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Bir değişken ekle karakterin muscle sinin 50 y üstüne ismi win Ekranın en sağ üstünün 150 y altına yeni bir obje ekle ismi dusman üstünde 10 güç yazıccak ingilizce şekilde ve karakterimizin muscle si 10 olunca bu yapılabilecek eğer karakter gücü 10 ise ve bu objeye tıklandı ise 1.25 sn sonra win 1 artıcak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ekranın sağ üstünün 150 y altına weight değil yeni obje ekle yeni aktör ismi dusman
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Yeni obje ekle dedim ismi düşman olcak objenin o olcak sağda ona tıklayınca olcak bunlar
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Dediğim en son şeyi yap ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Bir değişken ekle karakterin muscle sinin 50 y üstüne ismi win Ekranın en sağ üstünün 150 y altına bir obje ekle üstünde 10 güç yazıccak ingilizce şekilde ve karakterimizin muscle si 10 olunca bu yapılabilecek eğer karakter gücü 10 ise ve bu objeye tıklandı ise 1.25 sn sonra win 1 artıcak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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7 . Satırdaki tüm kodu cut yap ve 4. Satırdaki kodu 5 5. Dakini 6 6 dakini 7 ye at ve cut yapılan kodu 4. Satıra paste yap
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Karakter aktörünü kod da ilk tanıtılan nesne yap
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Kod da sahneye eklerken ki 7. Satırdaki tüm kodu 4 satırdaki tüm kodla yer değiştir
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Hayır öyle değil yani 8 yönetim varya joysticke onların 4 ü buna göre çalışcak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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4 obje ekle hepsi karakter hareketi için biri üste giderken biri sağa biri sola biride alta ve muscle kasma yerinin textini 1.6 kat büyüt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Şimdi büyüklüğünü 1.75 kat büyüt ve assetslete tanıtırken character en üstte olsun ve character muscle texti ve muscle textini üste 50 y yükseğe köy ve 1.5 kat büyüt
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200 x olsun
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Wright lifting rect ekranın en üst ortasında sola 100 x yakın olsun
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> Add a floating text above the character, positioned approximately 10 units above the character’s head, but not touching the character. The text should display a variable called muscle (e.g., “Muscle: X”), where X is the current value of the muscle variable. In the top-left corner of the screen, at coordinates (50, 50), create a rectangular UI object. The rectangle should have text displayed on top of it. The text should read "Weight Lifting". When the player clicks/taps the rectangular object: 1. The character should automatically move to the exact center of the rectangle object’s position. 2. Once in position, the character should wait for 1 second. 3. After the 1-second wait, increase the muscle variable by 1. The rectangle should be large enough for easy clicking/tapping, and the text should remain centered above it. Ensure that the muscle variable updates both in the floating text above the character and in any UI that displays it. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Joystick Navigator
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> Create a circular virtual joystick positioned at the bottom-left corner of the screen. The joystick consists of two parts: Base: A static, semi-transparent circle that serves as the background. Handle: A movable, smaller circle that follows the user's finger within the joystick's radius. Behavior: 1. When the user touches and drags their finger on the joystick, the handle moves in the same direction, limited to the joystick's maximum radius. 2. The distance of the handle from the center determines the movement speed of the character (center = 0 speed, max radius = full speed). 3. The direction from the center to the handle determines the character’s movement direction. The character should rotate smoothly to face the movement direction. 4. When the user releases their finger, the handle returns smoothly to the center, and the character stops moving. 5. The joystick should only appear when the user touches the screen in the joystick area, and disappear otherwise. Character movement: The character should move in all 8 directions (up, down, left, right, and diagonals) with smooth animation transitions. Movement speed should be proportional to the joystick's handle distance from the center. Rotation should be smooth, not instant, to create a natural movement feel. Visuals: Both the base and handle should be semi-transparent for better visibility of the game world. The handle should be smaller than the base and clearly distinguishable. The joystick should be responsive to touch input with minimal delay.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var characterGraphics = self.attachAsset('character', { anchorX: 0.5, anchorY: 0.5 }); // Add floating text for muscle display self.muscleText = new Text2('Muscle: 0', { size: 60, fill: '#ffffff' }); self.muscleText.anchor.set(0.5, 1); self.addChild(self.muscleText); self.speed = 4; self.velocityX = 0; self.velocityY = 0; self.targetRotation = 0; self.setVelocity = function (vx, vy) { self.velocityX = vx; self.velocityY = vy; // Calculate rotation to face movement direction if (vx !