User prompt
char kurabiye toplasın her topladığında puanı 5 artsın puanı sola yasla
User prompt
küçük daireyi bıraktığımda küçük daire büyük dairenin ortasına gelsin
User prompt
küçük daireyi sürüklemiyorsam char dursun
User prompt
küçük daireyi bıraktığımda küçük daire büyük dairenin ortasına gelsin
User prompt
küçük daireyi sürüklemiyorsam char dursun
User prompt
eğer daireye deymesem küçük daire büyük dairenin ortasına gelsin
User prompt
küçük daire ne tarafa bakıyorsa char oraya doğru gitsin
User prompt
char ekranın ortasında olsun
User prompt
bir karakter ekle
User prompt
büyük dairenin opaklığını düşür
User prompt
büyük dairenin sadece kenarları gözüksun
User prompt
küçük daire büyük dairenin dışına çıkmasın
User prompt
iki daireyide küçültüp sol alt köşeye ekle
User prompt
daire nin kenerına değerse oyun bitmesin ve sayaç ol masın
Code edit (1 edits merged)
Please save this source code
User prompt
Daire İçinde Daire: Sürükle ve Sınırda Kal
Initial prompt
bir daire olsun içinde bir küçük daire olsun küçük daireyi sürükleye bilelim ama daireden çıkmadan
/**** * Classes ****/ // Class for the big circle (background) var BigCircle = Container.expand(function () { var self = Container.call(this); // Attach the big circle asset (ellipse) var circle = self.attachAsset('bigCircle', { anchorX: 0.5, anchorY: 0.5 }); // For possible future use: self.radius = circle.width / 2; return self; }); // We need tween for possible future animations, but not required for MVP. // var tween = LK.import('@upit/tween.v1'); // Class for the draggable small circle var SmallCircle = Container.expand(function () { var self = Container.call(this); // Attach the small circle asset (ellipse) var circle = self.attachAsset('smallCircle', { anchorX: 0.5, anchorY: 0.5 }); // For possible future use: self.radius = circle.width / 2; // No per-object event handlers; all drag logic is handled in the main game. return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 // Dark background for contrast }); /**** * Game Code ****/ // --- Game Variables --- // --- Asset Initialization --- // Big circle: large, greenish // Small circle: smaller, yellow var bigCircle, smallCircle; var dragNode = null; var timerText; var timerStart = 0; var timerInterval = null; var elapsedMs = 0; var lastInside = true; // --- Create and Position Circles --- // Center of the game area var centerX = 2048 / 2; var centerY = 2732 / 2; // Create big circle and add to game bigCircle = new BigCircle(); game.addChild(bigCircle); bigCircle.x = centerX; bigCircle.y = centerY; // Create small circle and add to game smallCircle = new SmallCircle(); game.addChild(smallCircle); // Place small circle at center of big circle smallCircle.x = centerX; smallCircle.y = centerY; // --- Timer Text --- timerText = new Text2('0.00', { size: 120, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); // Place at top center, but not in the top left 100x100 area LK.gui.top.addChild(timerText); // --- Helper: Check if small circle is fully inside big circle --- function isSmallCircleInsideBigCircle() { // Both circles are centered at their x/y var dx = smallCircle.x - bigCircle.x; var dy = smallCircle.y - bigCircle.y; var dist = Math.sqrt(dx * dx + dy * dy); // Use radii var bigR = bigCircle.children[0].width / 2; var smallR = smallCircle.children[0].width / 2; // The small circle is fully inside if its center is at most (bigR - smallR) from the center return dist <= bigR - smallR; } // --- Timer Logic --- function startTimer() { timerStart = Date.now(); elapsedMs = 0; if (timerInterval) { LK.clearInterval(timerInterval); } timerInterval = LK.setInterval(function () { elapsedMs = Date.now() - timerStart; timerText.setText((elapsedMs / 1000).toFixed(2)); }, 50); } function stopTimer() { if (timerInterval) { LK.clearInterval(timerInterval); timerInterval = null; } } // --- Drag Logic --- // Convert move to keep smallCircle inside bigCircle function clampSmallCirclePosition(x, y) { var bigR = bigCircle.children[0].width / 2; var smallR = smallCircle.children[0].width / 2; var dx = x - bigCircle.x; var dy = y - bigCircle.y; var dist = Math.sqrt(dx * dx + dy * dy); var maxDist = bigR - smallR; if (dist > maxDist) { // Clamp to the edge var angle = Math.atan2(dy, dx); x = bigCircle.x + Math.cos(angle) * maxDist; y = bigCircle.y + Math.sin(angle) * maxDist; } return { x: x, y: y }; } // --- Game Event Handlers --- // Only allow dragging the small circle game.down = function (x, y, obj) { // Check if the down is on the small circle // Convert global to local for smallCircle var local = smallCircle.toLocal(game.toGlobal({ x: x, y: y })); var smallR = smallCircle.children[0].width / 2; // Check if within the circle if ((local.x - 0) * (local.x - 0) + (local.y - 0) * (local.y - 0) <= smallR * smallR) { dragNode = smallCircle; } }; game.up = function (x, y, obj) { dragNode = null; }; function handleMove(x, y, obj) { if (dragNode === smallCircle) { // Clamp position so the small circle never leaves the big circle var clamped = clampSmallCirclePosition(x, y); smallCircle.x = clamped.x; smallCircle.y = clamped.y; } // Check if small circle is still inside big circle var inside = isSmallCircleInsideBigCircle(); if (lastInside && !inside) { // Just exited: game over stopTimer(); LK.effects.flashScreen(0xff0000, 800); LK.showGameOver(); } lastInside = inside; } game.move = handleMove; // --- Game Update Loop --- game.update = function () { // No per-frame logic needed for MVP }; // --- Start the timer when the game starts --- startTimer(); // --- Reset logic: when the game is reset, everything is re-initialized by LK ---
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,166 @@
-/****
+/****
+* Classes
+****/
+// Class for the big circle (background)
+var BigCircle = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach the big circle asset (ellipse)
+ var circle = self.attachAsset('bigCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // For possible future use: self.radius = circle.width / 2;
+ return self;
+});
+// We need tween for possible future animations, but not required for MVP.
