User prompt
Zorluk Seviyesi yazısını biraz yukarı alırmısın
User prompt
Kolay orta ve zor butonlarını asset olarak eklermisin
User prompt
Orta butonunu sarı ve zor butonunu kırmızı yaparmısın
User prompt
Kolay orta ve zor butonlarının birbirine geçmemesi gerekmektedir yani butonların arasına boşluk bırakırmısın
User prompt
İlk ekrandaki “Turkish Word Match” yazısının fontunu azcık kalınlaştır ve daha güzel yap
User prompt
Arayüz dili seçildiği anda uygulanmalıdır ve oyuna ilk girildiğine tüm dil seçenekleri ingilizce olmalıdır ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Arayüz dili seçildiğinde seçilen dilde olmalıdır oyun (eşleştirme kısmı hariç) ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Language kısmında ekranın sağ köşesinde arayüz dili yazısı olmalı ve altında ispanyolca,ingilizce ve türkçe olmalı bu seçeneklerden hangisine basılırsa seçilen dilde arayüz yap (tüm butonların arasına 1 cm aralık bırak) sol kısmında oyun dili yazısı olmalı oranın altında ingilizce ve ispanyolca seçenekleri olmalıdır (tüm butonların arasına 1 cm aralık bırakılmalıdır) hangi dil seçilirse oyunda olur englishBox o dilde olmalıdır ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Geri butonunu 75 pixel aşağı indir
User prompt
Ayarlar butonunu 1 cm aşağı indirirmisin Lütfeb
User prompt
Ayarlar butonunu çok az aşağı indirirmisin
User prompt
Butonların arasına çok az aralık bırakırmısın
User prompt
Başla seçeneğinin altına ayarlar ve ayatlar kısmının altına "Language" düğmesi eklermisin ayarlar kısmında: zorluk seçilmeli kolay orta zor olarak üç büton olmalı ve bu butonlara göre oyunun zorluğu belirlenmelidir zor seçen bir kişiye daha zor kelimeler sorulmalı ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
Başlangıç ekranı yap
User prompt
Türkçe kutular yanlış yapıldığında kendi konumuna dönmeli
User prompt
Her yanlış yaptığımızda score 1 eksilmeli
Code edit (1 edits merged)
Please save this source code
User prompt
If the player has not matched all the boxes, the next level cannot be passed (whenever he matches all the boxes, then he can pass)
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
// EnglishWordBox: static target
var EnglishWordBox = Container.expand(function () {
var self = Container.call(this);
// Attach box
var box = self.attachAsset('englishBox', {
anchorX: 0.5,
anchorY: 0.5
});
// Attach text
self.textObj = new Text2('', {
size: 80,
fill: 0xFFFFFF
});
self.textObj.anchor.set(0.5, 0.5);
self.addChild(self.textObj);
// Store word
self.word = '';
self.matchId = '';
// Set word and match id
self.setWord = function (word, matchId) {
self.word = word;
self.matchId = matchId;
self.textObj.setText(word);
};
return self;
});
// SettingsScreen: shows difficulty and language options
var SettingsScreen = Container.expand(function () {
var self = Container.call(this);
// Background
var bg = self.attachAsset('flashCorrect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9
});
// Title
self.titleText = new Text2('Ayarlar', {
size: 120,
fill: 0x222222
