Code edit (3 edits merged)
Please save this source code
User prompt
Hata düzelt shopdaki yazının click detectorünü çalıştır bozulmuş
Code edit (15 edits merged)
Please save this source code
User prompt
Petler muscle boost da vercek tanesi pet ın 0.01 vercek pet1 ın ise 0.03 vercek envanter de win boostlarının altında ne kadar muscle boost verdikleri de yazıcak ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ekranın sol altında şuanki win boost ve muscle boost yazıcak ama winin kendisi ve muscle sayılmayacak yani mesela 1 muscle var 0.20 boost geldiyse 0.20 boost yazılacak muscle sayılmayacak ve win ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Win en fazla 2 sayı kullanabilir ama şunlarda 0 dan aşşağıdaki sayılarda sadece 0,0 ve 0,00 ı kullanabilir 0,000 ı kullanamaz veya daha aşşağıdaki sayılarıda kullanamaz kullanırsa mesela 0,000 ı kullandı yuvarlanacak 0,00 a göre örneğin 0,005 oldu 0.01 olarak sayılacak 0.002 oldu 0.00 olarak sayılacak
Code edit (1 edits merged)
Please save this source code
Code edit (21 edits merged)
Please save this source code
User prompt
Yumurtanın üstünde egg 1 yazsın ve altındada 10 wins yazsın ve her pet için win çarpanı 0.02 pet 1 için 0.06 artsın ve pet ın altında kendi şansı yazsın bu işaretle% örneğin 40 % gibi ve ne kadar win çarpanı verdiği yazsın win boost = (çarpan) böyle yani bu çarpanlar şu mesela win her artışta 1 artıyosa ve çarpan gelirse 0.2 diyelim artık win + 0.2 artıcak ve muscle de olduğu gibi 3 sayı olcak ama bunda en fazla muscle de 2 idi bunda 3 ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
Code edit (4 edits merged)
Please save this source code
User prompt
Şimdi yeni assetslere obje eklicez ismi egg ve ekranın en sol ortasının 200 y üstünde olucak ve ın inventory nesnesinin içine yeni assets olan pet eklicez ve pet 1 adlı yeni assetsi de eklicez ama bunlar şuan gözükmicek egg objesi ne tıklarsak ve win sayımız 10 ise win sayısı 10 azalacak ve yüzde 30 şansla pet 1 yüzde 70 şansla pet çıkıcak ama kullanıcının ekranına bu gözükmicek eğer pet 1 çıkarsa envanter de pet 1 gözükecek eğer pet çıkarsa envanter de pet gözükecek ve mesela 2 tane çıktıysa pet den veya pet 1 den 2 x yazıcak ne kadar çıkarsa objenin sol altında okadar x yazıcak 1 x veya 99 x gibi ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
Code edit (3 edits merged)
Please save this source code
User prompt
Shop_bg değil yeni olan inventory assetsi olcak ve ın inventory assetsi açılcak yeni hepsi
User prompt
Shop_bg nin 150 y üstüne yeni bir obje yani arayüz ekle ismi inventory olsun ve click detector ekle üstüne tıklanınca in inventory adlı yeni bir arayüz açılsın yüzde 65 ini kaplayan ekranın ve close 1 adlı yeni bir arayüz olsun oda close ile aynı görevi görüyo sadece ın inventory ve kendisini kapatıcak
Code edit (1 edits merged)
Please save this source code
User prompt
Shopupgradetextin fontunu boldserif yap
Code edit (4 edits merged)
Please save this source code
User prompt
Hata düzelt shopping içindeki yazıyı göster
User prompt
Shopping ın içindeki yazı gözükmüyo görsel eklediğim için
Code edit (1 edits merged)
Please save this source code
User prompt
