User prompt
scoreMatch assetinin ismini 2xMatch yap. 3 aynı şekil icin 3xMatch asset ekle ve çal. 4 şekil için 4xMatch asset ekle ve çal.
User prompt
Skor animasyonunda biraz daha büyüt. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Efekt süresi bitince şekilleri eski haline düzelt. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Puan alan sekillere geçici büyüme ve parlama efekti ver ve sonra tekrar eski haline dön. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Daha sonra efekti kaldır
User prompt
Puan alan sekillere büyüme ve parlama efekti ekle ve tekrar eski haline al. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Puan alan sekiller ɓüyüsün ve parlasın. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Şekiller hep aynı boyutta olsun farklı boyut olmasın.
User prompt
Sadece puan alan şekillerde animasyon yap. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Puan için şekiller aynı boyutta olacak. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Puan alma kurallarını değiştir. 2 tane aynı şekil 50 puan, 3 tane aynı şekil 100 puan, 4 tane aynı şekil 250 puan olsun. Bunların dışinda puan kuralı olmasın.
User prompt
leverRelease diye asset oluştur. Handle aşağiya çekince leverPull, birakinca leverRelease sesi çalsın
User prompt
Ok thank you. I dont want delay ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Handle yukarı yerine döndüğü anda şekiller spawn olup gelsin bekleme varsa kaldır. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Handle az daha aşağıya kadar gelsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Handle aşağıya da cok hizli gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Handle yukariya çok hızlı dönsün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Şekiller çok akıcı ve hızli hareket etsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught ReferenceError: leverHandle is not defined' in or related to this line: 'tween(leverHandle, {' Line Number: 453 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'Uncaught ReferenceError: leverHandle is not defined' in or related to this line: 'tween(leverHandle, {' Line Number: 453 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Dokunma devam ederken handle yukarı gitmesin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Dokunduktan sonra elimizi çekince handle yukarı gitsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Handle çok hızlı hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Handle çok hızlı hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Gecikmeye neden olan kodu iyileştir
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var DropShape = Container.expand(function (shapeType, color, shapeForm) { var self = Container.call(this); self.shapeType = shapeType; self.color = color; self.shapeForm = shapeForm; self.speed = 0; self.targetY = 0; self.isMoving = false; self.lane = 0; self.row = -1; var assetId = color + shapeForm; var shapeGraphics = self.attachAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); self.startDrop = function (lane, startY, endY) { self.lane = lane; self.y = startY; self.targetY = endY; self.speed = 120; // Double the speed for much faster movement self.isMoving = true; // Add slot machine spinning effect - faster rotation tween(self, { rotation: Math.PI * 4 }, { duration: 800, // Much faster rotation animation easing: tween.easeOut }); }; self.update = function () { if (self.isMoving) { self.y += self.speed; // Much faster settling with aggressive deceleration var distanceToTarget = Math.abs(self.targetY - self.y); if (distanceToTarget < 150) { self.speed = Math.max(8, self.speed * 0.85); // Higher minimum speed and faster deceleration } // Stop at target with bounce effect if (self.y >= self.targetY) { self.y = self.targetY; self.isMoving = false; self.speed = 0; // Add much faster settling bounce animation tween(self, { scaleY: 0.9 }, { duration: 40, // Much faster bounce timing onFinish: function onFinish() { tween(self, { scaleY: 1.0 }, { duration: 60, // Faster bounce back easing: tween.bounceOut }); } }); // Calculate which row this shape is in self.row = Math.floor((self.y - gridStartY) / (cellSize + cellMargin)); } } }; return self; }); var Lever = Container.expand(function () { var self = Container.call(this); self.isPulled = false; self.canPull = true; var leverBase = self.attachAsset('lever', { anchorX: 0.5, anchorY: 1.0 }); self.leverHandle = self.attachAsset('leverHandle', { anchorX: 0.5, anchorY: 0.5 }); self.leverHandle.y = -700; self.pull = function () { if (!self.canPull || isShifting) return; self.canPull = false; self.isPulled = true; LK.getSound('leverPull').play(); // Animate lever handle moving down tween(self.leverHandle, { y: -200 }, { duration: 50, easing: tween.easeOut }); // Keep lever pulled state - will be reset on touch release // Allow next pull after 1 second LK.setTimeout(function () { self.canPull = true; }, 300); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2a1810 }); /**** * Game Code ****/ var lanes = []; var dropShapes = []; var cellSize = 300; // Square cell size var cellMargin = 15; // 15 pixel margin between cells var totalGridWidth = 4 * cellSize + 3 * cellMargin; // Total width of 4 columns with margins var totalGridHeight = 5 * cellSize + 4 * cellMargin; // Total height of 5 rows with margins var gridStartX = (2048 - totalGridWidth) / 2 - 200; // Shift the 4x5 grid to the left var gridStartY = 600; var laneWidth = cellSize + cellMargin; // Width per column including margin var laneBackgroundWidth = cellSize; // Square cell background var cellHeight = cellSize + cellMargin; // Height per row including margin var shapeTypes = ['red', 'blue', 'green', 'yellow']; var shapeForms = ['Shape', 'Circle']; var lever; var scoreTxt; // Create lane backgrounds for 4x5 grid for (var col = 0; col < 4; col++) { for (var row = 0; row < 5; row++) { var assetType = row === 2 ? 'middleCell' : 'cell'; var cellBack = LK.getAsset(assetType, { width: cellSize, height: cellSize, anchorX: 0.5, anchorY: 0.5, alpha: 0.3 }); cellBack.x = gridStartX + col * (cellSize + cellMargin) + cellSize / 2; cellBack.y = gridStartY + row * (cellSize + cellMargin) + cellSize / 2; game.addChild(cellBack); } } // Create lever lever = game.addChild(new Lever()); lever.x = 1700; // Move to the left lever.y = 1400; // Create score display scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); function updateScore() { scoreTxt.setText('Score: ' + LK.getScore()); } function getRandomShape() { var color = shapeTypes[Math.floor(Math.random() * shapeTypes.length)]; var form = shapeForms[Math.floor(Math.random() * shapeForms.length)]; return { color: color, form: form }; } function spawnShapes() { spawnNewShapes(); } function spawnNewShapes() { // Staggered spawning for authentic slot machine feel for (var i = 0; i < 4; i++) { (function (laneIndex) { LK.setTimeout(function () { var shapeData = getRandomShape(); var shape = new DropShape(shapeData.color + shapeData.form, shapeData.color, shapeData.form); shape.x = gridStartX + laneIndex * (cellSize + cellMargin) + cellSize / 2; // Find the lowest available position in this lane var targetRow = 4; // Start from bottom row for (var row = 4; row >= 0; row--) { var occupied = false; for (var j = 0; j < dropShapes.length; j++) { if (dropShapes[j].lane === laneIndex && dropShapes[j].row === row && !dropShapes[j].isMoving) { occupied = true; break; } } if (!occupied) { targetRow = row; break; } } // If bottom row is occupied, find next available row going up if (targetRow === 4) { for (var row = 4; row >= 0; row--) { var occupied = false; for (var j = 0; j < dropShapes.length; j++) { if (dropShapes[j].lane === laneIndex && dropShapes[j].row === row && !dropShapes[j].isMoving) { occupied = true; break; } } if (!occupied) { targetRow = row; break; } } } var targetY = gridStartY + targetRow * (cellSize + cellMargin) + cellSize / 2; shape.startDrop(laneIndex, gridStartY - 100, targetY); // Add much faster initial scale animation shape.scaleX = 0.3; shape.scaleY = 0.3; tween(shape, { scaleX: 1.0, scaleY: 1.0 }, { duration: 120, // Much faster spawn animation easing: tween.bounceOut }); game.addChild(shape); dropShapes.push(shape); }, i * 60); // Much faster stagger - only 60ms per lane })(i); } } function checkMatches() { // Check middle row (row 2) for matches var middleRowShapes = []; for (var i = 0; i < dropShapes.length; i++) { if (dropShapes[i].row === 2) { middleRowShapes.push(dropShapes[i]); } } if (middleRowShapes.length < 3) return; // Count shapes by type and color var shapeCount = {}; var colorCount = {}; var shapeColorCount = {}; for (var i = 0; i < middleRowShapes.length; i++) { var shape = middleRowShapes[i]; shapeCount[shape.shapeForm] = (shapeCount[shape.shapeForm] || 0) + 1; colorCount[shape.color] = (colorCount[shape.color] || 0) + 1; shapeColorCount[shape.color + shape.shapeForm] = (shapeColorCount[shape.color + shape.shapeForm] || 0) + 1; } var points = 0; var matched = false; // Check for 4 same shapes + colors = 1000 points for (var key in shapeColorCount) { if (shapeColorCount[key] === 4) { points = 1000; matched = true; break; } } // Check for 4 same shapes = 100 points if (!matched) { for (var key in shapeCount) { if (shapeCount[key] === 4) { points = 100; matched = true; break; } } } // Check for 3 same shapes + colors = 300 points if (!matched) { for (var key in shapeColorCount) { if (shapeColorCount[key] === 3) { points = 300; matched = true; break; } } } // Check for 3 same shapes = 50 points if (!matched) { for (var key in shapeCount) { if (shapeCount[key] === 3) { points = 50; matched = true; break; } } } if (matched) { LK.setScore(LK.getScore() + points); updateScore(); LK.getSound('scoreMatch').play(); // Enhanced visual feedback for wins var flashColor = points >= 1000 ? 0xffd700 : points >= 300 ? 