User prompt
Boşa atılan top, kuyruğun sonuna ilave olsun.
User prompt
Başlangıçtaki top sayısını iyice azalt. Topların hareket hızını biraz azalt. Atılan topun hızını iyice arttır.
User prompt
Başlangıçtaki top sayısını azalt. Topların hareket hızını azalt. Atılan topun hızıni biraz daha arttır.
User prompt
Bu topları ve atılan topu aralardakı mesafeler bozulmadan büyütebilir misin 1.5 kat iyi.
User prompt
Spiral yolda sağ taraf ekranın dışına taşiyor gerekli aspect ratio oranıyla spiral yolu biraz elips kuzey güney doğrultusunda elips yaparak bu sorunu çözer misin?
User prompt
Arkaplandaki resim de tam ortada olsun mümkünse tam arkaplanı kaplasın
User prompt
Shooter tam ortada olsun
User prompt
Uygula lütfen
User prompt
Spiral yola da uygula
User prompt
Burda uygular mısın
User prompt
Oyunu tam ekran yap.
User prompt
Ekranın tamamını kullanacak şekilde tüm oyun nesnelerini en boy oranini koriyarak büyut
User prompt
dot adında beyaz renkte bir asset ekle, yol ve shooter guide için bunu kullan.
User prompt
yol için dot assetini kullan
User prompt
dot için dot adında bir asset ekle rengi beyaz olsun
User prompt
dot için başka bir asset kullan
User prompt
Change spiral path dots to white color
User prompt
Make spiral path dots thick, white color.
User prompt
Please fix the bug: 'setTimeout is not a function' in or related to this line: 'setTimeout(function () {' Line Number: 213
User prompt
Make spiral path dots white color, and animate them to blink in sequence ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Spiral noktaları beyaz daha kalın ve ardışık olarak yanıp sönsün
User prompt
Sprial noktalarını hareketli olsun.
User prompt
Bir arkaplan asset ekle
User prompt
Shooter asset 2 kat büyüt
User prompt
Shooter asset gözükmüyor
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Ball class for both chain and shot balls var Ball = Container.expand(function () { var self = Container.call(this); // color: 'red', 'blue', 'green', 'yellow' self.color = 'red'; self.radius = 45; // 90/2, for collision self.isChain = true; // true if part of chain, false if shot // Attach correct asset (always ellipse) var assetId = 'ball_' + self.color; var ballAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); // For chain balls, we keep a t value (0-1) for position along the path self.t = 0; // For shot balls, we keep velocity self.vx = 0; self.vy = 0; // For chain balls, we keep index in chain self.chainIndex = 0; // For shot balls, we keep a flag if it's active self.active = true; // Set color and update asset self.setColor = function (color) { self.color = color; var assetId = 'ball_' + color; // always ellipse // Remove old asset if (ballAsset) ballAsset.destroy(); // Attach new asset (always ellipse) var newAsset = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); }; return self; }); // Shooter class var Shooter = Container.expand(function () { var self = Container.call(this); // Attach shooter asset var shooterAsset = self.attachAsset('shooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); // The ball to be shot (preview) self.previewBall = null; // The angle the shooter is aiming (radians) self.angle = -Math.PI / 2; // Set preview ball color self.setPreviewColor = function (color) { if (self.previewBall) { self.previewBall.destroy(); } self.previewBall = new Ball(); self.previewBall.isChain = false; self.previewBall.setColor(color); // Ball class always uses ellipse asset // Place preview ball at the center of the shooter self.previewBall.x = 0; self.previewBall.y = 0; self.addChild(self.previewBall); }; // Set shooter angle (radians) self.setAngle = function (angle) { self.angle = angle; self.rotation = angle + Math.PI / 2; // Do not update previewBall