User prompt
Oyunda kimse kazanmazsa beraberlik yazsın.
User prompt
Karşımızdakinin zorluğu çok zor olsun.
User prompt
Please fix the bug: 'Uncaught TypeError: LK.showPopup is not a function' in or related to this line: 'LK.showPopup({' Line Number: 89
User prompt
Oyun berabere bitince bir pencerede berabere yatsın.
User prompt
Beraberlik olunca oyun berabere berabere yatsın.
User prompt
Oyunun zorluğunu biz seçebilelim.
User prompt
Berabere bitince beraberlik, beraberlik yapsın.
User prompt
Botun zorluğunu biz seçelim.
User prompt
Botun seviyeleri olsun. Birinci seviye kolay, diğer seviyeler yavaş yavaş zorlu olur.
User prompt
X oyunu kazanınca oyunu kazandığın yazısı çıksın.
User prompt
Oyunu 3 tur yapar mısın? Ve karşıda bir bot olsun.
User prompt
Generate the first version of the source code of my game: XOXO: Klasik Üçlü
Code edit (1 edits merged)
Please save this source code
User prompt
XOXO: Klasik Üçlü
Initial prompt
bana bir xoxo oyunu yapar mısın?
/**** * Classes ****/ // Board cell class var Cell = Container.expand(function () { var self = Container.call(this); // Board position self.row = 0; self.col = 0; self.mark = null; // Mark instance or null // Draw cell background var bg = self.attachAsset('cellBg', { width: cellSize, height: cellSize, color: 0xffffff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Draw border (simulate with a slightly smaller colored box) var border = self.attachAsset('cellBorder', { width: cellSize - 8, height: cellSize - 8, color: 0xf0f0f0, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // Place mark (X or O) self.placeMark = function (type) { if (self.mark) return; var m = new Mark(); m.setType(type); m.x = 0; m.y = 0; self.addChild(m); self.mark = m; }; // Remove mark (for reset) self.clearMark = function () { if (self.mark) { self.mark.destroy(); self.mark = null; } }; // Touch/click event self.down = function (x, y, obj) { if (gameOver) return; if (self.mark) return; self.placeMark(currentPlayer); boardState[self.row][self.col] = currentPlayer; var win = checkWin(); if (win) { // Highlight winning cells for (var i = 0; i < win.length; i++) { var cell = cells[win[i][0]][win[i][1]]; LK.effects.flashObject(cell, 0x8be34a, 800); } LK.setScore(LK.getScore() + 1); scoreTxt.setText(LK.getScore()); LK.showYouWin(); gameOver = true; return; } if (isBoardFull()) { LK.showGameOver(); gameOver = true; return; } // Switch player currentPlayer = currentPlayer === 'X' ? 'O' : 'X'; updateTurnText(); }; return self; }); // No plugins needed for MVP // X or O mark class var Mark = Container.expand(function () { var self = Container.call(this); // type: 'X' or 'O' self.type = 'X'; // Set up asset for X or O self.setType = function (type) { self.type = type; self.removeChildren(); if (type === 'X') { // X: two crossing rectangles var bar1 = self.attachAsset('xBar1', { width: 120, height: 20, color: 0x2d8cf0, shape: 'box', anchorX: 0.5, anchorY: 0.5, rotation: Math.PI / 4 }); var bar2 = self.attachAsset('xBar2', { width: 120, height: 20, color: 0x2d8cf0, shape: 'box', anchorX: 0.5, anchorY: 0.5, rotation: -Math.PI / 4 }); } else { // O: ellipse var ellipse = self.attachAsset('oEllipse', { width: 110, height: 110, color: 0xf0c22d, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Inner white ellipse for "hollow" O var inner = self.attachAsset('oInner', { width: 60, height: 60, color: 0xffffff, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf7f7f7 }); /**** * Game Code ****/ // Board setup var boardSize = 3; var cellSize = 320; // 3x3 grid fits well in 2048x2732 var boardPixelSize = cellSize * boardSize; var boardOffsetX = (2048 - boardPixelSize) / 2; var boardOffsetY = (2732 - boardPixelSize) / 2 + 100; // State var cells = []; var boardState = []; var currentPlayer = 'X'; var gameOver = false; // Score