild(scoreText); function createLines() { var boardSize = 750; // Size of board area for dot placement var dotSpacing = boardSize / 1.25; // Horizontal lines for (var row = 0; row < 3; row++) { var line = game.addChild(LK.getAsset('line', { anchorX: 0.5, anchorY: 0.5 })); line.x = board.x; line.y = board.y + (row - 1) * dotSpacing; lines.push(line); } // Vertical lines for (var col = 0; col < 3; col++) { var line = game.addChild(LK.getAsset('line', { anchorX: 0.5, anchorY: 0.5 })); line.x = board.x + (col - 1) * dotSpacing; line.y = board.y; line.rotation = Math.PI / 2; lines.push(line); } // Diagonal lines var diag1 = game.addChild(LK.getAsset('diagonalLine', { anchorX: 0.5, anchorY: 0.5 })); diag1.x = board.x; diag1.y = board.y; diag1.rotation = Math.PI / 4; lines.push(diag1); var diag2 = game.addChild(LK.getAsset('diagonalLine', { anchorX: 0.5, anchorY: 0.5 })); diag2.x = board.x; diag2.y = board.y; diag2.rotation = -Math.PI / 4; lines.push(diag2); } function findClosestEmptyDot(x, y) { var minDistance = Infinity; var closestDot = -1; for (var i = 0; i < dots.length; i++) { if (dots[i].stone === null) { var dx = x - dots[i].x; var dy = y - dots[i].y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < minDistance && distance < 100) { minDistance = distance; closestDot = i; } } } return closestDot; } function placeStone(stone, dotIndex) { stone.x = dots[dotIndex].x; stone.y = dots[dotIndex].y; stone.dotIndex = dotIndex; stone.isPlaced = true; dots[dotIndex].stone = stone; LK.getSound('placeStone').play(); if (stone.color === 'red') { redStonesPlaced++; } else { blueStonesPlaced++; } // Check if all stones are placed if (redStonesPlaced === 3 && blueStonesPlaced === 3) { gamePhase = 'moving'; phaseText.setText('Moving Phase'); selectedStone = null; currentPlayer = 'red'; // Reset to red for moving phase } // Check for win if (checkWin()) { return; } // Switch turn only if not all stones are placed yet if (gamePhase === 'placing') { currentPlayer = currentPlayer === 'red' ? 'blue' : 'red'; turnText.setText((currentPlayer === 'red' ? 'Red' : 'Blue') + ' Player\'s Turn'); } else { // In moving phase, keep same player for first move turnText.setText((currentPlayer === 'red' ? 'Red' : 'Blue') + ' Player\'s Turn'); } } function canMoveTo(fromIndex, toIndex) { return connections[fromIndex].indexOf(toIndex) !== -1; } function moveStone(stone, dotIndex) { // Clear old position dots[stone.dotIndex].stone = null; // Move to new position stone.x = dots[dotIndex].x; stone.y = dots[dotIndex].y; stone.dotIndex = dotIndex; dots[dotIndex].stone = stone; selectedStone = null; clearHighlights(); LK.getSound('moveStone').play(); // Check for win if (checkWin()) { return; } // Switch turn currentPlayer = currentPlayer === 'red' ? 'blue' : 'red'; turnText.setText((currentPlayer === 'red' ? 'Red' : 'Blue') + ' Player\'s Turn'); } function highlightValidMoves(fromIndex) { clearHighlights(); var validMoves = connections[fromIndex]; for (var i = 0; i < validMoves.length; i++) { var dotIndex = validMoves[i]; if (dots[dotIndex].stone === null) { dots[dotIndex].highlighted = true; tween(dots[dotIndex], { alpha: 0.5 }, { duration: 300 }); // Create arrow pointing to valid move var arrow = game.addChild(LK.getAsset('arrow', { anchorX: 0.5, anchorY: 0.5 })); // Position arrow between current stone and target dot var fromDot = dots[fromIndex]; var toDot = dots[dotIndex]; arrow.x = (fromDot.x + toDot.x) / 2; arrow.y = (fromDot.y + toDot.y) / 2; // Calculate rotation to point