position here to keep nextball fixed at shooter center }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Play background music for the entire game session LK.playMusic('music'); /* We'll define a spiral path as a set of points (x, y) along which the chain balls move. For MVP, use a simple Archimedean spiral centered in the screen. We'll precompute N points along the spiral and interpolate between them. */ // --- Spiral Path Definition --- // Ball shapes (4 colors for MVP) // Shooter (frog or cannon, simple green ellipse for MVP) // Ball shoot sound // Ball pop sound var PATH_POINTS = []; var PATH_LENGTH = 1200; // Number of points along the path var SPIRAL_TURNS = 2.2; // How many turns var SPIRAL_RADIUS = 900; // Max radius var PATH_CENTER_X = 2048 / 2; var PATH_CENTER_Y = 1200; // Slightly above center // Add background image behind all elements var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 2048 / 2048, scaleY: 2732 / 2732 }); game.addChild(background); // Spiral path visual: draw as small dots (white, blinking in sequence) var spiralPathDots = new Container(); game.addChild(spiralPathDots); var spiralPathDotList = []; // Store references for animation (function generateSpiralPath() { // First, generate a high-res spiral var HIGH_RES = 6000; var spiralHighRes = []; for (var i = 0; i < HIGH_RES; i++) { var t = i / (HIGH_RES - 1); // 0 to 1 var angle = SPIRAL_TURNS * 2 * Math.PI * (1 - t) + Math.PI; // Reverse spiral: start outside, go in var radius = 180 + SPIRAL_RADIUS * (1 - t); var x = PATH_CENTER_X + Math.cos(angle) * radius; var y = PATH_CENTER_Y + Math.sin(angle) * radius; // Mirror x around center to flip horizontally x = PATH_CENTER_X - (x - PATH_CENTER_X); spiralHighRes.push({ x: x, y: y }); } // Compute cumulative arc length var arcLen = [0]; for (var i = 1; i < spiralHighRes.length; i++) { var dx = spiralHighRes[i].x - spiralHighRes[i - 1].x; var dy = spiralHighRes[i].y - spiralHighRes[i - 1].y; arcLen[i] = arcLen[i - 1] + Math.sqrt(dx * dx + dy * dy); } var totalLen = arcLen[arcLen.length - 1]; // Now, sample PATH_LENGTH points at equal arc length intervals for (var i = 0; i < PATH_LENGTH; i++) { var targetLen = i * totalLen / (PATH_LENGTH - 1); // Binary search for the closest arcLen index var lo = 0, hi = arcLen.length - 1; while (lo < hi) { var mid = Math.floor((lo + hi) / 2); if (arcLen[mid] < targetLen) lo = mid + 1;else hi = mid; } var idx = lo; // Interpolate between idx-1 and idx var p0 = spiralHighRes[Math.max(0, idx - 1)]; var p1 = spiralHighRes[idx]; var l0 = arcLen[Math.max(0, idx - 1)]; var l1 = arcLen[idx]; var frac = l1 - l0 > 0 ? (targetLen - l0) / (l1 - l0) : 0; var x = p0.x + (p1.x - p0.x) * frac; var y = p0.y + (p1.y - p0.y) * frac; PATH_POINTS.push({ x: x, y: y }); // Draw a small dot every 8th point for performance if (i % 8 === 0) { var dot = LK.getAsset('ball_blue', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.18, scaleY: 0.18, x: x, y: y, alpha: 0.45, tint: 0xffffff // Make dot white }); spiralPathDots.addChild(dot); spiralPathDotList.push(dot); } } })(); // Animate spiral path dots to blink in sequence (function animateSpiralPathDots() { var blinkDuration = 420; // ms for one blink var blinkDelay = 40; // ms between each dot's blink function blinkDot(dot, delay) { // Animate alpha from 0.45 to 1 and back to 0.45 setTimeout(function () { tween(dot, { alpha: 1 }, { duration: blinkDuration / 2, easing: tween.easeInOut, onFinish: function onFinish() { tween(dot, { alpha: 0.45 }, { duration: blinkDuration / 2, easing: tween.easeInOut }); } }); }, delay); } function startBlinkLoop() { for (var i = 0; i < spiralPathDotList.length; i++) { blinkDot(spiralPathDotList[i], i * blinkDelay); } // Schedule