User prompt
Davul yazilarını kaldır.
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'slice')' in or related to this line: 'drumJump._actionSequence = shuffleArray(puppetActions.slice());' Line Number: 407
User prompt
Hangi davulun hangi işlevi çalıştıracak ve hangi basışta çalıştıracak tum bunlar rastgele olsun. Üzerine yazma işlevleri
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User prompt
BeatPuppet
Initial prompt
BeatPuppet adında bir oyun yapmak istiyorum. Zeminde bir platform. Sağ alt köşede bir bitiş tabelası. Ekranın ortasında büyük bir davul ve büyuk davulun sol alt sol úst sağ alt ve sağ üstünde orta büyüklükte davullar ekle. Bu davullara basılinca ses cıksın. Zeminde sol altta orta büyüklükte bir kukla olacak bu kuklanın baş, boyun, omuz,kol,dirsek, el bilegi, el, vücut, kalça, bacak, diz, ayak bilegi, ayak gibi detayları olacak. Davullara atanacak 5 işlev olacak. Bu 5 işlevi davullarin herbiri her basışta farkĺı bir işlevi çalıstiracaklar. 1. İşlev kuklayı sola doğru başından çeker. 2. İslev yine başından sağa dogrü çeker. 3. İslev kuklayı dizlerinden yukarı zıplatir. 4. İşlev kuklayı yere oturtur. 5. İslev kuklayı ayağa kaldirir. Tüm kukla uzuvları birbirine ik kinematik veya fizik motor veya bone sistemi olarak bağli olacak ve ona gore her biri birbiriyle bağlantılı olarak hareket edeckler. Kukla sağdaki bitiş tabelasına varırsa oyun kazanılir. Oyunda toplam 60 sn sürer ve 1 dakikadan dan geriye saniyel olarak azalır. 01:00, fornatında büyuk fontta süre saniye saniye azalır. Òrnek 1 sn geçince 00:59 şeklinde devam eder.. sure bitince yani 00:00 olunca oyun kaybedilir. Game over olur. Arkaplana asset ekle siyah renkte sonra bir resim ekleriz. Bu yazdıkarimi upit.com icin ava icin prompt yap ChatGPT: İşte yazdıklarını Upit.com gibi AI video veya görsel üretim araçlarında kullanabileceğin şekilde düzenlenmiş, açık ve detaylı bir AI Prompt: Prompt (BeatPuppet oyunu için): Create a 2.5D game scene called "BeatPuppet". The background is plain black (temporary placeholder, to be replaced with an image later). • The ground is a flat platform stretching horizontally. • In the bottom-right corner, place a "Finish" sign. • In the center of the screen, add one large drum. • Around the large drum, place four medium drums at these positions: bottom-left, top-left, bottom-right, and top-right of the main drum. Each medium drum plays a sound when clicked or tapped. Each drum also triggers one of five random puppet actions (rotating through them on each press): • Pull the puppet’s head left. • Pull the puppet’s head right. • Jump the puppet up from its knees. • Make the puppet sit down. • Make the puppet stand up. In the bottom-left corner of the platform, place a medium-sized puppet. This puppet has a full-body structure with detailed parts: head, neck, shoulders, arms, elbows, wrists, hands, torso, hips, legs, knees, ankles, and feet — all physically connected using inverse kinematics or a physics-based bone system. The puppet should move naturally based on which part is pulled. The goal is to guide the puppet to the Finish sign. If the puppet touches the sign, the player wins. There is a large countdown timer at the top of the screen in the format MM:SS. It starts at 01:00 and counts down every second (00:59, 00:58, ...). If it reaches 00:00, the player loses and a "Game Over" message appears.
