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Skor teker teker artsin yada azalsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'scoreTween = tween.to({' Line Number: 173 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: tween.add is not a function' in or related to this line: 'scoreTween = tween.add({' Line Number: 173
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'scoreTween = tween.to({' Line Number: 173
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Please fix the bug: 'TypeError: tween.add is not a function' in or related to this line: 'scoreTween = tween.add({' Line Number: 173
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Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'scoreTween = tween.create({' Line Number: 173
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Skor tek tek ve daha doğal değişsin
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Drag drop yaparkrn önizledigim gear çeşidi oluşsun.
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2 kat daha küçük gear olusturmaya izin ver
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2 kat daha büyük gear oluşturmaya izin ver.
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Skor tablosu ekle sağa her tur dönüş icin 1 puan arttir
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Daha büyuk be daha kücük gear olusturabileyim.
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Her turda 1 puan ver. Sola ise 1 puan azalt sağa ise 1 puan arttir.
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Skor mantığını temizle tur sayısina ve yonune gore ver.
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Dokunup bıraktığında olustur geari. Uzun dokunma büyüklük kaydirma yön belirtsin. Tek dokunma mevcutsa silsin.
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Dokunmayla yarat geari
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Gear spawn dokunmaya göre olsun. Uzun dokunma daha büyuk kısa dokunma daha kücük gear yapsin
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Bunu uygula
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Büyuk ve küçük gear icin tur tamamlama farklı oldugunda bunu skor artışına yansit. Gear tam tur bitirmeden skor değiştirme
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Biraz sağa al
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Biraz daha sola ve az küçült
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Skoru daha büyuk ve beyaz renk yap biraz sola kaydır
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Skoru kalın font beyaz renk yap.
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Skoru biraz sola al ve rengini kalın beyaz yap.
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Skoru üst ortaya al ve rengini kalın beyaz yap.
/**** * 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 }); // Assign unique sound for this gear type // Ensure gear5 uses the correct unique sound asset if (gearAssetIdx === 5) { self._sound = LK.getSound('gearRotate5'); self._soundName = 'gearRotate5'; } else { self._sound = LK.getSound('gearRotate' + gearAssetIdx); self._soundName = 'gearRotate' + gearAssetIdx; } self._gearAssetIdx = gearAssetIdx; // 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 () { // Track last rotation for step detection if (typeof self._lastRotation === "undefined") { self._lastRotation = self.rotation; } self.rotation += self.rotationSpeed; // Play unique sound for this gear type on each full step (e.g. every 1/12 turn) var step = Math.PI / 6; // 30 degrees per step var lastStep = Math.floor(self._lastRotation / step); var currentStep = Math.floor(self.rotation / step); if (self.rotationSpeed !== 0 && self._sound && lastStep !== currentStep) { // Only play sound if at least one gear of this type is present on screen var found = false; for (var i = 0; i < gears.length; i++) { if (gears[i] && gears[i]._gearAssetIdx === self._gearAssetIdx) { found = true; break; } } if (found) { self._sound.play(); } // Score logic: +1 for right (positive speed), -1 for left (negative speed) if (typeof score !== "undefined" && typeof scoreTxt !== "undefined") { if (self.rotationSpeed > 0) { score += 1; } else if (self.rotationSpeed < 0) { score -= 1; } scoreTxt.setText(formatScore(score)); } } self._lastRotation = self.rotation; }; // Handle down event for single tap: remove gear and stop sound self.down = function (x, y, obj) { // Stop the unique sound for this gear if playing if (self._sound && typeof self._sound.stop === "function") { self._sound.stop(); self._soundPlaying = false; } // 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 ****/ // Add background image (covers the whole game area) // We need tween for smooth rotation animations var bg = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(bg); // List of all gears in the game var gears = []; // Score variable and score text var score = 0; function formatScore(val) { var s = Math.abs(val).toString().padStart(6, "0"); return (val < 0 ? "-" : "") + s; } var scoreTxt = new Text2(formatScore(score), { size: 200, fill: 0xFFFFFF }); scoreTxt.anchor.set(1, 0); // right-top LK.gui.top.addChild(scoreTxt); // Shift more to the left for better visibility scoreTxt.x = LK.gui.top.width - 240; scoreTxt.y = 10; // 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; } // 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); // Sound assignment now handled in Gear constructor }; // 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
@@ -116,15 +116,15 @@
var s = Math.abs(val).toString().padStart(6, "0");
return (val < 0 ? "-" : "") + s;
}
var scoreTxt = new Text2(formatScore(score), {
- size: 120,
- fill: 0xFFFFFF,
- font: "bold 120px Arial, 'GillSans-Bold', Impact, 'Arial Black', Tahoma"
+ size: 200,
+ fill: 0xFFFFFF
});
scoreTxt.anchor.set(1, 0); // right-top
LK.gui.top.addChild(scoreTxt);
-scoreTxt.x = LK.gui.top.width - 40;
+// Shift more to the left for better visibility
+scoreTxt.x = LK.gui.top.width - 240;
scoreTxt.y = 10;
// For drag direction detection
var isDragging = false;
var dragStart = null; // {x, y}
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