next loop after all dots have blinked setTimeout(startBlinkLoop, spiralPathDotList.length * blinkDelay); } if (spiralPathDotList.length > 0) { startBlinkLoop(); } else { // If not ready yet, try again soon setTimeout(animateSpiralPathDots, 200); } })(); // Helper: get position along path for t in [0,1] function getPathPos(t) { var idx = t * (PATH_LENGTH - 1); var idx0 = Math.floor(idx); var idx1 = Math.min(PATH_LENGTH - 1, idx0 + 1); var frac = idx - idx0; var p0 = PATH_POINTS[idx0]; var p1 = PATH_POINTS[idx1]; if (!p0 || !p1) { // Defensive: If out of bounds, return center of screen return { x: PATH_CENTER_X, y: PATH_CENTER_Y }; } return { x: p0.x + (p1.x - p0.x) * frac, y: p0.y + (p1.y - p0.y) * frac }; } // Helper: get tangent angle at t function getPathAngle(t) { var idx = t * (PATH_LENGTH - 1); var idx0 = Math.max(0, Math.floor(idx) - 2); var idx1 = Math.min(PATH_LENGTH - 1, idx0 + 4); var p0 = PATH_POINTS[idx0]; var p1 = PATH_POINTS[idx1]; return Math.atan2(p1.y - p0.y, p1.x - p0.x); } // --- Chain State --- var chainBalls = []; // Array of Ball (in order, head at index 0) var chainSpacing = 90; // px between centers (balls touch: 90px ball diameter) var chainSpeed = 0.00028; // t per tick (slower movement for chain balls) var chainHeadT = 0; // t of the head ball (0=start, 1=end) var chainTailT = 0; // t of the tail ball // --- Shooter State --- var shooter = new Shooter(); // Place shooter so its center aligns with the start of the guide line (spiral center) var shooterAssetSize = LK.getAsset('shooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); shooter.x = PATH_CENTER_X; shooter.y = PATH_CENTER_Y; game.addChild(shooter); // --- Shooter Guide Line --- // We'll use a series of small dots (like spiralPathDots) to show the aim direction var shooterGuideDots = new Container(); game.addChild(shooterGuideDots); // Helper to update shooter guide line function updateShooterGuide() { // Remove old dots while (shooterGuideDots.children.length > 0) { shooterGuideDots.children[0].destroy(); } // Always show shooter guide line (removed isAiming check) // Draw dots every 50px, up to the screen edge var angle = shooter.angle; var sx = shooter.x + Math.cos(angle) * 60; var sy = shooter.y + Math.sin(angle) * 60; // Calculate how far we can go in this direction before hitting the screen edge function getEdgeDistance(x, y, angle) { // Calculate intersection with each edge, return the smallest positive distance var dx = Math.cos(angle); var dy = Math.sin(angle); var distances = []; // Left edge (x=0) if (dx < 0) { var t = (0 - x) / dx; if (t > 0) distances.push(t); } // Right edge (x=2048) if (dx > 0) { var t = (2048 - x) / dx; if (t > 0) distances.push(t); } // Top edge (y=0) if (dy < 0) { var t = (0 - y) / dy; if (t > 0) distances.push(t); } // Bottom edge (y=2732) if (dy > 0) { var t = (2732 - y) / dy; if (t > 0) distances.push(t); } if (distances.length === 0) return 0; return Math.min.apply(null, distances); } var maxDist = getEdgeDistance(shooter.x, shooter.y, angle) - 60; // minus shooter offset var lenStep = 50; var steps = Math.floor(maxDist / lenStep); for (var i = 1; i <= steps; i++) { var px = shooter.x + Math.cos(angle) * (60 + i * lenStep); var py = shooter.y + Math.sin(angle) * (60 + i * lenStep); // Don't draw outside game area (defensive) if (px < 0 || px > 2048 || py < 0 || py > 2732) break; var dot = LK.getAsset('ball_blue', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.13, scaleY: 0.13, x: px, y: py, alpha: 0.7, // much more visible tint: 0x5ac8fa // light cyan for high contrast }); shooterGuideDots.addChild(dot); } } // --- Shot Balls State --- var shotBalls = []; // Array of Ball // --- Game State --- var colors = ['red', 'blue', 