towards target var dx = toDot.x - fromDot.x; var dy = toDot.y - fromDot.y; arrow.rotation = Math.atan2(dy, dx); arrows.push(arrow); } } } function clearHighlights() { for (var i = 0; i < dots.length; i++) { if (dots[i].highlighted) { dots[i].highlighted = false; tween(dots[i], { alpha: 1 }, { duration: 300 }); } } // Clear all arrows for (var i = 0; i < arrows.length; i++) { arrows[i].destroy(); } arrows = []; } function checkWin() { for (var i = 0; i < winningLines.length; i++) { var line = winningLines[i]; var stones = []; for (var j = 0; j < line.length; j++) { var dotIndex = line[j]; if (dots[dotIndex].stone) { stones.push(dots[dotIndex].stone.color); } } if (stones.length === 3 && stones[0] === stones[1] && stones[1] === stones[2]) { // Win detected LK.getSound('winSound').play(); // Flash winning stones for (var k = 0; k < line.length; k++) { var winStone = dots[line[k]].stone; LK.effects.flashObject(winStone, 0xFFFF00, 1000); } // Show winner var winner = stones[0]; if (winner === 'red') { redWins++; } else { blueWins++; } scoreText.setText('Red: ' + redWins + ' Blue: ' + blueWins); turnText.setText((winner === 'red' ? 'Red' : 'Blue') + ' Player Wins!'); LK.setTimeout(function () { LK.showYouWin(); }, 2000); return true; } } return false; } game.update = function () { // Game logic handled by events };
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Dot = Container.expand(function (index) {
var self = Container.call(this);
var dotGraphics = self.attachAsset('dot', {
anchorX: 0.5,
anchorY: 0.5
});
self.index = index;
self.stone = null;
self.highlighted = false;
self.down = function (x, y, obj) {
if (gamePhase === 'placing' && self.stone === null) {
// Find unplaced stone of current player
var availableStone = null;
if (currentPlayer === 'red') {
for (var i = 0; i < redStones.length; i++) {
if (!redStones[i].isPlaced) {
availableStone = redStones[i];
break;
}
}
} else {
for (var i = 0; i < blueStones.length; i++) {
if (!blueStones[i].isPlaced) {
availableStone = blueStones[i];
break;
}
}
}
if (availableStone) {
placeStone(availableStone, self.index);
}
} else if (gamePhase === 'moving' && selectedStone && self.stone === null) {
if (canMoveTo(selectedStone.dotIndex, self.index)) {
moveStone(selectedStone, self.index);
}
}
};
return self;
});
var Stone = Container.expand(function (color) {
var self = Container.call(this);
var stoneGraphics = self.attachAsset(color === 'red' ? 'redStone' : 'blueStone', {
anchorX: 0.5,
anchorY: 0.5
});
self.color = color;
self.dotIndex = -1;
self.isPlaced = false;
self.down = function (x, y, obj) {
if (gamePhase === 'placing') {
if (!self.isPlaced && currentPlayer === self.color) {
// Find closest empty dot to place stone
var closestDot = findClosestEmptyDot(self.x, self.y);
if (closestDot !== -1) {
placeStone(self, closestDot);
}
}
} else if (gamePhase === 'moving') {
if (self.isPlaced && currentPlayer === self.color) {
selectedStone = self;
// Highlight possible moves
highlightValidMoves(self.dotIndex);
}
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2F4F4F
});
/****
* Game Code
****/
var gamePhase = 'placing'; // 'placing' or 'moving'
var currentPlayer = 'red'; // 'red' or 'blue'
var selectedStone = null;
var redStones = [];
var blueStones = [];
var dots = [];
var board;
var lines = [];
var redStonesPlaced = 0;
var blueStonesPlaced = 0;
var arrows = [];
var redWins = 0;
var blueWins = 0;
// Dot positions on 3x3 grid
var dotPositions = [{
x: 0,
y: 0
},
// 0: top-left
{
x: 1,
y: 0
},
// 1: top-center
