User prompt
yüksek skor düğmesine basınca düğmeler birbirine gidiyor
User prompt
menülere birbirine girmesin ve birbirlerini göstermesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun kasmasın dolmasın grafiksel olarak hataları düzelt ve duvarları da düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
grafiksel geçiş animasyon düzgün hale getir kasmasın donmasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düğmelere basınca ekran aniden değişiyor. Hiç bekleme süresi falan yok. O yüzden donuyor. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düğmelere basınca oyun bekletiyor
User prompt
düğmelere bastıktan sonra bir 3 saniye falan bekletiyor
User prompt
oyunda donma oluyor, kasma değil
User prompt
Tuşlara basınca bir gecikme oluyor
User prompt
hala tamamen gereksiz kodlar var
User prompt
düğmelere basınca bile oyun kasıyor
User prompt
oyunun kasmaması için oyunda şu an aktif olarak hiç kullanmadığımız %100 gereksiz kodları sil oyundaki hiç birşeyi bozma
User prompt
Fakat oyun sadece önündeki 5 tane duvarı algılasın, arkasına geçen 3 duvardan sonra arkasındaki 2 duvarı silsin.
User prompt
duvar 9'dan sonra devamı yok düzelt 1000'e kadar gitsin 1000 yapınca oyun bitsin
User prompt
en yüksek skor kupasına tıklayınca en yüksek skoru gösteren ekranı tekrar ekle
User prompt
Skor hep sıfırda kalıyor
User prompt
ve son olarak sadece skor yaptığımızda yukarıdaki sıfır sayısı ve skor tablosu ve en yüksek skor tablosunun değişmesiyle ilgili bir eklenti yapın ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
skor tablolarını ve görünümlerini daha iyi hale getirip daha düzgün ve hatasız hale getirip tekrar oluştur. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
oyun bittiğinde skor yazıyor onu da kaldır
User prompt
oyunda yapılan sadece şunları kaydetsin yapılan en yüksek skor ve seçilen dil ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
sayı sayan sistemi kaldır
User prompt
duvarların arasından geçtikçe sayı sayan yukarıdaki sıfır sayısı sıfırdan başlayıp arasından geçtikçe 1,2,3,4 diye ilerlemiyor onu düzelt veya baştan oluştur
User prompt
sıfır sayısı duvar arasından geçtikçe değişmiyor birden bine kadardı ya o sayı değişmiyor
User prompt
Evet artık ileri gidiyor fakat duvarların arasından geçtikçe sayı saymıyor
User prompt
Kuş arkaya doğru değil duvarlara doğru gitmesi lazım
/**** * Plugins ****/ var storage = LK.import("@upit/storage.v1"); var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Bird = Container.expand(function () { var self = Container.call(this); // Create bird graphics with proper anchoring var birdGraphics = self.attachAsset('bird', { anchorX: 0.5, anchorY: 0.5 }); // Initialize bird properties self.velocity = 0; self.flapCooldown = 0; // Optimized flap function self.flap = function () { // Prevent rapid flapping if (self.flapCooldown > 0) return; if (gameOver) return; self.flapCooldown = 8; // Frames to wait before next flap // Set velocity with improved scaling for better responsiveness self.velocity = jumpStrength; // Play flap sound with minimal error handling if (LK.getSound('flap')) { LK.getSound('flap').play(); } }; // Optimized update method self.update = function () { // Update cooldowns if (self.flapCooldown > 0) self.flapCooldown--; if (!gameStarted) { // Pre-game idle state self.y = 1366; self.x = 300; return; } // Simple physics with improved scaling if (!gameOver) { // Only update position if game is not over self.velocity += gravity; self.y += self.velocity; } // Update rotation only when velocity changes significantly if (Math.abs(self.velocity - (self.lastVelocity || 0)) > 2) { birdGraphics.rotation = self.velocity > 0 ? 0.8 : -0.4; self.lastVelocity = self.velocity; } // Screen bounds collision if (self.y < 40) { self.y = 40; self.velocity = 0; } if (self.y > 2582) { self.y = 2582; self.velocity = 0; if (!gameOver) { gameOver = true; // Trigger game over showGameOverScreen(LK.getScore()); // Show game over screen with score } } }; return self; }); var Pipe = Container.expand(function (gapCenterY) { var self = Container.call(this); // Fixed gap size for consistent gameplay self.gapSize = 850; // Normal gap - increased for easier passage self.speed = pipeSpeed; self.passed = false; self.gapCenterY = gapCenterY; self.pipeWidth = 120; // Calculate pipe heights var topPipeHeight = Math.max(200, gapCenterY - self.gapSize / 2); var bottomPipeHeight = Math.max(200, 2732 - 150 - (gapCenterY + self.gapSize / 2)); // --- Flappy Bird style: dark base, highlight, and shadow for realism --- // Top pipe main body (dark green) var topPipe = self.attachAsset('topPipe', { anchorX: 0.5, anchorY: 1 }); topPipe.y = gapCenterY - self.gapSize / 2; topPipe.height = topPipeHeight; topPipe.width = self.pipeWidth; topPipe.tint = 0x1a3c1a; // dark green // Top pipe highlight (lighter green, left side) var topPipeHighlight = self.attachAsset('pipeHighlight', { anchorX: 0.5, anchorY: 1 }); topPipeHighlight.y = gapCenterY - self.gapSize / 2; topPipeHighlight.height = topPipeHeight; topPipeHighlight.width = 32; topPipeHighlight.x = -self.pipeWidth / 2 + 16; topPipeHighlight.tint = 0x3be24d; // bright highlight // Top pipe shadow (darker, right side) var topPipeShadow = self.attachAsset('pipeHighlight', { anchorX: 0.5, anchorY: 1 }); topPipeShadow.y = gapCenterY - self.gapSize / 2; topPipeShadow.height = topPipeHeight; topPipeShadow.width = 32; topPipeShadow.x = self.pipeWidth / 2 - 16; topPipeShadow.tint = 0x0d1a0d; // very dark green // Bottom pipe main body (dark green) var bottomPipe = self.attachAsset('bottomPipe', { anchorX: 0.5, anchorY: 0 }); bottomPipe.y = gapCenterY + self.gapSize / 2; bottomPipe.height = bottomPipeHeight; bottomPipe.width = self.pipeWidth; bottomPipe.tint = 0x1a3c1a; // dark green // Bottom pipe highlight (lighter green, left side) var bottomPipeHighlight = self.attachAsset('pipeHighlight', { anchorX: 0.5, anchorY: 0 }); bottomPipeHighlight.y = gapCenterY + self.gapSize / 2; bottomPipeHighlight.height = bottomPipeHeight; bottomPipeHighlight.width = 32; bottomPipeHighlight.x = -self.pipeWidth / 2 + 16; bottomPipeHighlight.tint = 0x3be24d; // bright highlight // Bottom pipe shadow (darker, right side) var bottomPipeShadow = self.attachAsset('pipeHighlight', { anchorX: 0.5, anchorY: 0 }); bottomPipeShadow.y = gapCenterY + self.gapSize / 2; bottomPipeShadow.height = bottomPipeHeight; bottomPipeShadow.width = 32; bottomPipeShadow.x = self.pipeWidth / 2 - 16; bottomPipeShadow.tint = 0x0d1a0d; // very dark green // Pipe caps (yellowish, like Flappy Bird) var topPipeCap = self.attachAsset('pipeTop', { anchorX: 0.5, anchorY: 1 }); topPipeCap.y = gapCenterY - self.gapSize / 2; topPipeCap.width = self.pipeWidth + 20; topPipeCap.height = 25; topPipeCap.tint = 0xfaf4a0; // yellowish var bottomPipeCap = self.attachAsset('pipeBottom', { anchorX: 0.5, anchorY: 0 }); bottomPipeCap.y = gapCenterY + self.gapSize / 2; bottomPipeCap.width = self.pipeWidth + 20; bottomPipeCap.height = 25; bottomPipeCap.tint = 0xfaf4a0; // yellowish self.update = function () { if (!gameStarted) { return; } // Move pipes to the left (negative speed) so bird appears to move forward self.x += self.speed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game(); /**** * Game Code ****/ // Initialize persistent storage using storage plugin var currentLanguage = storage.language || 'tr'; var gameHighScore = storage.highScore || 0; // Smooth visual feedback function using tween function simpleColorTint(target, color, duration, callback) { var originalTint = target.tint; target.tint = color; // Smooth transition back to original color tween(target, { tint: originalTint }, { duration: duration || 150, easing: tween.easeOut, onFinish: callback }); } var bird; var pipes = []; var ground; var gameStarted = false; var gameOver = false; var showMainMenu = true; var showGameOver = false; // Button click time tracking removed to eliminate delays var gravity = 0.55; // Gravity for bird - fine-tuned for better control var jumpStrength = -9.5; // Jump strength for bird - fine-tuned for better balance var pipeSpeed = -3.5; // Pipe movement speed - increased for better challenge // Score display var scoreText = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0); scoreText.stroke = 0x000000; scoreText.strokeThickness = 6; scoreText.visible = false; // Initially hidden, shown when game starts LK.gui.top.addChild(scoreText); scoreText.y = 100; // Position below the top menu area // Create cup shape for score var cupShape = LK.getAsset('cup', { anchorX: 0.5, anchorY: 0 }); cupShape.tint = 0xFFD700; LK.gui.bottomRight.addChild(cupShape); cupShape.y = -230; cupShape.x = -100; // Create main menu elements var mainMenuTitle = new Text2('FLAPPY BIRD', { size: 90, fill: 0xFFD700 }); mainMenuTitle.anchor.set(0.5, 0.5); mainMenuTitle.stroke = 0x000000; mainMenuTitle.strokeThickness = 5; LK.gui.center.addChild(mainMenuTitle); mainMenuTitle.y = -280; // Create instruction text var instructionTxt = new Text2('TIKLA VE OYNA!', { size: 50, fill: 0xFFFFFF }); instructionTxt.anchor.set(0.5, 0.5); instructionTxt.stroke = 0x000000; instructionTxt.strokeThickness = 3; instructionTxt.visible = false; instructionTxt.y = -50; // Remove background shape for instruction text - no longer needed LK.gui.center.addChild(instructionTxt); // Create game over screen elements var gameOverBg = LK.getAsset('topPipe', { anchorX: 0.5, anchorY: 0.5, width: 1600, height: 1200, alpha: 0.95 }); gameOverBg.tint = 0x2F4F4F; gameOverBg.visible = false; LK.gui.center.addChild(gameOverBg); // Create high score screen elements var highScoreBg = LK.getAsset('topPipe', { anchorX: 0.5, anchorY: 0.5, width: 1400, height: 800, alpha: 0.95 }); highScoreBg.tint = 0x2F4F4F; highScoreBg.visible = false; LK.gui.center.addChild(highScoreBg); var highScoreTitle = new Text2('EN YÜKSEK SKOR', { size: 100, fill: 0xFFD700 }); highScoreTitle.anchor.set(0.5, 0.5); highScoreTitle.stroke = 0x000000; highScoreTitle.strokeThickness = 5; highScoreTitle.visible = false; LK.gui.center.addChild(highScoreTitle); highScoreTitle.y = -200; var highScoreValue = new Text2('0', { size: 150, fill: 0xFFFFFF }); highScoreValue.anchor.set(0.5, 0.5); highScoreValue.stroke = 0x000000; highScoreValue.strokeThickness = 6; highScoreValue.visible = false; LK.gui.center.addChild(highScoreValue); highScoreValue.y = 0; var highScoreCloseButton = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, alpha: 1.0 }); highScoreCloseButton.tint = 0x7F8C8D; highScoreCloseButton.visible = false; LK.gui.center.addChild(highScoreCloseButton); highScoreCloseButton.y = 200; var highScoreCloseText = new Text2('KAPAT', { size: 40, fill: 0xFFFFFF }); highScoreCloseText.anchor.set(0.5, 0.5); highScoreCloseText.stroke = 0x566573; highScoreCloseText.strokeThickness = 3; highScoreCloseText.visible = false; LK.gui.center.addChild(highScoreCloseText); highScoreCloseText.y = 200; var gameOverTitle = new Text2('OYUN BİTTİ', { size: 120, fill: 0xFFFFFF }); gameOverTitle.anchor.set(0.5, 0.5); gameOverTitle.stroke = 0x000000; gameOverTitle.strokeThickness = 6; gameOverTitle.visible = false; LK.gui.center.addChild(gameOverTitle); gameOverTitle.y = -300; var finalScoreText = new Text2('SKOR: 0', { size: 80, fill: 0xFFFFFF }); finalScoreText.anchor.set(0.5, 0.5); finalScoreText.stroke = 0x000000; finalScoreText.strokeThickness = 4; finalScoreText.visible = false; LK.gui.center.addChild(finalScoreText); finalScoreText.y = -150; var bestScoreText = new Text2('EN İYİ: 0', { size: 60, fill: 0xFFD700 }); bestScoreText.anchor.set(0.5, 0.5); bestScoreText.stroke = 0x000000; bestScoreText.strokeThickness = 3; bestScoreText.visible = false; LK.gui.center.addChild(bestScoreText); bestScoreText.y = -50; // Create retry button with enhanced styling var retryButton = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 380, height: 110, alpha: 1.0 }); retryButton.tint = 0xFF9800; // Orange like original Flappy Bird retryButton.visible = false; LK.gui.center.addChild(retryButton); retryButton.y = 100; // Add retry button shadow for depth var retryButtonShadow = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 380, height: 110, alpha: 0.3 }); retryButtonShadow.tint = 0xE65100; // Darker orange shadow retryButtonShadow.visible = false; LK.gui.center.addChild(retryButtonShadow); retryButtonShadow.y = 108; // Offset shadow slightly down retryButtonShadow.x = 4; // Offset shadow slightly right // Add retry button highlight var retryButtonHighlight = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 350, height: 85, alpha: 0.4 }); retryButtonHighlight.tint = 0xFFB74D; // Lighter orange highlight retryButtonHighlight.visible = false; LK.gui.center.addChild(retryButtonHighlight); retryButtonHighlight.y = 92; // Offset highlight slightly up var retryButtonText = new Text2('TEKRAR DENE', { size: 44, fill: 0xFFFFFF }); retryButtonText.anchor.set(0.5, 0.5); retryButtonText.stroke = 0xE65100; retryButtonText.strokeThickness = 3; retryButtonText.visible = false; LK.gui.center.addChild(retryButtonText); retryButtonText.y = 100; // Create menu button with enhanced styling var menuButton = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 380, height: 110, alpha: 1.0 }); menuButton.tint = 0xF44336; // Red like original Flappy Bird menuButton.visible = false; LK.gui.center.addChild(menuButton); menuButton.y = 250; // Add menu button shadow for depth var menuButtonShadow = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 380, height: 110, alpha: 0.3 }); menuButtonShadow.tint = 0xD32F2F; // Darker red shadow menuButtonShadow.visible = false; LK.gui.center.addChild(menuButtonShadow); menuButtonShadow.y = 258; // Offset shadow slightly down menuButtonShadow.x = 4; // Offset shadow slightly right // Add menu button highlight var menuButtonHighlight = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 350, height: 85, alpha: 0.4 }); menuButtonHighlight.tint = 0xEF5350; // Lighter red highlight menuButtonHighlight.visible = false; LK.gui.center.addChild(menuButtonHighlight); menuButtonHighlight.y = 242; // Offset highlight slightly up var menuButtonText = new Text2('ANA MENÜ', { size: 44, fill: 0xFFFFFF }); menuButtonText.anchor.set(0.5, 0.5); menuButtonText.stroke = 0xD32F2F; menuButtonText.strokeThickness = 3; menuButtonText.visible = false; LK.gui.center.addChild(menuButtonText); menuButtonText.y = 