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Puan yazilarinin çevresi dark gri olsun
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Puan yazıları beyaz ve inset olsun
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Alınan puan bulunduğu yerden çok hızlı ekranı kaplayana kadar büyüyüp yok olsun.
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Oyunun ilk başında arkaplan müziğinden önce final_song dan 5 saniyelik bir kesit çal.
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Win olduğunda final_song dan 5 saniyelik bir kesit çal.
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Skor 100 puanin üstüne veya 100 ün katlarının üstüne çıktıkça final_song dan 5 saniyelik bir kesit çal.
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Skor 100 puan ve katlarını geçtiğinde final_song dan 2 saniyelik bir kesit çal.
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Her 100 puan ve katlarında final_song arkaplanda çal.
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Çalmadı
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Her 100 puanda bir final_song dan 3 saniyelik bir kesit çal.
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final_song asseti ekle
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Winden sonra çalacak final şarkısı ekle
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Alınan puan renginde puan yuvarlağınin etrafinda renk parlasın.
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Alınan puan renginde flash çak
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Davullara hala basıyorum sn yerinde kalan saniye degeri olsun
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Sn X 10 yazını da ekle. Bu ekran win olsun. Arkaplan Dokunma çalısmasın
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Bitiş ekranı çiktiğinda ekran dokunma kabul etmesin. Bitiş enraninin altinda yeniden başlat butonu koy.
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Oyun bitiş ekranı hazırla win yerine o gelsin tüm skoru aninasyonla orada büyük yaz.
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Win penceresini büyüt. Kalan saniye X 10 eklendiğini parantez icinde belirt.
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Sol üst ve sağ üst davulların arasını biraz aç. 2.skoru biraz büyüt.
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Orta davulda yuvarlak az yukarda çıksın.
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Puan yuvarlaklarını yarı şeffaf yap.
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Puan yuvarlaklarını ve yazıları 2 kat büyüt. Yazılar yuvarlakların tam ortasında olsun. Yuvarlaklara siyah kalın çerçeve ekle.
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Oyun bitiminde kalan saniyeyi 10 ile çarpıp final skora ekle.
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Kalan súreyi 2.skora eklemeyi winden sonra yap. Final skoru sonra değiştir
/**** * 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 }); // (Drum label removed) }; // 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(); // Play unique sound for each drum type if (self.drumType === 'large') { LK.getSound('drum_tap_center').play(); } else if (self.drumType === 'left') { LK.getSound('drum_tap_left').play(); } else if (self.drumType === 'right') { LK.getSound('drum_tap_right').play(); } else if (self.drumType === 'sit') { var sitSound = LK.getSound('drum_tap_sit'); sitSound.play(); LK.setTimeout(function () { sitSound.play(); }, 120); } else if (self.drumType === 'stand') { // Play the sound with 3 fast delay effects (echoes) var base = LK.getSound('drum_tap_stand'); base.play(); LK.setTimeout(function () { base.play(); }, 45); LK.setTimeout(function () { base.play(); }, 90); } else { // No fallback sound } 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 * 1.5, headW = 120 * 1.5; var bodyH = 200 * 1.5, bodyW = 80 * 1.5; var upperArmH = 100 * 1.5, upperArmW = 40 * 1.5; var lowerArmH = 90 * 1.5, lowerArmW = 32 * 1.5; var upperLegH = 120 * 1.5, upperLegW = 48 * 1.5; var lowerLegH = 110 * 1.5, lowerLegW = 40 * 1.5; // --- Create body parts --- // Head