Win değişkenide kaydedilsin ve shopping deki yazıdan bir şey alınca 1.5 x Le çarpsın 2 x değil ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ve karakter muscle sini kaydet kullanıcı oyundan çıkıp girsede 0 dan başlamasın en son kaçsa ondan hiç oynamamışsa 0 dan başlasın ve karakter yürüme hızının 2 x arttır ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Ama en fazla 2 sayı yani başta 1 1 artıcak ztn ilk shopping den bir şey alınca böyle olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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 = 8; 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 = storage.muscle || 0; // Initialize win variable var win = storage.win || 0; // Initialize pet inventory var petCount = storage.petCount || 0; var pet1Count = storage.pet1Count || 0; // Initialize pet boost values var petWinBoost = petCount * 0.02; // 0.02 per pet var pet1WinBoost = pet1Count * 0.06; // 0.06 per pet1 var totalWinBoost = petWinBoost + pet1WinBoost; // Initialize shop variables var muscleBoost = storage.muscleBoost || 0; // Additional muscle gain per flex var shopPrice = storage.shopPrice || 5; // Current price for muscle boost var shopBoostAmount = 0.20; // Current boost amount var isShopOpen = false; // Track if shop UI is open var isInventoryOpen = false; // Track if inventory UI is open // 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); // Variables for weight lifting interaction var isMovingToWeights = false; var isWaitingAtWeights = false; var joystick = game.addChild(new Joystick()); var isDragging = false; var joystickTouchId = null; // Create egg object at left center, 200px up from center var egg = game.addChild(LK.getAsset('egg', { anchorX: 0.5, anchorY: 0.5 })); egg.x = 100; // Left edge + some margin egg.y = 866 - 200; // Center Y - 200px // Add "Egg 1" text above egg var eggTitle = new Text2('Egg 1', { size: 60, fill: '#ffffff' }); eggTitle.anchor.set(0.5, 1); eggTitle.x = egg.x; eggTitle.y = egg.y - 160; // Above egg game.addChild(eggTitle); // Add "10 wins" text below egg title var eggCost = new Text2('10 wins', { size: 50, fill: '#ffffff' }); eggCost.anchor.set(0.5, 1); eggCost.x = egg.x; eggCost.y = egg.y - 110; // Below egg title, above egg game.addChild(eggCost); // Create inventory button above shop var inventory = LK.gui.bottomRight.addChild(LK.getAsset('inventory', { anchorX: 1, anchorY: 1, scaleX: 0.15, scaleY: 0.15 })); inventory.x = -50; inventory.y = -260; // 150px above shop (-50 - 150 = -200) // Add inventory text var inventoryText = new Text2('Inventory', { size: 35, fill: '#ffffff' }); inventoryText.anchor.set(0.5, 0.5); inventoryText.x = inventory.width / 2; inventoryText.y = inventory.height / 2; inventory.addChild(inventoryText); // Create shop object at bottom right var shop = LK.gui.bottomRight.addChild(LK.getAsset('shop_bg', { anchorX: 1, anchorY: 1, scaleX: 0.15, scaleY: 0.15 })); shop.x = -50; shop.y = -50; // Add shop text var shopText = new Text2('Shop', { size: 40, fill: '#ffffff' }); shopText.anchor.set(0.5, 0.5); shopText.x = shop.width / 2; shopText.y = shop.height / 2; shop.addChild(shopText); // Create shop UI (initially hidden) var shopUI = LK.gui.center.addChild(LK.getAsset('shop_bg', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.65, scaleY: 0.65 })); shopUI.visible = false; // Create inventory UI (initially hidden) var inventoryUI = LK.gui.center.addChild(LK.getAsset('inventory', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.65, scaleY: 0.65 })); inventoryUI.visible = false; // Create in_inventory image UI element (initially hidden) var inInventoryImage = LK.gui.center.addChild(LK.getAsset('in_inventory', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); inInventoryImage.visible = false; // Create pet display elements (initially hidden) var petDisplay = LK.gui.center.addChild(LK.getAsset('pet', { anchorX: 