250; // Simple background setup var background = game.addChild(LK.getAsset('background', { anchorX: 0, anchorY: 0 })); background.x = 0; background.y = 0; background.scaleX = 2; background.scaleY = 2; // Create ground ground = game.addChild(LK.getAsset('ground', { anchorX: 0, anchorY: 1 })); ground.x = 0; ground.y = 2732; ground.tint = 0x654321; // Create bird bird = game.addChild(new Bird()); bird.x = 300; bird.y = 1366; // Pre-generate initial pipes function with better performance function generateAllPipes() { // Define safe boundaries for gap center to ensure both pipes have reasonable heights var minGapY = 700; // Minimum gap center position for better clearance var maxGapY = 1900; // Maximum gap center position for better clearance // Generate initial set of pipes only - generate more as needed during gameplay var initialPipesNeeded = 10; // Start with fewer pipes for better performance var currentX = 2500; // Starting position to the right of screen since pipes move left var pipeSpacing = 600; // Spacing between pipes // Clear existing pipes first for (var i = pipes.length - 1; i >= 0; i--) { if (pipes[i] && typeof pipes[i].destroy === "function") { pipes[i].destroy(); } } pipes = []; for (var pipeIndex = 0; pipeIndex < initialPipesNeeded; pipeIndex++) { var gapCenterY; // Create varied random patterns with better distribution var randomPattern = Math.random(); if (randomPattern < 0.4) { // 40% chance for high gaps (easier to navigate) gapCenterY = minGapY + Math.random() * 300; } else if (randomPattern < 0.7) { // 30% chance for middle gaps (moderate difficulty) gapCenterY = 1000 + Math.random() * 500; } else { // 30% chance for low gaps (more challenging but still passable) gapCenterY = maxGapY - Math.random() * 300; } // Ensure the gap stays within safe boundaries gapCenterY = Math.max(minGapY, Math.min(maxGapY, gapCenterY)); var pipe = new Pipe(gapCenterY); pipe.x = currentX; pipe.passed = false; pipes.push(pipe); game.addChild(pipe); // Move to next pipe position currentX += pipeSpacing; } } // Function to generate new pipes as needed during gameplay function generateNewPipe() { var minGapY = 700; var maxGapY = 1900; var pipeSpacing = 600; // Find rightmost pipe position var rightmostX = 2500; for (var i = 0; i < pipes.length; i++) { if (pipes[i] && pipes[i].x > rightmostX) { rightmostX = pipes[i].x; } } // Create new pipe to the right of the rightmost pipe var newX = rightmostX + pipeSpacing; var randomPattern = Math.random(); var gapCenterY; if (randomPattern < 0.4) { gapCenterY = minGapY + Math.random() * 300; } else if (randomPattern < 0.7) { gapCenterY = 1000 + Math.random() * 500; } else { gapCenterY = maxGapY - Math.random() * 300; } gapCenterY = Math.max(minGapY, Math.min(maxGapY, gapCenterY)); var pipe = new Pipe(gapCenterY); pipe.x = newX; pipe.passed = false; pipes.push(pipe); game.addChild(pipe); } // Reset game function function resetGame() { // Reset bird position bird.x = 300; bird.y = 1366; bird.velocity = 0; // Clear pipes for (var i = pipes.length - 1; i >= 0; i--) { if (pipes[i] && typeof pipes[i].destroy === "function") { pipes[i].destroy(); } } pipes = []; // Reset variables gameStarted = false; gameOver = false; showGameOver = false; // Hide game over screen hideGameOverScreen(); LK.setScore(0); // Reset score display if (scoreText) { scoreText.setText('0'); } // Show main menu with smooth fade in showMainMenu = true; var menuElements = [{ element: mainMenuTitle, targetAlpha: 1, delay: 0 }, { element: playButton, targetAlpha: 1, delay: 100 }, { element: playButtonShadow, targetAlpha: 0.4, delay: 100 }, { element: playButtonHighlight, targetAlpha: 0.5, delay: 100 }, { element: playButtonText, targetAlpha: 1, delay: 100 }, { element: cupShape, targetAlpha: 1, delay: 200 }, { element: mainLanguageButton, targetAlpha: 1, delay: 300 }, { element: mainLanguageButtonShadow, targetAlpha: 0.3, delay: 300 }, { element: mainLanguageButtonHighlight, targetAlpha: 0.4, delay: 300 }, { element: mainLanguageButtonText, targetAlpha: 1, delay: 300 }]; menuElements.forEach(function (item) { if (item.element) { item.element.alpha = 0; item.element.visible = true; LK.setTimeout(function () { tween(item.element, { alpha: item.targetAlpha }, { duration: 400, easing: tween.easeOut }); }, item.delay); } }); // Hide instruction instructionTxt.visible = false; // Hide score display scoreText.visible = false; generateAllPipes(); } // Function to start game from main menu function startGameFromMenu() { showMainMenu = false; // Fade out main menu elements smoothly tween(mainMenuTitle, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { mainMenuTitle.visible = false; mainMenuTitle.alpha = 1; } }); // Hide play button elements with fade if (playButton) { tween(playButton, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { playButton.visible = false; playButton.alpha = 1; } }); } if (playButtonShadow) { tween(playButtonShadow, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { playButtonShadow.visible = false; playButtonShadow.alpha = 0.4; } }); } if (playButtonHighlight) { tween(playButtonHighlight, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { playButtonHighlight.visible = false; playButtonHighlight.alpha = 0.5; } }); } if (playButtonText) { tween(playButtonText, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { playButtonText.visible = false; playButtonText.alpha = 1; } }); } // Hide cup shape (high score indicator) if (cupShape) { tween(cupShape, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { cupShape.visible = false; cupShape.alpha = 1; } }); } // Hide main language button elements if (mainLanguageButton) { tween(mainLanguageButton, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButton.visible = false; mainLanguageButton.alpha = 1; } }); } if (mainLanguageButtonShadow) { tween(mainLanguageButtonShadow, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonShadow.visible = false; mainLanguageButtonShadow.alpha = 0.3; } }); } if (mainLanguageButtonHighlight) { tween(mainLanguageButtonHighlight, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonHighlight.visible = false; mainLanguageButtonHighlight.alpha = 0.4; } }); } if (mainLanguageButtonText) { tween(mainLanguageButtonText, { alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonText.visible = false; mainLanguageButtonText.alpha = 1; } }); } // Show instruction and score with fade in instructionTxt.alpha = 0; instructionTxt.visible = true; tween(instructionTxt, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); scoreText.alpha = 0; scoreText.visible = true; scoreText.setText('0'); tween(scoreText, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); } // Function to show game over screen function showGameOverScreen(finalScore) { if (showGameOver) return; showGameOver = true; gameStarted = false; // Hide all other menus first to prevent overlap hideLanguageControls(); hideHighScoreScreen(); // Hide instruction and score with fade tween(instructionTxt, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { instructionTxt.visible = false; instructionTxt.alpha = 1; } }); tween(scoreText, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { scoreText.visible = false; scoreText.alpha = 1; } }); // Show game over elements with smooth fade in gameOverBg.alpha = 0; gameOverBg.visible = true; tween(gameOverBg, { alpha: 0.95 }, { duration: 400, easing: tween.easeOut }); gameOverTitle.alpha = 0; gameOverTitle.visible = true; tween(gameOverTitle, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); finalScoreText.alpha = 0; finalScoreText.visible = true; // Update final score text var currentScore = LK.getScore(); finalScoreText.setText(getText('score') + ': ' + currentScore); tween(finalScoreText, { alpha: 1 }, { duration: 600, easing: tween.easeOut }); bestScoreText.alpha = 0; bestScoreText.visible = true; // Show buttons with staggered animation retryButton.alpha = 0; retryButton.visible = true; retryButtonText.alpha = 0; retryButtonText.visible = true; retryButtonShadow.alpha = 0; retryButtonShadow.visible = true; retryButtonHighlight.alpha = 0; retryButtonHighlight.visible = true; menuButton.alpha = 0; menuButton.visible = true; menuButtonText.alpha = 0; menuButtonText.visible = true; menuButtonShadow.alpha = 0; menuButtonShadow.visible = true; menuButtonHighlight.alpha = 0; menuButtonHighlight.visible = true; // Remove score display - do not show final score // Always show the current high score from persistent storage var currentHighScore = storage.highScore || 0; // Update high score if current score is higher if (finalScore > currentHighScore) { storage.highScore = finalScore; currentHighScore = finalScore; // Smooth visual feedback for new high score if (bestScoreText && bestScoreText.visible) { tween(bestScoreText, { tint: 0xFF0000 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { tween(bestScoreText, { tint: 0xFFD700 }, { duration: 300, easing: tween.easeOut }); } }); } } bestScoreText.setText(getText('bestScore') + ': ' + currentHighScore); tween(bestScoreText, { alpha: 1 }, { duration: 700, easing: tween.easeOut }); // Use proper text sizing if (bestScoreText.width > 600) { var newSize = Math.max(40, Math.floor(60 * 600 / bestScoreText.width)); bestScoreText.style = { size: newSize, fill: bestScoreText.style.fill }; } // Animate buttons in with delay LK.setTimeout(function () { tween(retryButton, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(retryButtonShadow, { alpha: 0.3 }, { duration: 300, easing: tween.easeOut }); tween(retryButtonHighlight, { alpha: 0.4 }, { duration: 300, easing: tween.easeOut }); tween(retryButtonText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); }, 400); LK.setTimeout(function () { tween(menuButton, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(menuButtonShadow, { alpha: 0.3 }, { duration: 300, easing: tween.easeOut }); tween(menuButtonHighlight, { alpha: 0.4 }, { duration: 300, easing: tween.easeOut }); tween(menuButtonText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); }, 600); } // Function to hide game over screen function hideGameOverScreen() { showGameOver = false; // Fade out game over elements smoothly var elementsToHide = [gameOverBg, gameOverTitle, finalScoreText, bestScoreText, retryButton, retryButtonText, retryButtonShadow, retryButtonHighlight, menuButton, menuButtonText, menuButtonShadow, menuButtonHighlight]; elementsToHide.forEach(function (element) { if (element && element.visible) { tween(element, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { element.visible = false; element.alpha = element === gameOverBg ? 0.95 : element === retryButtonShadow || element === menuButtonShadow ? 0.3 : element === retryButtonHighlight || element === menuButtonHighlight ? 0.4 : 1; } }); } }); } // Function to show high score screen function showHighScoreScreen() { // Hide any other screens to prevent overlap hideGameOverScreen(); hideLanguageControls(); // Hide main menu elements first to prevent overlap if (showMainMenu) { tween(mainMenuTitle, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainMenuTitle.visible = false; mainMenuTitle.alpha = 1; } }); if (playButton) { tween(playButton, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButton.visible = false; playButton.alpha = 1; } }); } if (playButtonShadow) { tween(playButtonShadow, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButtonShadow.visible = false; playButtonShadow.alpha = 0.4; } }); } if (playButtonHighlight) { tween(playButtonHighlight, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButtonHighlight.visible = false; playButtonHighlight.alpha = 0.5; } }); } if (playButtonText) { tween(playButtonText, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButtonText.visible = false; playButtonText.alpha = 1; } }); } if (mainLanguageButton) { tween(mainLanguageButton, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButton.visible = false; mainLanguageButton.alpha = 1; } }); } if (mainLanguageButtonShadow) { tween(mainLanguageButtonShadow, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonShadow.visible = false; mainLanguageButtonShadow.alpha = 0.3; } }); } if (mainLanguageButtonHighlight) { tween(mainLanguageButtonHighlight, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonHighlight.visible = false; mainLanguageButtonHighlight.alpha = 0.4; } }); } if (mainLanguageButtonText) { tween(mainLanguageButtonText, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonText.visible = false; mainLanguageButtonText.alpha = 1; } }); } } // Update high score value var currentHighScore = storage.highScore || 0; highScoreValue.setText(currentHighScore.toString()); highScoreTitle.setText(getText('highestScore')); highScoreCloseText.setText(getText('close') || 'KAPAT'); // Show high score elements with fade in var highScoreElements = [{ element: highScoreBg, targetAlpha: 0.95, delay: 0 }, { element: highScoreTitle, targetAlpha: 1, delay: 100 }, { element: highScoreValue, targetAlpha: 1, delay: 200 }, { element: highScoreCloseButton, targetAlpha: 1, delay: 300 }, { element: highScoreCloseText, targetAlpha: 1, delay: 300 }]; highScoreElements.forEach(function (item) { if (item.element) { item.element.alpha = 0; item.element.visible = true; LK.setTimeout(function () { tween(item.element, { alpha: item.targetAlpha }, { duration: 300, easing: tween.easeOut }); }, item.delay); } }); } // Function to hide high score screen function hideHighScoreScreen() { // Fade out high score elements var highScoreElements = [highScoreBg, highScoreTitle, highScoreValue, highScoreCloseButton, highScoreCloseText]; var fadeOutCompleted = 0; highScoreElements.forEach(function (element) { if (element && element.visible) { tween(element, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { element.visible = false; element.alpha = element === highScoreBg ? 0.95 : 1; fadeOutCompleted++; // Show main menu after all high score elements have faded out if (fadeOutCompleted === highScoreElements.length && showMainMenu && !showGameOver && !gameOverBg.visible && !languageOverlay.visible) { // Fade in main menu elements var menuElements = [mainMenuTitle, playButton, playButtonShadow, playButtonHighlight, playButtonText, mainLanguageButton, mainLanguageButtonShadow, mainLanguageButtonHighlight, mainLanguageButtonText]; menuElements.forEach(function (menuElement, index) { if (menuElement) { menuElement.alpha = 0; menuElement.visible = true; tween(menuElement, { alpha: menuElement === playButtonShadow ? 