User prompt
Arka plan siyah olsun
User prompt
Oyunda karakter ten daha büyük düşmanlar her zaman olsun
User prompt
Dikene çarptığında bir sefer parçalansın ve diken yok olsun. Parça sayısı 3 4 parça olsun
User prompt
Oyuna diken ekle. Karakter dikenden küçükken altına saklansın dikenden büyük olunca dokunduğunda küçük parçalara ayrılsın
User prompt
Bunları yap
User prompt
Oyuncu parmağını çekince karakter yavaşlamasın
User prompt
Oyuncu gıda yedikçe büyüsün
User prompt
Ekrandan parmağı çekince oyuncu harekete devam etsin
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'stage.x = 1024 - camX;' Line Number: 369
User prompt
Ekran oyuncuyu takip etsin
User prompt
Oyundaki sınırları genişlet
User prompt
Oyuncu hücresinin hareketini parmakla kaydırma hareketi ile yönlendir
User prompt
Düşmanları yüzde 70 yavaşlat
User prompt
Oyundaki karakterler çok daha yavaş olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Cell Eater: Agar.io Clone
Initial prompt
Agar io tarzı bir oyun yapmak istiyorum
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy Cell Class var EnemyCell = Container.expand(function () { var self = Container.call(this); var cell = self.attachAsset('enemyCell', { anchorX: 0.5, anchorY: 0.5 }); self.radius = cell.width / 2; self.setSize = function (diameter) { cell.width = diameter; cell.height = diameter; self.radius = diameter / 2; }; // AI movement target self.targetX = self.x; self.targetY = self.y; self.speed = (3 + 40 / (self.radius + 40)) * 0.3; // 70% slower movement for enemies self.update = function () { // Move towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > self.speed) { self.x += dx / dist * self.speed; self.y += dy / dist * self.speed; } else { self.x = self.targetX; self.y = self.targetY; } }; return self; }); // Food Cell Class var FoodCell = Container.expand(function () { var self = Container.call(this); var cell = self.attachAsset('foodCell', { anchorX: 0.5, anchorY: 0.5 }); self.radius = cell.width / 2; self.setSize = function (diameter) { cell.width = diameter; cell.height = diameter; self.radius = diameter / 2; }; return self; }); // Player Cell Class var PlayerCell = Container.expand(function () { var self = Container.call(this); var cell = self.attachAsset('playerCell', { anchorX: 0.5, anchorY: 0.5 }); self.radius = cell.width / 2; self.setSize = function (diameter) { cell.width = diameter; cell.height = diameter; self.radius = diameter / 2; }; // For smooth movement self.targetX = self.x; self.targetY = self.y; self.update = function () { // Drag direction control: move in drag direction if dragging var speed = 4 + 40 / (self.radius + 40); // Slower movement for player, larger cells move slower if (typeof dragDirX !== "undefined" && (dragDirX !== 0 || dragDirY !== 0)) { // Move in drag direction self.x += dragDirX * speed; self.y += dragDirY * speed; // If not dragging, apply friction to slow down if (!dragging) { dragDirX *= 0.93; dragDirY *= 0.93; // Stop completely if very slow if (Math.abs(dragDirX) < 0.01) dragDirX = 0; if (Math.abs(dragDirY) < 0.01) dragDirY = 0; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf0f0f0 }); /**** * Game Code ****/ // Food cell: yellow ellipse // Enemy cell: blue ellipse // Player cell: green ellipse // Arena size (expanded for a much larger play area) var ARENA_WIDTH = 4096; var ARENA_HEIGHT = 5464; // Player cell var player = new PlayerCell(); player.setSize(180); player.x = ARENA_WIDTH / 2; player.y = ARENA_HEIGHT / 2; game.addChild(player); // Arrays for enemies and food var enemies = []; var foods = []; // Score display var score = 0; var scoreTxt = new Text2('Score: 0', { size: 90, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Helper: spawn food at random position function spawnFood() { var food = new FoodCell(); var size = 60 + Math.floor(Math.random() * 40); food.setSize(size); food.x = 100 + Math.random() * (ARENA_WIDTH - 200); food.y = 200 + Math.random() * (ARENA_HEIGHT - 