User prompt
ParmagÌım ekrana devamlı dokunuyorken bile karakterim parmagÌımı takip etsin
User prompt
Karakter dokunma konumumu takip etsin
User prompt
Karakter parmak konumunu sadece x ekseninde takip etsin
Code edit (1 edits merged)
Please save this source code
User prompt
Swipe Runner
Initial prompt
Mobil oyun olmasını istiyorum
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); // Speed will be 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 pointAsset = self.attachAsset('point', { anchorX: 0.5, anchorY: 0.5 }); // Speed will be set on creation self.speed = 0; self.update = function () { self.y += self.speed; }; return self; }); // Runner class var Runner = Container.expand(function () { var self = Container.call(this); var runnerAsset = self.attachAsset('runner', { anchorX: 0.5, anchorY: 0.5 }); // For swipe movement self.targetX = self.x; self.targetY = self.y; // For collision flash self.flash = function () { tween(self, { alpha: 0.3 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0f0f0 }); /**** * Game Code ****/ // Point collectible: a yellow box // Obstacle: a red ellipse // Runner character: a colorful box // Game area dimensions var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Runner start position var runnerStartX = GAME_WIDTH / 2; var runnerStartY = GAME_HEIGHT - 400; // Create runner var runner = new Runner(); runner.x = runnerStartX; runner.y = runnerStartY; runner.targetX = runner.x; runner.targetY = runner.y; game.addChild(runner); // Score var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Arrays for obstacles and points var obstacles = []; var points = []; // Difficulty progression var baseSpeed = 14; var speedIncrease = 0.012; // per tick var spawnInterval = 60; // ticks between spawns var minSpawnInterval = 24; var tickCount = 0; // Swipe handling var swipeStartX = null; var swipeStartY = null; var isSwiping = false; // Helper: clamp value function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } // Touch/drag events for swipe game.down = function (x, y, obj) { // Only start swipe if touch is not in top left 100x100 if (x < 100 && y < 100) return; swipeStartX = x; swipeStartY = y; isSwiping = true; }; game.move = function (x, y, obj) { if (!isSwiping) return; // Calculate swipe delta var dx = x - swipeStartX; var dy = y - swipeStartY; // Only consider horizontal swipes (ignore vertical for runner movement) // Move runner to new x, but clamp to screen var newX = clamp(runner.x + dx, 100 + runner.width / 2, GAME_WIDTH - runner.width / 2 - 100); // Optionally, allow a little vertical movement for fun var newY = clamp(runner.y + dy, runnerStartY - 200, runnerStartY + 200); // Tween to new position for smoothness tween.stop(runner, { x: true, y: true }); tween(runner, { x: newX, y: newY }, { duration: 120, easing: tween.cubicOut }); // Update swipe start for continuous drag swipeStartX = x; swipeStartY = y; }; game.up = function (x, y, obj) { isSwiping = false; swipeStartX = null; swipeStartY = null; // Optionally, snap runner back to base Y tween(runner, { y: runnerStartY }, { duration: 180, easing: tween.cubicOut }); }; // Main game update loop game.update = function () { tickCount++; // Increase speed over time var currentSpeed = baseSpeed + speedIncrease * tickCount; // Spawn obstacles and points if (tickCount % spawnInterval === 0) { // Randomly decide: obstacle or point (70% obstacle, 30% point) var spawnType = Math.random() < 0.7 ? 