User prompt
Atış hakkım 0 olduğunda kaybedeyim oyunu
User prompt
Kuşa çarpınca atış hakkım azalsın+ oyunda saat emojisi görüyorum ve dünya emojisini kaldır
User prompt
Oyuna kuş ekleyebilir miyiz? Havada uçan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Arkaplan müzik ismi angrybirds add
User prompt
Müzik çalmıyor arka plan
User prompt
Angrybirds add sound
User prompt
Ekle
User prompt
Ekle
User prompt
Start menü ekranına bölümler yazısının Altına nasıl oynanır butonu ekle tıkladığında oyunu anlat
User prompt
Oyun game over olmuyor
User prompt
6 atış hakkım olsun ve de hakkım bitince game över olsun
User prompt
Bazen kutular ekran dışında oluyor onları düzelt
User prompt
Atış hakkım bitince start ekranına dön
User prompt
Fix
User prompt
5 kutu yaptık ama hala çok gözüküyor
User prompt
Kutu sayısını azalt 5 tane kalsın
User prompt
Oyunda kasmalar mevcut düzelt
User prompt
Atış yaparken zorlanıyorum topu tutarken
User prompt
Ekle
User prompt
Topu tutup atması zor oluyor düzelt arka doğru atmasın topu kutulara doğru sadece
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var localPos = self.toLocal(obj.parent.toGlobal(obj.position));' Line Number: 234
User prompt
Hepsini ekle + oyuna giriş bölümü de ekle. ↪💡 Consider importing and using the following plugins: @upit/tween.v1, @upit/storage.v1
User prompt
Düzelt
User prompt
Tasarımları öner Türkçe
User prompt
Zemini çimen yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var AchievementSystem = Container.expand(function () { var self = Container.call(this); self.achievements = { perfectShot: false, oneShot: false, destructionMaster: false, sharpshooter: false }; self.loadAchievements = function () { var saved = storage.achievements; if (saved) { self.achievements = saved; } }; self.saveAchievements = function () { storage.achievements = self.achievements; }; self.checkAchievement = function (type, value) { switch (type) { case 'perfectShot': if (value === 1 && !self.achievements.perfectShot) { self.achievements.perfectShot = true; self.showAchievement('Mükemmel Atış!', 'Tek atışta tüm hedefleri yok et'); } break; case 'oneShot': if (value >= 5 && !self.achievements.oneShot) { self.achievements.oneShot = true; self.showAchievement('Tek Atış Ustası!', 'Tek atışta 5 blok yok et'); } break; case 'destructionMaster': if (value >= 100 && !self.achievements.destructionMaster) { self.achievements.destructionMaster = true; self.showAchievement('Yıkım Ustası!', '100 blok yok et'); } break; case 'sharpshooter': if (value >= 10 && !self.achievements.sharpshooter) { self.achievements.sharpshooter = true; self.showAchievement('Keskin Nişancı!', '10 seviye tamamla'); } break; } self.saveAchievements(); }; self.showAchievement = function (title, description) { var popup = game.addChild(LK.getAsset('targetBlock', { anchorX: 0.5, anchorY: 0.5 })); popup.x = 1024; popup.y = 400; popup.scaleX = 4; popup.scaleY = 2; popup.tint = 0xFFD700; popup.alpha = 0; var titleText = new Text2(title, { size: 60, fill: 0x000000 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 380; game.addChild(titleText); var descText = new Text2(description, { size: 40, fill: 0x333333 }); descText.anchor.set(0.5, 0.5); descText.x = 1024; descText.y = 420; game.addChild(descText); // Animate in tween(popup, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(titleText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); tween(descText, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); // Animate out after delay LK.setTimeout(function () { tween(popup, { alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { popup.destroy(); } }); tween(titleText, { alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { titleText.destroy(); } }); tween(descText, { alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { descText.destroy(); } }); }, 3000); }; return self; }); var IntroScreen = Container.expand(function () { var self = Container.call(this); // Create background overlay var overlay = self.attachAsset('grass', { anchorX: 