var head = self.attachAsset('puppet_head', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Neck (between head and body, sized to match hip) var neck = self.attachAsset('puppet_neck', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, // match hip scale scaleY: 1.5 }); // Shoulders (left and right) var lShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rShoulder = self.attachAsset('puppet_shoulder', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Body var body = self.attachAsset('puppet_body', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Dual hips (left and right) var lHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); var rHip = self.attachAsset('puppet_hip', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Left upper arm var lUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left elbow var lElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Left lower arm var lLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right upper arm var rUpperArm = self.attachAsset('puppet_upperarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right elbow var rElbow = self.attachAsset('puppet_elbow', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Right lower arm var rLowerArm = self.attachAsset('puppet_lowerarm', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left lower leg var lLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right lower leg var rLowerLeg = self.attachAsset('puppet_lowerleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left upper leg var lUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Left knee var lKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // Right upper leg var rUpperLeg = self.attachAsset('puppet_upperleg', { anchorX: 0.5, anchorY: 0, scaleX: 1.5, scaleY: 1.5 }); // Right knee var rKnee = self.attachAsset('puppet_knee', { anchorX: 0.5, anchorY: 0.5, scaleX: 1.5, scaleY: 1.5 }); // --- 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, // --- Ava: Leg rotation controls --- lUpperLegRotation: 0, // additional rotation for left upper leg rUpperLegRotation: 0, // additional rotation for right upper leg lLowerLegRotation: 0, // additional rotation for left lower leg rLowerLegRotation: 0 // additional rotation for right lower leg }; // --- Positioning offsets (relative to puppet center) --- function updateBodyParts() { // Head head.x = 0; head.y = -bodyH / 2 - headH / 2 - 30; head.rotation = self.state.headAngle; // Neck var hipH = 44 * 1.5; var neckH = hipH; neck.x = 0; neck.y = -bodyH / 2 - neckH / 2 + 38; neck.rotation = 0; // Body body.x = 0; body.y = -bodyH / 2; // --- Symmetric Arms --- var armY = -bodyH / 2 + 30; var armX = bodyW / 2 + upperArmW / 2 - 10; // Shoulders var lShoulderX = -armX; var lShoulderY = armY; var rShoulderX = armX; var rShoulderY = armY; lShoulder.x = lShoulderX; lShoulder.y = lShoulderY; rShoulder.x = rShoulderX; rShoulder.y = rShoulderY; // Default symmetric arm pose var armAbduction = 0.32; var baseUpperArmAngle = 0.0; var baseLowerArmAngle = 0.0; var lUpperArmAngle = -armAbduction + baseUpperArmAngle; var rUpperArmAngle = armAbduction + baseUpperArmAngle; var lLowerArmAngle = baseLowerArmAngle; var rLowerArmAngle = baseLowerArmAngle; // Symmetric pose-based arm animation if (self.state.pose === 'sit') { lUpperArmAngle = -1.25 - armAbduction; rUpperArmAngle = 1.25 + armAbduction; lLowerArmAngle = 1.5; rLowerArmAngle = -1.5; } else if (self.state.pose === 'jump') { lUpperArmAngle = -1.6 - armAbduction; rUpperArmAngle = 1.6 + armAbduction; lLowerArmAngle = 2.0; rLowerArmAngle = -2.0; } else if (self.state.pose === 'stand') { lUpperArmAngle += self.state.vx * 0.01; rUpperArmAngle -= self.state.vx * 0.01; lLowerArmAngle += Math.sin(Date.now() * 0.003) * 0.08; rLowerArmAngle -= Math.sin(Date.now() * 0.003) * 0.08; } // Left arm lUpperArm.x = lShoulderX; lUpperArm.y = lShoulderY; var lElbowX = lUpperArm.x + Math.sin(lUpperArmAngle) * upperArmH; var lElbowY = lUpperArm.y + Math.cos(lUpperArmAngle) * upperArmH; lElbow.x = lElbowX; lElbow.y = lElbowY; lUpperArm.rotation = Math.atan2(lElbow.y - lUpperArm.y, lElbow.x - lUpperArm.x) - Math.PI / 2; lLowerArm.x = lElbowX; lLowerArm.y = lElbowY; lLowerArm.rotation = lLowerArmAngle; // Right arm (mirror of left) rUpperArm.x = rShoulderX; rUpperArm.y = rShoulderY; var rElbowX = rUpperArm.x + Math.sin(rUpperArmAngle) * upperArmH; var rElbowY = rUpperArm.y + Math.cos(rUpperArmAngle) * upperArmH; rElbow.x = rElbowX; rElbow.y = rElbowY; rUpperArm.rotation = Math.atan2(rElbow.y - rUpperArm.y, rElbow.x - rUpperArm.x) - Math.PI / 2; rLowerArm.x = rElbowX; rLowerArm.y = rElbowY; rLowerArm.rotation = rLowerArmAngle; // --- Symmetric Legs --- var legY = bodyH / 2 - 10; var legX = bodyW / 2 - 18; // Hips var lHipX = -legX; var lHipY = legY; var rHipX = legX; var rHipY = legY; lHip.x = lHipX; lHip.y = lHipY; rHip.x = rHipX; rHip.y = rHipY; // Default symmetric leg pose var legAbduction = 0.28; // Ava: Reduce outward angle of lower legs in stand pose (bring lower legs even closer together) var lowerLegOutAngle = 0.16; var lUpperLegAngle = legAbduction + (self.state.lUpperLegRotation || 0); var rUpperLegAngle = -legAbduction + (self.state.rUpperLegRotation || 0); var lLowerLegAngle = lowerLegOutAngle + (self.state.lLowerLegRotation || 0); var rLowerLegAngle = -lowerLegOutAngle + (self.state.rLowerLegRotation || 0); // Symmetric pose-based leg animation if (self.state.pose === 'sit') { // Parallel (not cross-legged) sit pose // Hips lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; // Thighs angled more outward, knees forward var sitThighAngle = 0.55; // radians, larger outward angle for open thighs var sitKneeForward = upperLegH * 0.95; // how far forward knees are from hips // SWAP: Left knee uses -sitThighAngle, right knee uses +sitThighAngle // Left knee var lKneeX = lUpperLeg.x + Math.sin(-sitThighAngle) * sitKneeForward; var lKneeY = lUpperLeg.y + Math.cos(-sitThighAngle) * sitKneeForward; // Right knee var rKneeX = rUpperLeg.x + Math.sin(sitThighAngle) * sitKneeForward; var rKneeY = rUpperLeg.y + Math.cos(sitThighAngle) * sitKneeForward; // Knees at same y var avgKneeY = (lKneeY + rKneeY) / 2; lKneeY = avgKneeY; rKneeY = avgKneeY; // Set knee positions if (lKnee.parent) lKnee.parent.removeChild(lKnee); if (rKnee.parent) rKnee.parent.removeChild(rKnee); lKnee.x = lKneeX; lKnee.y = lKneeY; rKnee.x = rKneeX; rKnee.y = rKneeY; // Upper leg rotations lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // Lower legs: straight down from knees, feet on ground var groundY = 2732 - 80; var lowerLegH_px = 110 * 1.5; // Left lower leg lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lDeltaY = groundY - lLowerLeg.y; var lAngle = Math.acos(Math.max(-1, Math.min(1, lDeltaY / lowerLegH_px))) - Math.PI / 2; lLowerLeg.rotation = lAngle; // Right lower leg rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rDeltaY = groundY - rLowerLeg.y; var rAngle = Math.acos(Math.max(-1, Math.min(1, rDeltaY / lowerLegH_px))) - Math.PI / 2; // Ava: Rotate right lower leg to the left in sit pose rLowerLeg.rotation = rAngle - 0.55; // Now set knee positions and re-add to ensure they are on top self.addChild(lKnee); self.addChild(rKnee); body.rotation = 0; } else if (self.state.pose === 'jump') { // Both upper legs up and slightly inward, knees together, feet up, using IK // --- Keep knees and upper legs connected in jump pose --- // --- Make both legs perfectly horizontally aligned in jump pose --- var jumpThighAngle = 0.45; var jumpKneeBend = 1.25; // radians, how much the knee is bent (smaller = straighter, larger = more bent) // Set both hips at same y, and both knees at same y, for perfect horizontal alignment // Calculate the average x between hips for knee position, and set a fixed y offset for knees var avgHipY = (lHip.y + rHip.y) / 2; var avgHipX = (lHip.x + rHip.x) / 2; var kneeYOffset = -upperLegH * Math.cos(jumpThighAngle); // vertical offset from hips to knees var kneeY = avgHipY + kneeYOffset; var kneeXLeft = lHip.x + Math.sin(-jumpThighAngle - legAbduction) * upperLegH; var kneeXRight = rHip.x + Math.sin(jumpThighAngle + legAbduction) * upperLegH; // Both knees at same y lKnee.x = kneeXLeft; lKnee.y = kneeY; rKnee.x = kneeXRight; rKnee.y = kneeY; // Upper legs: hips to knees lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // Lower legs: knees to ankles, both at same y // Left lLowerLeg.x = lKnee.x; lLowerLeg.y = lKnee.y; var lJumpShinLen = lowerLegH; var lJumpAnkleX = lKnee.x + Math.sin(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; var lJumpAnkleY = lKnee.y + Math.cos(lUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * lJumpShinLen; lLowerLeg.rotation = Math.atan2(lJumpAnkleY - lKnee.y, lJumpAnkleX - lKnee.x) - Math.PI / 2; // Right rLowerLeg.x = rKnee.x; rLowerLeg.y = rKnee.y; var rJumpShinLen = lowerLegH; var rJumpAnkleX = rKnee.x + Math.sin(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; var rJumpAnkleY = rKnee.y + Math.cos(rUpperLeg.rotation + Math.PI / 2 + jumpKneeBend) * rJumpShinLen; rLowerLeg.rotation = Math.atan2(rJumpAnkleY - rKnee.y, rJumpAnkleX - rKnee.x) - Math.PI / 2; // Elbows more bent in jump lLowerArm.x = lElbow.x; lLowerArm.y = lElbow.y; lLowerArm.rotation = 2.0; rLowerArm.x = rElbow.x; rLowerArm.y = rElbow.y; rLowerArm.rotation = -2.0; body.rotation = 0; } else if (self.state.pose === 'stand') { // Ava: Increase outward angle of upper thighs in stand pose (make thighs more open) var standThighAbduction = 0.32; // increased from 0.18 for more outward angle // SWAP: swap left and right upper leg abduction lUpperLegAngle -= standThighAbduction; rUpperLegAngle += standThighAbduction; // Gentle walk cycle if moving var walk = Math.abs(self.state.vx) > 0.5 ? Math.sin(Date.now() * 0.008) * 0.25 : 0; lUpperLegAngle += walk; rUpperLegAngle -= walk; lLowerLegAngle += walk * 0.5; rLowerLegAngle -= walk * 0.5; // Left leg lUpperLeg.x = lHip.x; lUpperLeg.y = lHip.y; var lKneeX = lUpperLeg.x + Math.sin(lUpperLegAngle) * upperLegH; var lKneeY = lUpperLeg.y + Math.cos(lUpperLegAngle) * upperLegH; lKnee.x = lKneeX; lKnee.y = lKneeY; lUpperLeg.rotation = Math.atan2(lKnee.y - lUpperLeg.y, lKnee.x - lUpperLeg.x) - Math.PI / 2; // SWAP: Attach left lower leg using right lower leg's angle lLowerLeg.x = lKneeX; lLowerLeg.y = lKneeY; var lStandShinLen = lowerLegH; var lStandAnkleX = lKneeX + Math.sin(rLowerLegAngle) * lStandShinLen; var lStandAnkleY = lKneeY + Math.cos(rLowerLegAngle) * lStandShinLen; lLowerLeg.rotation = Math.atan2(lStandAnkleY - lKneeY, lStandAnkleX - lKneeX) - Math.PI / 2; // Right leg (mirror) rUpperLeg.x = rHip.x; rUpperLeg.y = rHip.y; var rKneeX = rUpperLeg.x + Math.sin(rUpperLegAngle) * upperLegH; var rKneeY = rUpperLeg.y + Math.cos(rUpperLegAngle) * upperLegH; rKnee.x = rKneeX; rKnee.y = rKneeY; rUpperLeg.rotation = Math.atan2(rKnee.y - rUpperLeg.y, rKnee.x - rUpperLeg.x) - Math.PI / 2; // SWAP: Attach right lower leg using left lower leg's angle rLowerLeg.x = rKneeX; rLowerLeg.y = rKneeY; var rStandShinLen = lowerLegH; var rStandAnkleX = rKneeX + Math.sin(lLowerLegAngle) * rStandShinLen; var rStandAnkleY = rKneeY + Math.cos(lLowerLegAngle) * rStandShinLen; rLowerLeg.rotation = Math.atan2(rStandAnkleY - rKneeY, rStandAnkleX - rKneeX) - Math.PI / 2; 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 = -48; // Increased jump velocity for higher jump 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 () { // --- Track last position for event triggers --- if (typeof self.lastX === "undefined") self.lastX = self.state.x; if (typeof self.lastY === "undefined") self.lastY = self.state.y; // --- Physics update --- self.state.vy += 3.2; // gravity self.state.x += self.state.vx; self.state.y += self.state.vy; // Friction if (self.state.grounded) { self.state.vx *= 0.82; } else { self.state.vx *= 0.98; } // Clamp to world bounds if (self.state.x < 0) self.state.x = 0; if (self.state.x > 2048) self.state.x = 2048; // Ground collision var groundY = 2732 - 80; var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; var feetY = self.state.y + puppetFeetOffset; if (feetY >= groundY) { self.state.y = groundY - puppetFeetOffset; 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 (keep puppet at current position) self.x = self.state.x; self.y = self.state.y; updateBodyParts(); // --- Update