User prompt
rüzgarın yönü bayrak ile belli edilsin ve topun hızını etkileyecek şekilde bir rüzgar olmalı
User prompt
ekranın 4 tarafından rastgele bir şekilde her kartopu fırlatılmadan önce bir rüzgar mekaniği istiyorum
User prompt
ortadaki sura kar topu hiçbir şekilde çarpmasın
User prompt
kartopunu fırlatma mekaniği mouse çektiğimiz yöne doğru olmasın hep karşısındaki penguene doğru olsun mouseu ne kadar uzun basılı tutarsak kartopunun gittiği mesafe o kadar artsın
User prompt
penguenin altındaki uzun çubuğun rengi kırmızı olsun
User prompt
penguenin altında topun ne yöne gideceğini gösteren bir uzun çubuk çıksın
User prompt
penguenin yanındaki barın içinde kırmızı renkli bir bar dolsun basılı tuttukça
User prompt
kartopunu fırlatabilmek için penguenin üzerine basılı tutmak gerekiyor.penguenin yanında bir bar dolsun o bar ile kartopunun hızını ayarlayabilelim
User prompt
arka plana bir resim istiyorum 3 boyutlu gibi görünen bir ortam resmi
User prompt
penguenin arkası dönük olsun
User prompt
Please fix the bug: 'Timeout.tick error: Cannot set properties of null (setting 'canThrow')' in or related to this line: 'dragPenguin.canThrow = true;' Line Number: 233
User prompt
elindeki kartopunu silelim eli biraz daha uzun olsun ve kartopu fırlatmak istediğimde eli ileri ve geri hareket edebilsin
User prompt
aradaki sur yatay şekilde dursun
Code edit (1 edits merged)
Please save this source code
User prompt
Penguin Snowball Siege
Initial prompt
penguenlerin birbirleri ile kartopu savaşı yaptığı bir oyun yapmak istiyorum arada kale suru şeklinde duvar olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Penguin class var Penguin = Container.expand(function () { var self = Container.call(this); // Penguin id: 1 or 2 self.penguinId = 1; // Attach penguin asset var penguinGfx = self.attachAsset(self.penguinId === 1 ? 'penguin1' : 'penguin2', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 // Flip horizontally to show penguin's back }); // Used for drag self.isDragging = false; // Used for aiming self.aimLine = null; // Used for touch start position self.startDragX = 0; self.startDragY = 0; // Used for aiming vector self.aimVX = 0; self.aimVY = 0; // Used for aiming bar self.aimBar = null; // Used for cooldown self.canThrow = true; // Used for tracking last position for drag self.lastDragX = 0; self.lastDragY = 0; // Used for showing aim self.showAim = function (x, y) { // Not implemented: no line drawing in LK, so skip }; // Used for hiding aim self.hideAim = function () { // Not implemented: no line drawing in LK, so skip }; return self; }); // Snowball class var Snowball = Container.expand(function () { var self = Container.call(this); // Attach snowball asset var snowballGfx = self.attachAsset('snowball', { anchorX: 0.5, anchorY: 0.5 }); // Who fired this snowball? 1 or 2 self.owner = 1; // Velocity self.vx = 0; self.vy = 0; // Used for bounce cooldown self.bounced = false; // Update method self.update = function () { self.x += self.vx; self.y += self.vy; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Light blue sky }); /**** * Game Code ****/ // Castle wall (center) // Snowball // Penguin (player 2) // Penguin (player 1) // Game constants var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; // Center wall var wall = LK.getAsset('castleWall', { anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH / 2, y: GAME_HEIGHT / 2, rotation: Math.PI / 2 // Rotate 90 degrees to make it horizontal }); game.addChild(wall); // Penguins var penguin1 = new Penguin(); penguin1.penguinId = 1; penguin1.x = GAME_WIDTH / 2; penguin1.y = GAME_HEIGHT - 350; game.addChild(penguin1); var penguin2 = new Penguin(); penguin2.penguinId = 2; penguin2.x = GAME_WIDTH / 2; penguin2.y = 350; game.addChild(penguin2); // Set correct asset for penguin2 penguin2.removeChildAt(0); penguin2.attachAsset('penguin2', { anchorX: 0.5, anchorY: 0.5, scaleX: -1 // Flip horizontally to show penguin's back }); // Score var score1 = 0; var score2 = 0; // Score text var scoreTxt = new Text2('0 : 0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Snowballs array var snowballs = []; // Drag/aim state var dragPenguin = null; var dragStartX = 0; var dragStartY = 0; var dragCurrentX = 0; var dragCurrentY = 0; // Power bar state var powerBar = null; var powerBarBg = null; var powerBarValue = 0; var powerBarInterval = null; var powerBarMax = 1.0; // max fill var powerBarMin = 0.2; // min fill var powerBarSpeed = 0.012; // fill per tick // Only allow one penguin to be dragged at a time function isTouchOnPenguin(x, y, penguin) { // Simple bounding box check var px = penguin.x; var py = penguin.y; var w = penguin.width || 140; var h = penguin.height || 180; return x > px - w / 2 && x < px + w / 2 && y > py - h / 2 && y < py + h / 2; } // Only allow dragging own penguin (player 1: bottom, player 2: top) game.down = function (x, y, obj) { // Don't allow drag in top 100x100 (menu) if (x < 100 && y < 100) return; // Only allow drag on penguin1 (player) for now if (isTouchOnPenguin(x, y, penguin1)) { dragPenguin = penguin1; dragStartX = x; dragStartY = y; dragCurrentX = x; dragCurrentY = y; penguin1.isDragging = true; // Show power bar next to penguin1 if (powerBarBg) { powerBarBg.destroy(); powerBarBg = null; } if (powerBar) { powerBar.destroy(); powerBar = null; } // Background bar powerBarBg = LK.getAsset('snowball', { anchorX: 0, anchorY: 0.5, width: 40, height: 180, color: 0xcccccc }); powerBarBg.x = penguin1.x + 90; powerBarBg.y = penguin1.y; game.addChild(powerBarBg); // Foreground (fill) bar powerBar = LK.getAsset('snowball', { anchorX: 0, anchorY: 0.5, width: 36, height: 0, // will be set by fill color: 0x4fc3f7 }); powerBar.x = penguin1.x + 92; powerBar.y = penguin1.y + 90; // start at bottom game.addChild(powerBar); powerBarValue = powerBarMin; // Animate fill if (powerBarInterval) LK.clearInterval(powerBarInterval); powerBarInterval = LK.setInterval(function () { if (!dragPenguin) return; powerBarValue += powerBarSpeed; if (powerBarValue > powerBarMax) powerBarValue = powerBarMax; // Update bar height and position var maxHeight = 180; var fillHeight = Math.max(0, Math.floor(maxHeight * powerBarValue)); powerBar.height = fillHeight; powerBar.y = penguin1.y + 90 - fillHeight; }, 16); } // For two player: allow penguin2 drag if touch is in top half else if (isTouchOnPenguin(x, y, penguin2)) { dragPenguin = penguin2; dragStartX = x; dragStartY = y; dragCurrentX = x; dragCurrentY = y; penguin2.isDragging = true; // Show power bar next to penguin2 if (powerBarBg) { powerBarBg.destroy(); powerBarBg = null; } if (powerBar) { powerBar.destroy(); powerBar = null; } // Background bar powerBarBg = LK.getAsset('snowball', { anchorX: 0, anchorY: 0.5, width: 40, height: 180, color: 