0.5, anchorY: 0.5, color: 0x000000, alpha: 0.8 }); overlay.width = 2048; overlay.height = 2732; overlay.x = 1024; overlay.y = 1366; // Title text var titleText = new Text2('SAPAN USTASI', { size: 120, fill: 0xFFD700 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 800; self.addChild(titleText); // Play button var playButton = self.attachAsset('targetBlock', { anchorX: 0.5, anchorY: 0.5 }); playButton.x = 1024; playButton.y = 1200; playButton.scaleX = 2; playButton.scaleY = 1.2; playButton.tint = 0x4CAF50; var playText = new Text2('OYNA', { size: 80, fill: 0xFFFFFF }); playText.anchor.set(0.5, 0.5); playText.x = 1024; playText.y = 1200; self.addChild(playText); // Settings button var settingsButton = self.attachAsset('targetBlock', { anchorX: 0.5, anchorY: 0.5 }); settingsButton.x = 1024; settingsButton.y = 1400; settingsButton.scaleX = 2; settingsButton.scaleY = 1.2; settingsButton.tint = 0x2196F3; var settingsText = new Text2('AYARLAR', { size: 80, fill: 0xFFFFFF }); settingsText.anchor.set(0.5, 0.5); settingsText.x = 1024; settingsText.y = 1400; self.addChild(settingsText); // Level selector button var levelButton = self.attachAsset('targetBlock', { anchorX: 0.5, anchorY: 0.5 }); levelButton.x = 1024; levelButton.y = 1600; levelButton.scaleX = 2; levelButton.scaleY = 1.2; levelButton.tint = 0xFF9800; var levelText = new Text2('BÖLÜMLER', { size: 80, fill: 0xFFFFFF }); levelText.anchor.set(0.5, 0.5); levelText.x = 1024; levelText.y = 1600; self.addChild(levelText); // Click handlers self.down = function (x, y, obj) { // Use the x, y coordinates directly instead of trying to convert object position // Play button if (Math.abs(x - 1024) < 200 && Math.abs(y - 1200) < 60) { startGame(); } // Settings button else if (Math.abs(x - 1024) < 200 && Math.abs(y - 1400) < 60) { showSettings(); } // Level button else if (Math.abs(x - 1024) < 200 && Math.abs(y - 1600) < 60) { showLevelSelector(); } }; // Animation entrance self.show = function () { self.alpha = 0; tween(self, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); tween(titleText, { scaleX: 1.2, scaleY: 1.2 }, { duration: 1000, easing: tween.elasticOut }); }; self.hide = function (callback) { tween(self, { alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: callback }); }; return self; }); var ParticleSystem = Container.expand(function () { var self = Container.call(this); self.particles = []; self.createExplosion = function (x, y, color, count) { for (var i = 0; i < count; i++) { var particle = game.addChild(LK.getAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 })); particle.x = x; particle.y = y; particle.tint = color; particle.alpha = 1; var angle = i / count * Math.PI * 2; var speed = 50 + Math.random() * 100; var distance = speed * (1 + Math.random()); tween(particle, { x: x + Math.cos(angle) * distance, y: y + Math.sin(angle) * distance, alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 800 + Math.random() * 400, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } }; self.createTrail = function (x, y, vx, vy) { var trail = game.addChild(LK.getAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 })); trail.x = x; trail.y = y; trail.alpha = 0.6; trail.scaleX = 0.5; trail.scaleY = 0.5; tween(trail, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { trail.destroy(); } }); }; return self; }); 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 () { // More dramatic celebration animation tween(self, { scaleX: 1.3, scaleY: 1.3, rotation: 0.