400); foods.push(food); game.addChild(food); } // Helper: spawn enemy at random position and size function spawnEnemy() { var enemy = new EnemyCell(); var size = 120 + Math.floor(Math.random() * 120); enemy.setSize(size); // Avoid spawning too close to player var safe = false; while (!safe) { enemy.x = 100 + Math.random() * (ARENA_WIDTH - 200); enemy.y = 200 + Math.random() * (ARENA_HEIGHT - 400); var dx = enemy.x - player.x; var dy = enemy.y - player.y; if (Math.sqrt(dx * dx + dy * dy) > 400) safe = true; } // Set initial AI target enemy.targetX = enemy.x; enemy.targetY = enemy.y; enemies.push(enemy); game.addChild(enemy); } // Initial spawn for (var i = 0; i < 18; i++) spawnFood(); for (var i = 0; i < 7; i++) spawnEnemy(); // Drag-to-move: swipe direction controls player movement var dragging = false; var dragStartX = 0; var dragStartY = 0; var dragLastX = 0; var dragLastY = 0; var dragDirX = 0; var dragDirY = 0; function clamp(val, min, max) { return Math.max(min, Math.min(max, val)); } game.down = function (x, y, obj) { dragging = true; dragStartX = x; dragStartY = y; dragLastX = x; dragLastY = y; dragDirX = 0; dragDirY = 0; }; game.move = function (x, y, obj) { if (dragging) { // Calculate drag direction vector dragDirX = x - dragStartX; dragDirY = y - dragStartY; dragLastX = x; dragLastY = y; // Normalize direction for smooth control var len = Math.sqrt(dragDirX * dragDirX + dragDirY * dragDirY); if (len > 20) { // Only if drag is significant dragDirX /= len; dragDirY /= len; } else { dragDirX = 0; dragDirY = 0; } } }; game.up = function (x, y, obj) { dragging = false; // Do not reset dragDirX/dragDirY here; keep last direction for inertia }; // Main update loop game.update = function () { // Update player player.update(); // Update enemies for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; // AI: If player is smaller, chase; if bigger, flee; else random walk var dx = player.x - enemy.x; var dy = player.y - enemy.y; var dist = Math.sqrt(dx * dx + dy * dy); if (enemy.radius > player.radius * 1.15) { // Enemy is bigger: chase player if not too close to border if (dist < 900) { // Move towards player enemy.targetX = clamp(player.x, enemy.radius, ARENA_WIDTH - enemy.radius); enemy.targetY = clamp(player.y, enemy.radius, ARENA_HEIGHT - enemy.radius); } else { // Random walk if (LK.ticks % 120 === 0) { enemy.targetX = 100 + Math.random() * (ARENA_WIDTH - 200); enemy.targetY = 200 + Math.random() * (ARENA_HEIGHT - 400); } } } else if (enemy.radius < player.radius * 0.85) { // Enemy is smaller: flee from player if (dist < 700) { var angle = Math.atan2(dy, dx) + Math.PI; // Opposite direction var fleeDist = 300; enemy.targetX = clamp(enemy.x + Math.cos(angle) * fleeDist, enemy.radius, ARENA_WIDTH - enemy.radius); enemy.targetY = clamp(enemy.y + Math.sin(angle) * fleeDist, enemy.radius, ARENA_HEIGHT - enemy.radius); } else { // Random walk if (LK.ticks % 120 === 0) { enemy.targetX = 100 + Math.random() * (ARENA_WIDTH - 200); enemy.targetY = 200 + Math.random() * (ARENA_HEIGHT - 400); } } } else { // Similar size: random walk if (LK.ticks % 120 === 0) { enemy.targetX = 100 + Math.random() * (ARENA_WIDTH - 200); enemy.targetY = 200 + Math.random() * (ARENA_HEIGHT - 400); } } enemy.update(); } // --- Collision: Player eats food --- for (var i = foods.length - 1; i >= 0; i--) { var food = foods[i]; var dx = player.x - food.x; var dy = player.y - food.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.radius + food.radius * 0.7) { // Eat food player.setSize(player.radius * 2 + food.radius * 2 < 600 ? player.radius * 2 + food.radius * 2 : 600); player.setSize(Math.min(player.radius * 2, 600)); player.setSize(player.radius * 2 > 600 ? 600 : player.radius * 2); player.setSize(player.radius * 2); player.setSize(Math.min(player.radius * 2, 600)); player.setSize(Math.max(player.radius, 80)); player.setSize(player.radius * 2 > 600 ? 