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; }); // Joystick var Joystick = Container.expand(function () { var self = Container.call(this); // Large, glassy, transparent base var base = self.attachAsset('joystickBase', { anchorX: 0.5, anchorY: 0.5, alpha: 0.18 // More glassy, less visible }); // Large knob, more visible var knob = self.attachAsset('joystickKnob', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); self.baseRadius = base.width / 2; self.knobRadius = knob.width / 2; self.knob = knob; // --- Big Arrow Overlays --- // Arrow style: white, semi-transparent, large, pointing outwards function createArrow(rotation) { // Use a box as arrow body, and a triangle as arrow head (simulate with two ellipses for sandbox) var arrow = new Container(); // Arrow body (rectangle) var body = LK.getAsset('joystickKnob', { width: 38, height: 90, color: 0xffffff, anchorX: 0.5, anchorY: 0.8, alpha: 0.18 }); // Arrow head (ellipse, simulates triangle tip) var head = LK.getAsset('joystickKnob', { width: 70, height: 70, color: 0xffffff, anchorX: 0.5, anchorY: 0.2, alpha: 0.32 }); body.y = 0; head.y = -50; arrow.addChild(body); arrow.addChild(head); arrow.rotation = rotation; return arrow; } // Up var arrowUp = createArrow(0); arrowUp.y = -base.width * 0.36; self.addChild(arrowUp); // Down var arrowDown = createArrow(Math.PI); arrowDown.y = base.width * 0.36; self.addChild(arrowDown); // Left var arrowLeft = createArrow(-Math.PI / 2); arrowLeft.x = -base.width * 0.36; self.addChild(arrowLeft); // Right var arrowRight = createArrow(Math.PI / 2); arrowRight.x = base.width * 0.36; self.addChild(arrowRight); // Place knob on top self.addChild(knob); self.active = false; self.touchId = null; self.centerX = 0; self.centerY = 0; self.valueX = 0; self.valueY = 0; self.reset = function () { self.knob.x = 0; self.knob.y = 0; self.valueX = 0; self.valueY = 0; }; self.down = function (x, y, obj) { self.active = true; self.centerX = self.x; self.centerY = self.y; self.touchId = obj.event && obj.event.identifier !== undefined ? obj.event.identifier : null; self.move(x, y, obj); }; self.move = function (x, y, obj) { if (!self.active) return; var dx = x - self.centerX; var dy = y - self.centerY; var dist = Math.sqrt(dx * dx + dy * dy); var maxDist = self.baseRadius - self.knobRadius; if (dist > maxDist) { dx = dx * maxDist / dist; dy = dy * maxDist / dist; dist = maxDist; } self.knob.x = dx; self.knob.y = dy; self.valueX = dx / maxDist; self.valueY = dy / maxDist; }; self.up = function (x, y, obj) { self.active = false; self.touchId = null; self.reset(); }; self.reset(); 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 }); 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 ****/ // --- Parallax Layers --- // 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) var cloudLayer = new ParallaxLayer(); cloudLayer.init('cloud', 400, 0.5, 4); game.addChild(cloudLayer); parallaxLayers.push(cloudLayer); // --- 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; 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(); // --- Joystick --- var joystick = new Joystick(); // Center bottom: x = 2048/2, y = just above bottom edge, accounting for joystick size joystick.x = 2048 / 2; joystick.y = 2732 - joystick.baseRadius - 40; // 40px margin from bottom // Always remove joystick from any parent before adding to LK.gui.bottom if (joystick.parent && joystick.parent.removeChild) { joystick.parent.removeChild(joystick); } LK.gui.bottom.addChild(joystick); // --- 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; // Reset enemies for (var i = 0; i < enemies.length; i++) { enemies[i].destroy(); } spawnEnemies(); // Hide exit exitDoor.visible = false; gameOver = false; youWin = false; } // --- Joystick Event Handling --- // (Handled by Joystick class itself) // --- Touch Handling for Joystick (on GUI) --- LK.gui.bottomLeft.down = function (x, y, obj) { // Only trigger if inside joystick area var localX = x - joystick.x; var localY = y - joystick.y; if (localX * localX + localY * localY <= joystick.baseRadius * joystick.baseRadius) { joystick.down(x, y, obj); } }; LK.gui.bottomLeft.move = function (x, y, obj) { if (joystick.active) { joystick.move(x, y, obj); } }; LK.gui.bottomLeft.up = function (x, y, obj) { if (joystick.active) { joystick.up(x, y, obj); } }; // --- Main Game Move Handler (for mobile drag outside joystick) --- game.move = function (x, y, obj) { // No drag for carpet, only joystick }; // --- Main Game Update Loop --- game.update = function () { if (gameOver || youWin) return; // Parallax layers for (var i = 0; i < parallaxLayers.length; i++) { parallaxLayers[i].update(); } // Player movement (joystick) var speed = 13; var vx = joystick.valueX * speed; var vy = joystick.valueY * speed; carpet.x += vx; carpet.baseY += vy; // 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; 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; 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; 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; 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
@@ -325,15 +325,16 @@
}
spawnEnemies();
// --- Joystick ---
var joystick = new Joystick();
-joystick.x = 180;
-joystick.y = 2732 - 220;
-// Always remove joystick from any parent before adding to LK.gui.bottomLeft
+// Center bottom: x = 2048/2, y = just above bottom edge, accounting for joystick size
+joystick.x = 2048 / 2;
+joystick.y = 2732 - joystick.baseRadius - 40; // 40px margin from bottom
+// Always remove joystick from any parent before adding to LK.gui.bottom
if (joystick.parent && joystick.parent.removeChild) {
joystick.parent.removeChild(joystick);
}
-LK.gui.bottomLeft.addChild(joystick);
+LK.gui.bottom.addChild(joystick);
// --- GUI: Score/Progress ---
var progressTxt = new Text2('', {
size: 80,
fill: "#fff"
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