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Drum class
var Drum = Container.expand(function () {
var self = Container.call(this);
self.drumType = 'none'; // 'large', 'left', 'right', 'sit', 'stand'
self.action = null; // function to call on tap
// Set up drum asset
self.setDrum = function (type) {
self.drumType = type;
var assetId = type === 'large' ? 'drum_large' : 'drum_medium';
var drum = self.attachAsset(assetId, {
anchorX: 0.5,
anchorY: 0.5
});
// Add label
var label = new Text2('', {
size: 54,
fill: '#333333'
});
label.anchor.set(0.5, 0.5);
if (type === 'large') label.setText('JUMP');else if (type === 'left') label.setText('HEAD\nLEFT');else if (type === 'right') label.setText('HEAD\nRIGHT');else if (type === 'sit') label.setText('SIT');else if (type === 'stand') label.setText('STAND');
self.addChild(label);
};
// Drum tap effect
self.flash = function () {
tween(self, {
scaleX: 1.18,
scaleY: 0.92
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120
});
}
});
};
// Touch event
self.down = function (x, y, obj) {
self.flash();
LK.getSound('drum_tap').play();
if (self.action) self.action();
};
return self;
});
// Puppet class: articulated body with simple kinematics
var Puppet = Container.expand(function () {
var self = Container.call(this);
// --- Body part sizes (for positioning) ---
var headH = 120,
headW = 120;
var bodyH = 200,
bodyW = 80;
var upperArmH = 100,
upperArmW = 40;
var lowerArmH = 90,
lowerArmW = 32;
var upperLegH = 120,
upperLegW = 48;
var lowerLegH = 110,
lowerLegW = 40;
// --- Create body parts ---
// Head
var head = self.attachAsset('puppet_head', {
anchorX: 0.5,
anchorY: 0.5
});
// Body
var body = self.attachAsset('puppet_body', {
anchorX: 0.5,
anchorY: 0
});
// Left upper arm
var lUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0
});
// Left lower arm
var lLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0
});
// Right upper arm
var rUpperArm = self.attachAsset('puppet_upperarm', {
anchorX: 0.5,
anchorY: 0
});
// Right lower arm
var rLowerArm = self.attachAsset('puppet_lowerarm', {
anchorX: 0.5,
anchorY: 0
});
// Left upper leg
var lUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0
});
// Left lower leg
var lLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0
});
// Right upper leg
var rUpperLeg = self.attachAsset('puppet_upperleg', {
anchorX: 0.5,
anchorY: 0
});
// Right lower leg
var rLowerLeg = self.attachAsset('puppet_lowerleg', {
anchorX: 0.5,
anchorY: 0
});
// --- Initial pose state ---
self.state = {
vx: 0,
// horizontal velocity
vy: 0,
// vertical velocity
grounded: false,
pose: 'stand',
// 'stand', 'sit', 'jump'
headAngle: 0,
// radians, for "pull head" actions
x: 0,
// world position
y: 0
};
// --- Positioning offsets (relative to puppet center) ---
function updateBodyParts() {
// Head
head.x = 0;
head.y = -bodyH / 2 - headH / 2 + 10;
head.rotation = self.state.headAngle;
// Body
body.x = 0;
body.y = -bodyH / 2;
// Arms
var armY = -bodyH / 2 + 30;
var armX = bodyW / 2 + upperArmW / 2 - 10;
// Left
lUpperArm.x = -armX;
lUpperArm.y = armY;
lUpperArm.rotation = -0.25;
lLowerArm.x = lUpperArm.x;
lLowerArm.y = lUpperArm.y + upperArmH - 10;
lLowerArm.rotation = 0.1;
// Right
rUpperArm.x = armX;
rUpperArm.y = armY;