'green', 'yellow']; var nextBallColor = colors[Math.floor(Math.random() * colors.length)]; var score = 0; var scoreTxt = new Text2('0', { size: 120, fill: "#fff" }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Initialize Chain --- function initChain() { chainBalls = []; var N = 18; // Initial number of balls var t = 0.0; for (var i = 0; i < N; i++) { var ball = new Ball(); var color = colors[Math.floor(Math.random() * colors.length)]; ball.setColor(color); ball.isChain = true; ball.t = t; ball.chainIndex = i; var pos = getPathPos(t); ball.x = pos.x; ball.y = pos.y; game.addChild(ball); chainBalls.push(ball); t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); // Approximate t step } chainHeadT = chainBalls[0].t; chainTailT = chainBalls[chainBalls.length - 1].t; } initChain(); // --- Initialize Shooter --- shooter.setPreviewColor(nextBallColor); shooter.setAngle(-Math.PI / 2); updateShooterGuide(); // --- Dragging / Aiming State --- var isAiming = false; // --- Helper: Find angle from shooter to (x, y) --- function getShooterAngleTo(x, y) { var dx = x - shooter.x; var dy = y - shooter.y; return Math.atan2(dy, dx); } // --- Helper: Find nearest t on path to (x, y) --- function findNearestT(x, y) { // Brute force for MVP var minDist = 1e9; var minIdx = 0; for (var i = 0; i < PATH_POINTS.length; i += 8) { // Step for speed var p = PATH_POINTS[i]; var dx = p.x - x; var dy = p.y - y; var d = dx * dx + dy * dy; if (d < minDist) { minDist = d; minIdx = i; } } return minIdx / (PATH_LENGTH - 1); } // --- Game Events --- // Aim shooter game.move = function (x, y, obj) { if (!isAiming) return; var angle = getShooterAngleTo(x, y); shooter.setAngle(angle); updateShooterGuide(); }; // Start aiming game.down = function (x, y, obj) { // Only allow aiming if touch is not on top 400px (avoid accidental shots) if (y < 400) return; isAiming = true; var angle = getShooterAngleTo(x, y); shooter.setAngle(angle); updateShooterGuide(); }; // Shoot ball game.up = function (x, y, obj) { if (!isAiming) return; isAiming = false; updateShooterGuide(); // Fire a ball in the current shooter.angle var ball = new Ball(); ball.isChain = false; ball.setColor(nextBallColor); var angle = shooter.angle; var speed = 68; // px per tick (even faster for shooter) ball.vx = Math.cos(angle) * speed; ball.vy = Math.sin(angle) * speed; ball.x = shooter.x + Math.cos(angle) * 60; ball.y = shooter.y + Math.sin(angle) * 60; ball.active = true; shotBalls.push(ball); game.addChild(ball); // Play shoot sound LK.getSound('shoot').play(); // Next ball color nextBallColor = colors[Math.floor(Math.random() * colors.length)]; shooter.setPreviewColor(nextBallColor); }; // --- Helper: Insert ball into chain at index --- function insertBallIntoChain(ball, insertIdx, insertT) { // Insert ball into chainBalls at insertIdx, set t=insertT ball.isChain = true; ball.t = insertT; ball.chainIndex = insertIdx; // Remove from shotBalls for (var i = 0; i < shotBalls.length; i++) { if (shotBalls[i] === ball) { shotBalls.splice(i, 1); break; } } // Insert into chainBalls chainBalls.splice(insertIdx, 0, ball); // Re-index and re-t for (var i = 0; i < chainBalls.length; i++) { chainBalls[i].chainIndex = i; } // Adjust t for all balls after insertIdx for (var i = insertIdx + 1; i < chainBalls.length; i++) { chainBalls[i].t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); } } // --- Helper: Check for matches and pop balls --- // Only pop the run that contains the most recently inserted ball (if any) function checkAndPopMatches(insertedBall) { // If no insertedBall is provided, fallback to old behavior (should not happen in normal flow) if (!insertedBall) { // fallback: do nothing return false; } // Find the run containing