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 0;
self.titleText.y = -400;
self.addChild(self.titleText);
// Difficulty section
self.difficultyText = new Text2('Zorluk Seviyesi:', {
size: 90,
fill: 0x444444
});
self.difficultyText.anchor.set(0.5, 0.5);
self.difficultyText.x = 0;
self.difficultyText.y = -250;
self.addChild(self.difficultyText);
// Easy button
var easyButtonBg = self.attachAsset('englishBox', {
anchorX: 0.5,
anchorY: 0.5
});
easyButtonBg.y = -120;
easyButtonBg.x = -400;
self.easyButtonText = new Text2('KOLAY', {
size: 70,
fill: 0xFFFFFF
});
self.easyButtonText.anchor.set(0.5, 0.5);
self.easyButtonText.x = -400;
self.easyButtonText.y = -120;
self.addChild(self.easyButtonText);
// Medium button
var mediumButtonBg = self.attachAsset('englishBox', {
anchorX: 0.5,
anchorY: 0.5
});
mediumButtonBg.y = -120;
mediumButtonBg.x = 0;
self.mediumButtonText = new Text2('ORTA', {
size: 70,
fill: 0xFFFFFF
});
self.mediumButtonText.anchor.set(0.5, 0.5);
self.mediumButtonText.x = 0;
self.mediumButtonText.y = -120;
self.addChild(self.mediumButtonText);
// Hard button
var hardButtonBg = self.attachAsset('englishBox', {
anchorX: 0.5,
anchorY: 0.5
});
hardButtonBg.y = -120;
hardButtonBg.x = 400;
self.hardButtonText = new Text2('ZOR', {
size: 70,
fill: 0xFFFFFF
});
self.hardButtonText.anchor.set(0.5, 0.5);
self.hardButtonText.x = 400;
self.hardButtonText.y = -120;
self.addChild(self.hardButtonText);
// Language section
self.languageText = new Text2('Dil:', {
size: 90,
fill: 0x444444
});
self.languageText.anchor.set(0.5, 0.5);
self.languageText.x = 0;
self.languageText.y = 50;
self.addChild(self.languageText);
// Language button
var languageButtonBg = self.attachAsset('turkishBox', {
anchorX: 0.5,
anchorY: 0.5
});
languageButtonBg.y = 180;
self.languageButtonText = new Text2('LANGUAGE', {
size: 70,
fill: 0xFFFFFF
});
self.languageButtonText.anchor.set(0.5, 0.5);
self.languageButtonText.x = 0;
self.languageButtonText.y = 180;
self.addChild(self.languageButtonText);
// Back button
var backButtonBg = self.attachAsset('turkishBox', {
anchorX: 0.5,
anchorY: 0.5
});
backButtonBg.y = 350;
self.backButtonText = new Text2('GERİ', {
size: 70,
fill: 0xFFFFFF
});
self.backButtonText.anchor.set(0.5, 0.5);
self.backButtonText.x = 0;
self.backButtonText.y = 350;
self.addChild(self.backButtonText);
// Update button colors based on current difficulty
self.updateDifficultyButtons = function () {
var currentDifficulty = storage.difficulty || 'medium';
// Reset all to default color
easyButtonBg.tint = 0x32cd32;
mediumButtonBg.tint = 0x32cd32;
hardButtonBg.tint = 0x32cd32;
// Highlight selected
if (currentDifficulty === 'easy') {
easyButtonBg.tint = 0x228b22;
} else if (currentDifficulty === 'medium') {
mediumButtonBg.tint = 0x228b22;
} else if (currentDifficulty === 'hard') {
hardButtonBg.tint = 0x228b22;
}
};
self.updateDifficultyButtons();
// Touch handler
self.down = function (x, y, obj) {
// Easy button