rUpperArm.rotation = 0.25;
rLowerArm.x = rUpperArm.x;
rLowerArm.y = rUpperArm.y + upperArmH - 10;
rLowerArm.rotation = -0.1;
// Legs
var legY = bodyH / 2 - 10;
var legX = bodyW / 2 - 18;
// Left
lUpperLeg.x = -legX;
lUpperLeg.y = legY;
lUpperLeg.rotation = 0.1;
lLowerLeg.x = lUpperLeg.x;
lLowerLeg.y = lUpperLeg.y + upperLegH - 10;
lLowerLeg.rotation = 0.05;
// Right
rUpperLeg.x = legX;
rUpperLeg.y = legY;
rUpperLeg.rotation = -0.1;
rLowerLeg.x = rUpperLeg.x;
rLowerLeg.y = rUpperLeg.y + upperLegH - 10;
rLowerLeg.rotation = -0.05;
// Pose adjustments
if (self.state.pose === 'sit') {
lUpperLeg.rotation = 1.2;
lLowerLeg.rotation = -1.0;
rUpperLeg.rotation = 1.2;
rLowerLeg.rotation = -1.0;
body.rotation = -0.2;
} else if (self.state.pose === 'jump') {
lUpperLeg.rotation = -0.7;
lLowerLeg.rotation = 0.7;
rUpperLeg.rotation = -0.7;
rLowerLeg.rotation = 0.7;
body.rotation = 0.1;
} else {
body.rotation = 0;
}
}
// --- Public puppet actions ---
self.pullHeadLeft = function () {
// Pull head left, add leftward velocity
if (self.state.grounded) {
self.state.vx -= 12;
self.state.headAngle = -0.5;
tween(self.state, {
headAngle: 0
}, {
duration: 400,
easing: tween.easeOut
});
}
};
self.pullHeadRight = function () {
if (self.state.grounded) {
self.state.vx += 12;
self.state.headAngle = 0.5;
tween(self.state, {
headAngle: 0
}, {
duration: 400,
easing: tween.easeOut
});
}
};
self.jump = function () {
if (self.state.grounded) {
self.state.vy = -38;
self.state.grounded = false;
self.state.pose = 'jump';
tween(self.state, {}, {
duration: 0,
onFinish: function onFinish() {
// After 400ms, return to stand pose
LK.setTimeout(function () {
self.state.pose = 'stand';
}, 400);
}
});
}
};
self.sit = function () {
if (self.state.grounded && self.state.pose !== 'sit') {
self.state.pose = 'sit';
// After 600ms, stand up automatically
LK.setTimeout(function () {
self.stand();
}, 600);
}
};
self.stand = function () {
if (self.state.grounded && self.state.pose !== 'stand') {
self.state.pose = 'stand';
}
};
// --- Physics update ---
self.update = function () {
// Gravity
if (!self.state.grounded) {
self.state.vy += 2.2; // gravity
if (self.state.vy > 40) self.state.vy = 40;
}
// Friction
if (self.state.grounded) {
self.state.vx *= 0.82;
if (Math.abs(self.state.vx) < 0.5) self.state.vx = 0;
} else {
self.state.vx *= 0.98;
}
// Move
self.state.x += self.state.vx;
self.state.y += self.state.vy;
// Clamp to world bounds
if (self.state.x < 80) self.state.x = 80;
if (self.state.x > 2048 - 80) self.state.x = 2048 - 80;
if (self.state.y > 2732 - 80 - 60) self.state.y = 2732 - 80 - 60; // above ground
// Ground collision
if (self.state.y >= 2732 - 80 - 60) {
self.state.y = 2732 - 80 - 60;
self.state.vy = 0;
self.state.grounded = true;
if (self.state.pose === 'jump') self.state.pose = 'stand';
} else {
self.state.grounded = false;
}
// Apply to container
self.x = self.state.x;
self.y = self.state.y;
updateBodyParts();
};
// --- Start position ---
self.state.x = 180;
self.state.y = 2732 - 80 - 60;
updateBodyParts();
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// --- World setup ---
// Puppet body parts (shapes)
// Drums
// Ground
// Finish sign
// Drum tap sound
// Win/lose sound
game.setBackgroundColor(0x000000);