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1.2, scaleY: 1.2, rotation: 0 }, { duration: 200, easing: tween.bounceOut }); } }); }; self.aim = function () { // More pronounced aiming stance tween(self, { rotation: 0.15, scaleX: 1.1, scaleY: 1.1 }, { duration: 150, easing: tween.easeOut }); }; self.resetPose = function () { // Return to normal stance with bounce tween(self, { rotation: 0, scaleX: 1.2, scaleY: 1.2 }, { duration: 300, easing: tween.elasticOut }); }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); self.type = 'normal'; self.icon = null; self.init = function (type) { self.type = type; var color = 0xFFFFFF; var text = 'N'; switch (type) { case 'explosive': color = 0xFF4444; text = 'E'; break; case 'bouncy': color = 0x44FF44; text = 'B'; break; case 'heavy': color = 0x444444; text = 'H'; break; } self.icon = self.attachAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 }); self.icon.tint = color; self.icon.scaleX = 3; self.icon.scaleY = 3; var powerText = new Text2(text, { size: 40, fill: 0xFFFFFF }); powerText.anchor.set(0.5, 0.5); self.addChild(powerText); }; 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 = GRAVITY; self.launched = false; self.destroyed = false; self.spinSpeed = 0; self.lastX = 0; self.lastY = 0; self.type = 'normal'; self.bounceCount = 0; self.explosionRadius = 150; self.launch = function (vx, vy, projectileType) { self.type = projectileType || 'normal'; self.velocityX = vx; self.velocityY = vy; self.launched = true; // Calculate spin speed based on velocity self.spinSpeed = Math.sqrt(vx * vx + vy * vy) * 0.02; // Apply type-specific modifications switch (self.type) { case 'explosive': graphics.tint = 0xFF4444; self.gravity = GRAVITY * 0.8; break; case 'bouncy': graphics.tint = 0x44FF44; self.gravity = GRAVITY * 0.9; break; case 'heavy': graphics.tint = 0x444444; self.gravity = GRAVITY * 1.5; self.velocityX *= 1.2; self.velocityY *= 1.2; graphics.scaleX = 1.3; graphics.scaleY = 1.3; break; default: graphics.tint = 0xFFFFFF; } // Add launch scale animation tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); LK.getSound('launch').play(); }; self.update = function () { if (self.launched && !self.destroyed) { self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; // Add spinning animation during flight graphics.rotation += self.spinSpeed; // Add slight scale pulsing for trail effect var speed = Math.sqrt(self.velocityX * self.velocityX + self.velocityY * self.velocityY); var scaleEffect = 1 + Math.sin(LK.ticks * 0.3) * 0.1 * (speed / 20); graphics.scaleX = scaleEffect; graphics.scaleY = scaleEffect; // Check ground collision with transition detection if (self.lastY < groundY - 30 && self.y >= groundY - 30) { self.y = groundY - 30; self.velocityY = -self.velocityY * 0.3; self.velocityX *= 0.8; self.spinSpeed *= 0.8; LK.getSound('impact').play(); // Add bounce animation tween(self, { scaleX: 1.5, scaleY: 0.7 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.bounceOut }); } }); if (Math.abs(self.velocityY) < 2 && Math.abs(self.velocityX) < 1) { self.launched = false; self.spinSpeed = 0; } } // Update last position for transition detection self.lastX = self.x; self.lastY = self.y; // Check screen bounds if (self.x > 2200 || self.x < -100 || self.y > 2800) { self.destroyed = true; } } }; self.explode = function () { if (self.type === 'explosive') { // Create explosion effect LK.effects.flashScreen(0xFF4444, 300); // Damage all blocks within radius for (var i = 0; i < targetBlocks.length; i++) { var block = targetBlocks[i]; if (!block.destroyed) { var distance = Math.sqrt((block.x - self.x) * (block.x - self.x) + (block.y - self.y) * (block.y - self.y)); if (distance < self.explosionRadius) { block.takeDamage(); // Add explosion knockback tween(block, { x: block.x + (block.x - self.x) * 0.3, y: block.y + (block.y - self.y) * 0.3, rotation: Math.random() * 0.5 - 0.25 }, { duration: 200, easing: tween.easeOut }); } } } // Create particle effect for (var j = 0; j < 10; j++) { var particle = game.addChild(LK.getAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 })); particle.x = self.x; particle.y = self.y; particle.tint = 0xFF4444; particle.scaleX = 2; particle.scaleY = 2; var angle = j / 10 * Math.PI * 2; var distance = 100 + Math.random() * 100; tween(particle, { x: self.x + Math.cos(angle) * distance, y: self.y + Math.sin(angle) * distance, alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } } }; return self; }); var Slingshot = Container.expand(function () { var self = Container.call(this); var graphics = self.attachAsset('slingshot', { anchorX: 0.5, anchorY: 1 }); self.stretched = false; self.originalRotation = 0; self.stretch = function (deltaX, deltaY, distance) { // Calculate stretch angle based on pull direction var stretchAngle = Math.atan2(deltaY, deltaX) * 0.1; var stretchAmount = Math.min(distance / 150, 1) * 0.2; // Animate slingshot stretch tween(self, { rotation: stretchAngle, scaleX: 1 + stretchAmount, scaleY: 1 - stretchAmount * 0.5 }, { duration: 50, easing: tween.easeOut }); self.stretched = true; }; self.release = function () { // Dramatic release animation with bounce back tween(self, { rotation: self.originalRotation - 0.3, scaleX: 0.8, scaleY: 1.3 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { rotation: self.originalRotation, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.elasticOut }); } }); self.stretched = false; }; self.reset = function () { // Return to normal state tween(self, { rotation: self.originalRotation, scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeOut }); self.stretched = false; }; 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 constants var GRAVITY = 0.3; var MAX_DRAG_DISTANCE = 150; var VELOCITY_MULTIPLIER = 0.3; var GROUND_Y = 2550; var INITIAL_SHOTS = 5; var BLOCK_POINTS = 100; // Game state management var gameState = 'intro'; // intro, playing, paused, gameOver var introScreen = null; var particleSystem = null; var achievementSystem = null; var currentProjectileType = 'normal'; var availablePowerUps = ['normal', 'explosive', 'bouncy', 'heavy']; var powerUpIndex = 0; var totalBlocksDestroyed = 0; var levelsCompleted = 0; var windSpeed = 0; var windDirection = 1; // 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 = INITIAL_SHOTS; var level = 1; var groundY = GROUND_Y; // UI elements var shotsText = new Text2('Atış: 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('Puan: 0', { size: 80, fill: 0x000000 }); scoreText.anchor.set(0, 0); LK.gui.top.addChild(scoreText); scoreText.y = 100; // Create grass ground var ground = game.addChild(LK.getAsset('grass', { anchorX: 0.5, anchorY: 0.5 })); ground.x = 1024; ground.y = GROUND_Y + 100; // Position grass lower for better visual effect ground.scaleY = 1.5; // Make grass thicker // Create slingshot slingshotBase = game.addChild(LK.getAsset('slingshotBase', { anchorX: 0.5, anchorY: 1 })); slingshotBase.x = 200; slingshotBase.y = GROUND_Y; slingshot = game.addChild(new Slingshot()); slingshot.x = 200; slingshot.y = GROUND_Y; // Create player character player = game.addChild(new Player()); player.x = 80; // Position further behind slingshot player.y = GROUND_Y; 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 = []; // Progressive difficulty and varied level designs var levelPattern = level % 5; var startX = 1400; var startY = GROUND_Y - 50; // Add wind effect for higher levels if (level > 10) { windSpeed = (Math.random() - 0.5) * 2; windDirection = windSpeed > 0 ? 1 : -1; // Show wind indicator var windText = new Text2('Rüzgar: ' + (windSpeed > 0 ? '→' : '←'), { size: 60, fill: 0x0066CC }); windText.anchor.set(0.5, 0); windText.x = 1024; windText.y = 300; LK.gui.top.addChild(windText); LK.setTimeout(function () { windText.destroy(); }, 3000); } else { windSpeed = 0; } switch (levelPattern) { case 0: // Classic pyramid // 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); break; case 1: // Wall formation for (var row = 0; row < 4; row++) { for (var col = 0; col < 3; col++) { var block = game.addChild(new TargetBlock()); block.x = startX + col * 110; block.y = startY - row * 110; targetBlocks.push(block); } } break; case 2: // L-shape // Horizontal part for (var i = 0; i < 5; i++) { var block = game.addChild(new TargetBlock()); block.x = startX + i * 110; block.y = startY; targetBlocks.push(block); } // Vertical part for (var i = 1; i < 4; i++) { var block = game.addChild(new TargetBlock()); block.x = startX; block.y = startY - i * 