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"Place a shop object 50px from the left and 50px from the bottom of the screen, fixed to the camera. When the player clicks on it, open a shopping UI that covers 65% of the screen. In the shopping UI, display a text with font size 60px that says: 5 muscle = +0.10 muscle boost. When the player clicks this text, if they have at least 5 muscle, subtract 5 muscle, increase their muscle gain per flex by +0.10, and then double the price for the next purchase. Update the text to show the new price and boost amount after each purchase." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ekranın sol altının 50 x ve 50 y sine shop arayüzü koy ve ona tıklayınca yeni tanıtıcağımız arayüz olan shoping arayüzü açılacak ve ekranın yüzde 65 ini kaplayacak ve bida tıklarsak shop arayüzü shoping kapanacak
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Ekranın sol altının 50 x ve 50 y sine shop objesini koy ve ona tıklayınca yeni tanıtıcağımız arayüz olan shoping objesi açılacak ve ekranın yüzde 65 ini kaplayacak ve bida tıklarsak enemy objesine shoping kapanacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Ekranın sol altının 50 x ve 50 y sine enemy objesini koy ve ona tıklayınca yeni tanıtıcağımız shoping objesi açılacak ve ekranın yüzde 65 ini kaplayacak ve bida tıklarsak enemy objesine shoping kapanacak ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Bak dediğim her obje yeni bide shopa girince hangi tuşa basıyosak onla tekrar çıkılsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Bak dediğim her obje yeni bir obje ekranın 65 ini kaplayan yeni bide shoptan shopa girme tuşuna bıda tıklayınca çıkılsın
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Dusman nesnesinin altına ingilizce şişme kaslı mahmut yazsın ve ekranın sol alt köşesinin 50 x 50 y yanında bir obje olsun ve kullanıcı ona tıklayınca bir uı açılsın ortaya ekranın yüzde 65 ini kaplayan bir obje çıksın ve içinde 5 kas karşılığında 0.20 muscle artışı olsun yani 5 kas verince her kas da 1 vermek yerine muscle + 0.20 daha fazla versin ve her alındığında yyüzde 30 daha fazla kas istesin ama yuvarlayarak olsun mesela 7.7 istiyosa 8 e yuvarlansın ve 8 istesin o 5 kasa tıklandığında olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Dusmana ve weightLiftingRect e bariyer ekle karakter değemesin
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weightLiftingRect nesnesinin içinden geçiyoruz içinden geçmeyelim yanına gittiğimiz zaman üstüne çıkabilelim üstünden geçebilelim
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Karakterimiz weightLiftingRect içinden geçiyor öyle olmasında üstünden geçsin öyle yap
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Karakterimiz Weight ile başlayan şeyin üstünden geçebilsin
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225 y altına gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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225 olsun
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Karakter muscle kasmaya tıklayınca gittiği konumun y sinin 100 y altına gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Code edit (11 edits merged)
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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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/**** * 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 () { // Store previous position for collision detection var prevX = self.x; var prevY = self.y; // Move character self.x += self.velocityX * self.speed; self.y += self.velocityY * self.speed; // Check collision with enemy (barrier) var enemyLeft = enemy.x - 100 - 115; // enemy half width + character half width var enemyRight = enemy.x + 100 + 115; var enemyTop = enemy.y - 100 - 115; var enemyBottom = enemy.y + 100 + 115; if (self.x >= enemyLeft && self.x <= enemyRight && self.y >= enemyTop && self.y <= enemyBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Check collision with weight lifting area (barrier) var weightLeft = weightLiftingRect.x - 175 - 115; // weight half width + character half width var weightRight = weightLiftingRect.x + 175 + 115; var