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
****/
// Game constants
// Penguin (player 1)
// Penguin (player 2)
// Snowball
// Castle wall (center)
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) {
// Always aim toward the opposing penguin
var target = penguin === penguin1 ? penguin2 : penguin1;
var tx = target.x - penguin.x;
var ty = target.y - penguin.y;
var angle = Math.atan2(ty, tx);
// 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: 0x4fc3f7
});
// 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) {
// Always throw toward the opposing penguin, power only affects distance
var basePower = powerBarValue || powerBarMin;
var thrower = dragPenguin;
var target = thrower === penguin1 ? penguin2 : penguin1;
// Calculate direction vector from thrower to target
var tx = target.x - thrower.x;
var ty = target.y - thrower.y;
var len = Math.sqrt(tx * tx + ty * ty);
// Normalize direction
var dirX = tx / len;
var dirY = ty / len;
// Set velocity magnitude based on power
var minV = 18;
var maxV = 55;
var velocity = minV + (maxV - minV) * ((basePower - powerBarMin) / (powerBarMax - powerBarMin));
// Clamp velocity
if (velocity < minV) velocity = minV;
if (velocity > maxV) velocity = maxV;
// Final velocity
var vx = dirX * velocity;
var vy = dirY * velocity;
// 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
@@ -76,13 +76,13 @@
/****
* Game Code
****/
-// Castle wall (center)
-// Snowball
-// Penguin (player 2)
-// Penguin (player 1)
// Game constants
+// Penguin (player 1)
+// Penguin (player 2)
+// Snowball
+// Castle wall (center)
var GAME_WIDTH = 2048;
var GAME_HEIGHT = 2732;
// Center wall
var wall = LK.getAsset('castleWall', {
@@ -288,19 +288,22 @@
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);
+ // Always aim toward the opposing penguin
+ var target = penguin === penguin1 ? penguin2 : penguin1;
+ var tx = target.x - penguin.x;
+ var ty = target.y - penguin.y;
+ var angle = Math.atan2(ty, tx);
// 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
+ color: 0x4fc3f7
});
// Place under penguin
bar.x = penguin.x;
bar.y = penguin.y + 90;
@@ -340,19 +343,29 @@
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
+ // Always throw toward the opposing penguin, power only affects distance
var basePower = powerBarValue || powerBarMin;
- var vx = (dragStartX - dragCurrentX) * 0.18 * basePower;
- var vy = (dragStartY - dragCurrentY) * 0.18 * basePower;
+ var thrower = dragPenguin;
+ var target = thrower === penguin1 ? penguin2 : penguin1;
+ // Calculate direction vector from thrower to target
+ var tx = target.x - thrower.x;
+ var ty = target.y - thrower.y;
+ var len = Math.sqrt(tx * tx + ty * ty);
+ // Normalize direction
+ var dirX = tx / len;
+ var dirY = ty / len;
+ // Set velocity magnitude based on power
+ var minV = 18;
+ var maxV = 55;
+ var velocity = minV + (maxV - minV) * ((basePower - powerBarMin) / (powerBarMax - powerBarMin));
// 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;
+ if (velocity < minV) velocity = minV;
+ if (velocity > maxV) velocity = maxV;
+ // Final velocity
+ var vx = dirX * velocity;
+ var vy = dirY * velocity;
// Create snowball
var snowball = new Snowball();
snowball.owner = dragPenguin === penguin1 ? 1 : 2;
snowball.x = dragPenguin.x;
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