User prompt
Silah ekle
User prompt
Mermi ekle
User prompt
kimchi_visual kaldır
User prompt
Para yazılı olanları sağ yukarı al
User prompt
김치에다가 이렇게
User prompt
Point topladıktan sonra paranın 2 kat artsın öldükten sonra
User prompt
Paranın kazansın istiyorum bir şey ekle
User prompt
Paranın yanına coin emojisi ekle
User prompt
Ekrandaki yazıyı kaldır 0in para ekle
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'livesContainer.anchor.set(1, 0); // Anchor the container's top-right point' Line Number: 226
User prompt
Hataları düzelt
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'set')' in or related to this line: 'livesContainer.anchor.set(1, 0); // Anchor the container's top-right point' Line Number: 226
User prompt
Kırmızı kalp emojisi ekle ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (2 edits merged)
Please save this source code
User prompt
Kalp emojisi kırmızı görünsün 3 tane can olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Para puanı ekleyin lütfen öldükten sonra puanı eskisiyle yeni yap ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
İlk başta kalpler kırmızı görünsün
User prompt
Ekrana tıklayarak ateş etsin mermile
User prompt
Puan ekler misiniz
User prompt
0i daha güzel yere koy yanına para emojisi yada puan emojisi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Ekranda ki yazıyı kaldır
User prompt
Kalp emojisi birazcık küçük yap
User prompt
Kalp emojisi ekle
User prompt
3 tane can olsun istiyorum yapar mısın ↪💡 Consider importing and using the following plugins: @upit/storage.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var facekit = LK.import("@upit/facekit.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// Player character controlled by face
var FaceChar = Container.expand(function () {
var self = Container.call(this);
var _char = self.attachAsset('faceChar', {
anchorX: 0.5,
anchorY: 0.5
});
// For possible future effects
self.flash = function () {
LK.effects.flashObject(self, 0xffffff, 300);
};
return self;
});
// Obstacle class
var Obstacle = Container.expand(function () {
var self = Container.call(this);
var obs = self.attachAsset('obstacle', {
anchorX: 0.5,
anchorY: 0.5
});
// Speed is set on creation
self.speed = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Point collectible class
var PointCollectible = Container.expand(function () {
var self = Container.call(this);
var pt = self.attachAsset('point', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Shop class for purchasing items
var Shop = Container.expand(function () {
var self = Container.call(this);
var items = [{
name: "Speed Boost",
cost: 10
}, {
name: "Extra Life",
cost: 20
}, {
name: "Shield",
cost: 15
}];
var shopText = new Text2("Shop", {
size: 100,
fill: 0xFFFFFF
});
shopText.anchor.set(0.5, 0);
self.addChild(shopText);
shopText.y = -200;
// Show current persistent points
var pointsText = new Text2("", {
size: 70,
fill: 0xFFFF00
});
pointsText.anchor.set(0.5, 0);
pointsText.y = -100;
self.addChild(pointsText);
function updatePointsText() {
var totalPoints = 0;
var extraLives = 0;
var shields = 0;
if (typeof storage !== "undefined") {
totalPoints = storage.totalPoints || 0;
extraLives = typeof storage.extraLives !== "undefined" ? storage.extraLives : 3;
shields = storage.shields || 0;
}
pointsText.setText("Points: " + totalPoints + " | Extra Lives: " + extraLives + " | Shields: " + shields);
// Also update global scoreTxt if shop is open
if (typeof scoreTxt !== "undefined") {
scoreTxt.setText(totalPoints);
}
}
updatePointsText();
// Add shop items and purchase logic
items.forEach(function (item, index) {
var itemText = new Text2(item.name + " - " + item.cost + " points", {
size: 70,
fill: 0xFFFFFF
});
itemText.anchor.set(0.5, 0);
itemText.y = index * 100;
self.addChild(itemText);
// Enable purchase on tap/click
itemText.interactive = true;
itemText.buttonMode = true;
itemText.down = function (x, y, obj) {
var totalPoints = 0;
if (typeof storage !== "undefined") {
totalPoints = storage.totalPoints || 0;
}
if (totalPoints >= item.cost) {
// Deduct cost and update storage
