User prompt
Zemini çimen yap
User prompt
Addsilingshoutbase
User prompt
Please fix the bug: 'Uncaught TypeError: LK.effects.shakeScreen is not a function' in or related to this line: 'LK.effects.shakeScreen(distance / 10, 200);' Line Number: 499
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Sapanı daha gerçekçi yap efekt animasyon ekle. Top giderken de animasyonlu gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Top bitince yeniden başlat
User prompt
Tamam yap
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Topa vurdugumda ses çalsın. Birde sapan asset yükledim bunu playerin eline ekle
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Player hize düzelt büyüt
User prompt
Please fix the bug: 'Uncaught TypeError: tween.to is not a function' in or related to this line: 'tween.to(self, 0.1, {' Line Number: 44 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Player yok
Code edit (1 edits merged)
Please save this source code
User prompt
Slingshot Strike
Initial prompt
Angry birds tarzı
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Player = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 1 }); self.isReady = true; self.celebrate = function () { // Animate player celebration when hitting targets tween.to(self, 0.2, { scaleX: 1.2, scaleY: 1.2 }); tween.to(self, 0.2, { scaleX: 1, scaleY: 1 }, 0.2); }; self.aim = function () { // Slight lean forward when aiming tween.to(self, 0.1, { rotation: 0.1 }); }; self.resetPose = function () { // Return to normal stance tween.to(self, 0.2, { rotation: 0 }); }; return self; }); var Projectile = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('projectile', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.gravity = 0.5; self.launched = false; self.destroyed = false; self.launch = function (vx, vy) { self.velocityX = vx; self.velocityY = vy; self.launched = true; LK.getSound('launch').play(); }; self.update = function () { if (self.launched && !self.destroyed) { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; // Check ground collision if (self.y >= groundY - 30) { self.y = groundY - 30; self.velocityY = -self.velocityY * 0.3; self.velocityX *= 0.8; if (Math.abs(self.velocityY) < 2) { self.launched = false; } } // Check screen bounds if (self.x > 2200 || self.x < -100 || self.y > 2800) { self.destroyed = true; } } }; return self; }); var TargetBlock = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('targetBlock', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; self.destroyed = false; self.takeDamage = function () { self.health--; if (self.health <= 0) { self.destroyed = true; LK.getSound('destroy').play(); LK.setScore(LK.getScore() + 100); LK.effects.flashObject(self, 0xFFFFFF, 200); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Game variables var slingshot; var slingshotBase; var player; var currentProjectile = null; var isAiming = false; var aimStartX = 0; var aimStartY = 0; var trajectoryDots = []; var targetBlocks = []; var projectiles = []; var shotsRemaining = 5; var level = 1; var groundY = 2600; // UI elements var shotsText = new Text2('Shots: 5', { size: 80, fill: 0x000000 }); shotsText.anchor.set(0, 0); LK.gui.topRight.addChild(shotsText); shotsText.x = -300; shotsText.y = 100; var scoreText = new Text2('Score: 0', { size: 80, fill: 0x000000 }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); scoreText.y = 100; // Create ground var ground = game.addChild(LK.getAsset('ground', { anchorX: 0.5, anchorY: 0.5 })); ground.x = 1024; ground.y = groundY; // Create slingshot slingshotBase = game.addChild(LK.getAsset('slingshotBase', { anchorX: 0.5, anchorY: 1 })); slingshotBase.x = 200; slingshotBase.y = groundY; slingshot = game.addChild(LK.getAsset('slingshot', { anchorX: 0.5, anchorY: 1 })); slingshot.x = 200; slingshot.y = groundY; // Create player character player = game.addChild(new