User prompt
Parmağım ekrana devamlı dokunuyorken bile karakterim parmağımı takip etsin
User prompt
Karakter dokunma konumumu takip etsin
User prompt
Karakter parmak konumunu sadece x ekseninde takip etsin
Code edit (1 edits merged)
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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;
// 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);
// Keep y fixed at runnerStartY
var newY = runnerStartY;
// 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
@@ -124,14 +124,13 @@
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);
+ // Keep y fixed at runnerStartY
+ var newY = runnerStartY;
// Tween to new position for smoothness
tween.stop(runner, {
x: true,
y: true