User prompt
Opponent time change the name "Computer Game Time"
User prompt
My remaining time should remain the same and the opponent's time should be written below.
User prompt
Some texts are overlapped, check and correct
User prompt
It would be better if you write computer player on my opponent player
User prompt
For example, can you count how many counts are left? Write this below.
User prompt
Add assets all
User prompt
You choose the theme
User prompt
4 seconds is enough
User prompt
5Seconds are enough
User prompt
Let the opponent also play according to the number of points
User prompt
The game does not fit on the screen for two people
User prompt
Add sonf click
User prompt
Add
User prompt
Add
User prompt
Add
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot set properties of undefined (setting 'fill')' in or related to this line: 'winText.style.fill = "#4caf50";' Line Number: 520
User prompt
Add Assets all
User prompt
Put the numbers at the bottom of the page, not at the top
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'down')' in or related to this line: 'hintButton.down = function (x, y, obj) {' Line Number: 155
User prompt
Add
User prompt
Show the random numbers as round balls, let's see the latest numbers side by side.
User prompt
Play time 1 minute less make it 3 minutes
User prompt
Numbers are going too fast fix this problem
User prompt
Improve the game make it better
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'fill')' in or related to this line: 'numberText.style.fill = "#ffffff";' Line Number: 64
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BingoCell: Represents a single cell on the bingo card var BingoCell = Container.expand(function () { var self = Container.call(this); // Properties self.number = 0; self.marked = false; // Create cell background var cellBg = self.attachAsset('bingoCellBg', { width: cellSize, height: cellSize, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Number text var numberText = new Text2('', { size: Math.floor(cellSize * 0.45), fill: 0x222222 }); numberText.anchor.set(0.5, 0.5); self.addChild(numberText); // Mark overlay (hidden by default) var markOverlay = self.attachAsset('bingoMark', { width: cellSize * 0.7, height: cellSize * 0.7, color: 0x4caf50, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); markOverlay.alpha = 0; self.markOverlay = markOverlay; // Set number and update text self.setNumber = function (num) { self.number = num; numberText.setText(num > 0 ? num : ''); }; // Mark/unmark cell self.setMarked = function (val) { self.marked = val; if (val) { tween(markOverlay, { alpha: 0.7 }, { duration: 200, easing: tween.easeOut }); numberText.setText(self.number); numberText.setStyle({ fill: 0xFFFFFF }); } else { tween(markOverlay, { alpha: 0 }, { duration: 200, easing: tween.easeOut }); numberText.setStyle({ fill: 0x222222 }); } }; // Touch event self.down = function (x, y, obj) { // Play click sound on any cell tap LK.getSound('Click').play(); if (self.marked) return; if (game.state !== 'playing') return; var p = self.playerIndex !== undefined ? self.playerIndex : 0; if (self.number === game.currentNumber && p === currentPlayer) { self.setMarked(true); LK.effects.flashObject(self, 0x4caf50, 200); // Streak logic if (typeof streak !== "undefined") { streak[p]++; streakText[p].setText("Streak: " + streak[p]); if (streak[p] > 1) { // Bonus: add 1s per streak above 1 timeLeft[p] += 1000; tween(streakText[p], { scaleX: 1.3, scaleY: 1.3 }, { duration: 100, yoyo: true, repeat: 1, easing: tween.easeOut }); } } game.checkWin(); } else { if (typeof streak !