User prompt
assets'lerde sound and music kısmı var onları etkinleştirmek istiyorum. müzik kısmı sadece oyunun giriş ekranında yer alacak penguen sesi de ekledim quack diye ses çıkarıyor o da oyuncu ekrana her tıkladığında çıksın
User prompt
GAME OVER, best ve score yazısı sabit kalsın ama tap to restart yazısı birazcık yukarı kaydır
User prompt
best score ile score yazılarını yer değiştir
User prompt
score and best score "tap to restart" yazısının altında yer alsın
User prompt
game over yazı ile birlikte mevcut skor ve en yüksek skoru göster
User prompt
"Track and store the highest score using local storage. After the game ends, compare the current score to the stored one. If it’s higher, update the high score. Then display both the current and high score on the game over screen." ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
"Oyuncu öldüğünde, Game Over ekranında o anki skor ve en yüksek skor gösterilsin. En yüksek skor tarayıcıda saklansın ve yeni skor daha yüksekse güncellensin." ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
start'a basmadan penguen düşmesin
User prompt
start'a basmadan oyun başlamasın
User prompt
oyunu başlatmak için bi giriş ekranı olması gerekiyor. giriş ekranında START yazmalı.
User prompt
“Oyunun başında bir giriş ekranı göster. Ortada büyük ‘START’ yazsın. Altına ‘ekrana tıklayarak başla’ yazısı gelsin. Oyuncu tıklayınca bu ekran yok olsun ve oyun başlasın.”
User prompt
"Üstteki engeli ters çevirmek için scaleY = -1 kullanma. Bunun yerine, engelin anchorY değerini 0.0 yaparak yukarıdan konumlandır. Görsel olarak ters görünmesine gerek yok, çarpışma kutusunun doğru çalışması daha önemli."
User prompt
"Üst engelin çarpışma kutusu yukarıda olacak şekilde konumlandırıldı. Şimdi sadece görselini scaleY = -1 ile ters çevir, ama anchorY = 0.0 kalsın."
User prompt
"Üstteki engeli ters çevirmek için scaleY = -1 kullanma. Bunun yerine, engelin anchorY değerini 0.0 yaparak yukarıdan konumlandır. Görsel olarak ters görünmesine gerek yok, çarpışma kutusunun doğru çalışması daha önemli."
User prompt
karşıma çıkan iki yeşil engelinde penguen için ölümcül olmalı
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önüme çıkan iki engelde ölümcül olmalı
User prompt
let ALL green objects be deadly
User prompt
coin her seferinde gelmesin yüzde 85 ihtimalle çıksın
User prompt
yeşil objeler ölümcül olmalı
User prompt
tavanı değil yeşil objeleri ölümcül yap
User prompt
ölüm çeşidini arttırmak için üst taraftaki obstacle yani tupe o da penguen için bir engel olmalı
User prompt
penguen sadece alta değil üstteki obstacle'a da çarptığında da ölsün
User prompt
iki ayrı obstacle olsun sadece altta var. diğeri üstte olsun ve o da engel olsun
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the upside-down one dies when it hits the obstacle
User prompt
PENGUİN hem alttaki hemde üsteki obstacle'a çarptığı zaman ölmeli
/**** 
* Plugins
****/ 
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/**** 
* Classes
****/ 
// Coin class
var Coin = Container.expand(function () {
	var self = Container.call(this);
	var coinSprite = self.attachAsset('coin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.collected = false;
	// Move left every frame
	self.update = function () {
		self.x -= obstacleSpeed;
	};
	return self;
});
// Obstacle (coral/rock) class
var Obstacle = Container.expand(function () {
	var self = Container.call(this);
	// Top or bottom
	self.isTop = false;
	self.passed = false;
	// Attach asset
	var obs = self.attachAsset('obstacle', {
		anchorX: 0.5,
		anchorY: 0.0
	});
	// For top obstacles, anchor to top instead of flipping
	self.setTop = function () {
		self.isTop = true;
		obs.anchorY = 0.0;
	};
	// Move left every frame
	self.update = function () {
		self.x -= obstacleSpeed;
	};
	return self;
});
// Penguin class