weightTop = weightLiftingRect.y - 203 - 115; // weight half height + character half width var weightBottom = weightLiftingRect.y + 203 + 115; if (self.x >= weightLeft && self.x <= weightRight && self.y >= weightTop && self.y <= weightBottom) { // Collision detected, revert to previous position self.x = prevX; self.y = prevY; self.setVelocity(0, 0); } // Keep character within screen bounds only 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 // Update win text if (!self.winText) { self.winText = new Text2('Win: 0', { size: 60, fill: '#ffffff' }); self.winText.anchor.set(0.5, 1); self.addChild(self.winText); } self.winText.setText('Win: ' + win); self.winText.x = 0; self.winText.y = -150; // 50px above muscle text // 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; // Initialize win variable var win = 0; // Shop UI variables var isShopOpen = false; var shopUI = null; var upgradeCost = 5; var upgradeMultiplier = 0.20; // 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 + 110; // 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 - 75; game.addChild(weightLiftingText); // Create enemy at top right, 150px from top var enemy = game.addChild(LK.getAsset('dusman', { anchorX: 0.5, anchorY: 0.5 })); enemy.x = 2048 - 200; // Right edge minus half width enemy.y = 150 + 100; // 150px from top plus half height // Add power text above enemy var enemyPowerText = new Text2('Power: 10', { size: 60, fill: '#ffffff' }); enemyPowerText.anchor.set(0.5, 1); enemyPowerText.x = enemy.x; enemyPowerText.y = enemy.y - 100; game.addChild(enemyPowerText); // Add text below enemy displaying "Buff Mahmut" var enemyNameText = new Text2('Buff Mahmut', { size: 50, fill: '#ffffff' }); enemyNameText.anchor.set(0.5, 0); enemyNameText.x = enemy.x; enemyNameText.y = enemy.y + 100; game.addChild(enemyNameText); // Variables for weight lifting interaction var isMovingToWeights = false; var isWaitingAtWeights = false; var joystick = game.addChild(new Joystick()); var isDragging = false; var joystickTouchId = null; // Add shop button at bottom left corner var shopButton = game.addChild(LK.getAsset('enemy', { anchorX: 0.5, anchorY: 0.5 })); shopButton.x = 50 + 100; // 50px offset + half width shopButton.y = 2732 - 50 - 100; // Screen height - 50px offset - half height shopButton.width = 200; shopButton.height = 200; // Add "SHOP" text on the button var shopButtonText = new Text2('SHOP', { size: 40, fill: '#ffffff' }); shopButtonText.anchor.set(0.5, 0.5); shopButtonText.x = shopButton.x; shopButtonText.y = shopButton.y; game.addChild(shopButtonText); // Function to create shop UI function createShopUI() { // Create main shop container shopUI = game.addChild(new Container()); shopUI.x = 2048 * 0.175; // 17.5% from left (to center 65% width) shopUI.y = 2732 * 0.175; // 17.5% from top (to center 65% height) // Create shop background (65% of screen size) - new dedicated object var shopBG = shopUI.addChild(LK.getAsset('character', { anchorX: 0, anchorY: 0 })); shopBG.width = 2048 * 0.65; shopBG.height = 2732 * 0.65; shopBG.tint = 0x333333; // Create close button - new dedicated object var closeButton = shopUI.addChild(LK.getAsset('weightLiftingRect', { anchorX: 0.5, anchorY: 0.5 })); closeButton.x = shopBG.width - 60; closeButton.y = 60; closeButton.width = 100; closeButton.height = 100; closeButton.tint = 0xff4444; var closeText = new Text2('X', { size: 40, fill: '#ffffff' }); closeText.anchor.set(0.5, 0.5); closeText.x = closeButton.x; closeText.y = closeButton.y; shopUI.addChild(closeText); // Create upgrade button - new dedicated object var upgradeButton = shopUI.addChild(LK.getAsset('dusman', { anchorX: 0.5, anchorY: 0.5 })); upgradeButton.x = shopBG.width / 2; upgradeButton.y = shopBG.height / 2; upgradeButton.width = 400; upgradeButton.height = 200; upgradeButton.tint = 0x4CAF50; // Create upgrade text var upgradeText = new Text2('Upgrade: ' + upgradeCost + ' muscle\n+0.20 muscle per lift', { size: 36, fill: '#ffffff' }); upgradeText.anchor.set(0.5, 0.5); upgradeText.x = upgradeButton.x; upgradeText.y = upgradeButton.y; shopUI.addChild(upgradeText); // Store references for later use shopUI.closeButton = closeButton; shopUI.upgradeButton = upgradeButton; shopUI.upgradeText = upgradeText; } // Function to close shop UI function closeShopUI() { if (shopUI) { game.removeChild(shopUI); shopUI = null; isShopOpen = false; } } game.down = function (x, y, obj) { // Handle shop UI interactions if shop is open if (isShopOpen && shopUI) { // Check close button var closeBtn = shopUI.closeButton; var closeBtnGlobal = shopUI.toGlobal({ x: closeBtn.x, y: closeBtn.y }); if (x >= closeBtnGlobal.x - 50 && x <= closeBtnGlobal.x + 50 && y >= closeBtnGlobal.y - 50 && y <= closeBtnGlobal.y + 50) { closeShopUI(); return; } // Check upgrade button var upgradeBtn = shopUI.upgradeButton; var upgradeBtnGlobal = shopUI.toGlobal({ x: upgradeBtn.x, y: upgradeBtn.y }); if (x >= upgradeBtnGlobal.x - 200 && x <= upgradeBtnGlobal.x + 200 && y >= upgradeBtnGlobal.y - 100 && y <= upgradeBtnGlobal.y + 100) { // Check if player has enough muscle if (muscle >= upgradeCost) { muscle -= upgradeCost; upgradeMultiplier += 0.20; upgradeCost = Math.ceil(upgradeCost * 1.3); // Increase cost by 30% and round up shopUI.upgradeText.setText('Upgrade: ' + upgradeCost + ' muscle\n+' + upgradeMultiplier.toFixed(2) + ' muscle per lift'); } return; } return; // Don't process other clicks when shop is open } // Check if shop button was clicked var shopLeft = shopButton.x - 100; var shopRight = shopButton.x + 100; var shopTop = shopButton.y - 100; var shopBottom = shopButton.y + 100; if (x >= shopLeft && x <= shopRight && y >= shopTop && y <= shopBottom) { if (!isShopOpen) { createShopUI(); isShopOpen = true; } else { closeShopUI(); } return; } // Check if enemy was clicked and character has muscle >= 10 var enemyLeft = enemy.x - 100; var enemyRight = enemy.x + 100; var enemyTop = enemy.y - 100; var enemyBottom = enemy.y + 100; if (x >= enemyLeft && x <= enemyRight && y >= enemyTop && y <= enemyBottom && muscle >= 10) { // Wait 1.25 seconds then increment win LK.setTimeout(function () { win += 1; }, 1250); return; } // 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 + 350 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { isMovingToWeights = false; isWaitingAtWeights = true; // Wait 1 second then increase muscle LK.setTimeout(function () { muscle += 1 + upgradeMultiplier; isWaitingAtWeights = false; }, 250); } }); 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 };
===================================================================
--- original.js
+++ change.js
@@ -270,35 +270,36 @@
// Create main shop container
shopUI = game.addChild(new Container());
shopUI.x = 2048 * 0.175; // 17.5% from left (to center 65% width)
shopUI.y = 2732 * 0.175; // 17.5% from top (to center 65% height)
- // Create shop background (65% of screen size)
- var shopBG = shopUI.addChild(LK.getAsset('joystickBase', {
+ // Create shop background (65% of screen size) - new dedicated object
+ var shopBG = shopUI.addChild(LK.getAsset('character', {
anchorX: 0,
anchorY: 0
}));
shopBG.width = 2048 * 0.65;
shopBG.height = 2732 * 0.65;
shopBG.tint = 0x333333;
- // Create close button
- var closeButton = shopUI.addChild(LK.getAsset('enemy', {
+ // Create close button - new dedicated object
+ var closeButton = shopUI.addChild(LK.getAsset('weightLiftingRect', {
anchorX: 0.5,
anchorY: 0.5
}));
closeButton.x = shopBG.width - 60;
closeButton.y = 60;
closeButton.width = 100;
closeButton.height = 100;
+ closeButton.tint = 0xff4444;
var closeText = new Text2('X', {
size: 40,
fill: '#ffffff'
});
closeText.anchor.set(0.5, 0.5);
closeText.x = closeButton.x;
closeText.y = closeButton.y;
shopUI.addChild(closeText);
- // Create upgrade button
- var upgradeButton = shopUI.addChild(LK.getAsset('joystickBase', {
+ // Create upgrade button - new dedicated object
+ var upgradeButton = shopUI.addChild(LK.getAsset('dusman', {
anchorX: 0.5,
anchorY: 0.5
}));
upgradeButton.x = shopBG.width / 2;
@@ -367,8 +368,10 @@
if (x >= shopLeft && x <= shopRight && y >= shopTop && y <= shopBottom) {
if (!isShopOpen) {
createShopUI();
isShopOpen = true;
+ } else {
+ closeShopUI();
}
return;
}
// Check if enemy was clicked and character has muscle >= 10
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