110; targetBlocks.push(block); } break; case 3: // Scattered formation var positions = [{ x: 0, y: 0 }, { x: 220, y: -50 }, { x: 110, y: -150 }, { x: 330, y: -100 }, { x: 50, y: -250 }, { x: 280, y: -200 }, { x: 150, y: -300 }, { x: 400, y: -150 }]; for (var i = 0; i < positions.length; i++) { var block = game.addChild(new TargetBlock()); block.x = startX + positions[i].x; block.y = startY + positions[i].y; targetBlocks.push(block); } break; case 4: // Bridge formation // Pillars for (var pillar = 0; pillar < 2; pillar++) { for (var i = 0; i < 3; i++) { var block = game.addChild(new TargetBlock()); block.x = startX + pillar * 330; block.y = startY - i * 110; targetBlocks.push(block); } } // Bridge for (var i = 0; i < 3; i++) { var block = game.addChild(new TargetBlock()); block.x = startX + 110 + i * 110; block.y = startY - 330; targetBlocks.push(block); } break; } // Add special blocks for higher levels if (level > 5) { // Some blocks require multiple hits var specialBlockCount = Math.min(Math.floor(level / 5), 3); for (var i = 0; i < specialBlockCount && i < targetBlocks.length; i++) { var specialBlock = targetBlocks[Math.floor(Math.random() * targetBlocks.length)]; specialBlock.health = 2; // Visual indicator for special blocks tween(specialBlock, { tint: 0xFF6600 }, { duration: 500, easing: tween.easeInOut }); specialBlock.scaleX = 1.1; specialBlock.scaleY = 1.1; } } } // Initialize game systems particleSystem = new ParticleSystem(); achievementSystem = new AchievementSystem(); achievementSystem.loadAchievements(); // Load saved progress level = storage.currentLevel || 1; totalBlocksDestroyed = storage.totalBlocksDestroyed || 0; levelsCompleted = storage.levelsCompleted || 0; // Show intro screen introScreen = game.addChild(new IntroScreen()); introScreen.show(); // Game control functions function startGame() { gameState = 'playing'; introScreen.hide(function () { introScreen.destroy(); introScreen = null; createLevel(); LK.playMusic('Angrybirds'); }); } function showSettings() { // Settings implementation would go here console.log("Settings clicked"); } function showLevelSelector() { // Level selector implementation would go here console.log("Level selector clicked"); } function switchProjectileType() { powerUpIndex = (powerUpIndex + 1) % availablePowerUps.length; currentProjectileType = availablePowerUps[powerUpIndex]; // Update UI to show current projectile type var typeText = new Text2('Tip: ' + currentProjectileType.toUpperCase(), { size: 60, fill: 0x000000 }); typeText.anchor.set(0.5, 0); typeText.x = 1024; typeText.y = 200; LK.gui.top.addChild(typeText); // Remove after 2 seconds LK.setTimeout(function () { typeText.destroy(); }, 2000); } // Don't initialize level if we're showing intro // createLevel(); // Helper functions function calculateTrajectory(startX, startY, velocityX, velocityY) { var points = []; var x = startX; var y = startY; var vx = velocityX; var vy = velocityY; var timeStep = 2; var gravity = GRAVITY * timeStep; for (var i = 0; i < 15; i++) { points.push({ x: x, y: y }); x += vx * timeStep; y += vy * timeStep; vy += gravity; if (y >= GROUND_Y - 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) { var hitSomething = false; var blocksDestroyed = 0; for (var i = 0; i < targetBlocks.length; i++) { var block = targetBlocks[i]; if (!block.destroyed && projectile.intersects(block)) { var wasDestroyed = block.destroyed; block.takeDamage(); if (!wasDestroyed && block.destroyed) { blocksDestroyed++; totalBlocksDestroyed++; storage.totalBlocksDestroyed = totalBlocksDestroyed; // Create destruction particles particleSystem.createExplosion(block.x, block.y, 0xFFFFFF, 8); } LK.getSound('impact').play(); hitSomething = true; // Type-specific collision effects switch (projectile.type) { case 'explosive': projectile.explode(); projectile.destroyed = true; return true; case 'bouncy': projectile.velocityX *= -0.8; projectile.velocityY *= -0.8; projectile.bounceCount++; LK.getSound('bounce').play(); if (projectile.bounceCount < 3) { // Add bounce particle effect particleSystem.createExplosion(projectile.x, projectile.y, 0x44FF44, 5); } break; case 'heavy': // Heavy projectiles don't bounce much and continue through projectile.velocityX *= -0.1; projectile.velocityY *= -0.1; break; default: // Normal projectile behavior projectile.velocityX *= -0.2; projectile.velocityY *= -0.2; break; } // 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 } } } // Check achievements if (blocksDestroyed >= 5) { achievementSystem.checkAchievement('oneShot', blocksDestroyed); } achievementSystem.checkAchievement('destructionMaster', totalBlocksDestroyed); return hitSomething; } function checkLevelComplete() { var remainingBlocks = 0; for (var i = 0; i < targetBlocks.length; i++) { if (!targetBlocks[i].destroyed) { remainingBlocks++; } } if (remainingBlocks === 0) { // Level complete - restart with new level var shotsUsed = INITIAL_SHOTS - shotsRemaining; level++; levelsCompleted++; storage.currentLevel = level; storage.levelsCompleted = levelsCompleted; // Check for perfect shot achievement if (shotsUsed === 1) { achievementSystem.checkAchievement('perfectShot', 1); } // Check level completion achievement achievementSystem.checkAchievement('sharpshooter', levelsCompleted); // Calculate star rating var stars = 3; if (shotsUsed > 2) stars = 2; if (shotsUsed > 3) stars = 1; // Show level complete message var completeText = new Text2('Bölüm Tamamlandı!\n' + stars + ' Yıldız', { size: 80, fill: 0xFFD700 }); completeText.anchor.set(0.5, 0.5); completeText.x = 1024; completeText.y = 1000; completeText.alpha = 0; game.addChild(completeText); tween(completeText, { alpha: 1 }, { duration: 500, easing: tween.easeOut }); shotsRemaining = INITIAL_SHOTS; shotsText.setText('Atış: ' + shotsRemaining); LK.setTimeout(function () { tween(completeText, { alpha: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { completeText.destroy(); } }); createLevel(); }, 2000); 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 (gameState !== 'playing') return; // Double tap to switch projectile type if (!currentProjectile && shotsRemaining > 0) { var distance = Math.sqrt((x - slingshot.x) * (x - slingshot.x) + (y - slingshot.y) * (y - slingshot.y)); // Check if clicking on projectile type indicator (top left area) if (x < 300 && y < 300) { switchProjectileType(); return; } if (distance < 150) { isAiming = true; aimStartX = x; aimStartY = y; currentProjectile = game.addChild(new Projectile()); currentProjectile.x = slingshot.x; currentProjectile.y = slingshot.y - 100; currentProjectile.type = currentProjectileType; player.aim(); // Player leans forward when aiming } } }; game.move = function (x, y, obj) { if (isAiming && currentProjectile) { var deltaX = aimStartX - x; var deltaY = aimStartY - y; // Restrict aiming to forward direction only (positive deltaX means forward) if (deltaX < 0) { deltaX = 0; // Don't allow backward aiming } // Limit drag distance var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > MAX_DRAG_DISTANCE) { deltaX = deltaX / distance * MAX_DRAG_DISTANCE; deltaY = deltaY / distance * MAX_DRAG_DISTANCE; distance = MAX_DRAG_DISTANCE; } currentProjectile.x = slingshot.x - deltaX * 0.5; currentProjectile.y = slingshot.y - 100 - deltaY * 0.5; // Animate slingshot stretch slingshot.stretch(deltaX, deltaY, distance); // Calculate and show trajectory var velocityX = deltaX * VELOCITY_MULTIPLIER; var velocityY = deltaY * VELOCITY_MULTIPLIER; var trajectoryPoints = calculateTrajectory(currentProjectile.x, currentProjectile.y, velocityX, velocityY); updateTrajectoryDisplay(trajectoryPoints); } }; game.up = function (x, y, obj) { if (gameState !