totalPoints -= item.cost;
if (typeof storage !== "undefined") {
storage.totalPoints = totalPoints;
}
updatePointsText();
// Show feedback (flash)
LK.effects.flashObject(itemText, 0x00FF00, 400);
// Apply item effect in game
if (item.name === "Extra Life") {
// Give player an extra life (persist for next game)
if (typeof storage !== "undefined") {
var extraLives = storage.extraLives || 0;
storage.extraLives = extraLives + 1;
if (typeof updateLivesDisplay === "function") updateLivesDisplay(); // Update heart icons UI
// updatePointsText(); // This is already called after storage.totalPoints update, which also updates lives text in shop
}
}
if (item.name === "Shield") {
// Give player a shield (persist for next game)
if (typeof storage !== "undefined") {
var shields = storage.shields || 0;
storage.shields = shields + 1;
}
}
// Optionally: disable item after purchase (one-time buy)
// itemText.alpha = 0.5;
// itemText.interactive = false;
} else {
// Not enough points, flash red
LK.effects.flashObject(itemText, 0xFF0000, 400);
}
};
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181c2c
});
/****
* Game Code
****/
// Asset for life display
// --- Shop display ---
// Show shop on demand (e.g. after game over or via button)
function showShop() {
var shop = new Shop();
// Center shop based on its size
shop.x = GAME_W / 2;
shop.y = GAME_H / 2;
shop.anchorX = 0.5;
shop.anchorY = 0.5;
game.addChild(shop);
// Bring shop to top (after all gameplay elements)
if (shop.parent && shop.parent.children) {
shop.parent.removeChild(shop);
shop.parent.addChild(shop);
}
// Remove shop after 5 seconds
LK.setTimeout(function () {
if (shop && shop.parent) shop.destroy();
}, 5000);
}
// Obstacle: red rectangle
// Character: main player controlled by face
// Game area dimensions
var GAME_W = 2048;
var GAME_H = 2732;
// Player character
var faceChar = new FaceChar();
game.addChild(faceChar);
// Gun asset (dilci) attached to mouth
var gun = LK.getAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
game.addChild(gun);
// Initial position: bottom center, 400px from bottom
faceChar.x = GAME_W / 2;
faceChar.y = GAME_H - 400;
// Arrays for obstacles and points
var obstacles = [];
var points = [];
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFF700
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Lives display elements
var livesContainer = new Container();
LK.gui.topRight.addChild(livesContainer); // Add to top-right GUI area
livesContainer.anchor.set(1, 0); // Anchor the container's top-right point
livesContainer.x = -30; // 30px from the screen's right edge
livesContainer.y = 30; // 30px from the screen's top edge
var heartIcons = []; // Array to keep track of heart icon objects
function updateLivesDisplay() {
// Clear previously displayed hearts
heartIcons.forEach(function (icon) {
if (icon && icon.parent) {
// Check if icon exists and is attached
icon.destroy();
}
});
heartIcons = []; // Reset the array
var currentLives = 0;
// storage.extraLives is initialized by game logic (e.g., to 3 at game start/reset)
// before this function is typically called.
if (typeof storage !== "undefined" && typeof storage.extraLives === "number") {
currentLives = storage.extraLives;
}
// If storage.extraLives were somehow not a number here, 0 hearts would be displayed,
// accurately reflecting an issue with the life count data, rather than masking it.
// Optionally cap the number of hearts displayed to avoid UI clutter
var displayableLives = Math.min(currentLives, 5); // e.g., display max 5 hearts
for (var i = 0; i < displayableLives; i++) {
var heart = LK.getAsset('heart_icon', {
anchorX: 1,
anchorY: 0.5
}); // Anchor heart's right-middle
if (heart) {
// Position hearts horizontally from right to left within the livesContainer
// The rightmost heart (i=0) is at x=0 relative to container's (anchored) right edge
heart.x = -i * (heart.width + 10); // 10px spacing between hearts
heart.y = heart.height / 2; // Vertically center hearts in the container
livesContainer.addChild(heart);
heartIcons.push(heart);
}
}
}
// For keeping track of score