lastX, lastY for next frame --- self.lastX = self.state.x; self.lastY = self.state.y; }; // --- Start position --- self.state.x = 600; // Moved puppet further right (was 180) // --- Ava: Set initial Y so feet are above ground visually --- // Move puppet slightly higher (raise by 40px) var puppetFeetOffset = bodyH / 2 + upperLegH + lowerLegH - 20; self.state.y = 2732 - 80 - puppetFeetOffset - 40; // Defensive: initialize lastX, lastY for event triggers self.lastX = self.state.x; self.lastY = self.state.y; updateBodyParts(); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // --- Background music playlist (4 tracks, play in random order) --- // --- World setup --- // yellow // blue // pink // green // orange // purple // teal // Wide stereo coin: left and right panned variants var musicTracks = [{ id: 'musicId', volume: 0.1, start: 0, end: 1 }, { id: 'musicId2', volume: 0.1, start: 0, end: 1 }, { id: 'musicId3', volume: 0.1, start: 0, end: 1 }, { id: 'musicId4', volume: 0.1, start: 0, end: 1 }]; // Shuffle helper (Fisher-Yates) 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; } } // Maintain a shuffled playlist order var shuffledMusicOrder = []; function reshuffleMusicOrder() { shuffledMusicOrder = []; for (var i = 0; i < musicTracks.length; ++i) shuffledMusicOrder.push(i); shuffleArray(shuffledMusicOrder); } reshuffleMusicOrder(); var currentMusicOrderIndex = 0; // Play the next music track in the shuffled order, and keep playing forever function playNextMusic() { // If we've played all, reshuffle for a new random order if (currentMusicOrderIndex >= shuffledMusicOrder.length) { reshuffleMusicOrder(); currentMusicOrderIndex = 0; } var trackIndex = shuffledMusicOrder[currentMusicOrderIndex]; var track = musicTracks[trackIndex]; // Play music and set up onFinish to play the next one LK.playMusic(track.id, { loop: false, volume: track.volume, start: track.start, end: track.end, onFinish: function onFinish() { currentMusicOrderIndex++; playNextMusic(); } }); } playNextMusic(); game.setBackgroundColor(0x000000); // --- Background --- // Ava: Add background image behind all elements var background = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, scaleX: 1, scaleY: 1 }); game.addChild(background); // 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, scaleX: 3, scaleY: 6 // 2x as tall as before }); finishSign.x = 2048 - 120; finishSign.y = 2732 - 80; game.addChild(finishSign); // --- Puppet --- var puppet = new Puppet(); puppet.lastX = puppet.state.x; puppet.lastY = puppet.state.y; game.addChild(puppet); // --- Drums --- var drums = []; // Drum positions (relative to center) // Move drums higher: set drumCenterY above puppet's head var drumCenterX = 2048 / 2, drumCenterY = 900; // was 2732 / 2 + 220, now much higher (puppet head is around y=~1200) var drumRadius = 220 * 3; var angleList = [{ type: 'left', angle: -Math.PI / 2 - 0.92 // increased spacing (was 0.7) }, { type: 'right', angle: -Math.PI / 2 + 0.92 // increased spacing (was 0.7) }, { type: 'sit', angle: Math.PI / 2 + 0.7 }, { type: 'stand', angle: Math.PI / 2 - 0.7 }]; // --- Drum action pool --- // Each drum will have all actions, only their order will be shuffled // Ava: Increase the number of right movement actions (pullHeadRight) in the action pool var puppetActions = [function () { puppet.pullHeadLeft(); }, function () { puppet.pullHeadRight(); }, function () { puppet.pullHeadRight(); }, function () { puppet.jump(); }, function () { puppet.sit(); }, function () { puppet.stand(); }]; // Large center drum (fixed action sequence) var drumJump = new Drum(); drumJump.setDrum('large'); drumJump.x = drumCenterX; drumJump.y = drumCenterY; // Assign a fixed sequence of all 5 actions, and cycle through them drumJump._actionSequence = 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); // 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 fixed sequence of all 5 actions, and cycles through them d._actionSequence = 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); } // --- Value Circles in Drums --- var valueCircleValues = [1, 3, 5, 10, 25, 50, 