{
x: 2,
y: 0
},
// 2: top-right
{
x: 0,
y: 1
},
// 3: middle-left
{
x: 1,
y: 1
},
// 4: center
{
x: 2,
y: 1
},
// 5: middle-right
{
x: 0,
y: 2
},
// 6: bottom-left
{
x: 1,
y: 2
},
// 7: bottom-center
{
x: 2,
y: 2
} // 8: bottom-right
];
// Valid connections between dots
var connections = [[1, 3, 4],
// 0: connects to 1, 3, 4
[0, 2, 4],
// 1: connects to 0, 2, 4
[1, 4, 5],
// 2: connects to 1, 4, 5
[0, 4, 6],
// 3: connects to 0, 4, 6
[0, 1, 2, 3, 5, 6, 7, 8],
// 4: center connects to all
[2, 4, 8],
// 5: connects to 2, 4, 8
[3, 4, 7],
// 6: connects to 3, 4, 7
[4, 6, 8],
// 7: connects to 4, 6, 8
[4, 5, 7] // 8: connects to 4, 5, 7
];
// Winning lines (indices of dots that form winning lines)
var winningLines = [[0, 1, 2],
// top row
[3, 4, 5],
// middle row
[6, 7, 8],
// bottom row
[0, 3, 6],
// left column
[1, 4, 7],
// center column
[2, 5, 8],
// right column
[0, 4, 8],
// diagonal
[2, 4, 6] // diagonal
];
// Create board
board = game.addChild(LK.getAsset('board', {
anchorX: 0.5,
anchorY: 0.5
}));
board.x = 1024;
board.y = 1366;
// Create connecting lines
createLines();
// Create dots
var boardSize = 750; // Size of board area for dot placement
var dotSpacing = boardSize / 1.25;
for (var i = 0; i < 9; i++) {
var dot = game.addChild(new Dot(i));
var pos = dotPositions[i];
dot.x = board.x + (pos.x - 1) * dotSpacing;
dot.y = board.y + (pos.y - 1) * dotSpacing;
dots.push(dot);
}
// Create stones with more spacing
for (var i = 0; i < 3; i++) {
var redStone = game.addChild(new Stone('red'));
redStone.x = 150 + i * 180;
redStone.y = 400;
redStones.push(redStone);
var blueStone = game.addChild(new Stone('blue'));
blueStone.x = 1500 + i * 180;
blueStone.y = 400;
blueStones.push(blueStone);
}
// Create UI
var turnText = new Text2('Red Player\'s Turn', {
size: 60,
fill: 0xFFFFFF
});
turnText.anchor.set(0.5, 0);
LK.gui.top.addChild(turnText);
var phaseText = new Text2('Placing Phase', {
size: 40,
fill: 0xFFFFFF
});
phaseText.anchor.set(0.5, 0);
phaseText.y = 80;
LK.gui.top.addChild(phaseText);
// Create score display
var scoreText = new Text2('Red: 0 Blue: 0', {
size: 50,
fill: 0xFFFFFF
});
scoreText.anchor.set(0.5, 0);
scoreText.y = 130;
LK.gui.top.addChild(scoreText);
function createLines() {
var boardSize = 750; // Size of board area for dot placement
var dotSpacing = boardSize / 1.25;
// Horizontal lines
for (var row = 0; row < 3; row++) {
var line = game.addChild(LK.getAsset('line', {
anchorX: 0.5,
anchorY: 0.5
}));
line.x = board.x;
line.y = board.y + (row - 1) * dotSpacing;
lines.push(line);
}
// Vertical lines
for (var col = 0; col < 3; col++) {
var line = game.addChild(LK.getAsset('line', {
anchorX: 0.5,
anchorY: 0.5
}));
line.x = board.x + (col - 1) * dotSpacing;
line.y = board.y;
line.rotation = Math.PI / 2;
lines.push(line);
}
// Diagonal lines
var diag1 = game.addChild(LK.getAsset('diagonalLine', {
anchorX: 0.5,
anchorY: 0.5
}));
diag1.x = board.x;
diag1.y = board.y;
diag1.rotation = Math.PI / 4;
lines.push(diag1);
var diag2 = game.addChild(LK.getAsset('diagonalLine', {
anchorX: 0.5,
anchorY: 0.5
}));
diag2.x = board.x;
diag2.y = board.y;
diag2.rotation = -Math.PI / 4;
lines.push(diag2);
}
function findClosestEmptyDot(x, y) {
var minDistance = Infinity;
var closestDot = -1;
for (var i = 0; i < dots.length; i++) {
if (dots[i].stone === null) {
var dx = x - dots[i].x;
var dy = y - dots[i].y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < minDistance && distance < 100) {
minDistance = distance;
closestDot = i;
}
}
}
return closestDot;
}