0.4 : menuElement === playButtonHighlight ? 0.5 : menuElement === mainLanguageButtonShadow ? 0.3 : menuElement === mainLanguageButtonHighlight ? 0.4 : 1 }, { duration: 300, delay: index * 30, easing: tween.easeOut }); } }); } } }); } }); } // Create language overlay background var languageOverlay = LK.getAsset('topPipe', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 2732, alpha: 1.0 }); languageOverlay.tint = 0x2F4F4F; languageOverlay.visible = false; LK.gui.center.addChild(languageOverlay); // Create language control title var languageTitle = new Text2('DİL SEÇENEKLERİ', { size: 80, fill: 0xFFFFFF }); languageTitle.anchor.set(0.5, 0.5); languageTitle.stroke = 0x000000; languageTitle.strokeThickness = 4; languageTitle.visible = false; LK.gui.center.addChild(languageTitle); languageTitle.y = -200; // Create language option buttons with modern rectangular design var turkishButton = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 260, height: 65, alpha: 1.0 }); turkishButton.tint = 0x27AE60; turkishButton.visible = false; LK.gui.center.addChild(turkishButton); turkishButton.y = -80; turkishButton.x = -220; // Add Turkish button shadow var turkishButtonShadow = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 260, height: 65, alpha: 0.3 }); turkishButtonShadow.tint = 0x1E8449; turkishButtonShadow.visible = false; LK.gui.center.addChild(turkishButtonShadow); turkishButtonShadow.y = -75; turkishButtonShadow.x = -217; // Add Turkish button highlight var turkishButtonHighlight = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 240, height: 50, alpha: 0.4 }); turkishButtonHighlight.tint = 0x58D68D; turkishButtonHighlight.visible = false; LK.gui.center.addChild(turkishButtonHighlight); turkishButtonHighlight.y = -85; turkishButtonHighlight.x = -220; var turkishText = new Text2('TÜRKÇE', { size: 32, fill: 0xFFFFFF }); turkishText.anchor.set(0.5, 0.5); turkishText.stroke = 0x1E8449; turkishText.strokeThickness = 2; turkishText.visible = false; LK.gui.center.addChild(turkishText); turkishText.y = -80; turkishText.x = -220; var englishButton = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 260, height: 65, alpha: 1.0 }); englishButton.tint = 0x3498DB; englishButton.visible = false; LK.gui.center.addChild(englishButton); englishButton.y = -80; englishButton.x = 220; // Add English button shadow var englishButtonShadow = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 260, height: 65, alpha: 0.3 }); englishButtonShadow.tint = 0x2980B9; englishButtonShadow.visible = false; LK.gui.center.addChild(englishButtonShadow); englishButtonShadow.y = -75; englishButtonShadow.x = 223; // Add English button highlight var englishButtonHighlight = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 240, height: 50, alpha: 0.4 }); englishButtonHighlight.tint = 0x85C1E9; englishButtonHighlight.visible = false; LK.gui.center.addChild(englishButtonHighlight); englishButtonHighlight.y = -85; englishButtonHighlight.x = 220; var englishText = new Text2('ENGLISH', { size: 32, fill: 0xFFFFFF }); englishText.anchor.set(0.5, 0.5); englishText.stroke = 0x2980B9; englishText.strokeThickness = 2; englishText.visible = false; LK.gui.center.addChild(englishText); englishText.y = -80; englishText.x = 220; // Current language indicator var currentLanguageText = new Text2('MEVCUT: TÜRKÇE', { size: 50, fill: 0xFFD700 }); currentLanguageText.anchor.set(0.5, 0.5); currentLanguageText.stroke = 0x000000; currentLanguageText.strokeThickness = 3; currentLanguageText.visible = false; LK.gui.center.addChild(currentLanguageText); currentLanguageText.y = 30; // Create back button for language controls with modern rectangular design var languageBackButton = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 65, alpha: 1.0 }); languageBackButton.tint = 0x7F8C8D; languageBackButton.visible = false; LK.gui.center.addChild(languageBackButton); languageBackButton.y = 150; // Add language back button shadow var languageBackButtonShadow = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 220, height: 65, alpha: 0.3 }); languageBackButtonShadow.tint = 0x566573; languageBackButtonShadow.visible = false; LK.gui.center.addChild(languageBackButtonShadow); languageBackButtonShadow.y = 155; languageBackButtonShadow.x = 3; // Add language back button highlight var languageBackButtonHighlight = LK.getAsset('settingsButtonRect', { anchorX: 0.5, anchorY: 0.5, width: 200, height: 50, alpha: 0.4 }); languageBackButtonHighlight.tint = 0xABB2B9; languageBackButtonHighlight.visible = false; LK.gui.center.addChild(languageBackButtonHighlight); languageBackButtonHighlight.y = 145; var languageBackText = new Text2('GERİ', { size: 36, fill: 0xFFFFFF }); languageBackText.anchor.set(0.5, 0.5); languageBackText.stroke = 0x566573; languageBackText.strokeThickness = 2; languageBackText.visible = false; LK.gui.center.addChild(languageBackText); languageBackText.y = 150; // Function to show language controls function showLanguageControls() { // Hide all other menus first to prevent overlap hideGameOverScreen(); hideHighScoreScreen(); // Hide main menu elements with fade tween(mainMenuTitle, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainMenuTitle.visible = false; mainMenuTitle.alpha = 1; } }); if (playButton) { tween(playButton, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButton.visible = false; playButton.alpha = 1; } }); } if (playButtonShadow) { tween(playButtonShadow, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButtonShadow.visible = false; playButtonShadow.alpha = 0.4; } }); } if (playButtonHighlight) { tween(playButtonHighlight, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButtonHighlight.visible = false; playButtonHighlight.alpha = 0.5; } }); } if (playButtonText) { tween(playButtonText, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { playButtonText.visible = false; playButtonText.alpha = 1; } }); } if (cupShape) { tween(cupShape, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { cupShape.visible = false; cupShape.alpha = 1; } }); } // Hide main language button elements if (mainLanguageButton) { tween(mainLanguageButton, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButton.visible = false; mainLanguageButton.alpha = 1; } }); } if (mainLanguageButtonShadow) { tween(mainLanguageButtonShadow, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonShadow.visible = false; mainLanguageButtonShadow.alpha = 0.3; } }); } if (mainLanguageButtonHighlight) { tween(mainLanguageButtonHighlight, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonHighlight.visible = false; mainLanguageButtonHighlight.alpha = 0.4; } }); } if (mainLanguageButtonText) { tween(mainLanguageButtonText, { alpha: 0 }, { duration: 250, easing: tween.easeOut, onFinish: function onFinish() { mainLanguageButtonText.visible = false; mainLanguageButtonText.alpha = 1; } }); } // Show language controls with smooth fade in languageOverlay.alpha = 0; languageOverlay.visible = true; tween(languageOverlay, { alpha: 1 }, { duration: 350, easing: tween.easeOut }); languageTitle.alpha = 0; languageTitle.visible = true; tween(languageTitle, { alpha: 1 }, { duration: 400, easing: tween.easeOut }); // Show language buttons with staggered animation turkishButton.alpha = 0; turkishButton.visible = true; turkishButtonShadow.alpha = 0; turkishButtonShadow.visible = true; turkishButtonHighlight.alpha = 0; turkishButtonHighlight.visible = true; turkishText.alpha = 0; turkishText.visible = true; englishButton.alpha = 0; englishButton.visible = true; englishButtonShadow.alpha = 0; englishButtonShadow.visible = true; englishButtonHighlight.alpha = 0; englishButtonHighlight.visible = true; englishText.alpha = 0; englishText.visible = true; currentLanguageText.alpha = 0; currentLanguageText.visible = true; languageBackButton.alpha = 0; languageBackButton.visible = true; languageBackButtonShadow.alpha = 0; languageBackButtonShadow.visible = true; languageBackButtonHighlight.alpha = 0; languageBackButtonHighlight.visible = true; languageBackText.alpha = 0; languageBackText.visible = true; // Animate language buttons in with delays LK.setTimeout(function () { tween(turkishButton, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(turkishButtonShadow, { alpha: 0.3 }, { duration: 300, easing: tween.easeOut }); tween(turkishButtonHighlight, { alpha: 0.4 }, { duration: 300, easing: tween.easeOut }); tween(turkishText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); }, 200); LK.setTimeout(function () { tween(englishButton, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(englishButtonShadow, { alpha: 0.3 }, { duration: 300, easing: tween.easeOut }); tween(englishButtonHighlight, { alpha: 0.4 }, { duration: 300, easing: tween.easeOut }); tween(englishText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); }, 350); LK.setTimeout(function () { tween(currentLanguageText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); }, 500); LK.setTimeout(function () { tween(languageBackButton, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(languageBackButtonShadow, { alpha: 0.3 }, { duration: 300, easing: tween.easeOut }); tween(languageBackButtonHighlight, { alpha: 0.4 }, { duration: 300, easing: tween.easeOut }); tween(languageBackText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); }, 650); updateLanguageDisplay(); } // Function to hide language controls function hideLanguageControls() { // Fade out all language control elements var languageElements = [languageOverlay, languageTitle, turkishButton, turkishButtonShadow, turkishButtonHighlight, turkishText, englishButton, englishButtonShadow, englishButtonHighlight, englishText, currentLanguageText, languageBackButton, languageBackButtonShadow, languageBackButtonHighlight, languageBackText]; var fadeOutDuration = 250; var fadeOutCompleted = 0; languageElements.forEach(function (element) { if (element && element.visible) { tween(element, { alpha: 0 }, { duration: fadeOutDuration, easing: tween.easeOut, onFinish: function onFinish() { element.visible = false; element.alpha = element === languageOverlay ? 1 : element === turkishButtonShadow || element === englishButtonShadow || element === languageBackButtonShadow ? 0.3 : element === turkishButtonHighlight || element === englishButtonHighlight || element === languageBackButtonHighlight ? 0.4 : 1; fadeOutCompleted++; // Show main menu after all elements have faded out if (fadeOutCompleted === languageElements.length && showMainMenu && !showGameOver && !gameOverBg.visible && !highScoreBg.visible) { // Fade in main menu elements var menuElements = [mainMenuTitle, playButton, playButtonShadow, playButtonHighlight, playButtonText, cupShape, mainLanguageButton, mainLanguageButtonShadow, mainLanguageButtonHighlight, mainLanguageButtonText]; menuElements.forEach(function (menuElement, index) { if (menuElement) { menuElement.alpha = 0; menuElement.visible = true; tween(menuElement, { alpha: menuElement === playButtonShadow ? 0.4 : menuElement === playButtonHighlight ? 0.5 : menuElement === mainLanguageButtonShadow ? 0.3 : menuElement === mainLanguageButtonHighlight ? 0.4 : 1 }, { duration: 300, delay: index * 30, easing: tween.easeOut }); } }); } } }); } }); } // Language text objects var languageTexts = { tr: { mainTitle: 'FLAPPY BIRD', playButton: 'OYNA', instruction: 'TIKLA VE OYNA!', gameOver: 'OYUN BİTTİ', score: 'SKOR', bestScore: 'EN İYİ', retry: 'TEKRAR DENE', mainMenu: 'ANA MENÜ', language: 'DİL', languageTitle: 'DİL SEÇENEKLERİ', current: 'MEVCUT', highestScore: 'EN YÜKSEK SKOR', back: 'GERİ', close: 'KAPAT' }, en: { mainTitle: 'FLAPPY BIRD', playButton: 'PLAY', instruction: 'CLICK TO PLAY!', gameOver: 'GAME OVER', score: 'SCORE', bestScore: 'BEST', retry: 'RETRY', mainMenu: 'MAIN MENU', language: 'LANGUAGE', languageTitle: 'LANGUAGE OPTIONS', current: 'CURRENT', highestScore: 'HIGHEST SCORE', back: 'BACK', close: 'CLOSE' } }; // Function to get text for current language function getText(key) { return languageTexts[currentLanguage][key] || languageTexts['en'][key]; } // Function to update all text elements to current language function updateAllTexts() { if (instructionTxt) { instructionTxt.setText(getText('instruction')); } if (playButtonText) { playButtonText.setText(getText('playButton')); } if (gameOverTitle) { gameOverTitle.setText(getText('gameOver')); } if (retryButtonText) { retryButtonText.setText(getText('retry')); } if (menuButtonText) { menuButtonText.setText(getText('mainMenu')); } if (languageTitle) { languageTitle.setText(getText('languageTitle')); } if (languageBackText) { languageBackText.setText(getText('back')); } if (mainLanguageButtonText) { mainLanguageButtonText.setText(getText('language')); } // Update final and best score texts if (finalScoreText) { var currentScore = LK.getScore(); finalScoreText.setText(getText('score') + ': ' + currentScore); } if (bestScoreText) { var currentHighScore = storage.highScore || 0; bestScoreText.setText(getText('bestScore') + ': ' + currentHighScore); } } // Function to update language display function updateLanguageDisplay() { var langText = currentLanguage === 'tr' ? 'TÜRKÇE' : 'ENGLISH'; var currentText = currentLanguage === 'tr' ? 'MEVCUT' : 'CURRENT'; if (currentLanguageText) { currentLanguageText.setText(currentText + ': ' + langText); } // Update button colors to show selected language if (turkishButton) { turkishButton.tint = currentLanguage === 'tr' ? 0x2ECC71 : 0x27AE60; } if (englishButton) { englishButton.tint = currentLanguage === 'en' ? 