User prompt
oluşturulan kartopusesi ni kartopu penguenler kartopu fırlatırken her seferinde çalsın
User prompt
oluşturduğum kartopusesi ni kartopu penguenler kartopu fırlattığında çalsın
User prompt
penguenlerin attığı kar toplarının dış çember çizgisi siyah olsun
User prompt
5 farklı yer olarak belli olsun yerler
User prompt
iki penguenin de sadece 5 farklı yerde durabileceği bir bölge belirle ve o bölge beyaz bir kartopu siper alanı gibi gözüksün
User prompt
doğa olayı olarak kartopu yağma efekti yerleştir
User prompt
pengueni seçtiğimde arkada kalıcı olarak duran pengueni kaldıralım
User prompt
kartopu atmayı sıra sıra göster önce ben atayım 2 saniye sonra rakip yapay zeka atsın
User prompt
oyun oynama sırası sıra tabanlı olsun önce her zaman oyuncudan başlasın
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var px = penguin.x;' Line Number: 391
User prompt
penguenlerden biri yapay zeka olacak oyun başında oyuna girmeden hangi penguen ile oynanacağını seçebileceğimiz bir ekran
User prompt
bayrak animasyonu ekranın sağ üst köşesinde olsun
User prompt
Please fix the bug: 'TypeError: setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 249
User prompt
Please fix the bug: 'tween.to is not a function' in or related to this line: 'windFlagTween = tween.to(windFlag, {' Line Number: 234 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * 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 ****/ // Flag asset for wind direction (simple colored box) // 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 = []; // --- Wind mechanic --- // Wind directions: 0=left, 1=right, 2=up, 3=down var windDirections = [{ name: "←", dx: -1, dy: 0 }, { name: "→", dx: 1, dy: 0 }, { name: "↑", dx: 0, dy: -1 }, { name: "↓", dx: 0, dy: 1 }]; var windStrengthMin = 0; // minimum wind var windStrengthMax = 22; // maximum wind var windStrength = 0; // current wind strength (0-22) var windDir = 0; // current wind direction index (0-3) var windIndicator = null; var windText = null; // Helper to randomize wind before each throw function setRandomWind() { windDir = Math.floor(Math.random() * windDirections.length); windStrength = Math.floor(Math.random() * (windStrengthMax + 1)); // 0 to max // Remove old indicator if (windIndicator) { windIndicator.destroy(); windIndicator = null; } if (windText) { windText.destroy(); windText = null; } if (typeof windFlag !== "undefined" && windFlag) { windFlag.destroy(); windFlag = null; } // Show wind visually at top center (keep arrow for reference) var arrowLen = 120 + windStrength * 3; var arrowColor = 0x4fc3f7; windIndicator = LK.getAsset('snowball', { anchorX: 0.5, anchorY: 0.5, width: 30, height: arrowLen, color: arrowColor }); windIndicator.x = GAME_WIDTH / 2; windIndicator.y = 160; if (windDir === 0) windIndicator.rotation = Math.PI; // left else if (windDir === 1) windIndicator.rotation = 0; // right else if (windDir === 2) windIndicator.rotation = -Math.PI / 2; // up else if (windDir === 3) windIndicator.rotation = Math.PI / 2; // down game.addChild(windIndicator); // Add flag to indicate wind direction and strength windFlag = LK.getAsset('windFlag', { anchorX: 0.1, anchorY: 0.5, width: 90 + windStrength * 2, // flag length grows with wind height: 60 + Math.floor(windStrength / 3), // flag height grows a bit with wind color: 0xffe066 }); // Place wind flag at the top right corner, leaving a margin from the edge windFlag.x = GAME_WIDTH - 120; windFlag.y = 120; // Rotate flag to match wind direction if (windDir === 0) windFlag.rotation = Math.PI; // left else if (windDir === 1) windFlag.rotation = 0; // right else if (windDir === 2) windFlag.rotation = -Math.PI / 2; // up else if (windDir === 3) windFlag.rotation = Math.PI / 2; // down game.addChild(windFlag); // Animate flag waving (simple waving effect) if (typeof windFlagTween !== "undefined" && windFlagTween) { windFlagTween.stop(); windFlagTween = null; } // Animate flag waving (simple waving effect) using correct tween API tween(windFlag, { scaleY: 1.15 }, { duration: 400, easing: tween.sineInOut, onFinish: function onFinish() { // Reverse the tween for yoyo effect tween(windFlag, { scaleY: 1.0 }, { duration: 400, easing: tween.sineInOut, onFinish: function onFinish() { // Loop the waving animation LK.setTimeout(function () { if (windFlag && windFlag.parent) { // Only continue if flag still exists // Recursively start waving again // (This is a simple infinite yoyo loop) tween(windFlag, { scaleY: 1.15 }, { duration: 400, easing: tween.sineInOut, onFinish: arguments.callee }); } }, 0); } }); } }); // Add wind text var txt = windDirections[windDir].name + " " + windStrength; windText = new Text2(txt, { size: 80, fill: 0x4fc3f7 }); windText.anchor.set(0.5, 0.5); // Place wind text near the flag, but offset to the left to avoid overlap windText.x = GAME_WIDTH - 260; windText.y = 120; LK.gui.top.addChild(windText); } // Call once at start setRandomWind(); // 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) { // Set new wind before each throw setRandomWind(); // 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; // --- Apply wind effect --- // Wind is a constant added to vx/vy, scaled by windStrength var wind = windDirections[windDir]; var windEffect = windStrength * 0.18; // tune this for balance vx += wind.dx * windEffect; vy += wind.dy * windEffect; // 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; } // No snowball-wall collision or bounce (disabled per requirements) // 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
@@ -192,10 +192,11 @@
height: 60 + Math.floor(windStrength / 3),
// flag height grows a bit with wind
color: 0xffe066
});
- windFlag.x = GAME_WIDTH / 2 + 180;
- windFlag.y = 160;
+ // Place wind flag at the top right corner, leaving a margin from the edge
+ windFlag.x = GAME_WIDTH - 120;
+ windFlag.y = 120;
// Rotate flag to match wind direction
if (windDir === 0) windFlag.rotation = Math.PI; // left
else if (windDir === 1) windFlag.rotation = 0; // right
else if (windDir === 2) windFlag.rotation = -Math.PI / 2; // up
@@ -245,10 +246,11 @@
size: 80,
fill: 0x4fc3f7
});
windText.anchor.set(0.5, 0.5);
- windText.x = GAME_WIDTH / 2;
- windText.y = 80;
+ // Place wind text near the flag, but offset to the left to avoid overlap
+ windText.x = GAME_WIDTH - 260;
+ windText.y = 120;
LK.gui.top.addChild(windText);
}
// Call once at start
setRandomWind();
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