User prompt
"The issue is fixed now. When the crown appears on the screen, the '+10 points' text should appear along with it so the player clearly understands that points were added. Also, currently the dart only moves up and down in each round — make sure it also moves sideways. I mentioned that the dart shouldn't be too close to the cursors, but right now it's too restricted. The dartboard should appear in different positions each time — just make sure it doesn’t get too close to the cursors." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"The issue still isn't fixed. Most likely, the crown asset that's supposed to appear is being rendered behind other visuals. The crown is an important visual element, so it should be displayed on top of everything else. Also, when the player hits the bullseye three times in a row, show '+10 points' on the screen and restore one life."
User prompt
"I mentioned that a crown should appear on the screen when the player hits the bullseye three times in a row, but it's not working — please fix it. Use the asset named 'crown' and display it on the screen for a short duration. When the crown appears, the player should also receive a bonus of 10 additional points."
User prompt
"In addition to displaying a crown when the player hits the bullseye three times in a row, also play an applause sound effect in the background as a reward."
User prompt
"Display the life bar, score, and level indicators stacked vertically instead of side by side, as they overlap when placed next to each other. Also, I previously mentioned that the dartboard shouldn't be too close to the cursors — double the distance buffer you set between the dartboard and the cursors."
User prompt
"If the player hits the bullseye three times in a row, briefly display a crown on the screen as a visual reward. Also, create a background asset for the game so that I can easily change or set the background image myself." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"The speed increase per level is currently too high — reduce the acceleration factor to one-fourth of what it is now. Also, move the vertical and horizontal cursors slightly closer to the edges, as they are too centered on the screen right now. The dartboard should appear in a different position on each level, but it should never be placed too close to the cursors. The score, life bar, and level indicator are still too close to each other — reposition them properly: score should be in the top-left corner, level at the top-center, and the life bar at the top-right. Also, make sure the background remains a grassy field." ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
"The dashed guide lines were misunderstood. What I mean is: the vertical cursor should extend a dashed line horizontally across the screen, indicating the potential path of the dart. Similarly, the horizontal cursor should extend dashed lines upward, showing the aiming direction. This will help the player clearly see where the dart will land."
User prompt
"The score and life indicators are overlapping — adjust their positions properly. The score should appear on the right side, and the life indicator should be more to the left. Also, add dashed guide markers at the aiming positions for both the vertical and horizontal cursors, so the player can better predict where the dart will go."
User prompt
"The player should have three lives, and there should be a panel showing the remaining lives. Also, adjust the score display to be more centered on the screen."
Code edit (1 edits merged)
Please save this source code
User prompt
Dart Timing Master
Initial prompt