== 'playing') return; if (isAiming && currentProjectile) { var deltaX = aimStartX - x; var deltaY = aimStartY - y; // Restrict aiming to forward direction only (positive deltaX means forward) if (deltaX < 0) { deltaX = 0; // Don't allow backward shooting } // Limit drag distance var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > MAX_DRAG_DISTANCE) { deltaX = deltaX / distance * MAX_DRAG_DISTANCE; deltaY = deltaY / distance * MAX_DRAG_DISTANCE; } if (distance > 20 && deltaX > 0) { // Only shoot if there's forward movement var velocityX = deltaX * VELOCITY_MULTIPLIER; var velocityY = deltaY * VELOCITY_MULTIPLIER; // Apply wind effect velocityX += windSpeed; // Animate slingshot release slingshot.release(); // Add screen flash effect for dramatic launch LK.effects.flashScreen(0xFFFFFF, 200); currentProjectile.launch(velocityX, velocityY, currentProjectileType); currentProjectile.lastX = currentProjectile.x; currentProjectile.lastY = currentProjectile.y; projectiles.push(currentProjectile); shotsRemaining--; shotsText.setText('Atış: ' + shotsRemaining); player.celebrate(); // Player celebrates the shot // Play power-up sound for special projectiles if (currentProjectileType !== 'normal') { LK.getSound('powerup').play(); } } else { currentProjectile.destroy(); slingshot.reset(); // Reset slingshot if no shot } currentProjectile = null; isAiming = false; hideTrajectoryDisplay(); player.resetPose(); // Player returns to normal stance } }; game.update = function () { if (gameState !== 'playing') return; // Update score display scoreText.setText('Puan: ' + 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) { // Add wind effect to projectile if (windSpeed !== 0) { projectile.velocityX += windSpeed * 0.05; } // Create particle trail for special projectiles if (projectile.type !== 'normal' && LK.ticks % 3 === 0) { particleSystem.createTrail(projectile.x - projectile.velocityX * 0.5, projectile.y - projectile.velocityY * 0.5, projectile.velocityX, projectile.velocityY); } checkProjectileCollisions(projectile); } } // Remove destroyed blocks with particle effects for (var i = targetBlocks.length - 1; i >= 0; i--) { if (targetBlocks[i].destroyed) { // Create destruction particles if not already done if (!targetBlocks[i].particlesCreated) { particleSystem.createExplosion(targetBlocks[i].x, targetBlocks[i].y, 0xFFFFFF, 6); targetBlocks[i].particlesCreated = true; } targetBlocks[i].destroy(); targetBlocks.splice(i, 1); } } // Environmental effects if (level > 15 && LK.ticks % 60 === 0) { // Add occasional falling leaves or snow var leaf = game.addChild(LK.getAsset('trajectoryDot', { anchorX: 0.5, anchorY: 0.5 })); leaf.x = Math.random() * 2048; leaf.y = -50; leaf.tint = 0x228B22; leaf.scaleX = 0.5; leaf.scaleY = 0.5; tween(leaf, { x: leaf.x + (Math.random() - 0.5) * 200, y: 2800, rotation: Math.PI * 2, alpha: 0 }, { duration: 3000 + Math.random() * 2000, easing: tween.linear, onFinish: function onFinish() { leaf.destroy(); } }); } // Check level completion checkLevelComplete(); };
===================================================================
--- original.js
+++ change.js
@@ -1142,8 +1142,12 @@
game.move = function (x, y, obj) {
if (isAiming && currentProjectile) {
var deltaX = aimStartX - x;
var deltaY = aimStartY - y;
+ // Restrict aiming to forward direction only (positive deltaX means forward)
+ if (deltaX < 0) {
+ deltaX = 0; // Don't allow backward aiming
+ }
// Limit drag distance
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > MAX_DRAG_DISTANCE) {
deltaX = deltaX / distance * MAX_DRAG_DISTANCE;
@@ -1165,15 +1169,20 @@
if (gameState !== 'playing') return;
if (isAiming && currentProjectile) {
var deltaX = aimStartX - x;
var deltaY = aimStartY - y;
+ // Restrict aiming to forward direction only (positive deltaX means forward)
+ if (deltaX < 0) {
+ deltaX = 0; // Don't allow backward shooting
+ }
// Limit drag distance
var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY);
if (distance > MAX_DRAG_DISTANCE) {
deltaX = deltaX / distance * MAX_DRAG_DISTANCE;
deltaY = deltaY / distance * MAX_DRAG_DISTANCE;
}
- if (distance > 20) {
+ if (distance > 20 && deltaX > 0) {
+ // Only shoot if there's forward movement
var velocityX = deltaX * VELOCITY_MULTIPLIER;
var velocityY = deltaY * VELOCITY_MULTIPLIER;
// Apply wind effect
velocityX += windSpeed;