== "undefined") { streak[p] = 0; streakText[p].setText(""); } LK.effects.flashObject(self, 0xff0000, 200); } }; return self; }); // CalledNumberBall: Shows a called number as a round ball var CalledNumberBall = Container.expand(function () { var self = Container.call(this); // Ball background var ball = self.attachAsset('bingoBall', { anchorX: 0.5, anchorY: 0.5 }); // Number text var numberText = new Text2('', { size: 60, fill: 0x222222 }); numberText.anchor.set(0.5, 0.5); numberText.x = 0; numberText.y = 0; self.addChild(numberText); self.setNumber = function (num) { numberText.setText(num); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a237e }); /**** * Game Code ****/ // Win highlight overlay (gold ellipse for winning line) // Free space overlay (distinct color for center cell) // Hint button background (green box, used for hint power-up) // Mark overlay (beige box, used for marking cells) // Bingo cell background (cyan box) // Bingo ball (yellow ellipse) // --- Functions --- // --- Hint Power-Up Button --- var hintButton = new Container(); var hintBg = hintButton.attachAsset('bingoCellBg', { width: 180, height: 90, color: 0x4caf50, anchorX: 0.5, anchorY: 0.5 }); var hintText = new Text2('Hint', { size: 48, fill: 0xffffff }); hintText.anchor.set(0.5, 0.5); hintButton.addChild(hintText); hintButton.x = 2048 - 200; hintButton.y = 320; hintButton.scale.set(1, 1); hintButton.interactive = true; hintButton.visible = true; game.addChild(hintButton); // --- Reveal Row Power-Up Button --- var revealRowButton = new Container(); var revealRowBg = revealRowButton.attachAsset('bingoCellBg', { width: 220, height: 90, color: 0x1976d2, anchorX: 0.5, anchorY: 0.5 }); var revealRowText = new Text2('Reveal Row', { size: 44, fill: 0xffffff }); revealRowText.anchor.set(0.5, 0.5); revealRowButton.addChild(revealRowText); revealRowButton.x = 2048 - 200; revealRowButton.y = 440; revealRowButton.scale.set(1, 1); revealRowButton.interactive = true; revealRowButton.visible = true; game.addChild(revealRowButton); // --- Freeze Timer Power-Up Button --- var freezeTimerButton = new Container(); var freezeTimerBg = freezeTimerButton.attachAsset('bingoCellBg', { width: 220, height: 90, color: 0x00bcd4, anchorX: 0.5, anchorY: 0.5 }); var freezeTimerText = new Text2('Freeze Timer', { size: 44, fill: 0xffffff }); freezeTimerText.anchor.set(0.5, 0.5); freezeTimerButton.addChild(freezeTimerText); freezeTimerButton.x = 2048 - 200; freezeTimerButton.y = 560; freezeTimerButton.scale.set(1, 1); freezeTimerButton.interactive = true; freezeTimerButton.visible = true; game.addChild(freezeTimerButton); // Hint button logic hintButton.down = function (x, y, obj) { if (!hintAvailable || hintUsed || game.state !== 'playing') return; var found = false; for (var i = 0; i < bingoCells.length; i++) { var cell = bingoCells[i]; if (cell.number === game.currentNumber && !cell.marked) { // Animate a highlight pulse tween(cell.scale, { x: 1.3, y: 1.3 }, { duration: 180, yoyo: true, repeat: 1, easing: tween.easeOut }); tween(cell, { alpha: 0.5 }, { duration: 100, yoyo: true, repeat: 1, easing: tween.easeOut }); found = true; } } if (found) { hintUsed = true; hintAvailable = false; hintButton.visible = false; } }; // Reveal Row button logic revealRowButton.down = function (x, y, obj) { if (!revealRowAvailable || revealRowUsed || game.state !== 'playing') return; // Find a row with at least one unmarked cell (excluding the free space row if already all marked) var rowToReveal = -1; for (var row = 0; row < gridSize; row++) { var hasUnmarked = false; for (var col = 0; col < gridSize; col++) { var idx = col * gridSize + row; if (!bingoCells[idx].marked) { hasUnmarked = true; } } if (hasUnmarked) { rowToReveal = row; break; } } if (rowToReveal !== -1) { for (var col = 0; col < gridSize; col++) { var idx = col * gridSize + rowToReveal; if (!bingoCells[idx].marked) { bingoCells[idx].setMarked(true); tween(bingoCells[idx], { alpha: 0.5 }, { duration: 100, yoyo: true, repeat: 1, easing: tween.easeOut }); } } revealRowUsed = true; revealRowAvailable = false; revealRowButton.visible = false; // Check for win after revealing game.checkWin(); } }; // Freeze Timer button logic freezeTimerButton.down = function (x, y, obj) { if (!freezeTimerAvailable || freezeTimerUsed || game.state !