var Penguin = Container.expand(function () {
	var self = Container.call(this);
	var penguinSprite = self.attachAsset('penguin', {
		anchorX: 0.5,
		anchorY: 0.5
	});
	self.velocity = 0;
	self.gravity = 1.1; // Halved for 50% slower fall
	self.lift = -24; // Halved for 50% slower upward movement
	self.maxFall = 18; // Halved for 50% slower max fall speed
	self.alive = true;
	// Flap animation
	self.flap = function () {
		if (!self.alive) return;
		self.velocity = self.lift;
		// Animate penguin up a bit
		tween(self, {
			rotation: -0.35
		}, {
			duration: 120,
			easing: tween.cubicOut
		});
	};
	// Call every frame
	self.update = function () {
		if (!self.alive || !gameStarted) return;
		self.velocity += self.gravity;
		if (self.velocity > self.maxFall) self.velocity = self.maxFall;
		self.y += self.velocity;
		// Rotate penguin based on velocity
		var targetRot = Math.max(-0.4, Math.min(0.7, self.velocity / 50));
		tween(self, {
			rotation: targetRot
		}, {
			duration: 120,
			easing: tween.linear
		});
	};
	// On death
	self.die = function () {
		self.alive = false;
		tween(self, {
			rotation: 1.2
		}, {
			duration: 400,
			easing: tween.cubicIn
		});
	};
	return self;
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0x6ec6f7
});
/**** 
* Game Code
****/ 
// Background (ocean blue, for parallax effect)
// Sea floor/ceiling
// Obstacle (coral/rock) - top and bottom
// Penguin (player)
// Game constants
var GAP_SIZE = 420; // Gap between top and bottom obstacles
var OBSTACLE_INTERVAL = 120; // Frames between obstacles (doubled for 50% slower spawn)
var obstacleSpeed = 9; // Halved for 50% slower movement
var penguinStartX = 600;
var penguinStartY = 1366;
var floorY = 2732 - 80;
var ceilingY = 80;
// Background
var bg = LK.getAsset('bgwave', {
	anchorX: 0,
	anchorY: 0,
	x: 0,
	y: 0
});
game.addChild(bg);
// Sea floor
var floor = LK.getAsset('seabound', {
	anchorX: 0,
	anchorY: 0,
	x: 0,
	y: floorY
});
game.addChild(floor);
// Sea ceiling
var ceiling = LK.getAsset('seabound', {
	anchorX: 0,
	anchorY: 0,
	x: 0,
	y: 0
});
game.addChild(ceiling);
// Penguin
var penguin = new Penguin();
penguin.x = penguinStartX;
penguin.y = penguinStartY;
penguin.visible = false; // Hide initially
game.addChild(penguin);
// Obstacles array
var obstacles = [];
// Coins array
var coins = [];
// Score
var score = 0;
var highScore = storage.highScore || 0;
var scoreTxt = new Text2('0', {
	size: 150,
	fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
scoreTxt.visible = false; // Hide initially
LK.gui.top.addChild(scoreTxt);
// Game states
var gameStarted = false;
var gameOver = false;
var showStartScreen = true;
// Start screen
var startScreen = new Container();
var startBg = LK.getAsset('bgwave', {
	anchorX: 0,
	anchorY: 0,
	x: 0,
	y: 0
});
startScreen.addChild(startBg);
var startText = new Text2('START', {
	size: 200,
	fill: 0xFFFFFF
});
startText.anchor.set(0.5, 0.5);
startText.x = 2048 / 2;
startText.y = 2732 / 2;
startScreen.addChild(startText);
game.addChild(startScreen);
// Play music on start screen
LK.playMusic('OyunMuzigi');
// Start the game on first tap
function startGame() {
	if (!gameStarted) {
		gameStarted = true;
		// Hide start screen and show game elements
		if (showStartScreen) {
			startScreen.visible = false;
			showStartScreen = false;
			penguin.visible = true;
			scoreTxt.visible = true;
			// Stop music when game starts
			LK.stopMusic();
		}
	}
	penguin.flap();
	// Play penguin sound on tap
	LK.getSound('PenguenSesi').play();
}
// Touch/click events
game.down = function (x, y, obj) {
	if (gameOver) return;
	startGame();
};
// No drag, so no move/up needed
// Main update loop
game.update = function () {
	if (gameOver || !gameStarted) return;
	// Penguin physics
	penguin.update();
	// Prevent penguin from going off top/ceiling
