User prompt
Please fix the bug: 'TypeError: LK.effects.confetti is not a function' in or related to this line: 'LK.effects.confetti();' Line Number: 269
User prompt
aynı oyun sonunda olduğu gibi her level tamamlandığında konfeti efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
575 puan aşıldıktan sonra yine levelCompleteBg görseli gelsin ve 3. levele geçilsin bu levelde sineklerin hızı mevcut hız*1,9 şeklinde artsın ve level 1325 puan aşıldığında tamamlansın ve tekrar levelCompleteBg görseli ile sonraki levele geçilsin
User prompt
1. level 250 puanda tamamlandıktan sonra sineklerin hareket hızı mevcut hız*1,7 oranında artsın ve 575 puanda ikinci levele geçilsin ikinci levelde hızları yine *1,7 oranında artsın
User prompt
next level butonunun puntosu +10 büyüsün ve konumu mevcut konumundan 150 piksel aşağıda yer alsın
User prompt
sinekler hit aldığında, bulundukları yerde assets içerisindeki crush görseli 0.2 saniye ekranda kalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Move next level button 350 pixels down from current position
User prompt
level tamamlandığında gelen background üzerine level complete yazısı zaten olduğundan ayrıca üzerine yazı yazılmasın sadece levelCompleteBg ve next level butonu gösterilsin
User prompt
Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 251
User prompt
level tamamlandığında oyun duraklatılsın ve "next level" butonu tıklanana kadar handle1 görseli geçici olarak kapatılsın sadece mouse imleci görüntülensin
User prompt
her level sonunda levelCompleteBg görseli ekranda gösterilsin ve "next level" butonu ile oyun devam etsin
User prompt
Please fix the bug: 'TypeError: LK.showLevelComplete is not a function' in or related to this line: 'LK.showLevelComplete();' Line Number: 250
User prompt
birinci level tamamlandıktan sonra "play again" butonu yerine "next level" butonu olsun ve ikinci levele geçilsin.
User prompt
birinci level 250 puanda tamamlansın ve menü ekranı ile "level complete" yazısı gelsin
User prompt
şimdi level sistemi ekleyelim birinci levelde sinekler mevcut hızlarıyla uçsun ve 200 puana ulaşıldığında level tamamlansın. ve ikinci levele geçildiğinde sineklerin hareket hızı *1.5 şeklinde yükselsin
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sinek seslerini yüzde elli oranında azaltalım
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sineklerin spawn olduğu yer random olarak belirlensin ancak arada en az 350 piksel mesafe olsun
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mouse tıklandığında hit1 sesi çalınsın
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Please fix the bug: 'Cannot read properties of undefined (reading 'style')' in or related to this line: 'game.canvas.style.cursor = 'none';' Line Number: 261
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mouse imleci ekranda görünmesin
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ekranda mouse işaretçisi görüntülenmesin lütfen
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fly1 ekranda belirdiğinde buzz ve fly 2 ekranda belirdiğinde miss ses efekti çalınsın
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sineklik yerine handle1 görselini kullanalım
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sinekler dönmesin sadece random hareketlerle düz şekilde ilerlesin
User prompt
sinek figürlerinin yerine assets de bulunan fly1 ve fly2 görsellerini ekleyelim
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Fly = Container.expand(function () {
var self = Container.call(this);
// Randomly choose between fly1 and fly2 assets
var flyAsset = Math.random() < 0.5 ? 'fly1' : 'fly2';
var flyGraphics = self.attachAsset(flyAsset, {
anchorX: 0.5,
anchorY: 0.5
});
