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 ****/ // 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; }); // 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: 0x222222 }); /**** * Game Code ****/ // Sound for throw // Horizontal cursor // Vertical cursor // Dart (shows where the throw lands) // Bullseye (center target) // Layout constants 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 * 0.22; var HCURSOR_Y = GAME_H * 0.78; // 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 levelTxt, infoTxt, scoreTxt; var throwAnimTimer = null; var resultTimer = null; // Add bullseye bullseye = new Bullseye(); bullseye.x = BULLSEYE_X; bullseye.y = BULLSEYE_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); // Add horizontal cursor 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 dart (hidden initially) dart = new Dart(); dart.visible = false; game.addChild(dart); // GUI: Level levelTxt = new Text2('Level 1', { size: 90, fill: 0xFFF000 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); // GUI: Score scoreTxt = new Text2('Score: 0', { size: 90, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.topRight.addChild(scoreTxt); // 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 * 2; vCursor.active = true; vCursor.direction = 1; hCursor.x = (hCursor.minX + hCursor.maxX) / 2; hCursor.speed = 10 + level * 2; hCursor.active = false; hCursor.direction = 1; } // Helper: Start new level function startLevel() { state = 'v_cursor'; resetCursors(); dart.visible = false; infoTxt.setText('Tap to stop vertical'); levelTxt.setText('Level ' + level); } // 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...'); // Animate dart from left cursor 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();else if (hit.type === 'miss') LK.getSound('miss').play(); score += hit.points; LK.setScore(score); scoreTxt.setText('Score: ' + score); showResult(hit.type, hit.points); // Next level or game over if (hit.type === 'miss') { // Flash red, game over LK.effects.flashScreen(0xff0000, 800); LK.setTimeout(function () { LK.showGameOver(); }, 900); state = 'wait'; } 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(); } else if (state === 'h_cursor') { hCursor.update(); } }; // On game reset, re-init state startLevel();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,316 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+// 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;
+});
+// 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: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x222222
+});
+
+/****
+* Game Code
+****/
+// Sound for throw
+// Horizontal cursor
+// Vertical cursor
+// Dart (shows where the throw lands)
+// Bullseye (center target)
+// Layout constants
+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 * 0.22;
+var HCURSOR_Y = GAME_H * 0.78;
+// 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 levelTxt, infoTxt, scoreTxt;
+var throwAnimTimer = null;
+var resultTimer = null;
+// Add bullseye
+bullseye = new Bullseye();
+bullseye.x = BULLSEYE_X;
+bullseye.y = BULLSEYE_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);
+// Add horizontal cursor
+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 dart (hidden initially)
+dart = new Dart();
+dart.visible = false;
+game.addChild(dart);
+// GUI: Level
+levelTxt = new Text2('Level 1', {
+ size: 90,
+ fill: 0xFFF000
+});
+levelTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(levelTxt);
+// GUI: Score
+scoreTxt = new Text2('Score: 0', {
+ size: 90,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.topRight.addChild(scoreTxt);
+// 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 * 2;
+ vCursor.active = true;
+ vCursor.direction = 1;
+ hCursor.x = (hCursor.minX + hCursor.maxX) / 2;
+ hCursor.speed = 10 + level * 2;
+ hCursor.active = false;
+ hCursor.direction = 1;
+}
+// Helper: Start new level
+function startLevel() {
+ state = 'v_cursor';
+ resetCursors();
+ dart.visible = false;
+ infoTxt.setText('Tap to stop vertical');
+ levelTxt.setText('Level ' + level);
+}
+// 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...');
+ // Animate dart from left cursor 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();else if (hit.type === 'miss') LK.getSound('miss').play();
+ score += hit.points;
+ LK.setScore(score);
+ scoreTxt.setText('Score: ' + score);
+ showResult(hit.type, hit.points);
+ // Next level or game over
+ if (hit.type === 'miss') {
+ // Flash red, game over
+ LK.effects.flashScreen(0xff0000, 800);
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 900);
+ state = 'wait';
+ } 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();
+ } else if (state === 'h_cursor') {
+ hCursor.update();
+ }
+};
+// On game reset, re-init state
+startLevel();
\ No newline at end of file