User prompt
iksir efekti de tam yuvarlak olsun.
User prompt
Blue ellipse shape asset ekle ve iksirde bunu kullan.
User prompt
iksir toplarken de mavi bir yuvarlak kullan.
User prompt
altın toplarken patlama efektinde sarı yuvarlak kullan.
User prompt
altın toplarken patlama efektinde enemy asseti kullanma
User prompt
Joystick asset ve kodlarını kaldır.
User prompt
Düşman çarpınca kırmızı patlasın. Diğer efektleri bozma.
User prompt
Çarpan düşman kırmızı patlasın.
User prompt
Çarpan düşman kirmizi patlamasın.
User prompt
Altın toplama efekti daha büyük ve alphasiz olsun.
User prompt
Mavi renk patlams alphası 0.5 olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Altın toplama efektini sap sarı renk yap ve büyüt.
User prompt
Mavi renk patlama olsun.
User prompt
iksir toplayınca bulut gibi patlama efekti yap.
User prompt
iksirleri 2 kat büyüt.
User prompt
burn ismini lose yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy var Enemy = Container.expand(function () { var self = Container.call(this); var enemy = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.width = enemy.width; self.height = enemy.height; self.speed = 4 + Math.random() * 2; self.update = function () { self.x -= self.speed; }; return self; }); // Exit Door var ExitDoor = Container.expand(function () { var self = Container.call(this); var exit = self.attachAsset('exit', { anchorX: 0.5, anchorY: 1 }); self.width = exit.width; self.height = exit.height; return self; }); // Gold var Gold = Container.expand(function () { var self = Container.call(this); var gold = self.attachAsset('gold', { anchorX: 0.5, anchorY: 0.5 }); self.width = gold.width; self.height = gold.height; self.collected = false; return self; }); // MagicCarpet: Player var MagicCarpet = Container.expand(function () { var self = Container.call(this); var carpet = self.attachAsset('carpet', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); self.width = carpet.width; self.height = carpet.height; self.baseY = 0; self.swayTick = 0; self.update = function () { // Sway up and down self.swayTick += 0.07; self.y = self.baseY + Math.sin(self.swayTick) * 18; }; return self; }); // ParallaxLayer: For background movement var ParallaxLayer = Container.expand(function () { var self = Container.call(this); self.speed = 0; self.sprites = []; self.assetId = ''; self.y = 0; self.height = 0; self.init = function (assetId, y, speed, count) { self.assetId = assetId; self.y = y; self.speed = speed; self.height = LK.getAsset(assetId, {}).height; for (var i = 0; i < count; i++) { var sprite = self.attachAsset(assetId, { anchorX: 0, anchorY: 0, x: i * LK.getAsset(assetId, {}).width, y: 0 }); self.sprites.push(sprite); } }; self.update = function () { for (var i = 0; i < self.sprites.length; i++) { var s = self.sprites[i]; s.x -= self.speed; if (s.x <= -s.width) { // Move to right s.x += s.width * self.sprites.length; } } }; return self; }); // Potion var Potion = Container.expand(function () { var self = Container.call(this); var potion = self.attachAsset('potion', { anchorX: 0.5, anchorY: 0.5 }); self.width = potion.width; self.height = potion.height; self.collected = false; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // Uzun arkaplan müziği (örnek id: 'longbgmusic', gerçek id asset pipeline'dan gelir) // --- Parallax Layers --- // Arkaplan müziğini başlat (loop açık, fade ile yumuşak başlat) LK.playMusic('longbgmusic', { fade: { start: 0, end: 0.7, duration: 1800 } }); // Sihirli Halı (Magic Carpet) // Altın (Gold) // İksir (Potion) // Düşman (Enemy) // Çıkış Kapısı (Exit Door) // Zemin (Ground, parallax layer 1) // Dağlar (Mountains, parallax layer 2) // Bulut (Cloud, parallax layer 3) // Joystick tabanı // Joystick topu var parallaxLayers = []; // Layer 1: Ground (closest) var groundLayer = new ParallaxLayer(); groundLayer.init('ground', 2732 - 300, 2.5, 2); game.addChild(groundLayer); parallaxLayers.push(groundLayer); // Layer 2: Mountains (middle) var mountainLayer = new ParallaxLayer(); mountainLayer.init('mountain', 2732 - 300 - 180, 1.2, 2); game.addChild(mountainLayer); parallaxLayers.push(mountainLayer); // Layer 3: Clouds (farthest, randomized positions and sizes, more scattered) var cloudSprites = []; var cloudCount = 12 + Math.floor(Math.random() * 5); // 12-16 clouds for more density for (var i = 0; i < cloudCount; i++) { // More variety in scale and position, allow overlap and wide spread var scale = 0.5 + Math.random() * 2.0; // 0.5x to 2.5x var y = 40 + Math.random() * 900; // Spread vertically in upper 940px var x = Math.random() * 2048; var cloud = LK.getAsset('cloud', { anchorX: 0.5, anchorY: 0.5, scaleX: scale, scaleY: scale, x: x, y: y }); cloud._cloudSpeed = 0.25 + Math.random() * 0.7; // 0.25-0.95 px/frame game.addChild(cloud); cloudSprites.push(cloud); } parallaxLayers.push({ // Dummy for compatibility, update will be handled below update: function update() { for (var i = 0; i < cloudSprites.length; i++) { var c = cloudSprites[i]; c.x -= c._cloudSpeed; if (c.x < -c.width / 2) { // When respawning, randomize both X and Y for more scattered effect c.x = 2048 + c.width / 2 + Math.random() * 300; c.y = 40 + Math.random() * 900; c._cloudSpeed = 0.25 + Math.random() * 0.7; var scale = 0.5 + Math.random() * 2.0; c.scaleX = scale; c.scaleY = scale; } } } }); // --- Exit Door --- var exitDoor = new ExitDoor(); exitDoor.x = 2048 - 200; exitDoor.y = 2732 - 300 - 10; exitDoor.visible = false; game.addChild(exitDoor); // --- Magic Carpet (Player) --- var carpet = new MagicCarpet(); carpet.x = 320; carpet.baseY = 2732 / 2; carpet.y = carpet.baseY; carpet.targetX = carpet.x; carpet.targetBaseY = carpet.baseY; game.addChild(carpet); // --- Collectibles --- var golds = []; var potions = []; // Gold positions (spread out, not overlapping, not too close to edges) var goldPositions = [{ x: 700, y: 700 }, { x: 1200, y: 900 }, { x: 900, y: 1700 }, { x: 1500, y: 1200 }, { x: 1800, y: 2100 }]; for (var i = 0; i < 5; i++) { var g = new Gold(); g.x = goldPositions[i].x; g.y = goldPositions[i].y; golds.push(g); game.addChild(g); } // Potion positions var potionPositions = [{ x: 1100, y: 2200 }, { x: 1700, y: 600 }]; for (var i = 0; i < 2; i++) { var p = new Potion(); p.x = potionPositions[i].x; p.y = potionPositions[i].y; potions.push(p); game.addChild(p); } // --- Enemies --- var enemies = []; function spawnEnemies() { // 3 enemies, random vertical positions, spaced horizontally enemies.length = 0; for (var i = 0; i < 3; i++) { var e = new Enemy(); e.x = 2048 + 200 + i * 300; e.y = 600 + Math.random() * (2732 - 1200); enemies.push(e); game.addChild(e); } } spawnEnemies(); // --- GUI: Score/Progress --- var progressTxt = new Text2('', { size: 80, fill: "#fff" }); progressTxt.anchor.set(0.5, 0); LK.gui.top.addChild(progressTxt); // --- State --- var collectedGold = 0; var collectedPotion = 0; var allCollected = false; var gameOver = false; var youWin = false; // --- Helper: Update Progress Text --- function updateProgressText() { progressTxt.setText("Altın: " + collectedGold + "/5 İksir: " + collectedPotion + "/2"); } updateProgressText(); // --- Helper: Reset Game State --- function resetGame() { // Reset collectibles for (var i = 0; i < golds.length; i++) { golds[i].collected = false; golds[i].visible = true; } for (var i = 0; i < potions.length; i++) { potions[i].collected = false; potions[i].visible = true; } collectedGold = 0; collectedPotion = 0; allCollected = false; updateProgressText(); // Reset player carpet.x = 320; carpet.baseY = 2732 / 2; carpet.swayTick = 0; carpet.targetX = carpet.x; carpet.targetBaseY = carpet.baseY; // Reset enemies for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } spawnEnemies(); // Hide exit exitDoor.visible = false; gameOver = false; youWin = false; } // --- Main Game Move Handler (for mobile drag outside joystick) --- // Touch/drag anywhere on the game area (except joystick) to move the player directly var draggingPlayer = false; game.down = function (x, y, obj) { draggingPlayer = true; // Set target position for smooth movement var margin = 60; var px = x; var py = y; if (px < margin + carpet.width / 2) px = margin + carpet.width / 2; if (px > 2048 - margin - carpet.width / 2) px = 2048 - margin - carpet.width / 2; if (py < margin + carpet.height / 2) py = margin + carpet.height / 2; if (py > 2732 - 300 - margin - carpet.height / 2) py = 2732 - 300 - margin - carpet.height / 2; carpet.targetX = px; carpet.targetBaseY = py; }; game.move = function (x, y, obj) { if (draggingPlayer) { // Set target position for smooth movement var margin = 60; var px = x; var py = y; if (px < margin + carpet.width / 2) px = margin + carpet.width / 2; if (px > 2048 - margin - carpet.width / 2) px = 2048 - margin - carpet.width / 2; if (py < margin + carpet.height / 2) py = margin + carpet.height / 2; if (py > 2732 - 300 - margin - carpet.height / 2) py = 2732 - 300 - margin - carpet.height / 2; carpet.targetX = px; carpet.targetBaseY = py; } }; game.up = function (x, y, obj) { draggingPlayer = false; carpet.targetX = undefined; carpet.targetBaseY = undefined; }; // --- Main Game Update Loop --- game.update = function () { if (gameOver || youWin) return; // Parallax layers for (var i = 0; i < parallaxLayers.length; i++) { parallaxLayers[i].update(); } // Smooth movement toward target if dragging if (typeof carpet.targetX === "number" && typeof carpet.targetBaseY === "number") { // Only move if not already at target var dx = carpet.targetX - carpet.x; var dy = carpet.targetBaseY - carpet.baseY; var dist = Math.sqrt(dx * dx + dy * dy); if (dist > 2) { // Move a fraction toward target (lerp) var moveSpeed = 0.22; // 0..1, higher = faster carpet.x += dx * moveSpeed; carpet.baseY += dy * moveSpeed; } else { // Snap to target if close enough carpet.x = carpet.targetX; carpet.baseY = carpet.targetBaseY; } } // Clamp inside play area (not too close to edges) var margin = 60; if (carpet.x < margin + carpet.width / 2) carpet.x = margin + carpet.width / 2; if (carpet.x > 2048 - margin - carpet.width / 2) carpet.x = 2048 - margin - carpet.width / 2; if (carpet.baseY < margin + carpet.height / 2) carpet.baseY = margin + carpet.height / 2; if (carpet.baseY > 2732 - 300 - margin - carpet.height / 2) carpet.baseY = 2732 - 300 - margin - carpet.height / 2; // Sway carpet.update(); // Collectibles: Gold for (var i = 0; i < golds.length; i++) { var g = golds[i]; if (!g.collected && carpet.intersects(g)) { g.collected = true; g.visible = false; // Play gold collect sound LK.getSound('gold_collect').play(); // Sparkle effect: create a large, fully opaque yellow circle