if (x >= easyButtonBg.x - easyButtonBg.width / 2 && x <= easyButtonBg.x + easyButtonBg.width / 2 && y >= easyButtonBg.y - easyButtonBg.height / 2 && y <= easyButtonBg.y + easyButtonBg.height / 2) {
storage.difficulty = 'easy';
self.updateDifficultyButtons();
}
// Medium button
else if (x >= mediumButtonBg.x - mediumButtonBg.width / 2 && x <= mediumButtonBg.x + mediumButtonBg.width / 2 && y >= mediumButtonBg.y - mediumButtonBg.height / 2 && y <= mediumButtonBg.y + mediumButtonBg.height / 2) {
storage.difficulty = 'medium';
self.updateDifficultyButtons();
}
// Hard button
else if (x >= hardButtonBg.x - hardButtonBg.width / 2 && x <= hardButtonBg.x + hardButtonBg.width / 2 && y >= hardButtonBg.y - hardButtonBg.height / 2 && y <= hardButtonBg.y + hardButtonBg.height / 2) {
storage.difficulty = 'hard';
self.updateDifficultyButtons();
}
// Language button
else if (x >= languageButtonBg.x - languageButtonBg.width / 2 && x <= languageButtonBg.x + languageButtonBg.width / 2 && y >= languageButtonBg.y - languageButtonBg.height / 2 && y <= languageButtonBg.y + languageButtonBg.height / 2) {
// Language functionality placeholder
console.log('Language button pressed');
}
// Back button
else if (x >= backButtonBg.x - backButtonBg.width / 2 && x <= backButtonBg.x + backButtonBg.width / 2 && y >= backButtonBg.y - backButtonBg.height / 2 && y <= backButtonBg.y + backButtonBg.height / 2) {
// Go back to start screen
self.destroy();
startScreen = new StartScreen();
startScreen.x = 2048 / 2;
startScreen.y = 2732 / 2;
game.addChild(startScreen);
}
};
return self;
});
// StartScreen: shows game intro and start button
var StartScreen = Container.expand(function () {
var self = Container.call(this);
// Background
var bg = self.attachAsset('flashCorrect', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.9
});
// Title
self.titleText = new Text2('Turkish Word Match', {
size: 120,
fill: 0x222222
});
self.titleText.anchor.set(0.5, 0.5);
self.titleText.x = 0;
self.titleText.y = -300;
self.addChild(self.titleText);
// Instructions
self.instructionText = new Text2('Match Turkish words\nto their English meanings!', {
size: 80,
fill: 0x444444
});
self.instructionText.anchor.set(0.5, 0.5);
self.instructionText.x = 0;
self.instructionText.y = -100;
self.addChild(self.instructionText);
// Start button background
var startButtonBg = self.attachAsset('turkishBox', {
anchorX: 0.5,
anchorY: 0.5
});
startButtonBg.y = 200;
// Start button text
self.startButtonText = new Text2('BAŞLA', {
size: 90,
fill: 0xFFFFFF
});
self.startButtonText.anchor.set(0.5, 0.5);
self.startButtonText.x = 0;
self.startButtonText.y = 200;
self.addChild(self.startButtonText);
// Settings button background
var settingsButtonBg = self.attachAsset('englishBox', {
anchorX: 0.5,
anchorY: 0.5
});
settingsButtonBg.y = 380;
// Settings button text
self.settingsButtonText = new Text2('AYARLAR', {
size: 90,
fill: 0xFFFFFF
});
self.settingsButtonText.anchor.set(0.5, 0.5);
self.settingsButtonText.x = 0;
self.settingsButtonText.y = 380;
self.addChild(self.settingsButtonText);
// Touch handler for start button
