User prompt
Toplar çok daha yavaş hareket etsin ve iç içe girmesinler.
User prompt
Shooter i ortaya koy
User prompt
Frogu ortaya koy
User prompt
Spiral yolunu x ekseninde 180 derece çevir.
User prompt
Spiral yolunu 270 derece çevir.
User prompt
Spiral yolunu -90 derece çevir
User prompt
Spiral yolunu 90 derece çevir
User prompt
Spiral yolunu 180 derece cevir
User prompt
Soldan sağa hareket etsinler
User prompt
Sağdan sola hareket etsinler
User prompt
Please fix the bug: 'SPIRAL_RADIUS is not defined' in or related to this line: 't += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); // Approximate t step' Line Number: 213
User prompt
Sağdan sola bir yol olsun. Frog merkezde olsun
User prompt
Spiral çizgisi gözüksün.
User prompt
Dıştan içe hareket etsinler
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'return {' Line Number: 141
Code edit (1 edits merged)
Please save this source code
User prompt
Zuma: Renkli Top Zinciri
Initial prompt
Zuma oyununu biliyor musun?
/**** * 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 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; // Remove old asset if (ballAsset) ballAsset.destroy(); // Attach new asset 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 }); // 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); self.previewBall.x = 0; self.previewBall.y = -60; self.addChild(self.previewBall); }; // Set shooter angle (radians) self.setAngle = function (angle) { self.angle = angle; self.rotation = angle + Math.PI / 2; if (self.previewBall) { self.previewBall.x = Math.cos(angle) * 60; self.previewBall.y = Math.sin(angle) * 60; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x222222 }); /**** * Game Code ****/ // Ball pop sound // Ball shoot sound // Shooter (frog or cannon, simple green ellipse for MVP) // Ball shapes (4 colors for MVP) // --- Spiral Path Definition --- /* 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. */ 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 // Spiral path visual: draw as small dots var spiralPathDots = new Container(); game.addChild(spiralPathDots); (function generateSpiralPath() { for (var i = 0; i < PATH_LENGTH; i++) { var t = i / (PATH_LENGTH - 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); 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 }); spiralPathDots.addChild(dot); } } })(); // 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 = 98; // px between centers (slightly more than ball diameter to prevent overlap) var chainSpeed = 0.0007; // t per tick (much slower movement) 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(); game.addChild(shooter); // Place shooter at spiral center (PATH_CENTER_X, PATH_CENTER_Y) shooter.x = PATH_CENTER_X; shooter.y = PATH_CENTER_Y; // --- 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); var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); t += minTStep; // Use minTStep for consistent spacing } chainHeadT = chainBalls[0].t; chainTailT = chainBalls[chainBalls.length - 1].t; } initChain(); // --- Initialize Shooter --- shooter.setPreviewColor(nextBallColor); shooter.setAngle(-Math.PI / 2); // --- 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); }; // 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); }; // Shoot ball game.up = function (x, y, obj) { if (!isAiming) return; isAiming = false; // Fire a ball in the current shooter.angle var ball = new Ball(); ball.isChain = false; ball.setColor(nextBallColor); var angle = shooter.angle; var speed = 32; // px per tick 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, clamping to minimum spacing var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); for (var i = insertIdx + 1; i < chainBalls.length; i++) { if (chainBalls[i].t < chainBalls[i - 1].t + minTStep) { chainBalls[i].t = chainBalls[i - 1].t + minTStep; } } } // --- Helper: Check for matches and pop balls --- function checkAndPopMatches() { // Find runs of 3+ same color var i = 0; while (i < chainBalls.length) { var color = chainBalls[i].color; var j = i + 1; while (j < chainBalls.length && chainBalls[j].color === color) { j++; } var runLen = j - i; if (runLen >= 3) { // Pop balls i to j-1 for (var k = i; k < j; 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(i, 