== 'playing' || freezeTimerActive) return; freezeTimerUsed = true; freezeTimerAvailable = false; freezeTimerButton.visible = false; freezeTimerActive = true; // Visually indicate freeze (e.g. flash timerText blue) tween(timerText, { tint: 0x00bcd4 }, { duration: 200, yoyo: true, repeat: 1, easing: tween.easeOut }); // Pause timer decrement if (timerInterval) LK.clearInterval(timerInterval); // Show "Timer Frozen!" text streakText.setText("Timer Frozen!"); // Set timeout to resume timer after freeze duration freezeTimerTimeout = LK.setTimeout(function () { freezeTimerActive = false; streakText.setText(streak > 0 ? "Streak: " + streak : ""); // Resume timer if (!gameOver) { timerInterval = LK.setInterval(function () { timeLeft -= 100; if (timeLeft < 0) timeLeft = 0; updateTimerText(); if (timeLeft <= 0 && !gameOver) { endGame(false); } }, 100); } }, freezeTimerDuration); }; var hintAvailable = true; var hintUsed = false; var revealRowAvailable = true; var revealRowUsed = false; var freezeTimerAvailable = true; var freezeTimerUsed = false; var freezeTimerActive = false; var freezeTimerDuration = 5000; // ms var freezeTimerTimeout = null; var gridSize = 5; // 5x5 bingo // Adjust cellSize and card positions for two-player mode to fit both cards on screen var cellSize = 180; // px, reduced to fit two cards side by side var cardPadding = 30; var cardWidth = gridSize * cellSize; var cardHeight = gridSize * cellSize; var cardStartX = 2048 / 4 - cardWidth / 2; // Player 1 card center at 1/4 width, Player 2 at 3/4 width var cardStartY = 500; // Lowered to fit both cards and UI var callIntervalStart = 5000; // ms (5 seconds initial call speed) var callIntervalMin = 1200; // ms (slower minimum speed) var callIntervalStep = 60; // ms, decrease per call (slower speedup) var gameDuration = 180000; // ms (3 min) var numbersRange = 75; // 1-75 // --- State --- // Two player support var playerCount = 2; var currentPlayer = 0; // 0 or 1 var bingoCells = [[], []]; // bingoCells[0] for player 1, bingoCells[1] for player 2 var calledNumbers = []; var availableNumbers = []; var callTimer = null; var timeLeft = [gameDuration, gameDuration]; // Separate timers for each player var timerInterval = [null, null]; var cardNumbers = [[], []]; var gameOver = false; var playerNames = ["Player 1", "Player 2"]; var winText = [null, null]; // Per player var streak = [0, 0]; var streakText = [null, null]; var timerText = [null, null]; var hintAvailable = [true, true]; var hintUsed = [false, false]; var revealRowAvailable = [true, true]; var revealRowUsed = [false, false]; var freezeTimerAvailable = [true, true]; var freezeTimerUsed = [false, false]; var freezeTimerActive = [false, false]; var freezeTimerTimeout = [null, null]; // --- UI Elements --- // Container for called number balls var calledBallsContainer = new Container(); calledBallsContainer.x = 2048 / 2; calledBallsContainer.y = 2732 - 120; game.addChild(calledBallsContainer); // Show the latest called numbers as balls (max 6) function updateCalledBallsUI() { // Remove old balls while (calledBallsContainer.children.length > 0) { calledBallsContainer.removeChild(calledBallsContainer.children[0]); } var maxBalls = 6; var startIdx = Math.max(0, calledNumbers.length - maxBalls); var ballsToShow = calledNumbers.slice(startIdx); var spacing = 130; var totalWidth = (ballsToShow.length - 1) * spacing; for (var i = 0; i < ballsToShow.length; i++) { var ball = new CalledNumberBall(); ball.setNumber(ballsToShow[i]); ball.x = -totalWidth / 2 + i * spacing; ball.y = 0; // Animate in the newest ball if (i === ballsToShow.length - 1) { ball.scale.x = 0.1; ball.scale.y = 0.1; tween(ball.scale, { x: 1, y: 