display var scoreTxt = new Text2('0', { size: 120, fill: 0x2D8CF0 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); scoreTxt.y = 30; // Turn display var turnTxt = new Text2('Sıra: X', { size: 80, fill: 0x444444 }); turnTxt.anchor.set(0.5, 0); LK.gui.top.addChild(turnTxt); turnTxt.y = 170; // Helper: update turn text function updateTurnText() { turnTxt.setText('Sıra: ' + currentPlayer); } // Helper: check for win function checkWin() { // Returns array of [row,col] for winning cells, or null var b = boardState; // Rows for (var r = 0; r < 3; r++) { if (b[r][0] && b[r][0] === b[r][1] && b[r][1] === b[r][2]) { return [[r, 0], [r, 1], [r, 2]]; } } // Cols for (var c = 0; c < 3; c++) { if (b[0][c] && b[0][c] === b[1][c] && b[1][c] === b[2][c]) { return [[0, c], [1, c], [2, c]]; } } // Diagonals if (b[0][0] && b[0][0] === b[1][1] && b[1][1] === b[2][2]) { return [[0, 0], [1, 1], [2, 2]]; } if (b[0][2] && b[0][2] === b[1][1] && b[1][1] === b[2][0]) { return [[0, 2], [1, 1], [2, 0]]; } return null; } // Helper: check for draw function isBoardFull() { for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { if (!boardState[r][c]) return false; } } return true; } // Helper: reset board function resetBoard() { for (var r = 0; r < 3; r++) { for (var c = 0; c < 3; c++) { cells[r][c].clearMark(); boardState[r][c] = null; } } currentPlayer = 'X'; gameOver = false; updateTurnText(); } // Build board for (var r = 0; r < 3; r++) { cells[r] = []; boardState[r] = []; for (var c = 0; c < 3; c++) { var cell = new Cell(); cell.row = r; cell.col = c; cell.x = boardOffsetX + c * cellSize + cellSize / 2; cell.y = boardOffsetY + r * cellSize + cellSize / 2; game.addChild(cell); cells[r][c] = cell; boardState[r][c] = null; } } // Reset board on game start or after game over resetBoard(); // Optional: reset board after win/game over (handled by LK, but for MVP, reset on new game) game.on('reset', function () { resetBoard(); LK.setScore(0); scoreTxt.setText('0'); }); // No dragging or move events needed for this game // No update loop needed for static board game
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,241 @@
-/****
+/****
+* Classes
+****/
+// Board cell class
+var Cell = Container.expand(function () {
+ var self = Container.call(this);
+ // Board position
+ self.row = 0;
+ self.col = 0;
+ self.mark = null; // Mark instance or null
+ // Draw cell background
+ var bg = self.attachAsset('cellBg', {
+ width: cellSize,
+ height: cellSize,
+ color: 0xffffff,
+ shape: 'box',
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Draw border (simulate with a slightly smaller colored box)
+ var border = self.attachAsset('cellBorder', {
+ width: cellSize - 8,
+ height: cellSize - 8,
+ color: 0xf0f0f0,
+ shape: 'box',
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Place mark (X or O)
+ self.placeMark = function (type) {
+ if (self.mark) return;
+ var m = new Mark();
+ m.setType(type);
+ m.x = 0;
+ m.y = 0;
+ self.addChild(m);
+ self.mark = m;
+ };
+ // Remove mark (for reset)
+ self.clearMark = function () {
+ if (self.mark) {
+ self.mark.destroy();
+ self.mark = null;
+ }
+ };
+ // Touch/click event
+ self.down = function (x, y, obj) {
+ if (gameOver) return;
+ if (self.mark) return;
+ self.placeMark(currentPlayer);
+ boardState[self.row][self.col] = currentPlayer;
+ var win = checkWin();
+ if (win) {
+ // Highlight winning cells
+ for (var i = 0; i < win.length; i++) {
+ var cell = cells[win[i][0]][win[i][1]];
+ LK.effects.flashObject(cell, 0x8be34a, 800);
+ }
+ LK.setScore(LK.getScore() + 1);
+ scoreTxt.setText(LK.getScore());
+ LK.showYouWin();
+ gameOver = true;
+ return;
+ }
+ if (isBoardFull()) {
+ LK.showGameOver();
+ gameOver = true;
+ return;
+ }
+ // Switch player
+ currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
+ updateTurnText();
