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
User prompt
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
User prompt
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 ****/ // Game constants // Penguin (player) // Obstacle (coral/rock) - top and bottom // Sea floor/ceiling // Background (ocean blue, for parallax effect) 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); // 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; } } penguin.flap(); } // 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); // 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 - 50; gameOverScreen.addChild(currentScoreText); // 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 + 50; gameOverScreen.addChild(highScoreText); // 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 + 200; gameOverScreen.addChild(restartText); 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; }; } ;
===================================================================
--- original.js
+++ change.js
@@ -323,9 +323,90 @@
storage.highScore = highScore;
}
// Flash red
LK.effects.flashScreen(0xff0000, 800);
- // Show game over popup
+ // Show custom game over screen
LK.setTimeout(function () {
- LK.showGameOver();
+ showGameOverScreen();
}, 800);
-}
\ No newline at end of file
+}
+// 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);
+ // 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 - 50;
+ gameOverScreen.addChild(currentScoreText);
+ // 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 + 50;
+ gameOverScreen.addChild(highScoreText);
+ // 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 + 200;
+ gameOverScreen.addChild(restartText);
+ 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;
+ };
+}
+;
\ No newline at end of file