self.down = function (x, y, obj) {
// Check if clicked on start button area
var buttonX = startButtonBg.x;
var buttonY = startButtonBg.y;
var buttonW = startButtonBg.width;
var buttonH = startButtonBg.height;
if (x >= buttonX - buttonW / 2 && x <= buttonX + buttonW / 2 && y >= buttonY - buttonH / 2 && y <= buttonY + buttonH / 2) {
// Start the game
self.destroy();
startRound();
}
// Check if clicked on settings button area
else if (x >= settingsButtonBg.x - settingsButtonBg.width / 2 && x <= settingsButtonBg.x + settingsButtonBg.width / 2 && y >= settingsButtonBg.y - settingsButtonBg.height / 2 && y <= settingsButtonBg.y + settingsButtonBg.height / 2) {
// Show settings screen
self.destroy();
var settingsScreen = new SettingsScreen();
settingsScreen.x = 2048 / 2;
settingsScreen.y = 2732 / 2;
game.addChild(settingsScreen);
}
};
return self;
});
// TurkishWordBox: draggable Turkish word
var TurkishWordBox = Container.expand(function () {
var self = Container.call(this);
// Attach box
var box = self.attachAsset('turkishBox', {
anchorX: 0.5,
anchorY: 0.5
});
// Attach text
self.textObj = new Text2('', {
size: 80,
fill: 0xFFFFFF
});
self.textObj.anchor.set(0.5, 0.5);
self.addChild(self.textObj);
// Store word
self.word = '';
self.matchId = '';
// Drag state
self.isDragging = false;
// Set word and match id
self.setWord = function (word, matchId) {
self.word = word;
self.matchId = matchId;
self.textObj.setText(word);
};
// For drag offset
self.dragOffsetX = 0;
self.dragOffsetY = 0;
// Down event: start drag
self.down = function (x, y, obj) {
self.isDragging = true;
// Offset from center
self.dragOffsetX = self.x - x;
self.dragOffsetY = self.y - y;
dragNode = self;
};
// Up event: handled in game.up
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xf7f7f7
});
/****
* Game Code
****/
// --- Word Data ---
// Turkish word box
// English word box
// Correct match flash
// Wrong match flash
var easyWordPairs = [{
tr: "Merhaba",
en: "Hello"
}, {
tr: "Evet",
en: "Yes"
}, {
tr: "Hayır",
en: "No"
}, {
tr: "Teşekkürler",
en: "Thank you"
}, {
tr: "İyi",
en: "Good"
}, {
tr: "Kötü",
en: "Bad"
}, {
tr: "Tamam",
en: "Okay"
}, {
tr: "Güle güle",
en: "Goodbye"
}];
var mediumWordPairs = [{
tr: "Günaydın",
en: "Good morning"
}, {
tr: "Lütfen",
en: "Please"
}, {
tr: "Nasılsın?",
en: "How are you?"
}, {
tr: "Affedersiniz",
en: "Excuse me"
}, {
tr: "Hoş geldiniz",
en: "Welcome"
}, {
tr: "Hoşça kal",
en: "Bye"
}, {
tr: "Benim adım...",
en: "My name is..."
}, {
tr: "Ne?",
en: "What?"
}, {
tr: "Kim?",
en: "Who?"
}, {
tr: "Nerede?",
en: "Where?"
}];
var hardWordPairs = [{
tr: "Ne zaman?",
en: "When?"
}, {
tr: "Neden?",
en: "Why?"
}, {
tr: "Anlıyorum",
en: "I understand"
}, {
tr: "Anlamıyorum",
en: "I don't understand"
}, {
tr: "Yardım edebilir misiniz?",
en: "Can you help me?"
}, {
tr: "Özür dilerim",
en: "I'm sorry"
}, {
tr: "Bir dakika",
en: "One moment"
}, {
tr: "Konuşabiliyor musunuz?",
en: "Can you speak?"
}, {
tr: "Tekrar söyleyebilir misiniz?",
en: "Can you repeat?"