+ };
+ return self;
+});
+// No plugins needed for MVP
+// X or O mark class
+var Mark = Container.expand(function () {
+ var self = Container.call(this);
+ // type: 'X' or 'O'
+ self.type = 'X';
+ // Set up asset for X or O
+ self.setType = function (type) {
+ self.type = type;
+ self.removeChildren();
+ if (type === 'X') {
+ // X: two crossing rectangles
+ var bar1 = self.attachAsset('xBar1', {
+ width: 120,
+ height: 20,
+ color: 0x2d8cf0,
+ shape: 'box',
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: Math.PI / 4
+ });
+ var bar2 = self.attachAsset('xBar2', {
+ width: 120,
+ height: 20,
+ color: 0x2d8cf0,
+ shape: 'box',
+ anchorX: 0.5,
+ anchorY: 0.5,
+ rotation: -Math.PI / 4
+ });
+ } else {
+ // O: ellipse
+ var ellipse = self.attachAsset('oEllipse', {
+ width: 110,
+ height: 110,
+ color: 0xf0c22d,
+ shape: 'ellipse',
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ // Inner white ellipse for "hollow" O
+ var inner = self.attachAsset('oInner', {
+ width: 60,
+ height: 60,
+ color: 0xffffff,
+ shape: 'ellipse',
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ }
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0xf7f7f7
+});
+
+/****
+* Game Code
+****/
+// Board setup
+var boardSize = 3;
+var cellSize = 320; // 3x3 grid fits well in 2048x2732
+var boardPixelSize = cellSize * boardSize;
+var boardOffsetX = (2048 - boardPixelSize) / 2;
+var boardOffsetY = (2732 - boardPixelSize) / 2 + 100;
+// State
+var cells = [];
+var boardState = [];
+var currentPlayer = 'X';
+var gameOver = false;
+// Score display
+var scoreTxt = new Text2('0', {
+ size: 120,
+ fill: 0x2D8CF0
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+scoreTxt.y = 30;
+// Turn display
+var turnTxt = new Text2('Sıra: X', {
+ size: 80,
+ fill: 0x444444
+});
+turnTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(turnTxt);
+turnTxt.y = 170;
+// Helper: update turn text
+function updateTurnText() {
+ turnTxt.setText('Sıra: ' + currentPlayer);
+}
+// Helper: check for win
+function checkWin() {
+ // Returns array of [row,col] for winning cells, or null
+ var b = boardState;
+ // Rows
+ for (var r = 0; r < 3; r++) {
+ if (b[r][0] && b[r][0] === b[r][1] && b[r][1] === b[r][2]) {
+ return [[r, 0], [r, 1], [r, 2]];
+ }
+ }
+ // Cols
+ for (var c = 0; c < 3; c++) {
+ if (b[0][c] && b[0][c] === b[1][c] && b[1][c] === b[2][c]) {
+ return [[0, c], [1, c], [2, c]];
+ }
+ }
+ // Diagonals
+ if (b[0][0] && b[0][0] === b[1][1] && b[1][1] === b[2][2]) {
+ return [[0, 0], [1, 1], [2, 2]];
+ }
+ if (b[0][2] && b[0][2] === b[1][1] && b[1][1] === b[2][0]) {
+ return [[0, 2], [1, 1], [2, 0]];
+ }
+ return null;
+}
+// Helper: check for draw
+function isBoardFull() {
+ for (var r = 0; r < 3; r++) {
+ for (var c = 0; c < 3; c++) {
+ if (!boardState[r][c]) return false;
+ }
+ }
+ return true;
+}
+// Helper: reset board
+function resetBoard() {
+ for (var r = 0; r < 3; r++) {
+ for (var c = 0; c < 3; c++) {
+ cells[r][c].clearMark();
+ boardState[r][c] = null;
+ }
+ }
+ currentPlayer = 'X';
+ gameOver = false;
+ updateTurnText();
+}
+// Build board
+for (var r = 0; r < 3; r++) {
+ cells[r] = [];
+ boardState[r] = [];
+ for (var c = 0; c < 3; c++) {
+ var cell = new Cell();
+ cell.row = r;
+ cell.col = c;
+ cell.x = boardOffsetX + c * cellSize + cellSize / 2;
+ cell.y = boardOffsetY + r * cellSize + cellSize / 2;
+ game.addChild(cell);
+ cells[r][c] = cell;
+ boardState[r][c] = null;
+ }
+}
+// Reset board on game start or after game over
+resetBoard();
+// Optional: reset board after win/game over (handled by LK, but for MVP, reset on new game)
+game.on('reset', function () {
+ resetBoard();
+ LK.setScore(0);
+ scoreTxt.setText('0');
+});
+// No dragging or move events needed for this game
+// No update loop needed for static board game
\ No newline at end of file