100]; var valueCircleAssets = { 1: 'circle_1', 3: 'circle_3', 5: 'circle_5', 10: 'circle_10', 25: 'circle_25', 50: 'circle_50', 100: 'circle_100' }; var valueCircleTexts = {}; var currentValueCircle = null; var currentValueDrum = null; // Helper: Remove current value circle from drum function removeValueCircle() { if (currentValueCircle && currentValueDrum) { if (currentValueCircle.parent) currentValueCircle.parent.removeChild(currentValueCircle); if (valueCircleTexts[currentValueCircle._circleValue]) { if (valueCircleTexts[currentValueCircle._circleValue].parent) { valueCircleTexts[currentValueCircle._circleValue].parent.removeChild(valueCircleTexts[currentValueCircle._circleValue]); } } currentValueCircle = null; currentValueDrum = null; } } // Helper: Spawn a value circle in a random drum (not the same as last) function spawnValueCircle() { removeValueCircle(); // Pick a random drum var drumIdx = Math.floor(Math.random() * drums.length); // Pick a random value var valueIdx = Math.floor(Math.random() * valueCircleValues.length); var value = valueCircleValues[valueIdx]; var assetId = valueCircleAssets[value]; var drum = drums[drumIdx]; // Create the circle asset var circle = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); circle.alpha = 0.5; circle.x = drum.x; // If this is the center drum, spawn the value circle slightly above the drum center if (drum.drumType === 'large') { circle.y = drum.y - 90; } else { circle.y = drum.y; } circle._circleValue = value; // Create the text if not already created if (!valueCircleTexts[value]) { var txt = new Text2("" + value, { size: 180, fill: 0xFFFFFF, shadow: { color: 0x222222, blur: 0, offsetX: 0, offsetY: 8, alpha: 0.85 }, // inset effect stroke: { color: 0x222222, thickness: 10 } }); txt.anchor.set(0.5, 0.5); valueCircleTexts[value] = txt; } var txt = valueCircleTexts[value]; txt.x = drum.x; if (drum.drumType === 'large') { txt.y = drum.y - 90; } else { txt.y = drum.y; } // Add to game game.addChild(circle); game.addChild(txt); currentValueCircle = circle; currentValueDrum = drum; } // Timer: spawn every 1s var valueCircleTimer = LK.setInterval(function () { if (gameEnded) return; spawnValueCircle(); }, 1000); // Patch all drum actions to also spawn a new value circle in a different drum for (var i = 0; i < drums.length; ++i) { (function (drum) { var oldAction = drum.action; drum.action = function () { // If this drum is the one with the value circle, add its value to second score and main score if (!gameEnded && currentValueDrum === drum && currentValueCircle && typeof currentValueCircle._circleValue === "number") { secondScore += currentValueCircle._circleValue; secondScoreText.setText(formatSecondScore(secondScore)); // Add to main score as well LK.setScore(LK.getScore() + currentValueCircle._circleValue); // Play wide stereo coin sound LK.getSound('coin_left').play(); LK.getSound('coin_right').play(); // --- Add colored glow effect around the value circle --- // Pick color based on value var glowColor = 0xffe066; // default yellow if (currentValueCircle._circleValue === 1) glowColor = 0xffe066;else if (currentValueCircle._circleValue === 3) glowColor = 0x66c2ff;else if (currentValueCircle._circleValue === 5) glowColor = 0xff66a3;else if (currentValueCircle._circleValue === 10) glowColor = 0x7cff66;else if (currentValueCircle._circleValue === 25) glowColor = 0xffa366;else if (currentValueCircle._circleValue === 50) glowColor = 0xb366ff;else if (currentValueCircle._circleValue === 100) glowColor = 0x66ffd9; // Create a glow circle (slightly larger, fully transparent at start) var glow = LK.getAsset(valueCircleAssets[currentValueCircle._circleValue], { anchorX: 0.5, anchorY: 0.5, scaleX: 1.35, scaleY: 1.35 }); glow.x = currentValueCircle.x; glow.y = currentValueCircle.y; glow.alpha = 0.0; glow.tint = glowColor; // Add to game, behind the value circle if (currentValueCircle.parent) { var parent = currentValueCircle.parent; var idx = parent.getChildIndex(currentValueCircle); parent.addChildAt(glow, Math.max(0, idx)); } else { game.addChild(glow); } // Animate the glow: fade in and