0xff6600 : 0xffffff; for (var i = 0; i < middleRowShapes.length; i++) { var shape = middleRowShapes[i]; LK.effects.flashObject(shape, flashColor, 1000); // Add pulsing animation for winning shapes tween(shape, { scaleX: 1.3, scaleY: 1.3 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { tween(shape, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } // Animate score text on big wins if (points >= 300) { tween(scoreTxt, { scaleX: 1.2, scaleY: 1.2 }, { duration: 200, onFinish: function onFinish() { tween(scoreTxt, { scaleX: 1.0, scaleY: 1.0 }, { duration: 200 }); } }); } } } function isGridFull() { for (var laneIndex = 0; laneIndex < 4; laneIndex++) { var occupiedRows = 0; for (var j = 0; j < dropShapes.length; j++) { if (dropShapes[j].lane === laneIndex && !dropShapes[j].isMoving) { occupiedRows++; } } if (occupiedRows >= 5) { return true; } } return false; } function shiftShapesDown() { isShifting = true; // Move all shapes down by one row var shapesToShift = 0; var shapesCompleted = 0; // Count shapes that need to be shifted for (var i = 0; i < dropShapes.length; i++) { if (!dropShapes[i].isMoving) { shapesToShift++; } } for (var i = 0; i < dropShapes.length; i++) { var shape = dropShapes[i]; if (!shape.isMoving) { shape.row += 1; var newTargetY = gridStartY + shape.row * (cellSize + cellMargin) + cellSize / 2; // Animate the shift down - much faster tween(shape, { y: newTargetY }, { duration: 120, // Much faster shift animation easing: tween.easeOut, onFinish: function onFinish() { shapesCompleted++; if (shapesCompleted >= shapesToShift) { isShifting = false; } } }); } } // Fallback to reset flag if no shapes to shift if (shapesToShift === 0) { isShifting = false; } } function cleanupOffscreenShapes() { for (var i = dropShapes.length - 1; i >= 0; i--) { var shape = dropShapes[i]; // Clean up shapes that go beyond the bottom of the 4x5 grid (row 5 and beyond) if (shape.row >= 5) { // Add explosion effect before destroying tween(shape, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { shape.destroy(); } }); dropShapes.splice(i, 1); } } } var lastLeverPulled = false; var isDragging = false; var dragStartY = 0; var dragThreshold = 200; // Minimum drag distance to trigger slot var isShifting = false; // Flag to prevent lever pulling during animations // Add touch/drag functionality to game game.down = function (x, y, obj) { if (!isShifting) { isDragging = true; dragStartY = y; } }; game.move = function (x, y, obj) { if (isDragging && !isShifting) { var dragDistance = y - dragStartY; // If dragged down enough, trigger lever pull if (dragDistance > dragThreshold) { lever.pull(); isDragging = false; // Prevent multiple triggers during same drag } } }; game.up = function (x, y, obj) { isDragging = false; // Only allow lever handle to return up when touch is released if (lever.isPulled) { // Animate lever handle back up when released - much faster tween(lever.leverHandle, { y: -700 }, { duration: 30, easing: tween.easeOut }); lever.isPulled = false; } }; game.update = function () { // Check if lever was released (transition from pulled to not pulled) var currentLeverPulled = lever.isPulled; if (lastLeverPulled && !currentLeverPulled) { // Lever was just released - spawn shapes now // If grid is full when lever is released, shift shapes down first if (isGridFull()) { shiftShapesDown(); cleanupOffscreenShapes(); // Much shorter delay for faster gameplay flow LK.setTimeout(function () { spawnShapes(); }, 60); } else { spawnShapes(); } } lastLeverPulled = currentLeverPulled; // Check for completed drops and matches var allStopped = true; for (var i = 0; i < dropShapes.length; i++) { if (dropShapes[i].isMoving) { allStopped = false; break; } } if (allStopped && dropShapes.length > 0) { var hasNewlyStoppedShapes = false; for (var i = 0; i < dropShapes.length; i++) { if (dropShapes[i].row === 2 && !dropShapes[i].checked) { dropShapes[i].checked = true; hasNewlyStoppedShapes = true; } } if (hasNewlyStoppedShapes) { checkMatches(); } } cleanupOffscreenShapes(); }; updateScore();
===================================================================
--- original.js
+++ change.js
@@ -431,14 +431,14 @@
game.up = function (x, y, obj) {
isDragging = false;
// Only allow lever handle to return up when touch is released
if (lever.isPulled) {
- // Animate lever handle back up when released
+ // Animate lever handle back up when released - much faster
tween(lever.leverHandle, {
y: -700
}, {
- duration: 100,
- easing: tween.bounceOut
+ duration: 30,
+ easing: tween.easeOut
});
lever.isPulled = false;
}
};
Corn. In-Game asset. 2d. High contrast. No shadows
Green apple. In-Game asset. 2d. High contrast. No shadows
Grape. In-Game asset. 2d. High contrast. No shadows
Green grape. In-Game asset. 2d. High contrast. No shadows
ekmek. In-Game asset. 2d. High contrast. No shadows
peynir. In-Game asset. 2d. High contrast. No shadows
meat. In-Game asset. 2d. High contrast. No shadows
fish. In-Game asset. 2d. High contrast. No shadows
red apple. In-Game asset. 2d. High contrast. No shadows
orange. In-Game asset. 2d. High contrast. No shadows
3d gray ball shiny. In-Game asset. 2d. High contrast. No shadows
200x800 inset corners box gray shiny. In-Game asset. 2d. High contrast. No shadows