Player()); player.x = 120; // Position behind slingshot player.y = groundY; // Create trajectory dots for (var i = 0; i < 15; i++) { var dot = game.addChild(LK.getAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 })); dot.visible = false; trajectoryDots.push(dot); } // Create target structures function createLevel() { // Clear existing targets for (var i = targetBlocks.length - 1; i >= 0; i--) { if (targetBlocks[i].destroyed) { targetBlocks[i].destroy(); targetBlocks.splice(i, 1); } } targetBlocks = []; // Create target blocks in tower formation var startX = 1400; var startY = groundY - 50; // Bottom row for (var i = 0; i < 4; i++) { var block = game.addChild(new TargetBlock()); block.x = startX + i * 110; block.y = startY; targetBlocks.push(block); } // Middle row for (var i = 0; i < 3; i++) { var block = game.addChild(new TargetBlock()); block.x = startX + 55 + i * 110; block.y = startY - 110; targetBlocks.push(block); } // Top row for (var i = 0; i < 2; i++) { var block = game.addChild(new TargetBlock()); block.x = startX + 110 + i * 110; block.y = startY - 220; targetBlocks.push(block); } // Top block var block = game.addChild(new TargetBlock()); block.x = startX + 165; block.y = startY - 330; targetBlocks.push(block); } // Initialize first level createLevel(); // Helper functions function calculateTrajectory(startX, startY, velocityX, velocityY) { var points = []; var x = startX; var y = startY; var vx = velocityX; var vy = velocityY; for (var i = 0; i < 15; i++) { points.push({ x: x, y: y }); x += vx * 2; y += vy * 2; vy += 0.5 * 2; if (y >= groundY - 30) break; } return points; } function updateTrajectoryDisplay(points) { for (var i = 0; i < trajectoryDots.length; i++) { if (i < points.length) { trajectoryDots[i].x = points[i].x; trajectoryDots[i].y = points[i].y; trajectoryDots[i].visible = true; } else { trajectoryDots[i].visible = false; } } } function hideTrajectoryDisplay() { for (var i = 0; i < trajectoryDots.length; i++) { trajectoryDots[i].visible = false; } } function checkProjectileCollisions(projectile) { for (var i = 0; i < targetBlocks.length; i++) { var block = targetBlocks[i]; if (!block.destroyed && projectile.intersects(block)) { block.takeDamage(); LK.getSound('impact').play(); projectile.velocityX *= -0.3; projectile.velocityY *= -0.3; if (block.destroyed) { player.celebrate(); // Player celebrates when destroying a block } return true; } } return false; } function checkLevelComplete() { var remainingBlocks = 0; for (var i = 0; i < targetBlocks.length; i++) { if (!targetBlocks[i].destroyed) { remainingBlocks++; } } if (remainingBlocks === 0) { // Level complete level++; shotsRemaining = 5; LK.setTimeout(function () { createLevel(); }, 1000); return true; } if (shotsRemaining <= 0 && projectiles.length === 0) { // Game over LK.showGameOver(); return true; } return false; } // Event handlers game.down = function (x, y, obj) { if (!currentProjectile && shotsRemaining > 0) { var distance = Math.sqrt((x - slingshot.x) * (x - slingshot.x) + (y - slingshot.y) * (y - slingshot.y)); if (distance < 150) { isAiming = true; aimStartX = x; aimStartY = y; currentProjectile = game.addChild(new Projectile()); currentProjectile.x = slingshot.x; currentProjectile.y = slingshot.y - 100; player.aim(); // Player leans forward when aiming } } }; game.move = function (x, y, obj) { if (isAiming && currentProjectile) { var deltaX = aimStartX - x; var deltaY = aimStartY - y; // Limit drag distance var maxDistance = 150; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > maxDistance) { deltaX = deltaX / distance * maxDistance; deltaY = deltaY / distance * maxDistance; } currentProjectile.x = slingshot.x - deltaX * 0.5; currentProjectile.y = slingshot.y - 100 - deltaY * 0.5; // Calculate and show trajectory var velocityX = deltaX * 0.3; var velocityY = deltaY * 0.3; var