	if (penguin.y - 60 < ceilingY) {
		penguin.y = ceilingY + 60;
		penguin.velocity = 0;
	}
	// Prevent penguin from going below floor
	if (penguin.y + 60 > floorY) {
		penguin.y = floorY - 60;
		penguin.velocity = 0;
		penguin.die();
		endGame();
		return;
	}
	// Spawn obstacles as pairs: one at the very top, one at the very bottom, with a gap in between
	if (gameStarted && LK.ticks % OBSTACLE_INTERVAL === 0) {
		// Randomize the vertical position of the gap (gapY is the center of the gap)
		var minGapY = ceilingY + GAP_SIZE / 2 + 40;
		var maxGapY = floorY - GAP_SIZE / 2 - 40;
		var gapY = Math.floor(minGapY + Math.random() * (maxGapY - minGapY));
		// Top obstacle: anchored at the very top, height is up to the start of the gap
		var topObs = new Obstacle();
		topObs.setTop();
		topObs.x = 2048 + 90;
		// Place at y=ceilingY, and scale the obstacle to reach the gap
		topObs.y = ceilingY;
		// Set the height of the top obstacle so its bottom is at gapY - GAP_SIZE/2
		var topHeight = gapY - GAP_SIZE / 2 - ceilingY;
		if (topHeight < 40) topHeight = 40; // minimum height
		topObs.children[0].height = topHeight;
		obstacles.push(topObs);
		game.addChild(topObs);
		// Bottom obstacle: anchored at the very bottom, height is from gap to floor
		var botObs = new Obstacle();
		botObs.x = 2048 + 90;
		// Place at y = gapY + GAP_SIZE/2
		botObs.y = gapY + GAP_SIZE / 2;
		// Set the height of the bottom obstacle so its top is at gapY + GAP_SIZE/2, and bottom is at floorY
		var botHeight = floorY - (gapY + GAP_SIZE / 2);
		if (botHeight < 40) botHeight = 40; // minimum height
		botObs.children[0].height = botHeight;
		obstacles.push(botObs);
		game.addChild(botObs);
		// Spawn coin in the center of the gap with 85% probability
		if (Math.random() < 0.85) {
			var coin = new Coin();
			coin.x = 2048 + 90;
			coin.y = gapY; // Center of the gap
			coins.push(coin);
			game.addChild(coin);
		}
	}
	// Move and manage obstacles
	for (var i = obstacles.length - 1; i >= 0; i--) {
		var obs = obstacles[i];
		obs.update();
		// Remove if off screen
		if (obs.x < -200) {
			obs.destroy();
			obstacles.splice(i, 1);
			continue;
		}
		// Track last intersection state for each obstacle
		if (obs.lastWasIntersecting === undefined) obs.lastWasIntersecting = false;
		var isIntersecting = penguin.intersects(obs);
		// Collision with penguin: only trigger on first contact (track per obstacle, not on penguin)
		if (penguin.alive && !obs.lastWasIntersecting && isIntersecting) {
			penguin.die();
			endGame();
			return;
		}
		obs.lastWasIntersecting = isIntersecting;
		// Track passing for obstacles and increase thickness
		if (!obs.isTop && !obs.passed && obs.x + 90 < penguin.x) {
			obs.passed = true;
			// Increase thickness of both top and bottom obstacles in the pair
			// Find the matching obstacle pair
			for (var k = 0; k < obstacles.length; k++) {
				var pairedObs = obstacles[k];
				// Same x position means they're part of the same obstacle pair
				if (Math.abs(pairedObs.x - obs.x) < 10) {
					pairedObs.children[0].width += 20; // Increase width by 20 pixels
				}
			}
		}
	}
	// Move and manage coins
	for (var j = coins.length - 1; j >= 0; j--) {
		var coin = coins[j];
		coin.update();
		// Remove if off screen
		if (coin.x < -200) {
			coin.destroy();
			coins.splice(j, 1);
			continue;
		}
		// Check collision with penguin
		if (!coin.collected && penguin.alive && penguin.intersects(coin)) {
			coin.collected = true;
			score += 1;
			scoreTxt.setText(score);
			// Remove coin
			coin.destroy();
			coins.splice(j, 1);
		}
	}
};
// End game
function endGame() {
	gameOver = true;
	// Check and update high score
	if (score > highScore) {
		highScore = score;
		storage.highScore = highScore;
	}
	// Flash red
	LK.effects.flashScreen(0xff0000, 800);
	// Show custom game over screen