Sure! Here's your translated prompt in English, tailored for a game development AI: --- "I want you to create a dart game. There will be a vertical cursor moving up and down on the left side of the screen. If the player taps or clicks the screen exactly when the cursor is in the middle, the dart will be thrown at medium height. The same mechanic will be applied horizontally — a horizontal cursor will move left and right, and if the player taps exactly in the center, the dart will be thrown at the center horizontally as well. The goal is to time both the vertical and horizontal taps perfectly to hit the bullseye. Each time the player throws a dart, the game moves to the next level, and with each level, the speed of the cursors increases." --- Hazır olduğunda sıradaki metni de çevirebilirim.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Background image container for easy background changes var Background = Container.expand(function () { var self = Container.call(this); // Use a full screen image, anchored top-left var bg = self.attachAsset('Grass', { anchorX: 0, anchorY: 0, width: GAME_W, height: GAME_H, x: 0, y: 0 }); return self; }); // Bullseye target var Bullseye = Container.expand(function () { var self = Container.call(this); // Outer ring var outer = self.attachAsset('bullseye_outer', { anchorX: 0.5, anchorY: 0.5 }); // Middle ring var mid = self.attachAsset('bullseye_mid', { anchorX: 0.5, anchorY: 0.5 }); // Inner ring (bull) var inner = self.attachAsset('bullseye_inner', { anchorX: 0.5, anchorY: 0.5 }); // For hit detection self.getCenter = function () { return { x: self.x, y: self.y }; }; self.getRadii = function () { return { outer: outer.width / 2, mid: mid.width / 2, inner: inner.width / 2 }; }; return self; }); // Crown reward visual var Crown = Container.expand(function () { var self = Container.call(this); var crown = self.attachAsset('crown', { anchorX: 0.5, anchorY: 0.5 }); self.visible = false; return self; }); // Dart (shows where the throw lands) var Dart = Container.expand(function () { var self = Container.call(this); var dart = self.attachAsset('dart', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Horizontal cursor (moves left/right) var HCursor = Container.expand(function () { var self = Container.call(this); var bar = self.attachAsset('h_cursor', { anchorX: 0.5, anchorY: 0.5 }); self.minX = 0; self.maxX = 0; self.speed = 1; self.direction = 1; // 1 = right, -1 = left self.active = false; self.update = function () { if (!self.active) return; self.x += self.speed * self.direction; if (self.x > self.maxX) { self.x = self.maxX; self.direction = -1; } if (self.x < self.minX) { self.x = self.minX; self.direction = 1; } }; self.lock = function () { self.active = false; }; self.reset = function () { self.active = false; self.direction = 1; }; return self; }); // Vertical cursor (moves up/down) var VCursor = Container.expand(function () { var self = Container.call(this); var bar = self.attachAsset('v_cursor', { anchorX: 0.5, anchorY: 0.5 }); self.minY = 0; self.maxY = 0; self.speed = 1; self.direction = 1; // 1 = down, -1 = up self.active = true; self.update = function () { if (!self.active) return; self.y += self.speed * self.direction; if (self.y > self.maxY) { self.y = self.maxY; self.direction = -1; } if (self.y < self.minY) { self.y = self.minY; self.direction = 1; } }; self.lock = function () { self.active = false; }; self.reset = function () { self.active = true; self.direction = 1; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x3cb043 // grassy green }); /**** * Game Code ****/ // Layout constants // Bullseye (center target) // Dart (shows where the throw lands) // Vertical cursor // Horizontal cursor // Sound for throw var GAME_W = 2048; var GAME_H = 2732; var BULLSEYE_X = GAME_W * 0.7; var BULLSEYE_Y = GAME_H * 0.5; var VCURSOR_X = GAME_W * 0.10; // closer to left edge var HCURSOR_Y = GAME_H * 0.88; // closer to bottom edge // State var state = 'v_cursor'; // 'v_cursor', 'h_cursor', 'throw_anim', 'result', 'wait' var level = 1; var vCursor, hCursor, bullseye, dart; var vLockY = 0, hLockX = 0; var score = 0; var lives = 3; // Number of lives var livesTxt; // Text2 for lives panel var levelTxt, infoTxt, scoreTxt; var throwAnimTimer = null; var resultTimer = null; // Track bullseye streak for crown reward var bullseyeStreak = 0; // Add crown visual (centered, hidden by default) - always on top by using LK.gui.center var crown = new Crown(); crown.x = LK.gui.center.width / 2; crown.y = LK.gui.center.height * 0.18; LK.gui.center.addChild(crown); // Add background (easy to change) var background = new Background(); game.addChild(background); // Add bullseye bullseye = new Bullseye(); function getRandomBullseyePos() { // Avoid edges and cursors: min/max margins // Loosen restrictions so bullseye can appear in more of the play area, but not too close to cursors var bullseyeRadius = 200; // half of outer ring var minX = VCURSOR_X + 220 + bullseyeRadius; // buffer from vCursor var maxX = GAME_W - 220 - bullseyeRadius; // buffer from right edge var minY = 220 + bullseyeRadius; var maxY = GAME_H - 220 - bullseyeRadius; // Random X, Y within safe area var x = minX + Math.random() * (maxX - minX); var y = minY + Math.random() * (maxY - minY); return { x: x, y: y }; } var bullseyePos = getRandomBullseyePos(); bullseye.x = bullseyePos.x; bullseye.y = bullseyePos.y; game.addChild(bullseye); // Add vertical cursor vCursor = new VCursor(); vCursor.x = VCURSOR_X; vCursor.minY = 400; vCursor.maxY = GAME_H - 400; vCursor.y = (vCursor.minY + vCursor.maxY) / 2; vCursor.speed = 10 + level * 2; game.addChild(vCursor); // Dynamic dashed guides will be handled below with containers and update logic. var vDashedGuide = new Container(); game.addChild(vDashedGuide); var hDashedGuide = new Container(); game.addChild(hDashedGuide); hCursor = new HCursor(); hCursor.y = HCURSOR_Y; hCursor.minX = 200; hCursor.maxX = GAME_W - 200; hCursor.x = (hCursor.minX + hCursor.maxX) / 2; hCursor.speed = 10 + level * 2; game.addChild(hCursor); // Add horizontal dashed guide at bullseye center for horizontal cursor // Add dart (hidden initially) dart = new Dart(); dart.visible = false; game.addChild(dart); // GUI: Stack Score, Level, and Lives vertically at top center var guiStackY = 0; scoreTxt = new Text2('Score: 0', { size: 90, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); // center top scoreTxt.x = LK.gui.top.width / 2; scoreTxt.y = guiStackY; LK.gui.top.addChild(scoreTxt); guiStackY += scoreTxt.height + 8; levelTxt = new Text2('Level 1', { size: 90, fill: 0xFFF000 }); levelTxt.anchor.set(0.5, 0); levelTxt.x = LK.gui.top.width / 2; levelTxt.y = guiStackY; LK.gui.top.addChild(levelTxt); guiStackY += levelTxt.height + 8; livesTxt = new Text2('Lives: ' + lives, { size: 90, fill: 0xFF4444 }); livesTxt.anchor.set(0.5, 0); livesTxt.x = LK.gui.top.width / 2; livesTxt.y = guiStackY; LK.gui.top.addChild(livesTxt); // GUI: Info infoTxt = new Text2('Tap to stop vertical', { size: 80, fill: 0x00FFCC }); infoTxt.anchor.set(0.5, 0.5); LK.gui.bottom.addChild(infoTxt); // Helper: Reset cursors for new level/throw function resetCursors() { vCursor.y = (vCursor.minY + vCursor.maxY) / 2; vCursor.speed = 10 + level * 0.5; vCursor.active = true; vCursor.direction = 1; hCursor.x = (hCursor.minX + hCursor.maxX) / 2; hCursor.speed = 10 + level * 0.5; hCursor.active = false; hCursor.direction = 1; } // Helper: Start new level function startLevel() { state = 'v_cursor'; resetCursors(); // Randomize bullseye position each level if (typeof getRandomBullseyePos === "function") { var bullseyePos = getRandomBullseyePos(); bullseye.x = bullseyePos.x; bullseye.y = bullseyePos.y; } dart.visible = false; infoTxt.setText('Tap to stop vertical'); levelTxt.setText('Level ' + level); // Clear guides if (typeof vDashedGuide !== "undefined") while (vDashedGuide.children.length > 0) vDashedGuide.removeChild(vDashedGuide.children[0]); if (typeof hDashedGuide !