// Ground
var ground = LK.getAsset('ground', {
anchorX: 0,
anchorY: 0
});
ground.x = 0;
ground.y = 2732 - 80;
game.addChild(ground);
// Finish sign
var finishSign = LK.getAsset('finish_sign', {
anchorX: 0.5,
anchorY: 1
});
finishSign.x = 2048 - 120;
finishSign.y = 2732 - 80;
game.addChild(finishSign);
var finishText = new Text2('FINISH', {
size: 54,
fill: '#ffffff'
});
finishText.anchor.set(0.5, 0.5);
finishText.x = finishSign.x;
finishText.y = finishSign.y - finishSign.height / 2;
game.addChild(finishText);
// --- Puppet ---
var puppet = new Puppet();
game.addChild(puppet);
// --- Drums ---
var drums = [];
// Drum positions (relative to center)
var drumCenterX = 2048 / 2,
drumCenterY = 2732 / 2 + 220;
var drumRadius = 220;
var angleList = [{
type: 'left',
angle: -Math.PI / 2 - 0.7
}, {
type: 'right',
angle: -Math.PI / 2 + 0.7
}, {
type: 'sit',
angle: Math.PI / 2 + 0.7
}, {
type: 'stand',
angle: Math.PI / 2 - 0.7
}];
// Large center drum (random action sequence)
var drumJump = new Drum();
drumJump.setDrum('large');
drumJump.x = drumCenterX;
drumJump.y = drumCenterY;
// Assign a random sequence of all 5 actions, and cycle through them
drumJump._actionSequence = shuffleArray(puppetActions.slice());
drumJump._actionIndex = 0;
drumJump.action = function () {
drumJump._actionSequence[drumJump._actionIndex]();
drumJump._actionIndex = (drumJump._actionIndex + 1) % drumJump._actionSequence.length;
};
game.addChild(drumJump);
drums.push(drumJump);
// --- Drum action pool ---
var puppetActions = [function () {
puppet.pullHeadLeft();
}, function () {
puppet.pullHeadRight();
}, function () {
puppet.jump();
}, function () {
puppet.sit();
}, function () {
puppet.stand();
}];
// Helper to shuffle an array
function shuffleArray(arr) {
for (var i = arr.length - 1; i > 0; i--) {
var j = Math.floor(Math.random() * (i + 1));
var temp = arr[i];
arr[i] = arr[j];
arr[j] = temp;
}
return arr;
}
// Four medium drums
for (var i = 0; i < angleList.length; ++i) {
var d = new Drum();
d.setDrum(angleList[i].type);
d.x = drumCenterX + Math.cos(angleList[i].angle) * drumRadius;
d.y = drumCenterY + Math.sin(angleList[i].angle) * drumRadius;
// Each drum gets a random sequence of all 5 actions, and cycles through them
d._actionSequence = shuffleArray(puppetActions.slice());
d._actionIndex = 0;
d.action = function (drum) {
return function () {
drum._actionSequence[drum._actionIndex]();
drum._actionIndex = (drum._actionIndex + 1) % drum._actionSequence.length;
};
}(d);
game.addChild(d);
drums.push(d);
}
// --- Timer ---
var timeLeft = 60;
var timerText = new Text2('60', {
size: 120,
fill: '#ffffff'
});
timerText.anchor.set(0.5, 0);
LK.gui.top.addChild(timerText);
// --- Score/Win state ---
var gameEnded = false;
// --- Timer logic ---
var timerInterval = LK.setInterval(function () {
if (gameEnded) return;
timeLeft -= 1;
if (timeLeft < 0) timeLeft = 0;
timerText.setText(timeLeft);
if (timeLeft === 0 && !gameEnded) {
gameEnded = true;
LK.getSound('lose').play();
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
}
}, 1000);
// --- Game update ---
game.update = function () {
if (gameEnded) return;
puppet.update();
// Win condition: puppet intersects finish sign
