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
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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
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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
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next level butonunun puntosu +10 büyüsün ve konumu mevcut konumundan 150 piksel aşağıda yer alsın
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sinekler hit aldığında, bulundukları yerde assets içerisindeki crush görseli 0.2 saniye ekranda kalsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Move next level button 350 pixels down from current position
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level tamamlandığında gelen background üzerine level complete yazısı zaten olduğundan ayrıca üzerine yazı yazılmasın sadece levelCompleteBg ve next level butonu gösterilsin
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Please fix the bug: 'TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 251
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level tamamlandığında oyun duraklatılsın ve "next level" butonu tıklanana kadar handle1 görseli geçici olarak kapatılsın sadece mouse imleci görüntülensin
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her level sonunda levelCompleteBg görseli ekranda gösterilsin ve "next level" butonu ile oyun devam etsin
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Please fix the bug: 'TypeError: LK.showLevelComplete is not a function' in or related to this line: 'LK.showLevelComplete();' Line Number: 250
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birinci level tamamlandıktan sonra "play again" butonu yerine "next level" butonu olsun ve ikinci levele geçilsin.
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birinci level 250 puanda tamamlansın ve menü ekranı ile "level complete" yazısı gelsin
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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
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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 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 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 { // 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
@@ -237,17 +237,44 @@
}
}
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 the game
gamePaused = true;
// Hide the swatter
swatter.visible = false;
// Add confetti effect
- LK.effects.confetti();
+ createConfettiEffect();
// Create level complete overlay
var overlay = new Container();
overlay.x = 0;
overlay.y = 0;
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