0x5DADE2 : 0x3498DB; } } // Function to set language function setLanguage(lang) { currentLanguage = lang; // Save to persistent storage storage.language = lang; // Update all text elements immediately updateAllTexts(); // Update language display updateLanguageDisplay(); } // Initialize persistent storage with defaults if values don't exist if (typeof storage.highScore === 'undefined') storage.highScore = 0; if (typeof storage.lastScore === 'undefined') storage.lastScore = 0; if (!storage.language) storage.language = 'tr'; // Update current language from persistent storage currentLanguage = storage.language || 'tr'; // Create animated play button for main menu var playButton = LK.getAsset('playButtonMain', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, alpha: 1.0 }); playButton.tint = 0xFF9800; // Flappy Bird orange LK.gui.center.addChild(playButton); playButton.y = -100; // Create language button for direct access from main menu var mainLanguageButton = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, alpha: 1.0 }); mainLanguageButton.tint = 0x9B59B6; LK.gui.center.addChild(mainLanguageButton); mainLanguageButton.y = 50; // Create language button shadow var mainLanguageButtonShadow = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 300, height: 80, alpha: 0.3 }); mainLanguageButtonShadow.tint = 0x8E44AD; LK.gui.center.addChild(mainLanguageButtonShadow); mainLanguageButtonShadow.y = 55; mainLanguageButtonShadow.x = 3; // Create language button highlight var mainLanguageButtonHighlight = LK.getAsset('playButtonOval', { anchorX: 0.5, anchorY: 0.5, width: 280, height: 65, alpha: 0.4 }); mainLanguageButtonHighlight.tint = 0xBB8FCE; LK.gui.center.addChild(mainLanguageButtonHighlight); mainLanguageButtonHighlight.y = 45; // Create language button text var mainLanguageButtonText = new Text2('DİL', { size: 36, fill: 0xFFFFFF }); mainLanguageButtonText.anchor.set(0.5, 0.5); mainLanguageButtonText.stroke = 0x8E44AD; mainLanguageButtonText.strokeThickness = 2; LK.gui.center.addChild(mainLanguageButtonText); mainLanguageButtonText.y = 50; // Create separate play button shadow element var playButtonShadow = LK.getAsset('playButtonShadow', { anchorX: 0.5, anchorY: 0.5, width: 400, height: 120, alpha: 0.4 }); playButtonShadow.tint = 0xE65100; // Darker orange shadow LK.gui.center.addChild(playButtonShadow); playButtonShadow.y = -92; // Offset shadow slightly up playButtonShadow.x = 4; // Offset shadow slightly right // Create separate play button highlight element var playButtonHighlight = LK.getAsset('playButtonHighlight', { anchorX: 0.5, anchorY: 0.5, width: 370, height: 95, alpha: 0.5 }); playButtonHighlight.tint = 0xFFB74D; // Lighter orange highlight LK.gui.center.addChild(playButtonHighlight); playButtonHighlight.y = -108; // Offset highlight slightly down // Create separate play button text element var playButtonText = new Text2('OYNA', { size: 50, fill: 0xFFFFFF }); playButtonText.anchor.set(0.5, 0.5); playButtonText.stroke = 0xE65100; playButtonText.strokeThickness = 4; LK.gui.center.addChild(playButtonText); playButtonText.y = -100; // Initialize game resetGame(); // Use resetGame to properly initialize all states // Update all texts to current language updateAllTexts(); // Update language display to show current selection updateLanguageDisplay(); // Touch/click handler game.down = function (x, y, obj) { // Check if high score screen is visible if (highScoreBg.visible) { // Check close button click - centered at 1024x1566 (center.y = 1366 + 200), button is 300x80 if (x >= 874 && x <= 1174 && y >= 1526 && y <= 1606) { // Simple visual feedback simpleColorTint(highScoreCloseButton, 0xABB2B9, 0); hideHighScoreScreen(); return; } return; // Don't process other clicks when high score screen is open } // Check if language overlay is visible and handle language controls if (languageOverlay.visible) { // Turkish language button with isolated click area if (turkishButton.visible && x >= 654 && x <= 954 && y >= 1246 && y <= 1326) { // Simple visual feedback with color change simpleColorTint(turkishButton, 0x58D68D, 0); setLanguage('tr'); return; } // Barrier zone between Turkish and English buttons (x: 954-1094) if (x >= 954 && x <= 1094 && y >= 1246 && y <= 1326) { return; // Block clicks in barrier zone } // English language button with isolated click area if (englishButton.visible && x >= 1094 && x <= 1394 && y >= 1246 && y <= 1326) { // Simple visual feedback with color change simpleColorTint(englishButton, 0x85C1E9, 0); setLanguage('en'); return; } // Check language back button at x = 1024, y = 1516, size 300x100 if (languageBackButton.visible && x >= 874 && x <= 1174 && y >= 1466 && y <= 1566) { // Simple visual feedback with color change simpleColorTint(languageBackButton, 0xABB2B9, 0); hideLanguageControls(); return; } return; // Don't process other clicks when language overlay is open } // Check cup click - cup is positioned at bottomRight with offset var cupX = 2048 - 100; // bottomRight.x + cupShape.x offset var cupY = 2732 - 230; // bottomRight.y + cupShape.y offset var cupSize = 120; // Cup asset size if (x >= cupX - cupSize / 2 && x <= cupX + cupSize / 2 && y >= cupY && y <= cupY + cupSize) { // Show high score screen showHighScoreScreen(); // Simple visual feedback without animation if (cupShape) { cupShape.tint = 0xFFFFFF; cupShape.tint = 0xFFD700; } return; } if (gameOver || showGameOver) { // Check retry button (TEKRAR DENE) - centered at 1024x1466, button is 380x110 if (x >= 834 && x <= 1214 && y >= 1411 && y <= 1521) { // Simple visual feedback with color change simpleColorTint(retryButton, 0xFFB74D, 150, function () { // Fade out game over screen first hideGameOverScreen(); // Wait for fade out to complete before resetting LK.setTimeout(function () { resetGame(); // Show instruction screen instead of starting game directly startGameFromMenu(); }, 250); }); return; } // Check menu button (ANA MENÜ) - centered at 1024x1616, button is 380x110 if (x >= 834 && x <= 1214 && y >= 1561 && y <= 1671) { // Simple visual feedback with color change simpleColorTint(menuButton, 0xF1948A, 150, function () { // Fade out game over screen first hideGameOverScreen(); // Wait for fade out to complete before resetting LK.setTimeout(function () { resetGame(); }, 250); }); return; } return; } if (showMainMenu) { // Check play button click - centered at 1024x1266 (center.y = 1366 + playButton.y = -100), button is 400x120 if (playButton && playButton.visible && x >= 824 && x <= 1224 && y >= 1206 && y <= 1326) { // Simple visual feedback with color change simpleColorTint(playButton, 0xFFB74D, 0); startGameFromMenu(); return; } // Check main language button click - centered at 1024x1416 (center.y = 1366 + mainLanguageButton.y = 50), button is 300x80 if (mainLanguageButton && mainLanguageButton.visible && x >= 874 && x <= 1174 && y >= 1376 && y <= 1456) { // Simple visual feedback with color change simpleColorTint(mainLanguageButton, 0xBB8FCE, 0); showLanguageControls(); return; } return; } if (!gameStarted) { gameStarted = true; instructionTxt.visible = false; } bird.flap(); }; // Main game loop with optimized performance game.update = function () { if (gameOver || showMainMenu || showGameOver) return; // Only run game logic if game has started if (gameStarted) { // Check ground and ceiling collision with proper bird size (bird is 80px tall, 120px wide) var birdRadius = 40; // Half of bird height for collision detection if (bird.y + birdRadius >= ground.y || bird.y - birdRadius <= 0) { gameOver = true; var currentScore = LK.getScore(); // Save score to persistent storage if (currentScore > (storage.highScore || 0)) { storage.highScore = currentScore; } storage.lastScore = currentScore; // Add smooth transition to game over tween(instructionTxt, { alpha: 0 }, { duration: 200, easing: tween.easeOut }); tween(scoreText, { alpha: 0 }, { duration: 200, easing: tween.easeOut }); LK.setTimeout(function () { showGameOverScreen(LK.getScore()); }, 200); return; } // Dynamic pipe generation - generate new pipes as old ones are removed var rightmostPipeX = -1000; for (var i = 0; i < pipes.length; i++) { if (pipes[i] && pipes[i].x > rightmostPipeX) { rightmostPipeX = pipes[i].x; } } // Generate new pipe if the rightmost pipe is getting close to the screen if (rightmostPipeX < 3000) { generateNewPipe(); } // Optimized pipe cleanup - remove pipes that are far behind only for (var i = pipes.length - 1; i >= 0; i--) { var pipe = pipes[i]; // Only remove pipes that are far behind the bird if (pipe && pipe.x < bird.x - 800) { pipe.destroy(); pipes.splice(i, 1); } } // Find closest pipe for collision and scoring var closestPipe = null; var closestDistance = 99999; for (var i = 0; i < pipes.length; i++) { var pipe = pipes[i]; // Check pipes that are close to the bird if (pipe && pipe.x > bird.x - 100 && pipe.x < bird.x + 200) { var distance = Math.abs(pipe.x - bird.x); if (distance < closestDistance) { closestDistance = distance; closestPipe = pipe; } } } if (closestPipe) { // Initialize lastX tracking if (typeof closestPipe.lastX === 'undefined') { closestPipe.lastX = closestPipe.x; } // Scoring check - detect when bird passes through the pipe center // Since pipes move from right to left and bird stays at x=300, check when pipe center passes bird var pipeCenter = closestPipe.x; var birdPosition = bird.x; // Check if pipe center just passed the bird position (was on right, now on left) if (!closestPipe.passed && closestPipe.lastX > birdPosition && pipeCenter <= birdPosition) { // Check if bird is within the gap when pipe passes var gapTop = closestPipe.gapCenterY - closestPipe.gapSize / 2; var gapBottom = closestPipe.gapCenterY + closestPipe.gapSize / 2; // Mark pipe as passed if (bird.y > gapTop && bird.y < gapBottom) { closestPipe.passed = true; // Increment score LK.setScore(LK.getScore() + 1); var currentScore = LK.getScore(); // Update score display with smooth animation if (scoreText && scoreText.visible) { scoreText.setText(currentScore.toString()); // Smooth score flash animation tween(scoreText, { tint: 0xFFD700 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(scoreText, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeOut }); } }); } // Save high score if current score is higher if (currentScore > (storage.highScore || 0)) { storage.highScore = currentScore; } // Check win condition - game ends at 100 points for better gameplay if (currentScore >= 100) { gameOver = true; storage.lastScore = currentScore; LK.showYouWin(); // Show win screen when reaching 100 points return; } if (LK.getSound('score')) { LK.getSound('score').play(); } } } // Update last position closestPipe.lastX = closestPipe.x; // Collision check - only if very close with better collision detection if (closestPipe.x > bird.x - 80 && closestPipe.x < bird.x + 80) { var gapTop = closestPipe.gapCenterY - closestPipe.gapSize / 2; var gapBottom = closestPipe.gapCenterY + closestPipe.gapSize / 2; // More forgiving collision detection if (bird.y < gapTop + 60 || bird.y > gapBottom - 60) { gameOver = true; // Add smooth transition before showing game over tween(instructionTxt, { alpha: 0 }, { duration: 200, easing: tween.easeOut }); tween(scoreText, { alpha: 0 }, { duration: 200, easing: tween.easeOut }); LK.setTimeout(function () { showGameOverScreen(LK.getScore()); }, 200); return; } } } } };
===================================================================
--- original.js
+++ change.js
@@ -945,8 +945,117 @@
function showHighScoreScreen() {
// Hide any other screens to prevent overlap
hideGameOverScreen();
hideLanguageControls();
+ // Hide main menu elements first to prevent overlap
+ if (showMainMenu) {
+ tween(mainMenuTitle, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ mainMenuTitle.visible = false;
+ mainMenuTitle.alpha = 1;
+ }
+ });
+ if (playButton) {
+ tween(playButton, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ playButton.visible = false;
+ playButton.alpha = 1;
+ }
+ });
+ }
+ if (playButtonShadow) {
+ tween(playButtonShadow, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ playButtonShadow.visible = false;
+ playButtonShadow.alpha = 0.4;
+ }
+ });
+ }
+ if (playButtonHighlight) {
+ tween(playButtonHighlight, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ playButtonHighlight.visible = false;
+ playButtonHighlight.alpha = 0.5;
+ }
+ });
+ }
+ if (playButtonText) {
+ tween(playButtonText, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ playButtonText.visible = false;
+ playButtonText.alpha = 1;
+ }
+ });
+ }
+ if (mainLanguageButton) {
+ tween(mainLanguageButton, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ mainLanguageButton.visible = false;
+ mainLanguageButton.alpha = 1;
+ }
+ });
+ }
+ if (mainLanguageButtonShadow) {
+ tween(mainLanguageButtonShadow, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ mainLanguageButtonShadow.visible = false;
+ mainLanguageButtonShadow.alpha = 0.3;
+ }
+ });
+ }
+ if (mainLanguageButtonHighlight) {
+ tween(mainLanguageButtonHighlight, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ mainLanguageButtonHighlight.visible = false;
+ mainLanguageButtonHighlight.alpha = 0.4;
+ }
+ });
+ }
+ if (mainLanguageButtonText) {
+ tween(mainLanguageButtonText, {
+ alpha: 0
+ }, {
+ duration: 250,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ mainLanguageButtonText.visible = false;
+ mainLanguageButtonText.alpha = 1;
+ }
+ });
+ }
+ }
// Update high score value
var currentHighScore = storage.highScore || 0;
highScoreValue.setText(currentHighScore.toString());
highScoreTitle.setText(getText('highestScore'));
@@ -991,8 +1100,9 @@
// Function to hide high score screen
function hideHighScoreScreen() {
// Fade out high score elements
var highScoreElements = [highScoreBg, highScoreTitle, highScoreValue, highScoreCloseButton, highScoreCloseText];
+ var fadeOutCompleted = 0;
highScoreElements.forEach(function (element) {
if (element && element.visible) {
tween(element, {
alpha: 0
@@ -1001,8 +1111,27 @@
easing: tween.easeOut,
onFinish: function onFinish() {
element.visible = false;
element.alpha = element === highScoreBg ? 0.95 : 1;
+ fadeOutCompleted++;
+ // Show main menu after all high score elements have faded out
+ if (fadeOutCompleted === highScoreElements.length && showMainMenu && !showGameOver && !gameOverBg.visible && !languageOverlay.visible) {
+ // Fade in main menu elements
+ var menuElements = [mainMenuTitle, playButton, playButtonShadow, playButtonHighlight, playButtonText, mainLanguageButton, mainLanguageButtonShadow, mainLanguageButtonHighlight, mainLanguageButtonText];
+ menuElements.forEach(function (menuElement, index) {
+ if (menuElement) {
+ menuElement.alpha = 0;
+ menuElement.visible = true;
+ tween(menuElement, {
+ alpha: menuElement === playButtonShadow ? 0.4 : menuElement === playButtonHighlight ? 0.5 : menuElement === mainLanguageButtonShadow ? 0.3 : menuElement === mainLanguageButtonHighlight ? 0.4 : 1
+ }, {
+ duration: 300,
+ delay: index * 30,
+ easing: tween.easeOut
+ });
+ }
+ });
+ }
}
});
}
});