// Play sound based on fly type when spawned
if (flyAsset === 'fly1') {
LK.getSound('buzz').play();
} else if (flyAsset === 'fly2') {
LK.getSound('miss').play();
}
self.speed = 2 + Math.random() * 3;
self.directionX = (Math.random() - 0.5) * 2;
self.directionY = (Math.random() - 0.5) * 2;
self.timeAlive = 0;
self.maxLifetime = 2000 + Math.random() * 3000; // 2-5 seconds max
self.buzzTimer = 0;
self.isSwatted = false;
// Normalize direction
var length = Math.sqrt(self.directionX * self.directionX + self.directionY * self.directionY);
if (length > 0) {
self.directionX /= length;
self.directionY /= length;
}
self.update = function () {
if (self.isSwatted) return;
self.timeAlive += 16.67; // ~60fps
// Change direction randomly - more frequent and erratic
if (Math.random() < 0.05) {
self.directionX += (Math.random() - 0.5) * 0.8;
self.directionY += (Math.random() - 0.5) * 0.8;
// Normalize direction to prevent flies from moving too fast
var length = Math.sqrt(self.directionX * self.directionX + self.directionY * self.directionY);
if (length > 1) {
self.directionX /= length;
self.directionY /= length;
}
}
// Add random sudden direction changes for more realistic fly movement
if (Math.random() < 0.01) {
self.directionX = (Math.random() - 0.5) * 2;
self.directionY = (Math.random() - 0.5) * 2;
}
// Add speed variation for more random movement
var speedMultiplier = 0.7 + Math.random() * 0.6; // Random speed between 70% and 130%
// Move fly with level speed multiplier
self.x += self.directionX * self.speed * speedMultiplier * speedMultiplier;
self.y += self.directionY * self.speed * speedMultiplier * speedMultiplier;
// Bounce off walls
if (self.x < 50 || self.x > 1998) {
self.directionX *= -1;
self.x = Math.max(50, Math.min(1998, self.x));
}
if (self.y < 50 || self.y > 2682) {
self.directionY *= -1;
self.y = Math.max(50, Math.min(2682, self.y));
}
// Buzzing sound effect
self.buzzTimer += 16.67;
if (self.buzzTimer > 1000 + Math.random() * 2000) {
LK.getSound('buzz').play();
self.buzzTimer = 0;
}
// Flies now move in straight lines without rotation
// Check if lifetime expired
if (self.timeAlive > self.maxLifetime) {
self.escape();
}
};
self.escape = function () {
if (!self.isSwatted) {
missedFlies++;
LK.getSound('miss').play();
}
self.destroy();
for (var i = flies.length - 1; i >= 0; i--) {
if (flies[i] === self) {
flies.splice(i, 1);
break;
}
}
};
self.swat = function () {
if (self.isSwatted) return;
self.isSwatted = true;
LK.setScore(LK.getScore() + 10);
scoreTxt.setText(LK.getScore());
// Show crush effect at fly position
var crushEffect = LK.getAsset('crush', {
anchorX: 0.5,
anchorY: 0.5,
x: self.x,
y: self.y
});
game.addChild(crushEffect);
// Remove crush effect after 0.2 seconds
LK.setTimeout(function () {
crushEffect.destroy();
}, 200);
// Visual feedback
tween(flyGraphics, {
scaleX: 0,
scaleY: 0,
alpha: 0
}, {
duration: 200,
onFinish: function onFinish() {
self.destroy();
for (var i = flies.length - 1; i >= 0; i--) {
if (flies[i] === self) {
flies.splice(i, 1);
break;
}
}
}
});
};
self.down = function (x, y, obj) {
// Flies no longer handle their own swatting - this is now handled by the swatter
};
return self;
});
var Swatter = Container.expand(function () {
var self = Container.call(this);
// Create swatter using handle1 image
var swatterGraphics = self.attachAsset('handle1', {
anchorX: 0.5,
anchorY: 0.5
});
// Swatting animation
self.swat = function () {
// Quick scale animation for swatting effect
tween(swatterGraphics, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 100,
onFinish: function onFinish() {
tween(swatterGraphics, {
scaleX: 1,
scaleY: 1
}, {
duration: 100
});
}
});
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf0f8ff