1 }, { duration: 180, easing: tween.easeOut }); } calledBallsContainer.addChild(ball); } } var numberCallText = new Text2('', { size: 180, fill: 0xFFD600 }); numberCallText.anchor.set(0.5, 0.5); numberCallText.x = 2048 / 2; numberCallText.y = 2732 - 300; game.addChild(numberCallText); var streak = 0; var streakText = new Text2('', { size: 80, fill: 0x00e676 }); streakText.anchor.set(0.5, 0); streakText.x = 2048 / 2; streakText.y = 320; game.addChild(streakText); var timerText = new Text2('', { size: 90, fill: 0xFFFFFF }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); var winText = new Text2('', { size: 120, fill: 0x4CAF50 }); winText.anchor.set(0.5, 0.5); winText.x = 2048 / 2; winText.y = 2732 / 2; winText.visible = false; game.addChild(winText); // --- Functions --- // Generate a random bingo card (5x5, center is free) function generateCardNumbers() { var nums = []; var used = []; for (var col = 0; col < gridSize; col++) { var colNums = []; var min = col * 15 + 1; var max = min + 14; for (var row = 0; row < gridSize; row++) { if (col === 2 && row === 2) { colNums.push(0); // Free space continue; } var n; do { n = min + Math.floor(Math.random() * (max - min + 1)); } while (used.indexOf(n) !== -1); used.push(n); colNums.push(n); } nums.push(colNums); } return nums; } // Create bingo card UI for both players function createBingoCards() { for (var p = 0; p < playerCount; p++) { bingoCells[p] = []; cardNumbers[p] = generateCardNumbers(); // Center cards at 1/4 and 3/4 of the screen width var cardCenterX = p === 0 ? 2048 / 4 : 2048 * 3 / 4; var offsetX = cardCenterX - cardWidth / 2; for (var col = 0; col < gridSize; col++) { for (var row = 0; row < gridSize; row++) { var cell = new BingoCell(); var x = offsetX + col * cellSize + cellSize / 2; var y = cardStartY + row * cellSize + cellSize / 2; cell.x = x; cell.y = y; var num = cardNumbers[p][col][row]; cell.setNumber(num); if (col === 2 && row === 2) { cell.setMarked(true); // Free space } cell.playerIndex = p; game.addChild(cell); bingoCells[p].push(cell); } } } } // Start a new game for two players function startGame() { game.state = 'playing'; gameOver = false; calledNumbers = []; availableNumbers = []; for (var i = 1; i <= numbersRange; i++) availableNumbers.push(i); createBingoCards(); numberCallText.setText(''); // Per player UI and state for (var p = 0; p < playerCount; p++) { if (!winText[p]) { winText[p] = new Text2('', { size: 120, fill: 0x4CAF50 }); winText[p].anchor.set(0.5, 0.5); winText[p].x = p === 0 ? 2048 / 4 : 2048 * 3 / 4; winText[p].y = 2732 / 2; winText[p].visible = false; game.addChild(winText[p]); } if (!streakText[p]) { streakText[p] = new Text2('', { size: 80, fill: 0x00e676 }); streakText[p].anchor.set(0.5, 0); streakText[p].x = p === 0 ? 2048 / 4 : 2048 * 3 / 4; streakText[p].y = 320; game.addChild(streakText[p]); } if (!timerText[p]) { timerText[p] = new Text2('', { size: 90, fill: 0xFFFFFF }); timerText[p].anchor.set(0.5, 0); LK.gui.top.addChild(timerText[p]); } winText[p].visible = false; streak[p] = 0; streakText[p].setText(''); hintAvailable[p] = true; hintUsed[p] = false; revealRowAvailable[p] = true; revealRowUsed[p] = false; freezeTimerAvailable[p] = true; freezeTimerUsed[p] = false; freezeTimerActive[p] = false; if (freezeTimerTimeout[p]) { LK.clearTimeout(freezeTimerTimeout[p]); freezeTimerTimeout[p] = null; } timeLeft[p] = gameDuration; updateTimerTextForPlayer(p); if (timerInterval[p]) LK.clearInterval(timerInterval[p]); timerInterval[p] = LK.setInterval(function (playerIdx) { return function () { if (!freezeTimerActive[playerIdx]) { timeLeft[playerIdx] -= 100; if (timeLeft[playerIdx] < 0) timeLeft[playerIdx] = 0; updateTimerTextForPlayer(playerIdx); if (timeLeft[playerIdx] <= 0 && !gameOver) { endGame(false, playerIdx); } } }; }(p), 100); } updateCalledBallsUI(); currentPlayer = 