out, and scale up a bit tween(glow, { alpha: 0.7, scaleX: 1.7, scaleY: 1.7 }, { duration: 120, onFinish: function onFinish() { tween(glow, { alpha: 0.0, scaleX: 2.0, scaleY: 2.0 }, { duration: 320, onFinish: function onFinish() { if (glow.parent) glow.parent.removeChild(glow); } }); } }); } if (typeof oldAction === "function") oldAction(); // Only respawn if not ended if (!gameEnded) { // Only respawn if this drum is not already the current one var prevDrum = currentValueDrum; var prevCircle = currentValueCircle; // Remove current value circle removeValueCircle(); // Pick a new drum (not the same as this one) var availableDrums = drums.filter(function (d) { return d !== drum; }); var drumIdx = Math.floor(Math.random() * availableDrums.length); var newDrum = availableDrums[drumIdx]; // Pick a random value var valueIdx = Math.floor(Math.random() * valueCircleValues.length); var value = valueCircleValues[valueIdx]; var assetId = valueCircleAssets[value]; // Create the circle asset var circle = LK.getAsset(assetId, { anchorX: 0.5, anchorY: 0.5 }); circle.alpha = 0.5; circle.x = newDrum.x; // If this is the center drum, spawn the value circle slightly above the drum center if (newDrum.drumType === 'large') { circle.y = newDrum.y - 90; } else { circle.y = newDrum.y; } circle._circleValue = value; // Create the text if not already created if (!valueCircleTexts[value]) { var txt = new Text2("" + value, { size: 180, fill: 0xFFFFFF, shadow: { color: 0x222222, blur: 0, offsetX: 0, offsetY: 8, alpha: 0.85 }, // inset effect stroke: { color: 0x222222, thickness: 10 } }); txt.anchor.set(0.5, 0.5); valueCircleTexts[value] = txt; } var txt = valueCircleTexts[value]; txt.x = newDrum.x; if (newDrum.drumType === 'large') { txt.y = newDrum.y - 90; } else { txt.y = newDrum.y; } // Add to game game.addChild(circle); game.addChild(txt); currentValueCircle = circle; currentValueDrum = newDrum; } }; })(drums[i]); } var timeLeft = 60; function formatTimeDigital(secs) { var m = Math.floor(secs / 60); var s = secs % 60; var mm = m < 10 ? "0" + m : "" + m; var ss = s < 10 ? "0" + s : "" + s; return mm + ":" + ss; } var timerText = new Text2(formatTimeDigital(60), { size: 120, fill: '#ffffff' }); timerText.anchor.set(0.5, 0); LK.gui.top.addChild(timerText); // --- Second Score Display (below timer) --- var secondScore = 0; function formatSecondScore(val) { var s = "" + Math.floor(val); while (s.length < 5) s = "0" + s; return s; } var secondScoreText = new Text2(formatSecondScore(0), { size: 160, fill: '#ffe066' }); secondScoreText.anchor.set(0.5, 0); // Position just below timerText (timerText is at top center, so y=timerText.height) secondScoreText.y = timerText.height + 10; LK.gui.top.addChild(secondScoreText); // --- 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(formatTimeDigital(timeLeft)); if (timeLeft === 0 && !gameEnded) { gameEnded = true; LK.setScore(0); // Set final score to 0 if time runs out 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 body collides with finish sign using intersects if (!gameEnded && puppet.intersects(finishSign)) { gameEnded = true; // Add remaining time * 10 to final score var finalScore = secondScore + timeLeft * 10; LK.setScore(finalScore); // Set score to finalScore as final score LK.getSound('win').play(); LK.effects.flashScreen(0x44c767, 800); LK.showYouWin(); } }; // --- Clean up on game over --- game.onDestroy = function () { LK.clearInterval(timerInterval); }; // --- UX: drums are always on top --- for (var i = 0; i < drums.length; ++i) { game.addChild(drums[i]); }
===================================================================
--- original.js
+++ change.js
@@ -837,9 +837,14 @@
blur: 0,
offsetX: 0,
offsetY: 8,
alpha: 0.85
- } // inset effect
+ },
+ // inset effect
+ stroke: {
+ color: 0x222222,
+ thickness: 10
+ }
});
txt.anchor.set(0.5, 0.5);
valueCircleTexts[value] = txt;
}
@@ -961,9 +966,14 @@
blur: 0,
offsetX: 0,
offsetY: 8,
alpha: 0.85
- } // inset effect
+ },
+ // inset effect
+ stroke: {
+ color: 0x222222,
+ thickness: 10
+ }
});
txt.anchor.set(0.5, 0.5);
valueCircleTexts[value] = txt;
}