at gold position var sparkle = LK.getAsset('shape', { width: g.width * 2.5, height: g.height * 2.5, anchorX: 0.5, anchorY: 0.5, alpha: 1, x: g.x, y: g.y, color: 0xf7d13b, shape: 'ellipse' }); game.addChild(sparkle); // Animate: scale up and fade out quickly, then remove tween(sparkle, { scaleX: 2.8, scaleY: 2.8, alpha: 0 }, { duration: 340, easing: tween.easeOut, complete: function complete() { sparkle.destroy(); } }); collectedGold++; updateProgressText(); } } // Collectibles: Potion for (var i = 0; i < potions.length; i++) { var p = potions[i]; if (!p.collected && carpet.intersects(p)) { p.collected = true; p.visible = false; // Play potion collect sound LK.getSound('potion_collect').play(); // --- Blue circle explosion effect for potion --- var sparkle = LK.getAsset('blue_ellipse', { width: p.width * 2.5, height: p.width * 2.5, // Make it a perfect circle anchorX: 0.5, anchorY: 0.5, alpha: 1, x: p.x, y: p.y }); game.addChild(sparkle); // Animate: scale up and fade out quickly, then remove tween(sparkle, { scaleX: 2.8, scaleY: 2.8, alpha: 0 }, { duration: 340, easing: tween.easeOut, complete: function complete() { sparkle.destroy(); } }); collectedPotion++; updateProgressText(); } } // All collected? if (!allCollected && collectedGold === 5 && collectedPotion === 2) { allCollected = true; // Show exit door exitDoor.visible = true; // Animate door (flash green) tween(exitDoor, { tint: 0x00ff00 }, { duration: 600, easing: tween.bounceOut }); } // Enemies for (var i = 0; i < enemies.length; i++) { var e = enemies[i]; e.update(); // If off screen left, respawn to right if (e.x < -e.width) { e.x = 2048 + 200 + Math.random() * 200; e.y = 600 + Math.random() * (2732 - 1200); e.speed = 4 + Math.random() * 2; } // Collision with player if (carpet.intersects(e)) { // Game over gameOver = true; // Play lose sound LK.getSound('lose').play(); LK.effects.flashScreen(0xff0000, 900); LK.setTimeout(function () { LK.showGameOver(); }, 900); return; } } // Win condition: All collected and reached exit if (allCollected && carpet.intersects(exitDoor)) { youWin = true; // Play win sound LK.getSound('win').play(); LK.effects.flashScreen(0x00ff00, 700); LK.setTimeout(function () { LK.showYouWin(); }, 700); return; } }; // --- Game Over/Win Reset Handler --- LK.on('gameover', function () { resetGame(); }); LK.on('youwin', function () { resetGame(); });
===================================================================
--- original.js
+++ change.js
@@ -421,12 +421,13 @@
p.collected = true;
p.visible = false;
// Play potion collect sound
LK.getSound('potion_collect').play();
- // --- Blue ellipse explosion effect for potion ---
+ // --- Blue circle explosion effect for potion ---
var sparkle = LK.getAsset('blue_ellipse', {
width: p.width * 2.5,
- height: p.height * 2.5,
+ height: p.width * 2.5,
+ // Make it a perfect circle
anchorX: 0.5,
anchorY: 0.5,
alpha: 1,
x: p.x,
Fullscreen modern App Store landscape banner, 16:9, high definition, for a game titled "Sihirli Halı: Çöl Macerası" and with the description "Sihirli halı ile çöl manzarasında süzül, altın ve iksirleri topla, düşmanlardan kaç ve çıkış kapısına ulaş!". No text on banner!
Pofuduk yumuşacık bulut. In-Game asset. 2d. High contrast. No shadows
sihirli iksir mavi renk. In-Game asset. 2d. High contrast. No shadows
red angry bird transparan. In-Game asset. 2d. High contrast. No shadows
Green wood arabic door. In-Game asset. 2d. High contrast. No shadows
Gold coin up view tranparent. In-Game asset. 2d. High contrast. No shadows no text