0xcccccc }); powerBarBg.x = penguin2.x + 90; powerBarBg.y = penguin2.y; game.addChild(powerBarBg); // Foreground (fill) bar powerBar = LK.getAsset('snowball', { anchorX: 0, anchorY: 0.5, width: 36, height: 0, // will be set by fill color: 0x4fc3f7 }); powerBar.x = penguin2.x + 92; powerBar.y = penguin2.y + 90; // start at bottom game.addChild(powerBar); powerBarValue = powerBarMin; // Animate fill if (powerBarInterval) LK.clearInterval(powerBarInterval); powerBarInterval = LK.setInterval(function () { if (!dragPenguin) return; powerBarValue += powerBarSpeed; if (powerBarValue > powerBarMax) powerBarValue = powerBarMax; // Update bar height and position var maxHeight = 180; var fillHeight = Math.max(0, Math.floor(maxHeight * powerBarValue)); powerBar.height = fillHeight; powerBar.y = penguin2.y + 90 - fillHeight; }, 16); } }; game.move = function (x, y, obj) { if (!dragPenguin) return; // Clamp drag to own half if (dragPenguin === penguin1 && y < GAME_HEIGHT / 2 + 100) y = GAME_HEIGHT / 2 + 100; if (dragPenguin === penguin2 && y > GAME_HEIGHT / 2 - 100) y = GAME_HEIGHT / 2 - 100; // Clamp to game area var minX = 120, maxX = GAME_WIDTH - 120; var minY = 120, maxY = GAME_HEIGHT - 120; x = Math.max(minX, Math.min(maxX, x)); y = Math.max(minY, Math.min(maxY, y)); dragCurrentX = x; dragCurrentY = y; // Move penguin dragPenguin.x = x; dragPenguin.y = y; // --- Aiming bar logic --- var penguin = dragPenguin; if (penguin) { // Remove old aimBar if exists if (penguin.aimBar) { penguin.aimBar.destroy(); penguin.aimBar = null; } // Only show aim bar if drag distance is enough var dx = dragCurrentX - dragStartX; var dy = dragCurrentY - dragStartY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 20) { // Calculate angle (opposite direction of drag) var angle = Math.atan2(dragStartY - dragCurrentY, dragStartX - dragCurrentX); // Bar length var barLen = 220; // Create bar as a thin tall rectangle (use a box shape) var bar = LK.getAsset('snowball', { anchorX: 0.5, anchorY: 1, width: 18, height: barLen, color: 0xff0000 }); // Place under penguin bar.x = penguin.x; bar.y = penguin.y + 90; // Rotate to aim direction bar.rotation = angle + Math.PI / 2; game.addChild(bar); penguin.aimBar = bar; } } // Move power bar if visible if (powerBarBg && dragPenguin) { powerBarBg.x = dragPenguin.x + 90; powerBarBg.y = dragPenguin.y; } if (powerBar && dragPenguin) { powerBar.x = dragPenguin.x + 92; // keep y at bottom, height is set by interval } }; game.up = function (x, y, obj) { if (!dragPenguin) return; // Hide power bar if (powerBarBg) { powerBarBg.destroy(); powerBarBg = null; } if (powerBar) { powerBar.destroy(); powerBar = null; } if (powerBarInterval) { LK.clearInterval(powerBarInterval); powerBarInterval = null; } // Only allow throw if drag distance is enough and cooldown is over var dx = dragCurrentX - dragStartX; var dy = dragCurrentY - dragStartY; var dist = Math.sqrt(dx * dx + dy * dy); // Only allow throw if drag is a "flick" (distance > 80) if (dist > 80 && dragPenguin.canThrow) { // Calculate velocity (opposite direction of drag) // Use powerBarValue to scale the velocity var basePower = powerBarValue || powerBarMin; var vx = (dragStartX - dragCurrentX) * 0.18 * basePower; var vy = (dragStartY - dragCurrentY) * 0.18 * basePower; // Clamp velocity var maxV = 55 * basePower; if (vx > maxV) vx = maxV; if (vx < -maxV) vx = -maxV; if (vy > maxV) vy = maxV; if (vy < -maxV) vy = -maxV; // Create snowball var snowball = new Snowball(); snowball.owner = dragPenguin === penguin1 ? 