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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; // Pause 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 background music and the game, show swatter again LK.playMusic('bgMusic'); 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 { // Play win sound (keep background music playing) 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 with 30% reduced hit radius from handle1 width var hitRadius = 150 * 0.7; // 30% reduction from handle1 width 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 <= hitRadius) { fly.swat(); LK.getSound('swat').play(); break; } } }; // Start background music LK.playMusic('bgMusic'); // Initial fly spawn spawnFly();
===================================================================
--- original.js
+++ change.js
@@ -375,17 +375,14 @@
// Mouse down handler for swatting
game.down = function (x, y, obj) {
LK.getSound('hit1').play();
swatter.swat();
- // Check if we hit any flies (only in 10 pixel radius above center of handle1)
+ // Check if we hit any flies with 30% reduced hit radius from handle1 width
+ var hitRadius = 150 * 0.7; // 30% reduction from handle1 width
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));
- // Only hit if fly is within 10 pixels AND 10 pixels above the center
- var flyRelativeY = fly.y - y;
- var isInHitArea = distance <= 10 && flyRelativeY >= -10 && flyRelativeY <= 0;
- if (isInHitArea) {
- // Hit radius is only 10 pixels above center of handle1
+ if (distance <= hitRadius) {
fly.swat();
LK.getSound('swat').play();
break;
}
2 boyutlu ve renkli bir plastik sineklik
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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