insertedBall var idx = chainBalls.indexOf(insertedBall); if (idx === -1) return false; var color = insertedBall.color; // Expand left var left = idx; while (left > 0 && chainBalls[left - 1].color === color) { left--; } // Expand right var right = idx; while (right < chainBalls.length - 1 && chainBalls[right + 1].color === color) { right++; } var runLen = right - left + 1; if (runLen >= 3) { // Pop balls left to right for (var k = left; k <= right; k++) { var b = chainBalls[k]; // Animate pop tween(b, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 220, easing: tween.easeOut, onFinish: function (ball) { return function () { ball.destroy(); }; }(b) }); } // Remove from chainBalls chainBalls.splice(left, runLen); // Play pop sound LK.getSound('pop').play(); // Update score score += runLen * 10; scoreTxt.setText(score); // Re-index and re-t for (var m = 0; m < chainBalls.length; m++) { chainBalls[m].chainIndex = m; } // After popping, check again for the new ball at left (if any) // But only if a new run is formed at the pop location // Recursively check for new matches at the pop location if (chainBalls[left]) { return checkAndPopMatches(chainBalls[left]); } return true; } return false; } // --- Game Update Loop --- game.update = function () { // --- Move chain balls forward --- if (chainBalls.length > 0) { // Move head forward chainHeadT += chainSpeed; // Clamp if (chainHeadT > 1) chainHeadT = 1; // --- Maintain constant spacing between balls along the path --- // Compute arc length between balls using the precomputed arcLen array // Find the arcLen for the head var HIGH_RES = 6000; var arcLen = [0]; for (var i = 1; i < PATH_POINTS.length; i++) { var dx = PATH_POINTS[i].x - PATH_POINTS[i - 1].x; var dy = PATH_POINTS[i].y - PATH_POINTS[i - 1].y; arcLen[i] = arcLen[i - 1] + Math.sqrt(dx * dx + dy * dy); } var totalLen = arcLen[arcLen.length - 1]; // Find the t for the head var headT = chainHeadT; var headIdx = Math.floor(headT * (PATH_LENGTH - 1)); var headArc = arcLen[headIdx]; // Now, for each ball, set its t so that the arc length between balls is always chainSpacing for (var i = 0; i < chainBalls.length; i++) { // The arc length for this ball should be headArc + i * chainSpacing var targetArc = headArc + i * chainSpacing; // Clamp to totalLen if (targetArc > totalLen) targetArc = totalLen; // Binary search for t such that arcLen[idx] >= targetArc var lo = 0, hi = arcLen.length - 1; while (lo < hi) { var mid = Math.floor((lo + hi) / 2); if (arcLen[mid] < targetArc) lo = mid + 1;else hi = mid; } var idx = lo; var t = idx / (PATH_LENGTH - 1); chainBalls[i].t = t; var pos = getPathPos(t); chainBalls[i].x = pos.x; chainBalls[i].y = pos.y; } chainTailT = chainBalls.length > 0 ? chainBalls[chainBalls.length - 1].t : 0; } // --- Move shot balls --- for (var i = shotBalls.length - 1; i >= 0; i--) { var ball = shotBalls[i]; if (!ball.active) continue; ball.x += ball.vx; ball.y += ball.vy; // Out of bounds if (ball.x < -100 || ball.x > 2148 || ball.y < -100 || ball.y > 2832) { ball.destroy(); shotBalls.splice(i, 1); continue; } // --- Collision with chain balls --- var minDist = 1e9; var hitIdx = -1; var hitT = 0; for (var j = 0; j < chainBalls.length; j++) { var cb = chainBalls[j]; var dx = ball.x - cb.x; var dy = ball.y - cb.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < ball.radius * 1.15) { if (dist < minDist) { minDist = dist; hitIdx = j; // Find t between cb and previous/next if (j === 0) { hitT = cb.t - chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); } else { hitT = (cb.t + chainBalls[j - 1].t) / 2; } } } } if (hitIdx !