function placeStone(stone, dotIndex) {
stone.x = dots[dotIndex].x;
stone.y = dots[dotIndex].y;
stone.dotIndex = dotIndex;
stone.isPlaced = true;
dots[dotIndex].stone = stone;
LK.getSound('placeStone').play();
if (stone.color === 'red') {
redStonesPlaced++;
} else {
blueStonesPlaced++;
}
// Check if all stones are placed
if (redStonesPlaced === 3 && blueStonesPlaced === 3) {
gamePhase = 'moving';
phaseText.setText('Moving Phase');
selectedStone = null;
currentPlayer = 'red'; // Reset to red for moving phase
}
// Check for win
if (checkWin()) {
return;
}
// Switch turn only if not all stones are placed yet
if (gamePhase === 'placing') {
currentPlayer = currentPlayer === 'red' ? 'blue' : 'red';
turnText.setText((currentPlayer === 'red' ? 'Red' : 'Blue') + ' Player\'s Turn');
} else {
// In moving phase, keep same player for first move
turnText.setText((currentPlayer === 'red' ? 'Red' : 'Blue') + ' Player\'s Turn');
}
}
function canMoveTo(fromIndex, toIndex) {
return connections[fromIndex].indexOf(toIndex) !== -1;
}
function moveStone(stone, dotIndex) {
// Clear old position
dots[stone.dotIndex].stone = null;
// Move to new position
stone.x = dots[dotIndex].x;
stone.y = dots[dotIndex].y;
stone.dotIndex = dotIndex;
dots[dotIndex].stone = stone;
selectedStone = null;
clearHighlights();
LK.getSound('moveStone').play();
// Check for win
if (checkWin()) {
return;
}
// Switch turn
currentPlayer = currentPlayer === 'red' ? 'blue' : 'red';
turnText.setText((currentPlayer === 'red' ? 'Red' : 'Blue') + ' Player\'s Turn');
}
function highlightValidMoves(fromIndex) {
clearHighlights();
var validMoves = connections[fromIndex];
for (var i = 0; i < validMoves.length; i++) {
var dotIndex = validMoves[i];
if (dots[dotIndex].stone === null) {
dots[dotIndex].highlighted = true;
tween(dots[dotIndex], {
alpha: 0.5
}, {
duration: 300
});
// Create arrow pointing to valid move
var arrow = game.addChild(LK.getAsset('arrow', {
anchorX: 0.5,
anchorY: 0.5
}));
// Position arrow between current stone and target dot
var fromDot = dots[fromIndex];
var toDot = dots[dotIndex];
arrow.x = (fromDot.x + toDot.x) / 2;
arrow.y = (fromDot.y + toDot.y) / 2;
// Calculate rotation to point towards target
var dx = toDot.x - fromDot.x;
var dy = toDot.y - fromDot.y;
arrow.rotation = Math.atan2(dy, dx);
arrows.push(arrow);
}
}
}
function clearHighlights() {
for (var i = 0; i < dots.length; i++) {
if (dots[i].highlighted) {
dots[i].highlighted = false;
tween(dots[i], {
alpha: 1
}, {
duration: 300
});
}
}
// Clear all arrows
for (var i = 0; i < arrows.length; i++) {
arrows[i].destroy();
}
arrows = [];
}
function checkWin() {
for (var i = 0; i < winningLines.length; i++) {
var line = winningLines[i];
var stones = [];
for (var j = 0; j < line.length; j++) {
var dotIndex = line[j];
if (dots[dotIndex].stone) {
stones.push(dots[dotIndex].stone.color);
}
}
if (stones.length === 3 && stones[0] === stones[1] && stones[1] === stones[2]) {
// Win detected
LK.getSound('winSound').play();
// Flash winning stones
for (var k = 0; k < line.length; k++) {
var winStone = dots[line[k]].stone;
LK.effects.flashObject(winStone, 0xFFFF00, 1000);
}
// Show winner
var winner = stones[0];
if (winner === 'red') {
redWins++;
} else {
blueWins++;
}
scoreText.setText('Red: ' + redWins + ' Blue: ' + blueWins);
turnText.setText((winner === 'red' ? 'Red' : 'Blue') + ' Player Wins!');
LK.setTimeout(function () {
LK.showYouWin();
}, 2000);
return true;
}
}
return false;
}
game.update = function () {
// Game logic handled by events
};