0; nextNumberCall(callIntervalStart); } // Call the next number game.currentNumber = null; function nextNumberCall(interval) { if (gameOver) return; if (availableNumbers.length === 0) { endGame(false); return; } var idx = Math.floor(Math.random() * availableNumbers.length); var num = availableNumbers[idx]; availableNumbers.splice(idx, 1); calledNumbers.push(num); game.currentNumber = num; numberCallText.setText(num); LK.effects.flashObject(numberCallText, 0xffd600, 300); // Update called balls UI updateCalledBallsUI(); // Pulse the matching cell(s) on the card for (var i = 0; i < bingoCells.length; i++) { if (bingoCells[i].number === num && !bingoCells[i].marked) { tween(bingoCells[i].scale, { x: 1.2, y: 1.2 }, { duration: 120, yoyo: true, repeat: 1, easing: tween.easeOut }); } } // --- Opponent AI: Let opponent (player 2) mark cell if number matches and based on their points --- // Only run if two players if (playerCount === 2 && !gameOver) { // Assume player 1 is 0, player 2 is 1 var opponentIdx = 1; // Count how many cells opponent has marked (score) var opponentScore = 0; for (var i = 0; i < bingoCells[opponentIdx].length; i++) { if (bingoCells[opponentIdx][i].marked) opponentScore++; } // Find the cell with the current number for opponent for (var i = 0; i < bingoCells[opponentIdx].length; i++) { var cell = bingoCells[opponentIdx][i]; if (cell.number === num && !cell.marked) { // Simple AI: The more points, the faster the opponent marks // e.g. mark instantly if score >= 10, else random delay up to 1s var aiDelay = 0; if (opponentScore < 5) aiDelay = 600 + Math.random() * 400;else if (opponentScore < 10) aiDelay = 300 + Math.random() * 300;else aiDelay = 0; (function (cell, aiDelay) { LK.setTimeout(function () { if (!cell.marked && !gameOver) { cell.setMarked(true); // Flash for feedback LK.effects.flashObject(cell, 0x1976d2, 180); // Update streak for opponent streak[opponentIdx]++; streakText[opponentIdx].setText("Streak: " + streak[opponentIdx]); // Check win for opponent var prevPlayer = currentPlayer; currentPlayer = opponentIdx; game.checkWin(); currentPlayer = prevPlayer; } }, aiDelay); })(cell, aiDelay); } } } // Speed up calls as game progresses var nextInterval = Math.max(callIntervalMin, interval - callIntervalStep); if (callTimer) LK.clearTimeout(callTimer); callTimer = LK.setTimeout(function () { nextNumberCall(nextInterval); }, nextInterval); } // Update timer UI for a specific player function updateTimerTextForPlayer(p) { var sec = Math.ceil(timeLeft[p] / 1000); timerText[p].setText(playerNames[p] + " Time: " + sec + "s"); } // Check for win (row, col, diag) for the current player game.checkWin = function () { var p = currentPlayer; // Build marked grid var marked = []; for (var col = 0; col < gridSize; col++) { marked[col] = []; for (var row = 0; row < gridSize; row++) { var idx = col * gridSize + row; marked[col][row] = bingoCells[p][idx].marked; } } // Check rows for (var row = 0; row < gridSize; row++) { var win = true; for (var col = 0; col < gridSize; col++) { if (!marked[col][row]) win = false; } if (win) return endGame(true, p); } // Check cols for (var col = 0; col < gridSize; col++) { var win = true; for (var row = 0; row < gridSize; row++) { if (!marked[col][row]) win = false; } if (win) return endGame(true, p); } // Check diag TL-BR var win = true; for (var i = 0; i < gridSize; i++) { if (!marked[i][i]) win = false; } if (win) return endGame(true, p); // Check diag TR-BL win = true; for (var i = 0; i < gridSize; i++) { if (!marked[gridSize - 1 - i][i]) win = false; } if (win) return endGame(true, p); }; // End game: win or lose for a specific player function endGame(won, playerIdx) { gameOver = true; game.state = 'ended'; if (callTimer) LK.clearTimeout(callTimer); for (var p = 0; p < playerCount; p++) { if (timerInterval[p]) LK.clearInterval(timerInterval[p]); if (freezeTimerTimeout[p]) { LK.clearTimeout(freezeTimerTimeout[p]); freezeTimerTimeout[p] = null; } } if (won) { // Helper to highlight a line var highlightLine = function highlightLine(indices) { for (var i = 0; i < indices.length; i++) { var idx = indices[i]; var cell = bingoCells[playerIdx][idx]; tween(cell.markOverlay, { alpha: 1 }, { duration: 300, easing: tween.easeOut }); cell.markOverlay.color = 0xffd600; } }; winText[playerIdx].setText("BINGO!