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; } // Clamp t spacing to prevent overlap after popping var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); for (var m = 1; m < chainBalls.length; m++) { if (chainBalls[m].t < chainBalls[m - 1].t + minTStep) { chainBalls[m].t = chainBalls[m - 1].t + minTStep; } } // After popping, check again from start return true; } i = j; } 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; // Each ball follows the previous at chainSpacing var t = chainHeadT; var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); for (var i = 0; i < chainBalls.length; i++) { var ball = chainBalls[i]; // Clamp t so balls never overlap (never less than minTStep apart) if (i > 0 && t < chainBalls[i - 1].t + minTStep) { t = chainBalls[i - 1].t + minTStep; } ball.t = t; var pos = getPathPos(t); ball.x = pos.x; ball.y = pos.y; t += minTStep; } chainTailT = chainBalls[chainBalls.length - 1].t; } // --- 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 while (checkAndPopMatches()) {} 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 level = 1; var levelTimer = LK.setInterval(function () { level++; if (level % 2 === 0 && colors.length < 5) { // Add a new color (for MVP, max 5) var newColors = ['purple', 'orange', 'cyan', 'pink']; var colorNames = ['purple', 'orange', 'cyan', 'pink']; if (colors.length < colorNames.length + 4) { var c = colorNames[colors.length - 4]; var col = 0x9b59b6; // purple if (c === 'orange') col = 0xff9500; if (c === 'cyan') col = 0x5ac8fa; if (c === 'pink') col = 0xff2d55; colors.push(c); } } // Increase speed chainSpeed += 0.0003; }, 9000);
===================================================================
--- original.js
+++ change.js
@@ -165,10 +165,10 @@
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 = 88; // px between centers (slightly less than ball diameter for overlap)
-var chainSpeed = 0.0022; // t per tick (will increase with level)
+var chainSpacing = 98; // px between centers (slightly more than ball diameter to prevent overlap)
+var chainSpeed = 0.0007; // t per tick (much slower movement)
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();
@@ -204,9 +204,10 @@
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
+ var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI);
+ t += minTStep; // Use minTStep for consistent spacing
}
chainHeadT = chainBalls[0].t;
chainTailT = chainBalls[chainBalls.length - 1].t;
}
@@ -296,11 +297,14 @@
// Re-index and re-t
for (var i = 0; i < chainBalls.length; i++) {
chainBalls[i].chainIndex = i;
}
- // Adjust t for all balls after insertIdx
+ // Adjust t for all balls after insertIdx, clamping to minimum spacing
+ var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI);
for (var i = insertIdx + 1; i < chainBalls.length; i++) {
- chainBalls[i].t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI);
+ if (chainBalls[i].t < chainBalls[i - 1].t + minTStep) {
+ chainBalls[i].t = chainBalls[i - 1].t + minTStep;
+ }
}
}
// --- Helper: Check for matches and pop balls ---
function checkAndPopMatches() {
@@ -342,8 +346,15 @@
// Re-index and re-t
for (var m = 0; m < chainBalls.length; m++) {
chainBalls[m].chainIndex = m;
}
+ // Clamp t spacing to prevent overlap after popping
+ var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI);
+ for (var m = 1; m < chainBalls.length; m++) {
+ if (chainBalls[m].t < chainBalls[m - 1].t + minTStep) {
+ chainBalls[m].t = chainBalls[m - 1].t + minTStep;
+ }
+ }
// After popping, check again from start
return true;
}
i = j;
@@ -359,15 +370,20 @@
// Clamp
if (chainHeadT > 1) chainHeadT = 1;
// Each ball follows the previous at chainSpacing
var t = chainHeadT;
+ var minTStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI);
for (var i = 0; i < chainBalls.length; i++) {
var ball = chainBalls[i];
+ // Clamp t so balls never overlap (never less than minTStep apart)
+ if (i > 0 && t < chainBalls[i - 1].t + minTStep) {
+ t = chainBalls[i - 1].t + minTStep;
+ }
ball.t = t;
var pos = getPathPos(t);
ball.x = pos.x;
ball.y = pos.y;
- t += chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI);
+ t += minTStep;
}
chainTailT = chainBalls[chainBalls.length - 1].t;
}
// --- Move shot balls ---
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