if (puppet.x + 40 > finishSign.x - finishSign.width / 2 && puppet.x - 40 < finishSign.x + finishSign.width / 2 && puppet.y + 80 > finishSign.y - finishSign.height && puppet.y - 80 < finishSign.y) {
if (!gameEnded) {
gameEnded = true;
LK.getSound('win').play();
LK.effects.flashScreen(0x44c767, 800);
LK.showYouWin();
}
}
};
// --- Clean up on game over ---
game.onDestroy = function () {
LK.clearInterval(timerInterval);
};
// --- Prevent accidental tap on top left (menu) ---
/* No elements are placed at (0,0)-(100,100) */
// --- UX: drums are always on top ---
for (var i = 0; i < drums.length; ++i) {
game.addChild(drums[i]);
} ===================================================================
--- original.js
+++ change.js
@@ -302,15 +302,15 @@
/****
* Game Code
****/
-// Win/lose sound
-// Drum tap sound
-// Finish sign
-// Ground
-// Drums
-// Puppet body parts (shapes)
// --- World setup ---
+// Puppet body parts (shapes)
+// Drums
+// Ground
+// Finish sign
+// Drum tap sound
+// Win/lose sound
game.setBackgroundColor(0x000000);
// Ground
var ground = LK.getAsset('ground', {
anchorX: 0,
@@ -356,34 +356,59 @@
}, {
type: 'stand',
angle: Math.PI / 2 - 0.7
}];
-// Large center drum (jump)
+// Large center drum (random action sequence)
var drumJump = new Drum();
drumJump.setDrum('large');
drumJump.x = drumCenterX;
drumJump.y = drumCenterY;
+// Assign a random sequence of all 5 actions, and cycle through them
+drumJump._actionSequence = shuffleArray(puppetActions.slice());
+drumJump._actionIndex = 0;
drumJump.action = function () {
- puppet.jump();
+ drumJump._actionSequence[drumJump._actionIndex]();
+ drumJump._actionIndex = (drumJump._actionIndex + 1) % drumJump._actionSequence.length;
};
game.addChild(drumJump);
drums.push(drumJump);
+// --- Drum action pool ---
+var puppetActions = [function () {
+ puppet.pullHeadLeft();
+}, function () {
+ puppet.pullHeadRight();
+}, function () {
+ puppet.jump();
+}, function () {
+ puppet.sit();
+}, function () {
+ puppet.stand();
+}];
+// Helper to shuffle an array
+function shuffleArray(arr) {
+ for (var i = arr.length - 1; i > 0; i--) {
+ var j = Math.floor(Math.random() * (i + 1));
+ var temp = arr[i];
+ arr[i] = arr[j];
+ arr[j] = temp;
+ }
+ return arr;
+}
// Four medium drums
for (var i = 0; i < angleList.length; ++i) {
var d = new Drum();
d.setDrum(angleList[i].type);
d.x = drumCenterX + Math.cos(angleList[i].angle) * drumRadius;
d.y = drumCenterY + Math.sin(angleList[i].angle) * drumRadius;
- // Assign action
- if (angleList[i].type === 'left') d.action = function () {
- puppet.pullHeadLeft();
- };else if (angleList[i].type === 'right') d.action = function () {
- puppet.pullHeadRight();
- };else if (angleList[i].type === 'sit') d.action = function () {
- puppet.sit();
- };else if (angleList[i].type === 'stand') d.action = function () {
- puppet.stand();
- };
+ // Each drum gets a random sequence of all 5 actions, and cycles through them
+ d._actionSequence = shuffleArray(puppetActions.slice());
+ d._actionIndex = 0;
+ d.action = function (drum) {
+ return function () {
+ drum._actionSequence[drum._actionIndex]();
+ drum._actionIndex = (drum._actionIndex + 1) % drum._actionSequence.length;
+ };
+ }(d);
game.addChild(d);
drums.push(d);
}
// --- Timer ---