== -1) { // Insert ball into chain at hitIdx insertBallIntoChain(ball, hitIdx, hitT); // Animate insertion tween(ball, { scaleX: 1.2, scaleY: 1.2 }, { duration: 80, onFinish: function onFinish() { tween(ball, { scaleX: 1, scaleY: 1 }, { duration: 80 }); } }); // After insertion, check for matches ONLY for the inserted ball checkAndPopMatches(ball); continue; } } // --- Check for game over (tail reaches end) --- if (chainBalls.length > 0 && chainBalls[chainBalls.length - 1].t >= 1) { // Flash screen red LK.effects.flashScreen(0xff0000, 1000); LK.showGameOver(); return; } // --- Check for win (all balls popped) --- if (chainBalls.length === 0) { LK.showYouWin(); return; } }; // --- Increase difficulty over time --- var difficultyTimer = LK.setInterval(function () { // Only increase speed, do not add new colors or levels chainSpeed += 0.00008; }, 9000);
===================================================================
--- original.js
+++ change.js
@@ -115,11 +115,12 @@
scaleX: 2048 / 2048,
scaleY: 2732 / 2732
});
game.addChild(background);
-// Spiral path visual: draw as small dots
+// Spiral path visual: draw as small dots (white, blinking in sequence)
var spiralPathDots = new Container();
game.addChild(spiralPathDots);
+var spiralPathDotList = []; // Store references for animation
(function generateSpiralPath() {
// First, generate a high-res spiral
var HIGH_RES = 6000;
var spiralHighRes = [];
@@ -166,47 +167,61 @@
PATH_POINTS.push({
x: x,
y: y
});
- // Draw a thick white dot every 8th point for performance, and animate blinking in sequence
+ // Draw a small dot every 8th point for performance
if (i % 8 === 0) {
var dot = LK.getAsset('ball_blue', {
anchorX: 0.5,
anchorY: 0.5,
- scaleX: 0.32,
- // thicker
- scaleY: 0.32,
+ scaleX: 0.18,
+ scaleY: 0.18,
x: x,
y: y,
- alpha: 1,
- tint: 0xffffff // white
+ alpha: 0.45,
+ tint: 0xffffff // Make dot white
});
spiralPathDots.addChild(dot);
- // Animate blinking in sequence: fade out and in, offset by index
- // Each blink cycle is 900ms, offset by (i/8)*60ms
- (function (dot, delay) {
- function blink() {
+ spiralPathDotList.push(dot);
+ }
+ }
+})();
+// Animate spiral path dots to blink in sequence
+(function animateSpiralPathDots() {
+ var blinkDuration = 420; // ms for one blink
+ var blinkDelay = 40; // ms between each dot's blink
+ function blinkDot(dot, delay) {
+ // Animate alpha from 0.45 to 1 and back to 0.45
+ setTimeout(function () {
+ tween(dot, {
+ alpha: 1
+ }, {
+ duration: blinkDuration / 2,
+ easing: tween.easeInOut,
+ onFinish: function onFinish() {
tween(dot, {
- alpha: 0.25
+ alpha: 0.45
}, {
- duration: 350,
- delay: delay,
- onFinish: function onFinish() {
- tween(dot, {
- alpha: 1
- }, {
- duration: 350,
- onFinish: function onFinish() {
- LK.setTimeout(blink, 200);
- }
- });
- }
+ duration: blinkDuration / 2,
+ easing: tween.easeInOut
});
}
- blink();
- })(dot, i / 8 * 60);
+ });
+ }, delay);
+ }
+ function startBlinkLoop() {
+ for (var i = 0; i < spiralPathDotList.length; i++) {
+ blinkDot(spiralPathDotList[i], i * blinkDelay);
}
+ // Schedule next loop after all dots have blinked
+ setTimeout(startBlinkLoop, spiralPathDotList.length * blinkDelay);
}
+ if (spiralPathDotList.length > 0) {
+ startBlinkLoop();
+ } else {
+ // If not ready yet, try again soon
+ setTimeout(animateSpiralPathDots, 200);
+ }
})();
// Helper: get position along path for t in [0,1]
function getPathPos(t) {
var idx = t * (PATH_LENGTH - 1);
Mistik mısır ve aztek resmi çöl gibi bir spiral ve sarı renk agırlıklı low poly nesneler ve su akıyor efekti. In-Game asset. 2d. High contrast. No shadows
thick and yellow color object edges
make the ball appear on the screen much more smoothly like bubble
make the ball appear on the screen much more smoothly like bubble
make the ball appear on the screen much more smoothly like bubble
yellow