// Load score from storage if available (after game over)
var score = 0;
if (typeof storage !== "undefined") {
// Use lastScore for current run, totalPoints for shop
var lastScore = storage.lastScore;
if (typeof lastScore === "number" && !isNaN(lastScore)) {
score = lastScore;
LK.setScore(score);
}
// Ensure extraLives and shields are defined
if (typeof storage.extraLives === "undefined" || storage.extraLives === 0) storage.extraLives = 3;
if (typeof storage.shields === "undefined") storage.shields = 0;
updateLivesDisplay(); // Initialize hearts display
}
// For obstacle/point spawn timing
var lastObstacleTick = 0;
var lastPointTick = 0;
// For difficulty scaling
var minObstacleInterval = 45; // ticks
var minPointInterval = 60; // ticks
var obstacleSpeed = 12; // px per frame, increases over time
// For collision state
var lastCollided = false;
// For point collection state
var lastPointCollided = {};
// Facekit smoothing
var lastFaceX = faceChar.x;
var lastFaceY = faceChar.y;
// Main update loop
game.update = function () {
// --- Facekit control ---
// Use mouthCenter for X/Y, clamp to game area
var fx = facekit.mouthCenter && typeof facekit.mouthCenter.x === "number" ? facekit.mouthCenter.x : GAME_W / 2;
var fy = facekit.mouthCenter && typeof facekit.mouthCenter.y === "number" ? facekit.mouthCenter.y : GAME_H - 400;
// Optionally, if mouth is open, move faster (boost)
var boost = facekit.mouthOpen ? 1.7 : 1.0;
// Smooth movement (lerp)
lastFaceX += (fx - lastFaceX) * 0.25 * boost;
lastFaceY += (fy - lastFaceY) * 0.25 * boost;
// Clamp to bounds (keep inside screen)
var charW = faceChar.width;
var charH = faceChar.height;
var minX = charW / 2 + 40;
var maxX = GAME_W - charW / 2 - 40;
var minY = charH / 2 + 120;
var maxY = GAME_H - charH / 2 - 40;
faceChar.x = Math.max(minX, Math.min(maxX, lastFaceX));
faceChar.y = Math.max(minY, Math.min(maxY, lastFaceY));
// --- Gun follows mouth position ---
if (facekit.mouthCenter && typeof facekit.mouthCenter.x === "number" && typeof facekit.mouthCenter.y === "number") {
gun.x = Math.max(minX, Math.min(maxX, facekit.mouthCenter.x));
gun.y = Math.max(minY, Math.min(maxY, facekit.mouthCenter.y));
} else {
gun.x = faceChar.x;
gun.y = faceChar.y;
}
// --- Spawn obstacles ---
if (LK.ticks - lastObstacleTick > minObstacleInterval + Math.floor(Math.random() * 40)) {
var obs = new Obstacle();
// Random X, avoid leftmost 100px (menu)
var obsW = obs.width;
var obsX = 100 + obsW / 2 + Math.random() * (GAME_W - obsW - 200);
obs.x = obsX;
obs.y = -obs.height / 2;
obs.speed = obstacleSpeed + Math.random() * 3;
obstacles.push(obs);
game.addChild(obs);
lastObstacleTick = LK.ticks;
}
// --- Spawn points ---
if (LK.ticks - lastPointTick > minPointInterval + Math.floor(Math.random() * 60)) {
var pt = new PointCollectible();
var ptW = pt.width;
var ptX = 100 + ptW / 2 + Math.random() * (GAME_W - ptW - 200);
pt.x = ptX;
pt.y = -pt.height / 2;
pt.speed = obstacleSpeed * 0.8 + Math.random() * 2;
points.push(pt);
game.addChild(pt);
lastPointTick = LK.ticks;
}
// --- Move obstacles, check collision ---
var collided = false;
for (var i = obstacles.length - 1; i >= 0; i--) {
var o = obstacles[i];
o.update();
// Off screen
if (o.y - o.height / 2 > GAME_H + 100) {
o.destroy();
obstacles.splice(i, 1);
continue;
}
// Collision with player
if (faceChar.intersects(o)) {
collided = true;
}
}
// --- Move points, check collection ---
for (var j = points.length - 1; j >= 0; j--) {
var p = points[j];
p.update();
// Off screen
if (p.y - p.height / 2 > GAME_H + 100) {
p.destroy();
points.splice(j, 1);
continue;
}
// Collision with player
var pointId = p._lkid || p._id || j;
if (!lastPointCollided[pointId]) {
if (faceChar.intersects(p)) {
// Collect point
score += 1;
LK.setScore(score);
scoreTxt.setText(score);
// Flash effect
LK.effects.flashObject(p, 0xffffff, 200);
p.destroy();
points.splice(j, 1);
lastPointCollided[pointId] = true;
continue;
}
}
}
// --- Collision state transitions ---
if (!lastCollided && collided) {
// Check for shield first
var usedShield = false;
if (typeof storage !== "undefined" && storage.shields && storage.shields > 0) {