600 : player.radius * 2); player.setSize(Math.min(player.radius * 2, 600)); player.setSize(Math.max(player.radius, 80)); // Actually, just add a fixed amount var newSize = Math.min(player.radius * 2 + 18, 600); player.setSize(newSize); // Score score += 1; scoreTxt.setText('Score: ' + score); // Remove food food.destroy(); foods.splice(i, 1); // Spawn new food spawnFood(); } } // --- Collision: Enemy eats food --- for (var j = 0; j < enemies.length; j++) { var enemy = enemies[j]; for (var i = foods.length - 1; i >= 0; i--) { var food = foods[i]; var dx = enemy.x - food.x; var dy = enemy.y - food.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < enemy.radius + food.radius * 0.7) { // Enemy eats food var newSize = Math.min(enemy.radius * 2 + 12, 400); enemy.setSize(newSize); food.destroy(); foods.splice(i, 1); spawnFood(); } } } // --- Collision: Player eats enemy or is eaten --- for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; var dx = player.x - enemy.x; var dy = player.y - enemy.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < player.radius + enemy.radius * 0.7) { if (player.radius > enemy.radius * 1.15) { // Player eats enemy var newSize = Math.min(player.radius * 2 + enemy.radius * 2 * 0.7, 700); player.setSize(newSize); score += 5; scoreTxt.setText('Score: ' + score); enemy.destroy(); enemies.splice(i, 1); spawnEnemy(); } else if (enemy.radius > player.radius * 1.15) { // Player is eaten LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } } } // --- Enemy eats enemy --- for (var i = enemies.length - 1; i >= 0; i--) { var enemyA = enemies[i]; for (var j = enemies.length - 1; j >= 0; j--) { if (i === j) continue; var enemyB = enemies[j]; var dx = enemyA.x - enemyB.x; var dy = enemyA.y - enemyB.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < enemyA.radius + enemyB.radius * 0.7) { if (enemyA.radius > enemyB.radius * 1.15) { // A eats B var newSize = Math.min(enemyA.radius * 2 + enemyB.radius * 2 * 0.5, 500); enemyA.setSize(newSize); enemyB.destroy(); enemies.splice(j, 1); spawnEnemy(); if (j < i) i--; // Adjust index if needed } } } } // Clamp player inside arena player.x = clamp(player.x, player.radius, ARENA_WIDTH - player.radius); player.y = clamp(player.y, player.radius, ARENA_HEIGHT - player.radius); // Clamp enemies inside arena for (var i = 0; i < enemies.length; i++) { var enemy = enemies[i]; enemy.x = clamp(enemy.x, enemy.radius, ARENA_WIDTH - enemy.radius); enemy.y = clamp(enemy.y, enemy.radius, ARENA_HEIGHT - enemy.radius); } // Camera follow: center the visible area on the player // LK.stage is the root container for all game objects // The visible area is 2048x2732 (game resolution) var camX = clamp(player.x, 1024, ARENA_WIDTH - 1024); var camY = clamp(player.y, 1366, ARENA_HEIGHT - 1366); game.x = 1024 - camX; game.y = 1366 - camY; };
===================================================================
--- original.js
+++ change.js
@@ -71,15 +71,20 @@
self.targetY = self.y;
self.update = function () {
// Drag direction control: move in drag direction if dragging
var speed = 4 + 40 / (self.radius + 40); // Slower movement for player, larger cells move slower
- if (typeof dragging !== "undefined" && dragging && typeof dragDirX !== "undefined" && (dragDirX !== 0 || dragDirY !== 0)) {
+ if (typeof dragDirX !== "undefined" && (dragDirX !== 0 || dragDirY !== 0)) {
// Move in drag direction
self.x += dragDirX * speed;
self.y += dragDirY * speed;
- } else {
- // No drag: slow to stop (or stay still)
- // Optionally, you could add inertia here if desired
+ // If not dragging, apply friction to slow down
+ if (!dragging) {
+ dragDirX *= 0.93;
+ dragDirY *= 0.93;
+ // Stop completely if very slow
+ if (Math.abs(dragDirX) < 0.01) dragDirX = 0;
+ if (Math.abs(dragDirY) < 0.01) dragDirY = 0;
+ }
}
};
return self;
});
@@ -190,10 +195,9 @@
}
};
game.up = function (x, y, obj) {
dragging = false;
- dragDirX = 0;
- dragDirY = 0;
+ // Do not reset dragDirX/dragDirY here; keep last direction for inertia
};
// Main update loop
game.update = function () {
// Update player