User prompt
Oyun çalışmıyor
User prompt
Joystick orta alta koy
User prompt
Joystick ekle
User prompt
Joystick görünmüyor
User prompt
Joystick gözükmüyor ekranda
User prompt
Oyuncuyu oynayamıyorum
User prompt
joystick büyük ve yukarı aşağı sağa sola büyük oklardan ve şeffaf cam tarzı olsun
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User prompt
Sihirli Halı: Çöl Macerası
Initial prompt
2D side-view (yandan görünüm) sihirli halı oyunu yap. Oyuncu, ekranın sol ortasında başlayan ve sürekli havada süzülen bir halının üstünde. Halı, yön tuşlarıyla sağa, sola, yukarı ve aşağı hareket edebiliyor. Yerçekimi yok, oyuncu yere düşmez. Halı hafif yukarı-aşağı salınır. 🎮 Kontroller: Sol alt köşeye şeffaf, dairesel bir joystick yerleştir. Üzerinde yönleri gösteren hafif beyaz oklar olsun. 🌄 Arkaplan: Parallax efektli bir çöl manzarası kullan. En arkada da bulutlar yavaşça hareket etsin. Katmanlı derinlik hissi ver. 🧟♂️ Düşmanlar: Ekranın sağ tarafından belirli aralıklarla spawn olurlar (belirecekler). Yavaşça sola doğru uçarlar. Toplam 3 düşman olsun. Oyuncuya temas ederse yeniden başlat. 💰 Amaç: 5 altın ve 2 iksir toplanmalı. Oyuncu hepsini toplayınca, ekranın sağ tarafındaki çıkış kapısına ulaşıp seviyeyi tamamlamalı. ⚙️ Fizik: Yerçekimi yok. Halı sabit yükseklikte kalır. Altın ve iksirlere çarpınca kaybolur ve puan verir. Kapı, tüm eşyalar toplanınca aktif hale gelir.
/**** * 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(); });
/****
* 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();
});
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