});
/****
* Game Code
****/
var flies = [];
var spawnTimer = 0;
var spawnInterval = 2000; // Start with 2 seconds between spawns
var missedFlies = 0;
var maxMissedFlies = 10;
var gameDifficulty = 1;
var currentLevel = 1;
var levelTarget = 250; // Points needed to complete level 1
var speedMultiplier = 1; // Speed multiplier for current level
// Score display
var scoreTxt = new Text2('0', {
size: 120,
fill: 0x333333
});
scoreTxt.setText(LK.getScore());
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Missed flies counter
var missedTxt = new Text2('Missed: 0/' + maxMissedFlies, {
size: 80,
fill: 0xCC0000
});
missedTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(missedTxt);
// Level display
var levelTxt = new Text2('Level: 1', {
size: 80,
fill: 0x333333
});
levelTxt.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelTxt);
function spawnFly() {
var fly = new Fly();
var attempts = 0;
var maxAttempts = 50;
var validPosition = false;
var newX, newY;
while (!validPosition && attempts < maxAttempts) {
// Generate random position within screen bounds (with margin)
newX = 100 + Math.random() * (2048 - 200);
newY = 100 + Math.random() * (2732 - 200);
validPosition = true;
attempts++;
// Check distance from all existing flies
for (var i = 0; i < flies.length; i++) {
var existingFly = flies[i];
var distance = Math.sqrt((newX - existingFly.x) * (newX - existingFly.x) + (newY - existingFly.y) * (newY - existingFly.y));
if (distance < 350) {
validPosition = false;
break;
}
}
}
// If we couldn't find a valid position after max attempts, use the last generated position
fly.x = newX;
fly.y = newY;
flies.push(fly);
game.addChild(fly);
}
function increaseDifficulty() {
gameDifficulty += 0.1;
spawnInterval = Math.max(800, 2000 / gameDifficulty); // Minimum 0.8 seconds
// Increase fly speed for new flies
for (var i = 0; i < flies.length; i++) {
flies[i].speed = Math.min(flies[i].speed * 1.05, 8);
}
}
var levelCompleteShown = false;
var gamePaused = false;
function showLevelComplete() {
if (levelCompleteShown) return;
levelCompleteShown = true;
// Pause the game
gamePaused = true;
// Hide the swatter
swatter.visible = false;
// Create level complete overlay
var overlay = new Container();
overlay.x = 0;
overlay.y = 0;
game.addChild(overlay);
// Create background using levelCompleteBg image
var bg = LK.getAsset('levelCompleteBg', {
anchorX: 0,
anchorY: 0,
x: 0,
y: 0
});
overlay.addChild(bg);
// Create next level button
var nextLevelText = new Text2('NEXT LEVEL', {
size: 130,
fill: 0xFFFFFF
});
nextLevelText.anchor.set(0.5, 0.5);
nextLevelText.x = 1024;
nextLevelText.y = 2000;
overlay.addChild(nextLevelText);
// Handle next level button click
overlay.down = function (x, y, obj) {
// Check if click is on next level button area
if (x > 824 && x < 1224 && y > 1900 && y < 2100) {
overlay.destroy();
levelCompleteShown = false;
currentLevel++;
if (currentLevel === 2) {
levelTarget = 575; // Level 2 target is 575 points
} else if (currentLevel === 3) {
levelTarget = 1325; // Level 3 target is 1325 points
}
levelTxt.setText('Level: ' + currentLevel);
// Resume the game and show swatter again
gamePaused = false;
swatter.visible = true;
}
};
}
game.update = function () {
// Don't update game logic when paused
if (gamePaused) return;
// Update missed flies display
missedTxt.setText('Missed: ' + missedFlies + '/' + maxMissedFlies);
// Check level progression
if (LK.getScore() >= levelTarget && !levelCompleteShown) {
if (currentLevel === 1) {
// Increase speed by 1.7x when reaching 250 points
speedMultiplier *= 1.7;
// Show level complete for level 1
showLevelComplete();
} else if (currentLevel === 2) {