storage.shields = storage.shields - 1;
usedShield = true;
LK.effects.flashScreen(0x00ffff, 600);
faceChar.flash();
// Don't trigger game over, just consume shield
}
// If no shield, check for extra life
else if (typeof storage !== "undefined" && storage.extraLives && storage.extraLives > 0) {
storage.extraLives = storage.extraLives - 1;
if (typeof updateLivesDisplay === "function") updateLivesDisplay(); // Update hearts display
LK.effects.flashScreen(0x00ff00, 600);
faceChar.flash();
// Don't trigger game over, just consume extra life
}
// No shield or extra life, trigger game over
else {
LK.effects.flashScreen(0xff0000, 800);
faceChar.flash();
LK.showGameOver();
return;
}
}
lastCollided = collided;
// --- Difficulty scaling ---
if (LK.ticks % 300 === 0 && obstacleSpeed < 32) {
obstacleSpeed += 1.2;
if (minObstacleInterval > 20) minObstacleInterval -= 2;
if (minPointInterval > 30) minPointInterval -= 2;
}
};
// --- Instructions text ---
var instrTxt = new Text2("Move your head & mouth to dodge obstacles!\nOpen mouth for speed boost.\nCollect yellow points!", {
size: 70,
fill: 0xFFFFFF
});
instrTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(instrTxt);
instrTxt.y = 160;
instrTxt.x = 0;
// --- Center score text ---
scoreTxt.x = 0;
scoreTxt.y = 20;
// --- Clean up on game over ---
game.on('destroy', function () {
// Save score to persistent storage before reset
if (typeof storage !== "undefined") {
storage.lastScore = score;
// Only add this run's score to totalPoints if score > 0
if (score > 0) {
var totalPoints = storage.totalPoints || 0;
storage.totalPoints = totalPoints + score;
}
}
obstacles = [];
points = [];
lastPointCollided = {};
lastCollided = false;
lastFaceX = GAME_W / 2;
lastFaceY = GAME_H - 400;
score = 0;
LK.setScore(0);
scoreTxt.setText('0');
// Reset lives to 3 for new game
if (typeof storage !== "undefined") {
storage.extraLives = 3;
if (typeof updateLivesDisplay === "function") updateLivesDisplay(); // Update hearts display
}
// Show shop after game over
showShop();
// Reset scoreTxt to show 0 for new game
if (typeof scoreTxt !== "undefined") {
scoreTxt.setText('0');
}
}); ===================================================================
--- original.js
+++ change.js
@@ -209,8 +209,9 @@
LK.gui.top.addChild(scoreTxt);
// Lives display elements
var livesContainer = new Container();
LK.gui.topRight.addChild(livesContainer); // Add to top-right GUI area
+livesContainer.anchor.set(1, 0); // Anchor the container's top-right point
livesContainer.x = -30; // 30px from the screen's right edge
livesContainer.y = 30; // 30px from the screen's top edge
var heartIcons = []; // Array to keep track of heart icon objects
function updateLivesDisplay() {
@@ -222,15 +223,15 @@
}
});
heartIcons = []; // Reset the array
var currentLives = 0;
- if (typeof storage !== "undefined" && typeof storage.extraLives !== "undefined") {
+ // storage.extraLives is initialized by game logic (e.g., to 3 at game start/reset)
+ // before this function is typically called.
+ if (typeof storage !== "undefined" && typeof storage.extraLives === "number") {
currentLives = storage.extraLives;
- } else {
- // Fallback if storage or extraLives is not yet initialized, default to 3
- // This path should be rare given the game's initialization logic
- currentLives = 3;
}
+ // If storage.extraLives were somehow not a number here, 0 hearts would be displayed,
+ // accurately reflecting an issue with the life count data, rather than masking it.
// Optionally cap the number of hearts displayed to avoid UI clutter
var displayableLives = Math.min(currentLives, 5); // e.g., display max 5 hearts
for (var i = 0; i < displayableLives; i++) {
var heart = LK.getAsset('heart_icon', {
A tiny bomb. In-Game asset. 2d. High contrast. No shadows
Gold coin. In-Game asset. 2d. High contrast. No shadows
Mermi. In-Game asset. 2d. High contrast. No shadows
Kırmızı kalp. In-Game asset. 2d. High contrast. No shadows
Silah. In-Game asset. 2d. High contrast. No shadows
faceChar. In-Game asset. 2d. High contrast. No shadows