trajectoryPoints = calculateTrajectory(currentProjectile.x, currentProjectile.y, velocityX, velocityY); updateTrajectoryDisplay(trajectoryPoints); } }; game.up = function (x, y, obj) { if (isAiming && currentProjectile) { var deltaX = aimStartX - x; var deltaY = aimStartY - y; // Limit drag distance var maxDistance = 150; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > maxDistance) { deltaX = deltaX / distance * maxDistance; deltaY = deltaY / distance * maxDistance; } if (distance > 20) { var velocityX = deltaX * 0.3; var velocityY = deltaY * 0.3; currentProjectile.launch(velocityX, velocityY); projectiles.push(currentProjectile); shotsRemaining--; shotsText.setText('Shots: ' + shotsRemaining); player.celebrate(); // Player celebrates the shot } else { currentProjectile.destroy(); } currentProjectile = null; isAiming = false; hideTrajectoryDisplay(); player.resetPose(); // Player returns to normal stance } }; game.update = function () { // Update score display scoreText.setText('Score: ' + LK.getScore()); // Update projectiles for (var i = projectiles.length - 1; i >= 0; i--) { var projectile = projectiles[i]; if (projectile.destroyed) { projectile.destroy(); projectiles.splice(i, 1); continue; } if (projectile.launched) { checkProjectileCollisions(projectile); } } // Remove destroyed blocks for (var i = targetBlocks.length - 1; i >= 0; i--) { if (targetBlocks[i].destroyed) { targetBlocks[i].destroy(); targetBlocks.splice(i, 1); } } // Check level completion checkLevelComplete(); };
===================================================================
--- original.js
+++ change.js
@@ -5,8 +5,40 @@
/****
* Classes
****/
+var Player = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('player', {
+ anchorX: 0.5,
+ anchorY: 1
+ });
+ self.isReady = true;
+ self.celebrate = function () {
+ // Animate player celebration when hitting targets
+ tween.to(self, 0.2, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ });
+ tween.to(self, 0.2, {
+ scaleX: 1,
+ scaleY: 1
+ }, 0.2);
+ };
+ self.aim = function () {
+ // Slight lean forward when aiming
+ tween.to(self, 0.1, {
+ rotation: 0.1
+ });
+ };
+ self.resetPose = function () {
+ // Return to normal stance
+ tween.to(self, 0.2, {
+ rotation: 0
+ });
+ };
+ return self;
+});
var Projectile = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('projectile', {
anchorX: 0.5,
@@ -77,8 +109,9 @@
****/
// Game variables
var slingshot;
var slingshotBase;
+var player;
var currentProjectile = null;
var isAiming = false;
var aimStartX = 0;
var aimStartY = 0;
@@ -123,8 +156,12 @@
anchorY: 1
}));
slingshot.x = 200;
slingshot.y = groundY;
+// Create player character
+player = game.addChild(new Player());
+player.x = 120; // Position behind slingshot
+player.y = groundY;
// Create trajectory dots
for (var i = 0; i < 15; i++) {
var dot = game.addChild(LK.getAsset('trajectoryDot', {
anchorX: 0.5,
@@ -217,8 +254,11 @@
block.takeDamage();
LK.getSound('impact').play();
projectile.velocityX *= -0.3;
projectile.velocityY *= -0.3;
+ if (block.destroyed) {
+ player.celebrate(); // Player celebrates when destroying a block
+ }
return true;
}
}
return false;
@@ -256,8 +296,9 @@
aimStartY = y;
currentProjectile = game.addChild(new Projectile());
currentProjectile.x = slingshot.x;
currentProjectile.y = slingshot.y - 100;
+ player.aim(); // Player leans forward when aiming
}
}
};
game.move = function (x, y, obj) {
@@ -297,14 +338,16 @@
currentProjectile.launch(velocityX, velocityY);
projectiles.push(currentProjectile);
shotsRemaining--;
shotsText.setText('Shots: ' + shotsRemaining);
+ player.celebrate(); // Player celebrates the shot
} else {
currentProjectile.destroy();
}
currentProjectile = null;
isAiming = false;
hideTrajectoryDisplay();
+ player.resetPose(); // Player returns to normal stance
}
};
game.update = function () {
// Update score display