== 0 || vy !== 0) { self.targetRotation = Math.atan2(vy, vx); } }; self.update = function () { // Move character self.x += self.velocityX * self.speed; self.y += self.velocityY * self.speed; // Keep character within screen bounds if (self.x < 40) { self.x = 40; } if (self.x > 2008) { self.x = 2008; } if (self.y < 40) { self.y = 40; } if (self.y > 2692) { self.y = 2692; } // Update muscle text self.muscleText.setText('Muscle: ' + muscle); self.muscleText.x = 0; self.muscleText.y = -100; // 50px higher than before // Smooth rotation towards target var currentRotation = characterGraphics.rotation; var rotationDiff = self.targetRotation - currentRotation; // Handle rotation wrapping if (rotationDiff > Math.PI) { rotationDiff -= 2 * Math.PI; } if (rotationDiff < -Math.PI) { rotationDiff += 2 * Math.PI; } characterGraphics.rotation += rotationDiff * 0.15; }; return self; }); var Joystick = Container.expand(function () { var self = Container.call(this); var baseGraphics = self.attachAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5 }); var handleGraphics = self.attachAsset('joystickHandle', { anchorX: 0.5, anchorY: 0.5 }); baseGraphics.alpha = 0.3; handleGraphics.alpha = 0.7; self.baseRadius = 100; self.handleRadius = 40; self.isActive = false; self.centerX = 0; self.centerY = 0; self.handleX = 0; self.handleY = 0; self.show = function (x, y) { self.visible = true; self.isActive = true; self.x = x; self.y = y; self.centerX = x; self.centerY = y; self.handleX = 0; self.handleY = 0; handleGraphics.x = 0; handleGraphics.y = 0; }; self.hide = function () { self.visible = false; self.isActive = false; // Smooth return to center tween(handleGraphics, { x: 0, y: 0 }, { duration: 200 }); }; self.updateHandle = function (x, y) { if (!self.isActive) { return; } // Calculate offset from center var offsetX = x - self.centerX; var offsetY = y - self.centerY; var distance = Math.sqrt(offsetX * offsetX + offsetY * offsetY); // Constrain handle within base radius if (distance > self.baseRadius) { offsetX = offsetX / distance * self.baseRadius; offsetY = offsetY / distance * self.baseRadius; distance = self.baseRadius; } self.handleX = offsetX; self.handleY = offsetY; handleGraphics.x = offsetX; handleGraphics.y = offsetY; // Return normalized values for movement return { x: offsetX / self.baseRadius, y: offsetY / self.baseRadius, magnitude: distance / self.baseRadius }; }; self.visible = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2C3E50 }); /**** * Game Code ****/ // Initialize muscle variable var muscle = 0; // Joystick handle (smaller circle) // Joystick base (semi-transparent circle) // Character shape var character = game.addChild(new Character()); character.x = 1024; character.y = 1366; // Create Weight Lifting rectangle at top-center, 100px from left edge var weightLiftingRect = game.addChild(LK.getAsset('weightLiftingRect', { anchorX: 0.5, anchorY: 0.5 })); weightLiftingRect.x = 200 + 175; // 200px from left + half width (175) to center weightLiftingRect.y = 50 + 70; // 50 + half height (70) to center // Add text above the rectangle var weightLiftingText = new Text2('Weight Lifting', { size: 58, // 36 * 1.6 = 57.6, rounded to 58 fill: '#ffffff' }); weightLiftingText.anchor.set(0.5, 1); weightLiftingText.x = weightLiftingRect.x; weightLiftingText.y = weightLiftingRect.y - 50; game.addChild(weightLiftingText); // Variables for weight lifting interaction var isMovingToWeights = false; var isWaitingAtWeights = false; var joystick = game.addChild(new Joystick()); var isDragging = false; var joystickTouchId = null; game.down = function (x, y, obj) { // Check if weight lifting rectangle was clicked var rectLeft = weightLiftingRect.x - 175; var rectRight = weightLiftingRect.x + 175; var rectTop = weightLiftingRect.y - 70; var rectBottom = weightLiftingRect.y + 70; if (x >= rectLeft && x <= rectRight && y >= rectTop && y <= rectBottom && !isMovingToWeights && !isWaitingAtWeights) { // Move character to weight lifting area isMovingToWeights = true; character.setVelocity(0, 0); // Stop current movement tween(character, { x: weightLiftingRect.x, y: weightLiftingRect.y }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { isMovingToWeights = false; isWaitingAtWeights = true; // Wait 1 second then increase muscle LK.setTimeout(function () { muscle += 1; isWaitingAtWeights = false; }, 1000); } }); return; } // Show joystick at bottom-left area when touched if (x < 400 && y > 2332) { joystick.show(x, y); isDragging = true; var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.move = function (x, y, obj) { if (isDragging && joystick.isActive && !isMovingToWeights && !isWaitingAtWeights) { var input = joystick.updateHandle(x, y); if (input) { character.setVelocity(input.x * input.magnitude, input.y * input.magnitude); } } }; game.up = function (x, y, obj) { if (isDragging && !isMovingToWeights && !isWaitingAtWeights) { isDragging = false; joystick.hide(); character.setVelocity(0, 0); } }; game.update = function () { // Character update is handled automatically by its update method };
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--- original.js
+++ change.js
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