== "undefined") while (hDashedGuide.children.length > 0) hDashedGuide.removeChild(hDashedGuide.children[0]); if (typeof lives === "undefined" || lives > 3) { lives = 3; } livesTxt.setText('Lives: ' + lives); } // Helper: Show result (hit/miss) function showResult(hitType, points) { if (hitType === 'bull') { infoTxt.setText('🎯 Bullseye! +' + points); } else if (hitType === 'mid') { infoTxt.setText('Great! +' + points); } else if (hitType === 'outer') { infoTxt.setText('Good! +' + points); } else { infoTxt.setText('Miss!'); } } // Helper: Calculate hit function calcHit(x, y) { var center = bullseye.getCenter(); var dx = x - center.x; var dy = y - center.y; var dist = Math.sqrt(dx * dx + dy * dy); var radii = bullseye.getRadii(); if (dist <= radii.inner) return { type: 'bull', points: 5 }; if (dist <= radii.mid) return { type: 'mid', points: 3 }; if (dist <= radii.outer) return { type: 'outer', points: 1 }; return { type: 'miss', points: 0 }; } // Handle tap/clicks game.down = function (x, y, obj) { if (state === 'v_cursor') { // Lock vertical, enable horizontal vCursor.lock(); vLockY = vCursor.y; hCursor.active = true; state = 'h_cursor'; infoTxt.setText('Tap to stop horizontal'); } else if (state === 'h_cursor') { // Lock horizontal, throw dart hCursor.lock(); hLockX = hCursor.x; state = 'throw_anim'; infoTxt.setText('Throwing...'); // Clear guides if (typeof vDashedGuide !== "undefined") while (vDashedGuide.children.length > 0) vDashedGuide.removeChild(vDashedGuide.children[0]); if (typeof hDashedGuide !== "undefined") while (hDashedGuide.children.length > 0) hDashedGuide.removeChild(hDashedGuide.children[0]); // Animate dart from locked cursor position to bullseye dart.x = hLockX; dart.y = vLockY; dart.visible = true; LK.getSound('throw').play(); tween(dart, { x: bullseye.x, y: bullseye.y }, { duration: 400, easing: tween.cubicOut, onFinish: function onFinish() { // Calculate hit var hit = calcHit(hLockX, vLockY); if (hit.type === 'bull') { LK.getSound('hit').play(); bullseyeStreak += 1; // Show crown if 3 in a row if (bullseyeStreak === 3) { // Show crown visual crown.visible = true; crown.alpha = 0; // Show '+10 points' text at crown position (at the same time as crown appears) var bonusTxt = new Text2('+10 points', { size: 120, fill: 0xFFD700 }); bonusTxt.anchor.set(0.5, 0.5); bonusTxt.x = crown.x; bonusTxt.y = crown.y + 120; LK.gui.center.addChild(bonusTxt); // Animate bonus text up and fade out tween(bonusTxt, { y: bonusTxt.y - 120, alpha: 0 }, { duration: 900, easing: tween.cubicOut, onFinish: function onFinish() { if (bonusTxt && bonusTxt.parent) bonusTxt.parent.removeChild(bonusTxt); } }); // Give bonus points score += 10; LK.setScore(score); scoreTxt.setText('Score: ' + score); // Restore one life (if not max) if (lives < 3) { lives += 1; livesTxt.setText('Lives: ' + lives); } // Animate crown in tween(crown, { alpha: 1 }, { duration: 200, easing: tween.cubicOut, onFinish: function onFinish() { LK.getSound('applause').play(); LK.setTimeout(function () { tween(crown, { alpha: 0 }, { duration: 400, easing: tween.cubicIn, onFinish: function onFinish() { crown.visible = false; crown.alpha = 1; } }); }, 900); } }); // Reset streak after reward bullseyeStreak = 0; } } else { if (hit.type === 'miss') LK.getSound('miss').play(); bullseyeStreak = 0; if (hit.type !== 'bull') bullseyeStreak = 0; } score += hit.points; LK.setScore(score); scoreTxt.setText('Score: ' + score); showResult(hit.type, hit.points); // Next level or game over if (hit.type === 'miss') { // Lose a life lives -= 1; if (lives <= 0) { // Flash red, game over LK.effects.flashScreen(0xff0000, 800); livesTxt.setText('Lives: 0'); LK.setTimeout(function () { LK.showGameOver(); }, 900); state = 'wait'; } else { // Flash red, but continue to next level LK.effects.flashScreen(0xff0000, 800); livesTxt.setText('Lives: ' + lives); state = 'result'; resultTimer = LK.setTimeout(function () { level += 1; startLevel(); }, 900); } } else { // Flash green LK.effects.flashScreen(0x00ff00, 300); state = 'result'; resultTimer = LK.setTimeout(function () { level += 1; startLevel(); }, 900); } } }); } }; // Main update loop game.update = function () { if (state === 'v_cursor') { vCursor.update(); // Draw horizontal dashed line at vCursor.y // Clear previous while (vDashedGuide.children.length > 0) vDashedGuide.removeChild(vDashedGuide.children[0]); var dashLen = 48, dashGap = 32; var startX = vCursor.x + 90; // leave space for cursor asset var endX = GAME_W - 80; var y = vCursor.y; var x = startX; while (x + dashLen < endX) { var seg = LK.getAsset('bullseye_inner', { width: dashLen, height: 10, color: 0x888888, anchorX: 0, anchorY: 0.5 }); seg.x = x; seg.y = y; vDashedGuide.addChild(seg); x += dashLen + dashGap; } // Remove hDashedGuide if present while (hDashedGuide.children.length > 0) hDashedGuide.removeChild(hDashedGuide.children[0]); } else if (state === 'h_cursor') { hCursor.update(); // Draw vertical dashed line at hCursor.x // Clear previous while (hDashedGuide.children.length > 0) hDashedGuide.removeChild(hDashedGuide.children[0]); var dashLen = 48, dashGap = 32; var startY = hCursor.y - 90; // above cursor asset var endY = 200; // top margin var x = hCursor.x; var y = startY; // Draw upward from cursor to top while (y - dashLen > endY) { var seg = LK.getAsset('bullseye_inner', { width: 10, height: dashLen, color: 0x888888, anchorX: 0.5, anchorY: 1 }); seg.x = x; seg.y = y; hDashedGuide.addChild(seg); y -= dashLen + dashGap; } // Remove vDashedGuide if present while (vDashedGuide.children.length > 0) vDashedGuide.removeChild(vDashedGuide.children[0]); } else { // Remove both guides when not aiming while (vDashedGuide.children.length > 0) vDashedGuide.removeChild(vDashedGuide.children[0]); while (hDashedGuide.children.length > 0) hDashedGuide.removeChild(hDashedGuide.children[0]); } }; // On game reset, re-init state startLevel();
===================================================================
--- original.js
+++ change.js
@@ -187,14 +187,14 @@
// Add bullseye
bullseye = new Bullseye();
function getRandomBullseyePos() {
// Avoid edges and cursors: min/max margins
- var marginX = 1000; // doubled from 500
- var marginY = 1000; // doubled from 500
- var minX = VCURSOR_X + 800; // doubled from 400
- var maxX = GAME_W - marginX;
- var minY = marginY;
- var maxY = GAME_H - marginY;
+ // Loosen restrictions so bullseye can appear in more of the play area, but not too close to cursors
+ var bullseyeRadius = 200; // half of outer ring
+ var minX = VCURSOR_X + 220 + bullseyeRadius; // buffer from vCursor
+ var maxX = GAME_W - 220 - bullseyeRadius; // buffer from right edge
+ var minY = 220 + bullseyeRadius;
+ var maxY = GAME_H - 220 - bullseyeRadius;
// Random X, Y within safe area
var x = minX + Math.random() * (maxX - minX);
var y = minY + Math.random() * (maxY - minY);
return {
@@ -351,9 +351,9 @@
infoTxt.setText('Throwing...');
// Clear guides
if (typeof vDashedGuide !== "undefined") while (vDashedGuide.children.length > 0) vDashedGuide.removeChild(vDashedGuide.children[0]);
if (typeof hDashedGuide !== "undefined") while (hDashedGuide.children.length > 0) hDashedGuide.removeChild(hDashedGuide.children[0]);
- // Animate dart from left cursor to bullseye
+ // Animate dart from locked cursor position to bullseye
dart.x = hLockX;
dart.y = vLockY;
dart.visible = true;
LK.getSound('throw').play();
@@ -373,13 +373,9 @@
if (bullseyeStreak === 3) {
// Show crown visual
crown.visible = true;
crown.alpha = 0;
- // Give bonus points
- score += 10;
- LK.setScore(score);
- scoreTxt.setText('Score: ' + score);
- // Show '+10 points' text at crown position
+ // Show '+10 points' text at crown position (at the same time as crown appears)
var bonusTxt = new Text2('+10 points', {
size: 120,
fill: 0xFFD700
});
@@ -397,8 +393,12 @@
onFinish: function onFinish() {
if (bonusTxt && bonusTxt.parent) bonusTxt.parent.removeChild(bonusTxt);
}
});
+ // Give bonus points
+ score += 10;
+ LK.setScore(score);
+ scoreTxt.setText('Score: ' + score);
// Restore one life (if not max)
if (lives < 3) {
lives += 1;
livesTxt.setText('Lives: ' + lives);