+// var tween = LK.import('@upit/tween.v1');
+// Class for the draggable small circle
+var SmallCircle = Container.expand(function () {
+ var self = Container.call(this);
+ // Attach the small circle asset (ellipse)
+ var circle = self.attachAsset('smallCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // For possible future use: self.radius = circle.width / 2;
+ // No per-object event handlers; all drag logic is handled in the main game.
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222 // Dark background for contrast
+});
+
+/****
+* Game Code
+****/
+// --- Game Variables ---
+// --- Asset Initialization ---
+// Big circle: large, greenish
+// Small circle: smaller, yellow
+var bigCircle, smallCircle;
+var dragNode = null;
+var timerText;
+var timerStart = 0;
+var timerInterval = null;
+var elapsedMs = 0;
+var lastInside = true;
+// --- Create and Position Circles ---
+// Center of the game area
+var centerX = 2048 / 2;
+var centerY = 2732 / 2;
+// Create big circle and add to game
+bigCircle = new BigCircle();
+game.addChild(bigCircle);
+bigCircle.x = centerX;
+bigCircle.y = centerY;
+// Create small circle and add to game
+smallCircle = new SmallCircle();
+game.addChild(smallCircle);
+// Place small circle at center of big circle
+smallCircle.x = centerX;
+smallCircle.y = centerY;
+// --- Timer Text ---
+timerText = new Text2('0.00', {
+ size: 120,
+ fill: 0xFFFFFF
+});
+timerText.anchor.set(0.5, 0);
+// Place at top center, but not in the top left 100x100 area
+LK.gui.top.addChild(timerText);
+// --- Helper: Check if small circle is fully inside big circle ---
+function isSmallCircleInsideBigCircle() {
+ // Both circles are centered at their x/y
+ var dx = smallCircle.x - bigCircle.x;
+ var dy = smallCircle.y - bigCircle.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ // Use radii
+ var bigR = bigCircle.children[0].width / 2;
+ var smallR = smallCircle.children[0].width / 2;
+ // The small circle is fully inside if its center is at most (bigR - smallR) from the center
+ return dist <= bigR - smallR;
+}
+// --- Timer Logic ---
+function startTimer() {
+ timerStart = Date.now();
+ elapsedMs = 0;
+ if (timerInterval) {
+ LK.clearInterval(timerInterval);
+ }
+ timerInterval = LK.setInterval(function () {
+ elapsedMs = Date.now() - timerStart;
+ timerText.setText((elapsedMs / 1000).toFixed(2));
+ }, 50);
+}
+function stopTimer() {
+ if (timerInterval) {
+ LK.clearInterval(timerInterval);
+ timerInterval = null;
+ }
+}
+// --- Drag Logic ---
+// Convert move to keep smallCircle inside bigCircle
+function clampSmallCirclePosition(x, y) {
+ var bigR = bigCircle.children[0].width / 2;
+ var smallR = smallCircle.children[0].width / 2;
+ var dx = x - bigCircle.x;
+ var dy = y - bigCircle.y;
+ var dist = Math.sqrt(dx * dx + dy * dy);
+ var maxDist = bigR - smallR;
+ if (dist > maxDist) {
+ // Clamp to the edge
+ var angle = Math.atan2(dy, dx);
+ x = bigCircle.x + Math.cos(angle) * maxDist;
+ y = bigCircle.y + Math.sin(angle) * maxDist;
+ }
+ return {
+ x: x,
+ y: y
+ };
+}
+// --- Game Event Handlers ---
+// Only allow dragging the small circle
+game.down = function (x, y, obj) {
+ // Check if the down is on the small circle
+ // Convert global to local for smallCircle
+ var local = smallCircle.toLocal(game.toGlobal({
+ x: x,
+ y: y
+ }));
+ var smallR = smallCircle.children[0].width / 2;
+ // Check if within the circle
+ if ((local.x - 0) * (local.x - 0) + (local.y - 0) * (local.y - 0) <= smallR * smallR) {
+ dragNode = smallCircle;
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+function handleMove(x, y, obj) {
+ if (dragNode === smallCircle) {
+ // Clamp position so the small circle never leaves the big circle
+ var clamped = clampSmallCirclePosition(x, y);
+ smallCircle.x = clamped.x;
+ smallCircle.y = clamped.y;
+ }
+ // Check if small circle is still inside big circle
+ var inside = isSmallCircleInsideBigCircle();
+ if (lastInside && !inside) {
+ // Just exited: game over
+ stopTimer();
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.showGameOver();
+ }
+ lastInside = inside;
+}
+game.move = handleMove;
+// --- Game Update Loop ---
+game.update = function () {
+ // No per-frame logic needed for MVP
+};
+// --- Start the timer when the game starts ---
+startTimer();
+// --- Reset logic: when the game is reset, everything is re-initialized by LK ---
\ No newline at end of file