\nYou Win!"); winText[playerIdx].setStyle({ fill: 0x4CAF50 }); LK.effects.flashScreen(0x4caf50, 1000); // Highlight the winning line(s) // Rebuild marked grid var marked = []; for (var col = 0; col < gridSize; col++) { marked[col] = []; for (var row = 0; row < gridSize; row++) { var idx = col * gridSize + row; marked[col][row] = bingoCells[playerIdx][idx].marked; } } for (var row = 0; row < gridSize; row++) { var win = true; var indices = []; for (var col = 0; col < gridSize; col++) { if (!marked[col][row]) win = false; indices.push(col * gridSize + row); } if (win) highlightLine(indices); } for (var col = 0; col < gridSize; col++) { var win = true; var indices = []; for (var row = 0; row < gridSize; row++) { if (!marked[col][row]) win = false; indices.push(col * gridSize + row); } if (win) highlightLine(indices); } var win = true; var indices = []; for (var i = 0; i < gridSize; i++) { if (!marked[i][i]) win = false; indices.push(i * gridSize + i); } if (win) highlightLine(indices); win = true; indices = []; for (var i = 0; i < gridSize; i++) { if (!marked[gridSize - 1 - i][i]) win = false; indices.push((gridSize - 1 - i) * gridSize + i); } if (win) highlightLine(indices); LK.showYouWin(); } else { winText[playerIdx].setText("Time's Up!\nGame Over"); winText[playerIdx].setStyle({ fill: 0xFF1744 }); LK.effects.flashScreen(0xff1744, 1000); LK.showGameOver(); } winText[playerIdx].visible = true; revealRowButton.visible = false; freezeTimerButton.visible = false; } // --- Input: Restart on game over/win --- game.down = function (x, y, obj) { if (game.state === 'ended') { // Wait for LK to reset game } }; // --- Start --- startGame();
===================================================================
--- original.js
+++ change.js
@@ -339,9 +339,9 @@
var cardWidth = gridSize * cellSize;
var cardHeight = gridSize * cellSize;
var cardStartX = 2048 / 4 - cardWidth / 2; // Player 1 card center at 1/4 width, Player 2 at 3/4 width
var cardStartY = 500; // Lowered to fit both cards and UI
-var callIntervalStart = 3500; // ms (slower initial call speed)
+var callIntervalStart = 5000; // ms (5 seconds initial call speed)
var callIntervalMin = 1200; // ms (slower minimum speed)
var callIntervalStep = 60; // ms, decrease per call (slower speedup)
var gameDuration = 180000; // ms (3 min)
var numbersRange = 75; // 1-75
Bingo thema. In-Game asset. 2d. High contrast. No shadows
Aİ player. In-Game asset. 2d. High contrast. No shadows
Bingo Mark. In-Game asset. 2d. High contrast. No shadows
Streakbackground bingo. In-Game asset. 2d. High contrast. No shadows
Card border. In-Game asset. 2d. High contrast. No shadows
Yellow ball. In-Game asset. 2d. High contrast. No shadows
Siyah X işaretli jeton. In-Game asset. 2d. High contrast. No shadows
YOU yazısını yaz. In-Game asset. 2d. High contrast. No shadows
Click
Sound effect
Numberthree
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ses1
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ses2
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ses3
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ses4
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Sonikidakika
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Sonbirdakika
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Oyunahosgeldin
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oyunahosgeldin
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