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Arkaplan ekle
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Skor tablosu ekle sağa her tur dönüş icin 1 puan arttir. Sola donusler 1 puan eksiltsin 000000 şeklinde formatla.
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Ekrandaki yaziyi sil
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5 nolu gear sesi calmiyor
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5 nolu gear sesini aktif et.
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Ekranda olmayan bir gear çeşidine ait ses çalmasın.
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5 adet gear çeşidi ve 5 adet dönme sesi var. Her gear çeşidi icin kendisine ait donme sesini kullan
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5 adet gear çeşidi ve 5 adet dönme sesi var. Her gear icin farklı bir donme sesini kullan
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Her tur icin bir adim ses cal.
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Her gear icin kendi sesini cal.
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Ses çalmayı tekrar ele al. Her gear rotate adıminda ses cal
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Gearrotate5 ekle
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Ses sürekli calmiyor
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5. Ses ekle
Code edit (1 edits merged)
Please save this source code
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Gear1 icin gearrotate1 ve digerleri icinde kendi seslerini loop cal.
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Gear dondugu surece ses calsin
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Sesleri sürekli tekrarla
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Herbir gear çeşidi için kendi sesi çalsin ve loop şeklinde calsin
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Please fix the bug: 'Uncaught ReferenceError: gearAssetIdx is not defined' in or related to this line: 'var soundName = 'gearRotate' + gearAssetIdx;' Line Number: 143
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5 tane gear icin 5 ses olsun.
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Tum ses calma loguc sil
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Gear spawn oldugunda ses calmaya basla
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Ses gear varken calsin yokken degil
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Gear oluştugu anda sesi çalmaya basla gear silindiginde sesi durdur
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Gear class: represents a single gear that rotates in a given direction and speed var Gear = Container.expand(function () { var self = Container.call(this); // Randomly select one of 5 gear assets var gearAssetIdx = Math.floor(Math.random() * 5) + 1; var gear = self.attachAsset('gear' + gearAssetIdx, { anchorX: 0.5, anchorY: 0.5 }); // Set up default size for asset (will be overridden externally) gear.width = 270 * 2; gear.height = 270 * 2; // Rotation speed in radians per frame (set externally) self.rotationSpeed = 0; // Removed all gear sound logic // Update method: rotates the gear self.update = function () { self.rotation += self.rotationSpeed; // No sound logic }; // Handle down event for single tap: remove gear and stop sound self.down = function (x, y, obj) { // No sound logic // Remove from game and gears array if (self.parent) self.parent.removeChild(self); for (var i = 0; i < gears.length; i++) { if (gears[i] === self) { gears.splice(i, 1); break; } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xffffff // White background for clarity }); /**** * Game Code ****/ // We need tween for smooth rotation animations // List of all gears in the game var gears = []; // For drag direction detection var isDragging = false; var dragStart = null; // {x, y} var dragCurrent = null; // {x, y} // Helper: calculate angle between two points (in radians) function getAngle(x1, y1, x2, y2) { return Math.atan2(y2 - y1, x2 - x1); } // Helper: clamp rotation speed function clamp(val, min, max) { if (val < min) return min; if (val > max) return max; return val; } // Show a simple instruction at the top (not in topLeft) var infoTxt = new Text2('Ekrana basılı tut, çek ve bırak: Dişli ekle!', { size: 90, fill: 0x333333 }); infoTxt.anchor.set(0.5, 0); LK.gui.top.addChild(infoTxt); // Main game event handlers // On press down: create a gear at tap position (short tap) game.down = function (x, y, obj) { // Create and position the gear var gear = new Gear(); // Set default rotation speed and direction var speed = 0.03; // Randomize direction if (Math.random() < 0.5) speed = -speed; gear.rotationSpeed = speed; // Set default gear size var minGear = 120 * 2, maxGear = 390 * 2; var gearSize = minGear + Math.random() * (maxGear - minGear); // Prevent overlapping: check if new gear would overlap any existing gear gear.x = x; gear.y = y; var overlap = false; for (var i = 0; i < gears.length; i++) { var other = gears[i]; var dxg = gear.x - other.x; var dyg = gear.y - other.y; var distg = Math.sqrt(dxg * dxg + dyg * dyg); var otherGear = other.children[0].width; // Only gear asset if (distg < (gearSize + otherGear) / 2 + 10) { // 10px buffer overlap = true; break; } } if (overlap) { return; } // Set gear size (only gear asset) gear.children[0].width = gearSize; gear.children[0].height = gearSize; // Add to game and to gears array game.addChild(gear); gears.push(gear); // No sound logic }; // On move: update drag current position game.move = function (x, y, obj) { if (isDragging) { dragCurrent.x = x; dragCurrent.y = y; } }; // On release: create a new gear at dragStart, rotating in the direction of drag game.up = function (x, y, obj) { // No-op: gear creation is now handled in down event }; // Update loop: update all gears game.update = function () { for (var i = 0; i < gears.length; i++) { if (gears[i].update) gears[i].update(); } };
===================================================================
--- original.js
+++ change.js
@@ -19,42 +19,17 @@
gear.width = 270 * 2;
gear.height = 270 * 2;
// Rotation speed in radians per frame (set externally)
self.rotationSpeed = 0;
- // Play and loop the correct gear sound as long as this gear exists
- self._soundIdx = gearAssetIdx;
- self._sound = null;
- self._playLoopingSound = function () {
- // Defensive: stop any previous sound
- if (self._sound && self._sound.stop) {
- self._sound.stop();
- self._sound = null;
- }
- var s = LK.getSound('gearRotate' + self._soundIdx);
- if (s && s.play) {
- self._sound = s;
- s.play({
- loop: true
- });
- }
- };
- // Start looping sound on creation
- self._playLoopingSound();
+ // Removed all gear sound logic
// Update method: rotates the gear
self.update = function () {
self.rotation += self.rotationSpeed;
- // Defensive: if sound stopped for any reason, restart it
- if (self._sound && !self._sound.isPlaying) {
- self._playLoopingSound();
- }
+ // No sound logic
};
// Handle down event for single tap: remove gear and stop sound
self.down = function (x, y, obj) {
- // Stop this gear's sound
- if (self._sound && self._sound.stop) {
- self._sound.stop();
- self._sound = null;
- }
+ // No sound logic
// Remove from game and gears array
if (self.parent) self.parent.removeChild(self);
for (var i = 0; i < gears.length; i++) {
if (gears[i] === self) {
@@ -138,12 +113,9 @@
gear.children[0].height = gearSize;
// Add to game and to gears array
game.addChild(gear);
gears.push(gear);
- // Start gear sound on spawn
- if (gear._playLoopingSound) {
- gear._playLoopingSound();
- }
+ // No sound logic
};
// On move: update drag current position
game.move = function (x, y, obj) {
if (isDragging) {
red gear top view tranparent. In-Game asset. 2d. High contrast. No shadows
yellow gear top view tranparent. In-Game asset. 2d. High contrast. No shadows
Green gear top view tranparent. In-Game asset. 2d. High contrast. No shadows
Mavi renk deniz manzarası. In-Game asset. 2d. High contrast. No shadows
Just a finger top view. In-Game asset. 2d. High contrast. No shadows