// Increase speed by 1.9x when reaching 575 points
speedMultiplier *= 1.9;
// Show level complete for level 2
showLevelComplete();
} else {
// For subsequent levels, show you win
LK.showYouWin();
}
}
// Check game over condition
if (missedFlies >= maxMissedFlies) {
LK.showGameOver();
return;
}
// Spawn new flies
spawnTimer += 16.67;
if (spawnTimer >= spawnInterval) {
spawnFly();
spawnTimer = 0;
}
// Increase difficulty every 10 seconds
if (LK.ticks % 600 === 0) {
increaseDifficulty();
}
// Limit number of flies on screen
if (flies.length > 15) {
var oldestFly = flies[0];
oldestFly.escape();
}
};
// Create swatter that follows mouse
var swatter = new Swatter();
game.addChild(swatter);
// Mouse move handler to move swatter
game.move = function (x, y, obj) {
swatter.x = x;
swatter.y = y;
};
// Mouse down handler for swatting
game.down = function (x, y, obj) {
LK.getSound('hit1').play();
swatter.swat();
// Check if we hit any flies
for (var i = flies.length - 1; i >= 0; i--) {
var fly = flies[i];
var distance = Math.sqrt((fly.x - x) * (fly.x - x) + (fly.y - y) * (fly.y - y));
if (distance < 80) {
// Hit radius
fly.swat();
LK.getSound('swat').play();
break;
}
}
};
// Initial fly spawn
spawnFly(); ===================================================================
--- original.js
+++ change.js
@@ -54,10 +54,10 @@
}
// Add speed variation for more random movement
var speedMultiplier = 0.7 + Math.random() * 0.6; // Random speed between 70% and 130%
// Move fly with level speed multiplier
- self.x += self.directionX * self.speed * speedMultiplier * speedMultiplier * speedMultiplier;
- self.y += self.directionY * self.speed * speedMultiplier * speedMultiplier * speedMultiplier;
+ self.x += self.directionX * self.speed * speedMultiplier * speedMultiplier;
+ self.y += self.directionY * self.speed * speedMultiplier * speedMultiplier;
// Bounce off walls
if (self.x < 50 || self.x > 1998) {
self.directionX *= -1;
self.x = Math.max(50, Math.min(1998, self.x));
@@ -273,10 +273,13 @@
if (x > 824 && x < 1224 && y > 1900 && y < 2100) {
overlay.destroy();
levelCompleteShown = false;
currentLevel++;
- speedMultiplier *= 1.7; // Increase speed by 1.7x for level 2
- levelTarget = 575; // Level 2 target is 575 points
+ if (currentLevel === 2) {
+ levelTarget = 575; // Level 2 target is 575 points
+ } else if (currentLevel === 3) {
+ levelTarget = 1325; // Level 3 target is 1325 points
+ }
levelTxt.setText('Level: ' + currentLevel);
// Resume the game and show swatter again
gamePaused = false;
swatter.visible = true;
@@ -294,8 +297,13 @@
// Increase speed by 1.7x when reaching 250 points
speedMultiplier *= 1.7;
// Show level complete for level 1
showLevelComplete();
+ } else if (currentLevel === 2) {
+ // Increase speed by 1.9x when reaching 575 points
+ speedMultiplier *= 1.9;
+ // Show level complete for level 2
+ showLevelComplete();
} else {
// For subsequent levels, show you win
LK.showYouWin();
}
2 boyutlu ve renkli bir plastik sineklik
level complete background. In-Game asset. 2d. High contrast. No shadows
crushed fly In-Game asset. 2d. High contrast. No shadows
arkaplan için geniş bir zemin gerçekçi bir salon genellikle pencere kapı koltuk gibi şeyler olsun. In-Game asset. 2d. High contrast. No shadows
arkaplan için gerçekçi bir oda içinde çalışma masası bilgisayar pencere kapı gibi şeyler olsun. yüksek çözünürlüklü ve gerçekçi olması gerekiyor In-Game asset. 2d. High contrast. No shadows
gerçekçi bir orman ambiyansı tam ortasında büyük bir böcek yuvası olan ve yeşil tonlarında. In-Game asset. 2d. High contrast. No shadows
ezilmiş bir böcek. In-Game asset. 2d. High contrast. No shadows
next level button. In-Game asset. 2d. High contrast. No shadows