User prompt
Ekrandaki sabit bir noktada spawn olsun top
User prompt
spawnpoint global olsun ve ilk tıklamadan sonra degismesin
User prompt
Dokununca ekrandaki spawnpoint de top spawn et
User prompt
Dokununca ekrandaki spiral çiziminin başlangıç noktasını kaydet ve hep bu sabit noktada top spawn et. Noktanin adi spawn point olsun
User prompt
Topun spawn olduğu nokta sabit olsun
User prompt
Topu spiral yolu ilk dotta spawn et
User prompt
Dokununca ilk noktada top spawn et
User prompt
Oyun bitmesin
User prompt
Toplar ekrana dokunmadan hareket etmesin. Başlangıç toplarıni sil. Dokundukça ilk dotta top oluştur olanları bir dot ilerlet
User prompt
3 top ta sırayla ve arayla spawn olsun
User prompt
3 top yap
User prompt
2 toptan sonra ekleme
User prompt
Her eklenen ilk dota eklenecek
User prompt
Eklenen toplar bir önündeki topun önüne geçemez
User prompt
Hıcbir top ondekini geçmesin
User prompt
Başlangıçtaki topları sil. Ilk dota bir top ekle ve top bir dot ilerleyince arkasından bir tane daha..
User prompt
Başlangıçtaki topları sil
User prompt
Eklenen top hareket etsin
User prompt
Ilk dotta bir top ekle
User prompt
Ilk dota top ekleme mekanizması ekle top eklenince diğer toplarım peşinden aynı hızda hareket etsin
User prompt
Sona ekleme başa insert et
User prompt
Başlangıçta bur çırpıda değil adım adım hareket ve spawn yap
User prompt
Düzelt
User prompt
Başlangıçtaki noktalardan ilki ilk dottan ciksin ve ardisira hareket etsinler en arkadaki ilk dottan ayrıldıgı anda ilk dota yeni bir top eklensin ve peşlerinden gitsin o da ilk dottan ayrilinca yeni biri eklensin. Oyun sonuna kadar bu surekli olsun.
User prompt
Başlangıçtaki toplar ilk olarak ilk dottan çıksın
/**** * 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 = 67.5; // 135/2, for collision (1.5x) 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, scaleX: 1.5, scaleY: 1.5 }); // 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, scaleX: 1.5, scaleY: 1.5 }); }; 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 // Use almost the full screen for the spiral and shooter var SPIRAL_TURNS = 2.2; // How many turns var SPIRAL_RADIUS = 1020; // Max radius (slightly smaller diameter) var PATH_CENTER_X = 2048 / 2 + 24; // moved slightly right var PATH_CENTER_Y = 2732 / 2 - 80; // Add background image behind all elements, centered and scaled to cover the game area var bgAsset = LK.getAsset('background', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, // Scale to cover the entire area, preserving aspect ratio scaleX: Math.max(2048 / 2048, 2732 / 2148.72), scaleY: Math.max(2048 / 2048, 2732 / 2148.72) }); game.addChild(bgAsset); // Spiral path visual: draw as small dots var spiralPathDots = new Container(); game.addChild(spiralPathDots); (function generateSpiralPath() { // First, generate a high-res spiral var HIGH_RES = 6000; var spiralHighRes = []; // Perfect circle spiral, but offset the starting point toward bottom-right, keeping center fixed // We'll add an offset to the starting angle and radius to shift the spiral's start var spiralStartAngleOffset = Math.PI / 6; // 30 degrees, adjust for more/less rightward var spiralStartRadiusOffsetX = 180; // px, rightward var spiralStartRadiusOffsetY = 220; // px, downward 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 + spiralStartAngleOffset; // Start angle offset // Start radius at 220 to leave space for shooter, fill to edge var radius = 220 + SPIRAL_RADIUS * (1 - t); var x = PATH_CENTER_X + Math.cos(angle) * radius + spiralStartRadiusOffsetX * (1 - t); var y = PATH_CENTER_Y + Math.sin(angle) * radius + spiralStartRadiusOffsetY * (1 - t); // 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('dot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.7, scaleY: 0.7, 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 = 135; // px between centers (balls touch: 135px ball diameter, 1.5x) var chainSpeed = 0.00018; // t per tick (even 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 at exact center of the screen var shooterAssetSize = LK.getAsset('shooter', { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 2 }); shooter.x = 2048 / 2; shooter.y = 2732 / 2; 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('dot', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, x: px, y: py, alpha: 0.7 }); 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); // --- Spiral spawn point (set on first tap, then fixed globally) --- var spawnPoint = null; var spawnPointSet = false; // Track if spawnPoint has been set // --- Initialize Chain --- function initChain() { chainBalls = []; // No initial balls at start chainHeadT = 0; chainTailT = 0; } 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; // If this is the first tap and spawnPoint is not set, set it to spiral start and never change again if (!spawnPointSet) { spawnPoint = getPathPos(0); spawnPointSet = true; } // Always spawn a new ball at a fixed point (spawnPoint) on every tap if (spawnPoint) { var ball = new Ball(); var color = colors[Math.floor(Math.random() * colors.length)]; ball.setColor(color); ball.isChain = true; ball.t = 0; ball.chainIndex = 0; // Always use the fixed spawnPoint for spawning ball.x = spawnPoint.x; ball.y = spawnPoint.y; game.addChild(ball); chainBalls.unshift(ball); // Add to the front of the chain // Move all balls one dot forward (advance chainHeadT by one spacing) var tStep = chainSpacing / SPIRAL_RADIUS / (SPIRAL_TURNS * 2 * Math.PI); chainHeadT += tStep; if (chainHeadT > 1) chainHeadT = 1; } // After moving, update all ball positions (force update) // (This is handled in game.update, so nothing else needed here) // Also allow aiming after tap 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 = 120; // px per tick (much 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; // Only pop if the run at the inserted ball's position is 3 or more 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; } // If the run is less than 3, do not pop anything return false; } // --- Game Update Loop --- game.update = function () { // --- Move chain balls forward --- // Do not move chain balls automatically; only update their positions if their t has changed (handled on tap) if (chainBalls.length > 0) { // Maintain constant spacing between balls along the path, but do not advance chainHeadT here 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) --- // (Disabled: do nothing to prevent game from ending) if (chainBalls.length > 0 && chainBalls[chainBalls.length - 1].t >= 1) { // Game over disabled } // --- Check for win (all balls popped) --- // (Disabled: do nothing to prevent game from ending) if (chainBalls.length === 0) { // Win disabled } }; // --- 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
@@ -374,16 +374,17 @@
if (!spawnPointSet) {
spawnPoint = getPathPos(0);
spawnPointSet = true;
}
- // Always spawn a new ball at spawnPoint on every tap
+ // Always spawn a new ball at a fixed point (spawnPoint) on every tap
if (spawnPoint) {
var ball = new Ball();
var color = colors[Math.floor(Math.random() * colors.length)];
ball.setColor(color);
ball.isChain = true;
ball.t = 0;
ball.chainIndex = 0;
+ // Always use the fixed spawnPoint for spawning
ball.x = spawnPoint.x;
ball.y = spawnPoint.y;
game.addChild(ball);
chainBalls.unshift(ball); // Add to the front of the chain
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