'obstacle' : 'point'; var laneCount = 5; var laneWidth = (GAME_WIDTH - 400) / laneCount; var lane = Math.floor(Math.random() * laneCount); var spawnX = 200 + laneWidth / 2 + lane * laneWidth; var spawnY = -120; if (spawnType === 'obstacle') { var obs = new Obstacle(); obs.x = spawnX; obs.y = spawnY; obs.speed = currentSpeed; obstacles.push(obs); game.addChild(obs); } else { var pt = new PointCollectible(); pt.x = spawnX; pt.y = spawnY; pt.speed = currentSpeed; points.push(pt); game.addChild(pt); } // Gradually decrease spawn interval to increase difficulty if (spawnInterval > minSpawnInterval && tickCount % 600 === 0) { spawnInterval -= 4; if (spawnInterval < minSpawnInterval) spawnInterval = minSpawnInterval; } } // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obs = obstacles[i]; obs.update(); // Remove if off screen if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) { obs.destroy(); obstacles.splice(i, 1); continue; } // Collision with runner if (obs.intersects(runner)) { // Flash runner runner.flash(); // Flash screen LK.effects.flashScreen(0xff3b30, 600); // Game over LK.showGameOver(); return; } } // Update points for (var j = points.length - 1; j >= 0; j--) { var pt = points[j]; pt.update(); // Remove if off screen if (pt.y - pt.height / 2 > GAME_HEIGHT + 100) { pt.destroy(); points.splice(j, 1); continue; } // Collectible collision if (pt.intersects(runner)) { // Add score score += 1; LK.setScore(score); scoreTxt.setText(score); // Flash runner yellow tween.stop(runner, { tint: true }); tween(runner, { tint: 0xffe156 }, { duration: 80, onFinish: function onFinish() { tween(runner, { tint: 0x2d9cff }, { duration: 120 }); } }); pt.destroy(); points.splice(j, 1); continue; } } }; // Center score text at top, avoid top left 100x100 scoreTxt.x = 1024; scoreTxt.y = 40;
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,258 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// Obstacle class
+var Obstacle = Container.expand(function () {
+ var self = Container.call(this);
+ var obsAsset = self.attachAsset('obstacle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Speed will be 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 pointAsset = self.attachAsset('point', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Speed will be set on creation
+ self.speed = 0;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+// Runner class
+var Runner = Container.expand(function () {
+ var self = Container.call(this);
+ var runnerAsset = self.attachAsset('runner', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // For swipe movement
+ self.targetX = self.x;
+ self.targetY = self.y;
+ // For collision flash
+ self.flash = function () {
+ tween(self, {
+ alpha: 0.3
+ }, {
+ duration: 80,
+ onFinish: function onFinish() {
+ tween(self, {
+ alpha: 1
+ }, {
+ duration: 120
+ });
+ }
+ });
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0xf0f0f0
+});
+
+/****
+* Game Code
+****/
+// Point collectible: a yellow box
+// Obstacle: a red ellipse
+// Runner character: a colorful box
+// Game area dimensions
+var GAME_WIDTH = 2048;
+var GAME_HEIGHT = 2732;
+// Runner start position
+var runnerStartX = GAME_WIDTH / 2;
+var runnerStartY = GAME_HEIGHT - 400;
+// Create runner
+var runner = new Runner();
+runner.x = runnerStartX;
+runner.y = runnerStartY;
+runner.targetX = runner.x;
+runner.targetY = runner.y;
+game.addChild(runner);
+// Score
+var score = 0;
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0x222222
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Arrays for obstacles and points
+var obstacles = [];
+var points = [];
+// Difficulty progression
+var baseSpeed = 14;
+var speedIncrease = 0.012; // per tick
+var spawnInterval = 60; // ticks between spawns
+var minSpawnInterval = 24;
+var tickCount = 0;
+// Swipe handling
+var swipeStartX = null;
+var swipeStartY = null;
+var isSwiping = false;
+// Helper: clamp value