	LK.setTimeout(function () {
		showGameOverScreen();
	}, 800);
}
// Custom game over screen
function showGameOverScreen() {
	// Create game over container
	var gameOverScreen = new Container();
	// Semi-transparent background
	var gameOverBg = LK.getAsset('bgwave', {
		anchorX: 0,
		anchorY: 0,
		x: 0,
		y: 0
	});
	gameOverBg.alpha = 0.8;
	gameOverScreen.addChild(gameOverBg);
	// Game Over text
	var gameOverText = new Text2('GAME OVER', {
		size: 180,
		fill: 0xFFFFFF
	});
	gameOverText.anchor.set(0.5, 0.5);
	gameOverText.x = 2048 / 2;
	gameOverText.y = 2732 / 2 - 200;
	gameOverScreen.addChild(gameOverText);
	// Restart instruction
	var restartText = new Text2('TAP TO RESTART', {
		size: 100,
		fill: 0xFFFFFF
	});
	restartText.anchor.set(0.5, 0.5);
	restartText.x = 2048 / 2;
	restartText.y = 2732 / 2 - 50;
	gameOverScreen.addChild(restartText);
	// High score text
	var highScoreText = new Text2('Best: ' + highScore, {
		size: 120,
		fill: 0xFFD700
	});
	highScoreText.anchor.set(0.5, 0.5);
	highScoreText.x = 2048 / 2;
	highScoreText.y = 2732 / 2 + 200;
	gameOverScreen.addChild(highScoreText);
	// Current score text
	var currentScoreText = new Text2('Score: ' + score, {
		size: 120,
		fill: 0xFFFFFF
	});
	currentScoreText.anchor.set(0.5, 0.5);
	currentScoreText.x = 2048 / 2;
	currentScoreText.y = 2732 / 2 + 320;
	gameOverScreen.addChild(currentScoreText);
	game.addChild(gameOverScreen);
	// Add tap to restart functionality
	gameOverScreen.down = function (x, y, obj) {
		// Reset game
		gameOver = false;
		gameStarted = false;
		showStartScreen = true;
		score = 0;
		scoreTxt.setText('0');
		penguin.x = penguinStartX;
		penguin.y = penguinStartY;
		penguin.velocity = 0;
		penguin.alive = true;
		penguin.rotation = 0;
		penguin.visible = false;
		scoreTxt.visible = false;
		// Clear obstacles
		for (var i = obstacles.length - 1; i >= 0; i--) {
			obstacles[i].destroy();
			obstacles.splice(i, 1);
		}
		// Clear coins
		for (var j = coins.length - 1; j >= 0; j--) {
			coins[j].destroy();
			coins.splice(j, 1);
		}
		// Remove game over screen and show start screen
		gameOverScreen.destroy();
		startScreen.visible = true;
		// Play music again when returning to start screen
		LK.playMusic('OyunMuzigi');
	};
}
; ===================================================================
--- original.js
+++ change.js
@@ -104,13 +104,13 @@
 
 /**** 
 * Game Code
 ****/ 
-// Game constants
-// Penguin (player)
-// Obstacle (coral/rock) - top and bottom
-// Sea floor/ceiling
 // Background (ocean blue, for parallax effect)
+// Sea floor/ceiling
+// Obstacle (coral/rock) - top and bottom
+// Penguin (player)
+// Game constants
 var GAP_SIZE = 420; // Gap between top and bottom obstacles
 var OBSTACLE_INTERVAL = 120; // Frames between obstacles (doubled for 50% slower spawn)
 var obstacleSpeed = 9; // Halved for 50% slower movement
 var penguinStartX = 600;
@@ -182,8 +182,10 @@
 startText.x = 2048 / 2;
 startText.y = 2732 / 2;
 startScreen.addChild(startText);
 game.addChild(startScreen);
+// Play music on start screen
+LK.playMusic('OyunMuzigi');
 // Start the game on first tap
 function startGame() {
 	if (!gameStarted) {
 		gameStarted = true;
@@ -192,11 +194,15 @@
 			startScreen.visible = false;
 			showStartScreen = false;
 			penguin.visible = true;
 			scoreTxt.visible = true;
+			// Stop music when game starts
+			LK.stopMusic();
 		}
 	}
 	penguin.flap();
+	// Play penguin sound on tap
+	LK.getSound('PenguenSesi').play();
 }
 // Touch/click events
 game.down = function (x, y, obj) {
 	if (gameOver) return;
@@ -406,7 +412,9 @@
 		}
 		// Remove game over screen and show start screen
 		gameOverScreen.destroy();
 		startScreen.visible = true;
+		// Play music again when returning to start screen
+		LK.playMusic('OyunMuzigi');
 	};
 }
 ;
\ No newline at end of file