1 : 2; snowball.x = dragPenguin.x; snowball.y = dragPenguin.y + (snowball.owner === 1 ? -90 : 90); snowball.vx = vx; snowball.vy = vy; snowballs.push(snowball); game.addChild(snowball); // Cooldown: prevent spamming dragPenguin.canThrow = false; var cooldownPenguin = dragPenguin; LK.setTimeout(function () { if (cooldownPenguin) { cooldownPenguin.canThrow = true; } }, 600); } // Remove aim bar if exists if (dragPenguin && dragPenguin.aimBar) { dragPenguin.aimBar.destroy(); dragPenguin.aimBar = null; } dragPenguin.isDragging = false; dragPenguin = null; }; /** * Helper: check collision between two containers (bounding box) */ function isIntersect(a, b) { var ax = a.x, ay = a.y, aw = a.width || 100, ah = a.height || 100; var bx = b.x, by = b.y, bw = b.width || 100, bh = b.height || 100; return ax - aw / 2 < bx + bw / 2 && ax + aw / 2 > bx - bw / 2 && ay - ah / 2 < by + bh / 2 && ay + ah / 2 > by - bh / 2; } // Update score text function updateScore() { scoreTxt.setText(score1 + " : " + score2); } // Game update loop game.update = function () { // Update snowballs for (var i = snowballs.length - 1; i >= 0; i--) { var sb = snowballs[i]; sb.update(); // Gravity sb.vy += 0.7; // Friction sb.vx *= 0.99; sb.vy *= 0.99; // Out of bounds: remove if (sb.x < -100 || sb.x > GAME_WIDTH + 100 || sb.y < -100 || sb.y > GAME_HEIGHT + 100) { sb.destroy(); snowballs.splice(i, 1); continue; } // Bounce off wall (castle) if (!sb.bounced && isIntersect(sb, wall)) { // Only bounce once per wall hit sb.bounced = true; // Simple bounce: invert vx, dampen sb.vx = -sb.vx * 0.7; // Add a little random to vy sb.vy = sb.vy * 0.8 + (Math.random() - 0.5) * 6; // Move out of wall if (sb.x < wall.x) sb.x = wall.x - wall.width / 2 - 40;else sb.x = wall.x + wall.width / 2 + 40; // Flash wall LK.effects.flashObject(wall, 0x99ccff, 200); } // Reset bounce flag if not intersecting if (!isIntersect(sb, wall)) { sb.bounced = false; } // Hit penguin (opponent only) if (sb.owner === 1 && isIntersect(sb, penguin2)) { // Score for player 1 score1 += 1; updateScore(); LK.effects.flashObject(penguin2, 0xffffff, 400); sb.destroy(); snowballs.splice(i, 1); // Win condition if (score1 >= 5) { LK.showYouWin(); } continue; } if (sb.owner === 2 && isIntersect(sb, penguin1)) { // Score for player 2 score2 += 1; updateScore(); LK.effects.flashObject(penguin1, 0xffffff, 400); sb.destroy(); snowballs.splice(i, 1); // Lose condition if (score2 >= 5) { LK.showGameOver(); } continue; } } }; // Initial score updateScore();
===================================================================
--- original.js
+++ change.js
@@ -298,9 +298,9 @@
anchorX: 0.5,
anchorY: 1,
width: 18,
height: barLen,
- color: 0x4fc3f7
+ color: 0xff0000
});
// Place under penguin
bar.x = penguin.x;
bar.y = penguin.y + 90;
bir penguen çizmeni istiyorum bir eli havada olsun eli biraz uzun olsun çok tatlı bir penguen olsun
penguenin arkası dönük olsun. In-Game asset. 2d. High contrast. No shadows
kale duvarı kahverengi renkte olsun eski çağ surları gibi olsun ve ekranın ortasını full kaplasın yatay şekilde. In-Game asset. 2d. High contrast. No shadows
rüzgarın yönüne doğru değişen bir dalgalanan türk bayrağı resmi. In-Game asset. 2d. High contrast. No shadows