0.5, anchorY: 0.5 })); petDisplay.visible = false; petDisplay.x = -280; petDisplay.y = -140; var pet1Display = LK.gui.center.addChild(LK.getAsset('pet1', { anchorX: 0.5, anchorY: 0.5 })); pet1Display.visible = false; pet1Display.x = -40; pet1Display.y = -140; // Create count text for pets var petCountText = LK.gui.center.addChild(new Text2('0x', { size: 50, fill: '#ffffff' })); petCountText.anchor.set(0, 1); petCountText.visible = false; petCountText.x = -255 - 50; // Bottom left of pet display petCountText.y = -20; var pet1CountText = LK.gui.center.addChild(new Text2('0x', { size: 50, fill: '#ffffff' })); pet1CountText.anchor.set(0, 1); pet1CountText.visible = false; pet1CountText.x = -15 - 50; // Bottom left of pet1 display pet1CountText.y = -20; // Add pet chance and boost text var petChanceText = LK.gui.center.addChild(new Text2('70%', { size: 35, fill: '#ffffff' })); petChanceText.anchor.set(0.5, 0); petChanceText.visible = false; petChanceText.x = -280; petChanceText.y = -70; // Below pet display var petBoostText = LK.gui.center.addChild(new Text2('Win boost = 0.020', { size: 30, fill: '#ffffff' })); petBoostText.anchor.set(0.5, 0); petBoostText.visible = false; petBoostText.x = -280; petBoostText.y = -35; // Below chance text // Add pet1 chance and boost text var pet1ChanceText = LK.gui.center.addChild(new Text2('30%', { size: 35, fill: '#ffffff' })); pet1ChanceText.anchor.set(0.5, 0); pet1ChanceText.visible = false; pet1ChanceText.x = -40; pet1ChanceText.y = -70; // Below pet1 display var pet1BoostText = LK.gui.center.addChild(new Text2('Win boost = 0.060', { size: 30, fill: '#ffffff' })); pet1BoostText.anchor.set(0.5, 0); pet1BoostText.visible = false; pet1BoostText.x = -40; pet1BoostText.y = -35; // Below chance text // Create close1 button for inventory (initially hidden) var close1Button = LK.gui.center.addChild(LK.getAsset('close', { anchorX: 0.5, anchorY: 0.5 })); close1Button.visible = false; close1Button.x = 538; close1Button.y = -315; // Create shopping image UI element (initially hidden) var shoppingImage = LK.gui.center.addChild(LK.getAsset('shopping', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 })); shoppingImage.visible = false; // Create close button UI element (initially hidden) var closeButton = LK.gui.center.addChild(LK.getAsset('close', { anchorX: 0.5, anchorY: 0.5 })); closeButton.visible = false; closeButton.x = 310; // Position close button to the right of shopping image closeButton.y = -310; // Position close button at the top of shopping image // Add shop upgrade text var shopUpgradeText = LK.gui.center.addChild(new Text2(shopPrice + ' muscle = +0.10 muscle boost', { size: 45, fill: '#ffffff', font: 'bold serif' })); shopUpgradeText.anchor.set(0.5, 0.5); shopUpgradeText.x = 0; shopUpgradeText.y = -200; shopUpgradeText.visible = false; // Add close button text var closeShopText = new Text2('Close', { size: 50, fill: '#ff0000' }); closeShopText.anchor.set(0.5, 0.5); closeShopText.x = 0; closeShopText.y = 200; shopUI.addChild(closeShopText); game.down = function (x, y, obj) { // Check if inventory UI is open if (isInventoryOpen) { // Check if close1 button was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); var guiCenterX = LK.gui.width / 2; var guiCenterY = LK.gui.height / 2; // Calculate close1 button bounds in screen coordinates var close1Bounds = { left: guiCenterX + close1Button.x - 50, right: guiCenterX + close1Button.x + 50, top: guiCenterY + close1Button.y - 50, bottom: guiCenterY + close1Button.y + 50 }; if (screenX >= close1Bounds.left && screenX <= close1Bounds.right && screenY >= close1Bounds.top && screenY <= close1Bounds.bottom) { // Close inventory isInventoryOpen = false; inInventoryImage.visible = false; close1Button.visible = false; // Hide pet displays petDisplay.visible = false; pet1Display.visible = false; petCountText.visible = false; pet1CountText.visible = false; petChanceText.visible = false; petBoostText.visible = false; pet1ChanceText.visible = false; pet1BoostText.visible = false; return; } return; } // Check if shop UI is open if (isShopOpen) { // Check if close button was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); var guiCenterX = LK.gui.width / 2; var guiCenterY = LK.gui.height / 2; // Calculate close button bounds in screen coordinates var closeBounds = { left: guiCenterX + closeButton.x - 50, right: guiCenterX + closeButton.x + 50, top: guiCenterY + closeButton.y - 50, bottom: guiCenterY + closeButton.y + 50 }; if (screenX >= closeBounds.left && screenX <= closeBounds.right && screenY >= closeBounds.top && screenY <= closeBounds.bottom) { // Close shop isShopOpen = false; shoppingImage.visible = false; closeButton.visible = false; shopUpgradeText.visible = false; return; } // Calculate shop upgrade text bounds in screen coordinates var upgradeBounds = { left: guiCenterX - 200, // Approximate text width bounds right: guiCenterX + 200, top: guiCenterY - 30, // Approximate text height bounds bottom: guiCenterY + 30 }; if (screenX >= upgradeBounds.left && screenX <= upgradeBounds.right && screenY >= upgradeBounds.top && screenY <= upgradeBounds.bottom) { // Check if player has enough muscle to buy upgrade if (muscle >= shopPrice) { // Deduct muscle and add boost muscle = Math.round((muscle - shopPrice) * 10) / 10; muscleBoost = Math.round((muscleBoost + shopBoostAmount) * 10) / 10; // Multiply the price by 1.5x for next upgrade shopPrice = Math.round(shopPrice * 1.5); // Save to storage storage.muscle = muscle; storage.muscleBoost = muscleBoost; storage.shopPrice = shopPrice; // Update shop text shopUpgradeText.setText(shopPrice + ' muscle = +0.2 muscle boost'); } return; } return; } // Check if shop was clicked (convert screen coordinates to GUI coordinates) var screenY = y * (LK.gui.height / 2732); var screenX = x * (LK.gui.width / 2048); // Calculate shop bounds more accurately for bottom-right position var shopBounds = { left: LK.gui.width + shop.x - shop.width * 0.15, // Account for right anchor and scale right: LK.gui.width + shop.x, top: LK.gui.height + shop.y - shop.height * 0.15, // Account for anchor and scale bottom: LK.gui.height + shop.y }; if (screenX >= shopBounds.left && screenX <= shopBounds.right && screenY >= shopBounds.top && screenY <= shopBounds.bottom) { // Open shop (don't toggle, only open) if (!isShopOpen) { isShopOpen = true; shoppingImage.visible = true; closeButton.visible = true; shopUpgradeText.visible = true; // Update shop upgrade text with current values shopUpgradeText.setText(shopPrice + ' muscle = +0.2 muscle boost'); } return; } // Check if egg was clicked var eggLeft = egg.x - 75; var eggRight = egg.x + 75; var eggTop = egg.y - 75; var eggBottom = egg.y + 75; if (x >= eggLeft && x <= eggRight && y >= eggTop && y <= eggBottom && win >= 10) { // Deduct 10 win points win -= 10; storage.win = win; // 30% chance for pet1, 70% chance for pet var random = Math.random(); if (random < 0.3) { // Got pet1 pet1Count += 1; storage.pet1Count = pet1Count; } else { // Got