}, {
tr: "Çok teşekkür ederim",
en: "Thank you very much"
}];
// Get word pairs based on difficulty
function getWordPairs() {
var difficulty = storage.difficulty || 'medium';
if (difficulty === 'easy') {
return easyWordPairs;
} else if (difficulty === 'hard') {
return hardWordPairs;
} else {
return mediumWordPairs;
}
}
// --- Game State ---
var currentRound = 0;
var score = 0;
var timeLeft = 15; // seconds per round, will decrease
var roundTimer = null;
var timerText = null;
var scoreText = null;
var dragNode = null;
var turkishBoxes = [];
var englishBoxes = [];
var matchCount = 0;
var roundActive = false;
var lastFlash = null;
var gameStarted = false;
var startScreen = null;
// --- UI Setup ---
// Score display
scoreText = new Text2('Score: 0', {
size: 90,
fill: 0x222222
});
scoreText.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreText);
// Timer display
timerText = new Text2('15', {
size: 90,
fill: 0xD83318
});
timerText.anchor.set(1, 0);
LK.gui.topRight.addChild(timerText);
// --- Game Functions ---
function shuffleArray(arr) {
// Fisher-Yates shuffle
for (var i = arr.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = arr[i];
arr[i] = arr[j];
arr[j] = temp;
}
return arr;
}
function startRound() {
// Clean up previous round
for (var i = 0; i < turkishBoxes.length; i++) {
turkishBoxes[i].destroy();
}
for (var i = 0; i < englishBoxes.length; i++) {
englishBoxes[i].destroy();
}
turkishBoxes = [];
englishBoxes = [];
matchCount = 0;
dragNode = null;
roundActive = true;
gameStarted = true;
// Increase difficulty: more pairs, less time
var numPairs = 2 + Math.floor(currentRound / 2);
if (numPairs > 6) {
numPairs = 6;
}
timeLeft = 15 - currentRound * 1;
if (timeLeft < 6) {
timeLeft = 6;
}
// Pick random pairs based on difficulty
var currentWordPairs = getWordPairs();
var pairs = [];
var used = [];
while (pairs.length < numPairs && used.length < currentWordPairs.length) {
var idx = Math.floor(Math.random() * currentWordPairs.length);
if (used.indexOf(idx) === -1) {
pairs.push({
tr: currentWordPairs[idx].tr,
en: currentWordPairs[idx].en,
id: 'pair' + idx
});
used.push(idx);
}
}
// Shuffle Turkish and English sides separately
var turkishList = [];
var englishList = [];
for (var i = 0; i < pairs.length; i++) {
turkishList.push({
word: pairs[i].tr,
id: pairs[i].id
});
englishList.push({
word: pairs[i].en,
id: pairs[i].id
});
}
shuffleArray(turkishList);
shuffleArray(englishList);
// Layout Turkish boxes (draggable) on left
var spacingY = 220;
var startY = (2732 - (turkishList.length * spacingY - (spacingY - 180))) / 2;
for (var i = 0; i < turkishList.length; i++) {
var box = new TurkishWordBox();
box.setWord(turkishList[i].word, turkishList[i].id);
box.x = 400;
box.y = startY + i * spacingY;
// Store initial position for snap-back
box.initialX = box.x;
box.initialY = box.y;
turkishBoxes.push(box);
game.addChild(box);
}
// Layout English boxes (targets) on right
for (var i = 0; i < englishList.length; i++) {
var box = new EnglishWordBox();
box.setWord(englishList[i].word, englishList[i].id);
box.x = 2048 - 400;
box.y = startY + i * spacingY;
englishBoxes.push(box);
game.addChild(box);
}
// Start timer
timerText.setText(timeLeft);
if (roundTimer) {
LK.clearInterval(roundTimer);
}
roundTimer = LK.setInterval(function () {
if (!roundActive) {
return;
}
timeLeft -= 1;
timerText.setText(timeLeft);
if (timeLeft <= 0) {
endRound(false);
}
}, 1000);
}
function endRound(success) {
