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
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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
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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
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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; // 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 = 600; var dotSpacing = boardSize / 2; 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 for (var i = 0; i < 3; i++) { var redStone = game.addChild(new Stone('red')); redStone.x = 200 + i * 100; redStone.y = 400; redStones.push(redStone); var blueStone = game.addChild(new Stone('blue')); blueStone.x = 1600 + i * 100; 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); function createLines() { // 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) * 300; 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) * 300; 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; } // 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 }); } } } 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 }); } } } 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]; 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 };
===================================================================
--- original.js
+++ change.js
@@ -15,9 +15,30 @@
self.index = index;
self.stone = null;
self.highlighted = false;
self.down = function (x, y, obj) {
- if (gamePhase === 'moving' && selectedStone && self.stone === null) {
+ 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);
}
}
@@ -35,9 +56,9 @@
self.isPlaced = false;
self.down = function (x, y, obj) {
if (gamePhase === 'placing') {
if (!self.isPlaced && currentPlayer === self.color) {
- // Use stone's current position as the touch point
+ // Find closest empty dot to place stone
var closestDot = findClosestEmptyDot(self.x, self.y);
if (closestDot !== -1) {
placeStone(self, closestDot);
}
@@ -270,16 +291,22 @@
// Check if all stones are placed
if (redStonesPlaced === 3 && blueStonesPlaced === 3) {
gamePhase = 'moving';
phaseText.setText('Moving Phase');
+ selectedStone = null;
}
// Check for win
if (checkWin()) {
return;
}
- // Switch turn
- currentPlayer = currentPlayer === 'red' ? 'blue' : 'red';
- turnText.setText((currentPlayer === 'red' ? 'Red' : 'Blue') + ' Player\'s Turn');
+ // 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;
}