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level 3 de bug1 ve bug2 karakterlerinin hızı mevcut hız* 1.6 olsun
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bug1 ve bug2 hareket hızları mevcut hız*1,6 oranında yükseltilsin
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bug1 ve bug2 karakterleri doğrusal hareket etme eğiliminde olsun ve nadiren yukarı aşağı yönelsin
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level 3 de bug1 ve bug2 karakterlerinin spawn pozisyonları ekranın sağ ve alt bölümü olsun
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bug1 ve bug2 karakterleri sadece ekranın sağ ve alt yarısında spawn olsun
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level 3 başladığında arkada çalan müzik assets deki forestSound olarak değiştirilsin. bug1 ve bug2 karakterlerinin sesi de sounds klasöründeki bug1 ve bug2 olarak değişsin
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fly1 ve fly2 karakterleri öldüğünde gösterilen "crush" asseti gibi bug1 ve bug2 karakteri öldüğünde bugCrush asseti gösterilsin
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level 3 e geçildiğinde fly1 ve fly2 karakterleri spawn olmasın sadece bug1 ve bug2 karakterleri spawn olsun
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level 3 e geçildiğinde arkaplan level3BG olarak ayarlansın ve fly1 ve fly2 karakterleri yerine bug1 ve bug 2 karakterleri alsın
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level 1 de level1BG ve level 2 de level2BG görüntülensin
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levele göre arkaplan değiştirecek kodlarımızda bir hata var düzelelim
Code edit (1 edits merged)
Please save this source code
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level 1 arkaplanı level1BG adlı asset olsun
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son değişikliği geri alalım
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hitradius sadece handle1 ortasında 10 piksel yukarı da etki etsin
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sinekleri vurma yarıçapı yüzde 30 küçülsün
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sinekleri vurma handle1 in alt yarısını kapsamasın
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sinekleri vurma boyutu ile handle1 boyutu eşit olsun
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sinekleri vurma yarıçapı 150 piksel olsun
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sadece levelCompleteBG görüntülenirken müzik duraklasın
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bgMusic tüm levellerde çalmaya devam etsin
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level tamamlandığında müzik dursun ve levelCompleteSound çalınsın ve oyun tamamlandığında müzik dursun ve winSound çalınsın
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oyun tamamlanana kadar bgMusic arkaplanda oynatılsın
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Please fix the bug: 'TypeError: LK.effects.confetti is not a function' in or related to this line: 'LK.effects.confetti();' Line Number: 269
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aynı oyun sonunda olduğu gibi her level tamamlandığında konfeti efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* 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 createConfettiEffect() {
// Create multiple confetti particles
for (var i = 0; i < 30; i++) {
var confetti = LK.getAsset('crush', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024 + (Math.random() - 0.5) * 400,
y: 1366 + (Math.random() - 0.5) * 200,
scaleX: 0.5 + Math.random() * 0.5,
scaleY: 0.5 + Math.random() * 0.5,
rotation: Math.random() * Math.PI * 2
});
game.addChild(confetti);
// Animate confetti falling and fading
tween(confetti, {
x: confetti.x + (Math.random() - 0.5) * 600,
y: confetti.y + 800 + Math.random() * 400,
rotation: confetti.rotation + Math.PI * 4,
alpha: 0
}, {
duration: 2000 + Math.random() * 1000,
onFinish: function onFinish() {
confetti.destroy();
}
});
}
}
function showLevelComplete() {
if (levelCompleteShown) return;
levelCompleteShown = true;
// Stop background music and play level complete sound
LK.stopMusic();
LK.getSound('levelCompleteSound').play();
// Pause the game
gamePaused = true;
// Hide the swatter
swatter.visible = false;
// Add confetti effect
createConfettiEffect();
// 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 {
// Stop background music and play win sound
LK.stopMusic();
LK.getSound('winSound').play();
// 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;
}
}
};
// Start background music
LK.playMusic('bgMusic');
// Initial fly spawn
spawnFly(); ===================================================================
--- original.js
+++ change.js
@@ -267,8 +267,11 @@
}
function showLevelComplete() {
if (levelCompleteShown) return;
levelCompleteShown = true;
+ // Stop background music and play level complete sound
+ LK.stopMusic();
+ LK.getSound('levelCompleteSound').play();
// Pause the game
gamePaused = true;
// Hide the swatter
swatter.visible = false;
@@ -332,8 +335,11 @@
speedMultiplier *= 1.9;
// Show level complete for level 2
showLevelComplete();
} else {
+ // Stop background music and play win sound
+ LK.stopMusic();
+ LK.getSound('winSound').play();
// For subsequent levels, show you win
LK.showYouWin();
}
}
2 boyutlu ve renkli bir plastik sineklik
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ezilmiş bir böcek. In-Game asset. 2d. High contrast. No shadows
next level button. In-Game asset. 2d. High contrast. No shadows