+function clamp(val, min, max) {
+ return Math.max(min, Math.min(max, val));
+}
+// Touch/drag events for swipe
+game.down = function (x, y, obj) {
+ // Only start swipe if touch is not in top left 100x100
+ if (x < 100 && y < 100) return;
+ swipeStartX = x;
+ swipeStartY = y;
+ isSwiping = true;
+};
+game.move = function (x, y, obj) {
+ if (!isSwiping) return;
+ // Calculate swipe delta
+ var dx = x - swipeStartX;
+ var dy = y - swipeStartY;
+ // Only consider horizontal swipes (ignore vertical for runner movement)
+ // Move runner to new x, but clamp to screen
+ var newX = clamp(runner.x + dx, 100 + runner.width / 2, GAME_WIDTH - runner.width / 2 - 100);
+ // Optionally, allow a little vertical movement for fun
+ var newY = clamp(runner.y + dy, runnerStartY - 200, runnerStartY + 200);
+ // Tween to new position for smoothness
+ tween.stop(runner, {
+ x: true,
+ y: true
+ });
+ tween(runner, {
+ x: newX,
+ y: newY
+ }, {
+ duration: 120,
+ easing: tween.cubicOut
+ });
+ // Update swipe start for continuous drag
+ swipeStartX = x;
+ swipeStartY = y;
+};
+game.up = function (x, y, obj) {
+ isSwiping = false;
+ swipeStartX = null;
+ swipeStartY = null;
+ // Optionally, snap runner back to base Y
+ tween(runner, {
+ y: runnerStartY
+ }, {
+ duration: 180,
+ easing: tween.cubicOut
+ });
+};
+// Main game update loop
+game.update = function () {
+ tickCount++;
+ // Increase speed over time
+ var currentSpeed = baseSpeed + speedIncrease * tickCount;
+ // Spawn obstacles and points
+ if (tickCount % spawnInterval === 0) {
+ // Randomly decide: obstacle or point (70% obstacle, 30% point)
+ var spawnType = Math.random() < 0.7 ? 'obstacle' : 'point';
+ var laneCount = 5;
+ var laneWidth = (GAME_WIDTH - 400) / laneCount;
+ var lane = Math.floor(Math.random() * laneCount);
+ var spawnX = 200 + laneWidth / 2 + lane * laneWidth;
+ var spawnY = -120;
+ if (spawnType === 'obstacle') {
+ var obs = new Obstacle();
+ obs.x = spawnX;
+ obs.y = spawnY;
+ obs.speed = currentSpeed;
+ obstacles.push(obs);
+ game.addChild(obs);
+ } else {
+ var pt = new PointCollectible();
+ pt.x = spawnX;
+ pt.y = spawnY;
+ pt.speed = currentSpeed;
+ points.push(pt);
+ game.addChild(pt);
+ }
+ // Gradually decrease spawn interval to increase difficulty
+ if (spawnInterval > minSpawnInterval && tickCount % 600 === 0) {
+ spawnInterval -= 4;
+ if (spawnInterval < minSpawnInterval) spawnInterval = minSpawnInterval;
+ }
+ }
+ // Update obstacles
+ for (var i = obstacles.length - 1; i >= 0; i--) {
+ var obs = obstacles[i];
+ obs.update();
+ // Remove if off screen
+ if (obs.y - obs.height / 2 > GAME_HEIGHT + 100) {
+ obs.destroy();
+ obstacles.splice(i, 1);
+ continue;
+ }
+ // Collision with runner
+ if (obs.intersects(runner)) {
+ // Flash runner
+ runner.flash();
+ // Flash screen
+ LK.effects.flashScreen(0xff3b30, 600);
+ // Game over
+ LK.showGameOver();
+ return;
+ }
+ }
+ // Update points
+ for (var j = points.length - 1; j >= 0; j--) {
+ var pt = points[j];
+ pt.update();
+ // Remove if off screen
+ if (pt.y - pt.height / 2 > GAME_HEIGHT + 100) {
+ pt.destroy();
+ points.splice(j, 1);
+ continue;
+ }
+ // Collectible collision
+ if (pt.intersects(runner)) {
+ // Add score
+ score += 1;
+ LK.setScore(score);
+ scoreTxt.setText(score);
+ // Flash runner yellow
+ tween.stop(runner, {
+ tint: true
+ });
+ tween(runner, {
+ tint: 0xffe156
+ }, {
+ duration: 80,
+ onFinish: function onFinish() {
+ tween(runner, {
+ tint: 0x2d9cff
+ }, {
+ duration: 120
+ });
+ }
+ });
+ pt.destroy();
+ points.splice(j, 1);
+ continue;
+ }
+ }
+};
+// Center score text at top, avoid top left 100x100
+scoreTxt.x = 1024;
+scoreTxt.y = 40;
\ No newline at end of file