roundActive = false;
if (roundTimer) {
LK.clearInterval(roundTimer);
roundTimer = null;
}
// Flash feedback
if (success) {
LK.effects.flashScreen(0x83de44, 600);
} else {
LK.effects.flashScreen(0xff0000, 900);
}
// Next round or game over
LK.setTimeout(function () {
if (success) {
currentRound += 1;
if (currentRound >= 10) {
LK.showYouWin();
} else {
startRound();
}
} else {
LK.showGameOver();
}
}, 900);
}
function checkMatch(turkishBox, englishBox) {
if (!roundActive) {
return;
}
if (turkishBox.matchId === englishBox.matchId) {
// Correct
score += 1;
LK.setScore(score);
scoreText.setText('Score: ' + score);
// Animate to target
tween(turkishBox, {
x: englishBox.x,
y: englishBox.y
}, {
duration: 250,
easing: tween.easeIn,
onFinish: function onFinish() {
turkishBox.destroy();
englishBox.destroy();
}
});
// Remove from arrays
for (var i = 0; i < turkishBoxes.length; i++) {
if (turkishBoxes[i] === turkishBox) {
turkishBoxes.splice(i, 1);
break;
}
}
for (var i = 0; i < englishBoxes.length; i++) {
if (englishBoxes[i] === englishBox) {
englishBoxes.splice(i, 1);
break;
}
}
matchCount += 1;
LK.effects.flashObject(turkishBox, 0x83de44, 400);
// Only pass if all Turkish and English boxes are matched (arrays are empty)
if (turkishBoxes.length === 0 && englishBoxes.length === 0) {
endRound(true);
}
} else {
// Wrong
score -= 1;
if (score < 0) score = 0;
LK.setScore(score);
scoreText.setText('Score: ' + score);
LK.effects.flashObject(turkishBox, 0xff0000, 400);
// Snap back
tween(turkishBox, {
x: typeof turkishBox.initialX !== "undefined" ? turkishBox.initialX : 400,
y: typeof turkishBox.initialY !== "undefined" ? turkishBox.initialY : turkishBox.y
}, {
duration: 200,
easing: tween.easeOut
});
}
}
// --- Drag and Drop Logic ---
function handleMove(x, y, obj) {
if (!gameStarted || !roundActive) {
return;
}
if (dragNode && dragNode.isDragging) {
// Move Turkish box to where player touches (centered)
dragNode.x = x;
dragNode.y = y;
}
}
game.move = handleMove;
game.down = function (x, y, obj) {
if (!gameStarted || !roundActive) {
return;
}
// Check if a Turkish box is pressed
for (var i = 0; i < turkishBoxes.length; i++) {
var box = turkishBoxes[i];
// Check bounds
var bx = box.x - box.width / 2;
var by = box.y - box.height / 2;
if (x >= bx && x <= bx + box.width && y >= by && y <= by + box.height) {
// Start drag
box.down(x, y, obj);
break;
}
}
};
game.up = function (x, y, obj) {
if (!gameStarted || !roundActive) {
return;
}
if (dragNode && dragNode.isDragging) {
// Check if over any English box
var dropped = false;
for (var i = 0; i < englishBoxes.length; i++) {
var target = englishBoxes[i];
if (dragNode.intersects(target)) {
checkMatch(dragNode, target);
dropped = true;
break;
}
}
if (!dropped) {
// Check for nesting with other Turkish boxes
var nested = false;
for (var i = 0; i < turkishBoxes.length; i++) {
var other = turkishBoxes[i];
if (other !== dragNode && dragNode.intersects(other)) {
nested = true;
break;
}
}
if (nested) {
// Find a free Y position (not overlapping others)
var spacingY = 220;
var startY = (2732 - (turkishBoxes.length * spacingY - (spacingY - 180))) / 2;
var found = false;
for (var tryI = 0; tryI < 20 && !found; tryI++) {
var tryY = startY + Math.floor(Math.random() * turkishBoxes.length) * spacingY;
var overlap = false;
for (var j = 0; j < turkishBoxes.length; j++) {
var otherBox = turkishBoxes[j];
if (otherBox !== dragNode) {
var dy = Math.abs(otherBox.y - tryY);
