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
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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(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
duration: 200,
onComplete: function onComplete() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 200
});
}
});
};
self.aim = function () {
// Slight lean forward when aiming
tween(self, {
rotation: 0.1
}, {
duration: 100
});
};
self.resetPose = function () {
// Return to normal stance
tween(self, {
rotation: 0
}, {
duration: 200
});
};
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 = 0.3;
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 = 80; // Position further behind slingshot
player.y = groundY;
player.scaleX = 1.2; // Make player more visible
player.scaleY = 1.2;
// Add slingshot asset to player's hand
var playerSlingshot = player.addChild(LK.getAsset('Sapan', {
anchorX: 0.5,
anchorY: 0.8
}));
playerSlingshot.x = 50; // Offset from player center to hand position
playerSlingshot.y = -100; // Offset upward to hand level
playerSlingshot.scaleX = 0.8; // Scale down for better proportion
playerSlingshot.scaleY = 0.8;
// 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();
// Reduce projectile velocity but make it more realistic
projectile.velocityX *= -0.2;
projectile.velocityY *= -0.2;
// Add some randomness to bounce
projectile.velocityX += (Math.random() - 0.5) * 2;
projectile.velocityY += (Math.random() - 0.5) * 2;
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
@@ -18,16 +18,18 @@
tween(self, {
scaleX: 1.2,
scaleY: 1.2
}, {
- duration: 200
+ duration: 200,
+ onComplete: function onComplete() {
+ tween(self, {
+ scaleX: 1,
+ scaleY: 1
+ }, {
+ duration: 200
+ });
+ }
});
- tween(self, {
- scaleX: 1,
- scaleY: 1
- }, {
- duration: 200
- });
};
self.aim = function () {
// Slight lean forward when aiming
tween(self, {
@@ -53,9 +55,9 @@
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
- self.gravity = 0.5;
+ self.gravity = 0.3;
self.launched = false;
self.destroyed = false;
self.launch = function (vx, vy) {
self.velocityX = vx;
@@ -166,17 +168,21 @@
slingshot.x = 200;
slingshot.y = groundY;
// Create player character
player = game.addChild(new Player());
-player.x = 120; // Position behind slingshot
+player.x = 80; // Position further behind slingshot
player.y = groundY;
+player.scaleX = 1.2; // Make player more visible
+player.scaleY = 1.2;
// Add slingshot asset to player's hand
var playerSlingshot = player.addChild(LK.getAsset('Sapan', {
anchorX: 0.5,
anchorY: 0.8
}));
-playerSlingshot.x = 30; // Offset from player center to hand position
-playerSlingshot.y = -60; // Offset upward to hand level
+playerSlingshot.x = 50; // Offset from player center to hand position
+playerSlingshot.y = -100; // Offset upward to hand level
+playerSlingshot.scaleX = 0.8; // Scale down for better proportion
+playerSlingshot.scaleY = 0.8;
// Create trajectory dots
for (var i = 0; i < 15; i++) {
var dot = game.addChild(LK.getAsset('trajectoryDot', {
anchorX: 0.5,
@@ -267,10 +273,14 @@
var block = targetBlocks[i];
if (!block.destroyed && projectile.intersects(block)) {
block.takeDamage();
LK.getSound('impact').play();
- projectile.velocityX *= -0.3;
- projectile.velocityY *= -0.3;
+ // Reduce projectile velocity but make it more realistic
+ projectile.velocityX *= -0.2;
+ projectile.velocityY *= -0.2;
+ // Add some randomness to bounce
+ projectile.velocityX += (Math.random() - 0.5) * 2;
+ projectile.velocityY += (Math.random() - 0.5) * 2;
if (block.destroyed) {
player.celebrate(); // Player celebrates when destroying a block
}
return true;