pet petCount += 1; storage.petCount = petCount; } // Recalculate win boost values petWinBoost = petCount * 0.02; pet1WinBoost = pet1Count * 0.06; totalWinBoost = petWinBoost + pet1WinBoost; return; } // Check if inventory was clicked (convert screen coordinates to GUI coordinates) var inventoryBounds = { left: LK.gui.width + inventory.x - inventory.width * 0.15, right: LK.gui.width + inventory.x, top: LK.gui.height + inventory.y - inventory.height * 0.15, bottom: LK.gui.height + inventory.y }; if (screenX >= inventoryBounds.left && screenX <= inventoryBounds.right && screenY >= inventoryBounds.top && screenY <= inventoryBounds.bottom) { // Open inventory (don't toggle, only open) if (!isInventoryOpen) { isInventoryOpen = true; inInventoryImage.visible = true; close1Button.visible = true; // Show pets if owned if (petCount > 0) { petDisplay.visible = true; petCountText.visible = true; petCountText.setText(petCount + 'x'); petChanceText.visible = true; petBoostText.visible = true; petBoostText.setText('Win boost = ' + (petCount * 0.02).toFixed(3)); } if (pet1Count > 0) { pet1Display.visible = true; pet1CountText.visible = true; pet1CountText.setText(pet1Count + 'x'); pet1ChanceText.visible = true; pet1BoostText.visible = true; pet1BoostText.setText('Win boost = ' + (pet1Count * 0.06).toFixed(3)); } } 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 = Math.round((win + 1 + totalWinBoost) * 1000) / 1000; storage.win = win; }, 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 = Math.round((muscle + 1 + muscleBoost) * 10) / 10; storage.muscle = muscle; 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
@@ -255,18 +255,18 @@
egg.x = 100; // Left edge + some margin
egg.y = 866 - 200; // Center Y - 200px
// Add "Egg 1" text above egg
var eggTitle = new Text2('Egg 1', {
- size: 50,
+ size: 60,
fill: '#ffffff'
});
eggTitle.anchor.set(0.5, 1);
eggTitle.x = egg.x;
eggTitle.y = egg.y - 160; // Above egg
game.addChild(eggTitle);
// Add "10 wins" text below egg title
var eggCost = new Text2('10 wins', {
- size: 40,
+ size: 50,
fill: '#ffffff'
});
eggCost.anchor.set(0.5, 1);
eggCost.x = egg.x;
2 d az kaslı insan görseli oluştur. In-Game asset. 2d. High contrast. No shadows 1 tane ten renginde
Shop 2 d pixel. In-Game asset. 2d. High contrast. No shadows
Pixel kaslı kol 2d kuş bakışı. In-Game asset. 2d. High contrast. No shadows
Etrafı tablo gibi olan içi gri etrafında kahverengi dışı. In-Game asset. 2d. High contrast. No shadows
1 tane az kaslı yeşil slime yap çok az kası olsun nötr surat olsun. In-Game asset. 2d. High contrast. No shadows ayakları elleri kafası var
Kırmızı kasları ve damarları gözüken slime ama çok değil az gözüken damarları. In-Game asset. 2d. High contrast. No shadows elleri ayakları var kırmızı sinirli insan boyunda kısa değil
Bana sarı kaslı bir slime yap elleri kolları ayakları var kasları kolayca belli oluyo nötr. In-Game asset. 2d. High contrast. No shadows
İnsan boyunda elleri kolları ayakları olan sinirli kaslı damarlı egzotik cyan renginde slime yap. In-Game asset. 2d. High contrast. No shadows
Pixel oyun tarzı köpek balığı peti oluştur 2 d. In-Game asset. 2d. High contrast. No shadows
Ekranı 4 e böl ve 4 tane pet 2 d yap pixel biri papağan biri kaplan biri yılan biri de kemikten oluşan gizemli bir pet siyah kırmızı tarzı renkler kullan. In-Game asset. 2d. High contrast. No shadows
Elleri ayakları kolları olan gökkuşağı renklerinde yüzsüz çok fazla kaslı damarlı slime yap. Tatlı In-Game asset. 2d. High contrast. No shadows