if (dy < 180) {
// box height
overlap = true;
break;
}
}
}
if (!overlap) {
found = true;
tween(dragNode, {
x: 400,
y: tryY
}, {
duration: 200,
easing: tween.easeOut
});
}
}
if (!found) {
// fallback: snap to default
tween(dragNode, {
x: 400
}, {
duration: 200,
easing: tween.easeOut
});
}
} else {
// Snap back
tween(dragNode, {
x: typeof dragNode.initialX !== "undefined" ? dragNode.initialX : 400,
y: typeof dragNode.initialY !== "undefined" ? dragNode.initialY : dragNode.y
}, {
duration: 200,
easing: tween.easeOut
});
}
}
dragNode.isDragging = false;
dragNode = null;
}
};
// --- Game Update ---
game.update = function () {
// No per-frame logic needed for now
};
// --- Start Game ---
currentRound = 0;
score = 0;
LK.setScore(0);
scoreText.setText('Score: 0');
// Show start screen instead of immediately starting
startScreen = new StartScreen();
startScreen.x = 2048 / 2;
startScreen.y = 2732 / 2;
game.addChild(startScreen); ===================================================================
--- original.js
+++ change.js
@@ -65,15 +65,15 @@
anchorX: 0.5,
anchorY: 0.5
});
easyButtonBg.y = -120;
- easyButtonBg.x = -250;
+ easyButtonBg.x = -400;
self.easyButtonText = new Text2('KOLAY', {
size: 70,
fill: 0xFFFFFF
});
self.easyButtonText.anchor.set(0.5, 0.5);
- self.easyButtonText.x = -250;
+ self.easyButtonText.x = -400;
self.easyButtonText.y = -120;
self.addChild(self.easyButtonText);
// Medium button
var mediumButtonBg = self.attachAsset('englishBox', {
@@ -95,15 +95,15 @@
anchorX: 0.5,
anchorY: 0.5
});
hardButtonBg.y = -120;
- hardButtonBg.x = 250;
+ hardButtonBg.x = 400;
self.hardButtonText = new Text2('ZOR', {
size: 70,
fill: 0xFFFFFF
});
self.hardButtonText.anchor.set(0.5, 0.5);
- self.hardButtonText.x = 250;
+ self.hardButtonText.x = 400;
self.hardButtonText.y = -120;
self.addChild(self.hardButtonText);
// Language section
self.languageText = new Text2('Dil:', {
@@ -118,30 +118,30 @@
var languageButtonBg = self.attachAsset('turkishBox', {
anchorX: 0.5,
anchorY: 0.5
});
- languageButtonBg.y = 150;
+ languageButtonBg.y = 180;
self.languageButtonText = new Text2('LANGUAGE', {
size: 70,
fill: 0xFFFFFF
});
self.languageButtonText.anchor.set(0.5, 0.5);
self.languageButtonText.x = 0;
- self.languageButtonText.y = 150;
+ self.languageButtonText.y = 180;
self.addChild(self.languageButtonText);
// Back button
var backButtonBg = self.attachAsset('turkishBox', {
anchorX: 0.5,
anchorY: 0.5
});
- backButtonBg.y = 250;
+ backButtonBg.y = 350;
self.backButtonText = new Text2('GERİ', {
size: 70,
fill: 0xFFFFFF
});
self.backButtonText.anchor.set(0.5, 0.5);
self.backButtonText.x = 0;
- self.backButtonText.y = 250;
+ self.backButtonText.y = 350;
self.addChild(self.backButtonText);
// Update button colors based on current difficulty
self.updateDifficultyButtons = function () {
var currentDifficulty = storage.difficulty || 'medium';
@@ -239,17 +239,17 @@
var settingsButtonBg = self.attachAsset('englishBox', {
anchorX: 0.5,
anchorY: 0.5
});
- settingsButtonBg.y = 300;
+ settingsButtonBg.y = 380;
// Settings button text
self.settingsButtonText = new Text2('AYARLAR', {
size: 90,
fill: 0xFFFFFF
});
self.settingsButtonText.anchor.set(0.5, 0.5);
self.settingsButtonText.x = 0;
- self.settingsButtonText.y = 300;
+ self.settingsButtonText.y = 380;
self.addChild(self.settingsButtonText);
// Touch handler for start button
self.down = function (x, y, obj) {
// Check if clicked on start button area