User prompt
Gold toplama, iksir toplama, yanma ve kazanma sesleri ekle
User prompt
Arkaplana uzun bir müzik ekle
User prompt
Altınları toplarken yuvarlak ve koyu sarı bir parlama yap.
User prompt
Please fix the bug: 'TypeError: LK.effects.glowObject is not a function' in or related to this line: 'LK.effects.glowObject(g, 0xffb300, 1.0, 80, 0.7); // color, strength, radius, alpha' Line Number: 567
User prompt
Altınları toplarken koyu sarı ve büyuk glow parlama ver.
User prompt
Gold ları küçük yap
User prompt
Gold glow koyu sarı renge ve büyük olmaya zorla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Daha büyük yap
User prompt
Gold glow sarı renke zorla ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Altınları toplarken sarı glow parlama ver sarı renkte ve büyük çapta olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gold glow sarı renk yap
User prompt
Sarı renkte olsun
User prompt
Altınları toplarken glow parlama ver sarı renkte ve büyük çapta olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Altınları toplarken glow efekti ver sarı renkte ve büyük çapta olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gold toplarken sarı renkte parlama efekti ekle
User prompt
Halı 2 kat büyüt
User prompt
Bulutlar daha dağınık olsu
User prompt
Bulutlar arkaplan da büyük ve kücüjk rastgele dağılsın
User prompt
Eksik. assetleri ekle
User prompt
Oyuncuyu 2 kat büyüt
User prompt
Joystik gözükmüyor
User prompt
Dağ assetini tekrar ekle
User prompt
Oyuncu hemen dokunduğum yerde olmasın
User prompt
Oyungu kontrolünü dokunmatik yap
User prompt
Oyuncu kontrolü sorunlu.
/****
* 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,
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
****/
// Joystick topu
// Joystick tabanı
// Bulut (Cloud, parallax layer 3)
// Dağlar (Mountains, parallax layer 2)
// Zemin (Ground, parallax layer 1)
// Çıkış Kapısı (Exit Door)
// Düşman (Enemy)
// İksir (Potion)
// Altın (Gold)
// Sihirli Halı (Magic Carpet)
// --- Parallax Layers ---
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();
// --- 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 add joystick to LK.gui.bottom
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;
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;
}
// --- Joystick Event Handling ---
// (Handled by Joystick class itself)
// --- Touch Handling for Joystick (on GUI) ---
LK.gui.bottom.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.bottom.move = function (x, y, obj) {
if (joystick.active) {
joystick.move(x, y, obj);
}
};
LK.gui.bottom.up = function (x, y, obj) {
if (joystick.active) {
joystick.up(x, y, obj);
}
};
// --- 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) {
// Don't start drag if inside joystick area
var localX = x - joystick.x;
var localY = y - joystick.y;
if (localX * localX + localY * localY > joystick.baseRadius * joystick.baseRadius) {
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();
}
// Player movement (joystick)
var speed = 13;
var vx = joystick.valueX * speed;
var vy = joystick.valueY * speed;
carpet.x += vx;
carpet.baseY += vy;
// 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;
// Glow effect: big yellow scale/tint flash before hiding
var goldAsset = g.children && g.children.length > 0 ? g.children[0] : null;
if (goldAsset) {
// Start: scale up and yellow tint
goldAsset.scaleX = 1;
goldAsset.scaleY = 1;
goldAsset.tint = 0xffffff;
tween(goldAsset, {
scaleX: 2.2,
scaleY: 2.2,
tint: 0xffff00
}, {
duration: 180,
easing: tween.cubicOut,
onFinish: function onFinish() {
// Shrink back and fade out
tween(goldAsset, {
scaleX: 0.2,
scaleY: 0.2,
alpha: 0.0
}, {
duration: 180,
easing: tween.cubicIn,
onFinish: function onFinish() {
g.visible = false;
goldAsset.alpha = 1.0;
goldAsset.scaleX = 1;
goldAsset.scaleY = 1;
goldAsset.tint = 0xffffff;
}
});
}
});
} else {
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
@@ -520,11 +520,44 @@
for (var i = 0; i < golds.length; i++) {
var g = golds[i];
if (!g.collected && carpet.intersects(g)) {
g.collected = true;
- g.visible = false;
- // Yellow flash effect on gold collection
- LK.effects.flashObject(g, 0xffff00, 400);
+ // Glow effect: big yellow scale/tint flash before hiding
+ var goldAsset = g.children && g.children.length > 0 ? g.children[0] : null;
+ if (goldAsset) {
+ // Start: scale up and yellow tint
+ goldAsset.scaleX = 1;
+ goldAsset.scaleY = 1;
+ goldAsset.tint = 0xffffff;
+ tween(goldAsset, {
+ scaleX: 2.2,
+ scaleY: 2.2,
+ tint: 0xffff00
+ }, {
+ duration: 180,
+ easing: tween.cubicOut,
+ onFinish: function onFinish() {
+ // Shrink back and fade out
+ tween(goldAsset, {
+ scaleX: 0.2,
+ scaleY: 0.2,
+ alpha: 0.0
+ }, {
+ duration: 180,
+ easing: tween.cubicIn,
+ onFinish: function onFinish() {
+ g.visible = false;
+ goldAsset.alpha = 1.0;
+ goldAsset.scaleX = 1;
+ goldAsset.scaleY = 1;
+ goldAsset.tint = 0xffffff;
+ }
+ });
+ }
+ });
+ } else {
+ g.visible = false;
+ }
collectedGold++;
updateProgressText();
}
}
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