User prompt
Can göstergesinin başındaki görsel yazının boyutu ile aynı olsun.
User prompt
Can miktarını gösteren yazının başına "healtPickup" görselini yerleştir
User prompt
"Lives:" yazısı sil
User prompt
"healyPickup" top ile aynı boyutta olsun
User prompt
Can objesinin boyutu top ile aynı olsun
User prompt
"ringHole" kendi etrafında tek bir yöne doğru ve sabit hızda hareket etsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"ringHole" oyun boyunca tek bir yöne doğru hareket etsin ve hızı hep sabit kalsın
User prompt
"ringHole"top hareket etmeye başlayınca dönmeye başlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"sn" yazısını sil
User prompt
Süre yazısında sadece "sn" yazısını 2 kat küçült
User prompt
Süre yazisindaki "s" yazısını "sn" olarak değiştir
User prompt
Can ve süre gostergelerini kalın yazı ile göster
User prompt
Oyunda ki tüm yazıları kalınlastir
User prompt
Zaman göstergesini 2 kat büyüt
User prompt
Can miktarının gösteren yazıyı süreyi gösteren yazının altına konumlandir
User prompt
Top hareket etmeye başladıktan sonra tuzak objesinin spawn olma süresi her 10 saniyede bir yüzde 10 azalsın
User prompt
Can objelerinin spawn olma süresi her 10 saniyede yüzde on yerine yüzde beş artsın.
User prompt
Top hareket etmeye başladıktan sonra can objelerinin spawn olma süreleri her 10 saniyede bir yüzde 10 artsın.
User prompt
Top hareket etmeye başladıktan sonra tuzakların spawn olma süreleri her 10 saniyede bir yüzde 5 azalsın
User prompt
Topun zamanla hızlanma olayı top hareket etmeye başladıktan sonra gerçekleşsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Tuzak ve canlar top hareket etmeye başladıktan sonra spawn olmaya başlasın
User prompt
Top oyun başında sabit dursun ve ekrana ilk tıklama ile beraber hareket etmeye başlasın
User prompt
Tuzak ve can objelerinin hızları topun hızı ile aynı olsun
User prompt
Skor olarak zaman kullanılsın. Ekranın üst orta kısmında büyük bir şekilde saniye sayılsın. Oyun başladığında saymaya başlasın, oyun bittiğinde zaman dursun. game over ekranında skor yazsın
User prompt
Topun hızı zamanla artsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.angle = 0; self.speed = 0.02; self.ringRadius = 525; // Distance from center to ball center - positioned at center of ring edge thickness self.centerX = 2048 / 2; self.centerY = 2732 / 2; self.update = function () { if (gameStarted) { self.angle += self.speed; if (self.angle > Math.PI * 2) { self.angle -= Math.PI * 2; } } self.x = self.centerX + Math.cos(self.angle) * self.ringRadius; self.y = self.centerY + Math.sin(self.angle) * self.ringRadius; }; return self; }); var HealthPickup = Container.expand(function () { var self = Container.call(this); var healthGraphics = self.attachAsset('healthPickup', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.centerX = 2048 / 2; self.centerY = 2732 / 2; self.directionX = 0; self.directionY = 0; self.setDirection = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.directionX = dx / distance; self.directionY = dy / distance; }; self.update = function () { // Match ball speed magnitude var ballSpeedMagnitude = Math.abs(ball.speed); var adjustedSpeed = ballSpeedMagnitude * 300; // Scale to appropriate movement speed self.x += self.directionX * adjustedSpeed; self.y += self.directionY * adjustedSpeed; }; return self; }); var Trap = Container.expand(function () { var self = Container.call(this); var trapGraphics = self.attachAsset('trap', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 6; self.centerX = 2048 / 2; self.centerY = 2732 / 2; self.directionX = 0; self.directionY = 0; self.setDirection = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); self.directionX = dx / distance; self.directionY = dy / distance; }; self.update = function () { // Match ball speed magnitude var ballSpeedMagnitude = Math.abs(ball.speed); var adjustedSpeed = ballSpeedMagnitude * 300; // Scale to appropriate movement speed self.x += self.directionX * adjustedSpeed; self.y += self.directionY * adjustedSpeed; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Create central ring var ring = game.addChild(LK.getAsset('ring', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Lives system var lives = 1; // Time tracking for score var gameStartTime = 0; var currentTime = 0; var gameRunning = false; var gameStarted = false; // Speed progression variables var initialSpeed = 0.02; var maxSpeed = 0.08; var speedIncreaseInterval = 300; // 5 seconds at 60 FPS var speedIncreaseTimer = 0; // Trap spawning variables var traps = []; var trapSpawnTimer = 0; var trapSpawnInterval = 480; // 8 seconds at 60 FPS var trapSpawnReductionTimer = 0; var trapSpawnReductionInterval = 600; // 10 seconds at 60 FPS // Health pickup spawning variables var healthPickups = []; var healthSpawnTimer = 0; var healthSpawnInterval = 900; // 15 seconds at 60 FPS var healthSpawnIncreaseTimer = 0; var healthSpawnIncreaseInterval = 600; // 10 seconds at 60 FPS var ringHole = game.addChild(LK.getAsset('ringHole', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2 })); // Create ball var ball = game.addChild(new Ball()); // Create lives display text var livesText = new Text2('Lives: ' + lives, { size: 80, fill: 0xFFFFFF, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); livesText.anchor.set(0.5, 0); // Top-center anchor LK.gui.top.addChild(livesText); // Create time display text var timeText = new Text2('0', { size: 240, fill: 0xFFFFFF, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); timeText.anchor.set(0.5, 0); // Top-center anchor LK.gui.top.addChild(timeText); // Add tap handler to reverse ball direction game.down = function (x, y, obj) { ball.speed = -ball.speed; // Start game timer on first tap if (!gameRunning) { gameStartTime = Date.now(); gameRunning = true; gameStarted = true; } }; game.update = function () { // Update time display if game is running if (gameRunning) { currentTime = Math.floor((Date.now() - gameStartTime) / 1000); timeText.setText(currentTime); LK.setScore(currentTime); } // Position lives text below time text livesText.y = timeText.y + timeText.height + 20; // Ball will continue moving infinitely around the ring // Rotate ringHole when ball starts moving if (gameStarted) { ringHole.rotation += ball.speed * 0.5; } // Increase ball speed over time (only after game has started) if (gameStarted) { speedIncreaseTimer++; if (speedIncreaseTimer >= speedIncreaseInterval) { speedIncreaseTimer = 0; // Increase speed by 10% each time, up to maximum var currentSpeedMagnitude = Math.abs(ball.speed); var newSpeed = Math.min(currentSpeedMagnitude * 1.1, maxSpeed); // Maintain direction (positive or negative) ball.speed = ball.speed > 0 ? newSpeed : -newSpeed; } // Reduce trap spawn interval by 10% every 10 seconds trapSpawnReductionTimer++; if (trapSpawnReductionTimer >= trapSpawnReductionInterval) { trapSpawnReductionTimer = 0; // Reduce spawn interval by 10% (minimum 60 frames = 1 second) trapSpawnInterval = Math.max(trapSpawnInterval * 0.90, 60); } // Increase health pickup spawn interval by 5% every 10 seconds healthSpawnIncreaseTimer++; if (healthSpawnIncreaseTimer >= healthSpawnIncreaseInterval) { healthSpawnIncreaseTimer = 0; // Increase spawn interval by 5% (maximum 3600 frames = 60 seconds) healthSpawnInterval = Math.min(healthSpawnInterval * 1.05, 3600); } } // Spawn traps every 8 seconds (only after game has started) if (gameStarted) { trapSpawnTimer++; if (trapSpawnTimer >= trapSpawnInterval) { trapSpawnTimer = 0; // Spawn trap at random position on screen edge var trap = new Trap(); var side = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left switch (side) { case 0: // Top edge trap.x = Math.random() * 2048; trap.y = -40; break; case 1: // Right edge trap.x = 2048 + 40; trap.y = Math.random() * 2732; break; case 2: // Bottom edge trap.x = Math.random() * 2048; trap.y = 2732 + 40; break; case 3: // Left edge trap.x = -40; trap.y = Math.random() * 2732; break; } // Set direction toward ring center trap.setDirection(2048 / 2, 2732 / 2); traps.push(trap); game.addChild(trap); } } // Spawn health pickups every 8 seconds (only after game has started) if (gameStarted) { healthSpawnTimer++; if (healthSpawnTimer >= healthSpawnInterval) { healthSpawnTimer = 0; // Spawn health pickup at random position on screen edge var healthPickup = new HealthPickup(); var side = Math.floor(Math.random() * 4); // 0=top, 1=right, 2=bottom, 3=left switch (side) { case 0: // Top edge healthPickup.x = Math.random() * 2048; healthPickup.y = -40; break; case 1: // Right edge healthPickup.x = 2048 + 40; healthPickup.y = Math.random() * 2732; break; case 2: // Bottom edge healthPickup.x = Math.random() * 2048; healthPickup.y = 2732 + 40; break; case 3: // Left edge healthPickup.x = -40; healthPickup.y = Math.random() * 2732; break; } // Set direction toward ring center healthPickup.setDirection(2048 / 2, 2732 / 2); healthPickups.push(healthPickup); game.addChild(healthPickup); } } // Check collision between ball and traps for (var i = traps.length - 1; i >= 0; i--) { var trap = traps[i]; // Check collision with ball if (ball.intersects(trap)) { lives--; livesText.setText('Lives: ' + lives); // Remove the trap that hit the ball trap.destroy(); traps.splice(i, 1); // Check game over condition if (lives <= 0) { gameRunning = false; LK.showGameOver(); } ; continue; } // Clean up traps that have moved off screen if (trap.x < -100 || trap.x > 2148 || trap.y < -100 || trap.y > 2832) { trap.destroy(); traps.splice(i, 1); } } // Check collision between ball and health pickups for (var j = healthPickups.length - 1; j >= 0; j--) { var healthPickup = healthPickups[j]; // Check collision with ball if (ball.intersects(healthPickup)) { lives++; livesText.setText('Lives: ' + lives); // Remove the health pickup that was collected healthPickup.destroy(); healthPickups.splice(j, 1); continue; } // Clean up health pickups that have moved off screen if (healthPickup.x < -100 || healthPickup.x > 2148 || healthPickup.y < -100 || healthPickup.y > 2832) { healthPickup.destroy(); healthPickups.splice(j, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -168,8 +168,12 @@
}
// Position lives text below time text
livesText.y = timeText.y + timeText.height + 20;
// Ball will continue moving infinitely around the ring
+ // Rotate ringHole when ball starts moving
+ if (gameStarted) {
+ ringHole.rotation += ball.speed * 0.5;
+ }
// Increase ball speed over time (only after game has started)
if (gameStarted) {
speedIncreaseTimer++;
if (speedIncreaseTimer >= speedIncreaseInterval) {
Circle smile face record dark color. In-Game asset. 2d. High contrast. No shadows. Cartoon
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King clock smile face. In-Game asset. 2d. High contrast. No shadows. Cartoon