User prompt
Her meyve toplandığında skor 10 artsın
User prompt
Sepet hareket hızını %30 oranında artır
User prompt
Biraz azalt
User prompt
Sepet hareket hızını artır
User prompt
Tüm meyvelerin hareket hızı aynı olsun
User prompt
Eğer skor +50 olursa meyve ve sepetin hareket etme hızını %100 olarak artır
User prompt
Butona basınca daha pürüzsüz bir hareket olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Sepeti hareket etirebilecek iki buton olsun sağ ve sol
User prompt
Sepet x yönünde hareket edebilsin
User prompt
Meyveler yere sepeti geçerse skor -5 olarak azalsın
User prompt
Meyveler belirli bir süreden sonra kaybolmasın
User prompt
Sepet sadece x yönünde hareket etsin
User prompt
Meyveler yukarıdan rastgele aralıklarla yağsın
Code edit (1 edits merged)
Please save this source code
User prompt
Meyve Topla!
Initial prompt
Meyve toplama oyunu yap
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Fruit class: represents a collectible fruit var Fruit = Container.expand(function () { var self = Container.call(this); // Randomly pick a fruit color for variety var fruitColors = [0xff3b3b, 0xffe14d, 0x4de14d, 0x4db8ff, 0xff7ff0]; var color = fruitColors[Math.floor(Math.random() * fruitColors.length)]; // Create a simple ellipse as fruit var fruitAsset = self.attachAsset('fruit', { width: 120, height: 120, color: color, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5 }); // Used for animation self.alpha = 0; self.scaleX = 0.7; self.scaleY = 0.7; // Animate fruit appearing tween(self, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 200, easing: tween.easeOut }); // For tracking if already collected self.collected = false; // Destroy with a pop animation self.collect = function (_onFinish) { if (self.collected) return; self.collected = true; tween(self, { scaleX: 1.4, scaleY: 1.4, alpha: 0 }, { duration: 180, easing: tween.easeIn, onFinish: function onFinish() { self.destroy(); if (_onFinish) _onFinish(); } }); }; return self; }); // Player class: draggable character var Player = Container.expand(function () { var self = Container.call(this); // Character is a colored box var playerAsset = self.attachAsset('player', { width: 140, height: 140, color: 0x3b7fff, shape: 'box', anchorX: 0.5, anchorY: 0.5 }); // For a little style, add a face (ellipse for head, two eyes) var face = self.attachAsset('face', { width: 80, height: 80, color: 0xfffbe0, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: 0, y: -10 }); var eyeL = self.attachAsset('eyeL', { width: 12, height: 12, color: 0x222222, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: -18, y: -18 }); var eyeR = self.attachAsset('eyeR', { width: 12, height: 12, color: 0x222222, shape: 'ellipse', anchorX: 0.5, anchorY: 0.5, x: 18, y: -18 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xf7f7f7 }); /**** * Game Code ****/ // Game constants // Tween plugin for fruit spawn/collect animations var GAME_WIDTH = 2048; var GAME_HEIGHT = 2732; var FRUIT_SPAWN_MIN = 900; // ms var FRUIT_SPAWN_MAX = 1800; // ms var FRUIT_LIFETIME = 2600; // ms before fruit disappears var WIN_SCORE = 20; var FRUIT_FALL_SPEED = 12; // All fruits fall at this speed (px/frame) // Game state var fruits = []; var player = null; var dragNode = null; var score = 0; var scoreTxt = null; var spawnTimer = null; var fruitSpawnInterval = FRUIT_SPAWN_MAX; var lastTouch = { x: GAME_WIDTH / 2, y: GAME_HEIGHT * 0.8 }; // Set up background color game.setBackgroundColor(0xf7f7f7); // Create and position player player = new Player(); player.x = GAME_WIDTH / 2; player.y = GAME_HEIGHT * 0.8; game.addChild(player); // Score text scoreTxt = new Text2('0', { size: 120, fill: 0x222222 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Add left/right move buttons --- var buttonSize = 220; var buttonMargin = 80; var buttonY = GAME_HEIGHT - buttonSize - 80; // Left button var leftBtn = LK.getAsset('player', { width: buttonSize, height: buttonSize, color: 0x3b7fff, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: buttonMargin + buttonSize / 2, y: buttonY }); var leftArrow = new Text2('◀', { size: 160, fill: "#fff" }); leftArrow.anchor.set(0.5, 0.5); leftArrow.x = leftBtn.width / 2; leftArrow.y = leftBtn.height / 2; leftBtn.addChild(leftArrow); // Right button var rightBtn = LK.getAsset('player', { width: buttonSize, height: buttonSize, color: 0x3b7fff, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: GAME_WIDTH - buttonMargin - buttonSize / 2, y: buttonY }); var rightArrow = new Text2('▶', { size: 160, fill: "#fff" }); rightArrow.anchor.set(0.5, 0.5); rightArrow.x = rightBtn.width / 2; rightArrow.y = rightBtn.height / 2; rightBtn.addChild(rightArrow); // Add to game game.addChild(leftBtn); game.addChild(rightBtn); // Button press logic var moveBtnInterval = null; var MOVE_STEP = Math.round(48 * 1.3); // 30% faster var MOVE_INTERVAL = Math.round(36 / 1.3); // 30% faster (lower interval) function movePlayerDir(dir) { var moveMultiplier = score >= 50 ? 2 : 1; var px = Math.max(70, Math.min(GAME_WIDTH - 70, player.x + dir * MOVE_STEP * moveMultiplier)); // Stop any previous tween on player.x to avoid stacking tween.stop(player, { x: true }); tween(player, { x: px }, { duration: Math.round(180 / 1.3) / moveMultiplier, // 30% faster easing: tween.cubicOut }); lastTouch.x = px; lastTouch.y = player.y; } // Touch/hold left leftBtn.down = function (x, y, obj) { movePlayerDir(-1); if (moveBtnInterval) LK.clearInterval(moveBtnInterval); moveBtnInterval = LK.setInterval(function () { movePlayerDir(-1); }, MOVE_INTERVAL); }; leftBtn.up = function (x, y, obj) { if (moveBtnInterval) LK.clearInterval(moveBtnInterval); moveBtnInterval = null; }; // Touch/hold right rightBtn.down = function (x, y, obj) { movePlayerDir(1); if (moveBtnInterval) LK.clearInterval(moveBtnInterval); moveBtnInterval = LK.setInterval(function () { movePlayerDir(1); }, MOVE_INTERVAL); }; rightBtn.up = function (x, y, obj) { if (moveBtnInterval) LK.clearInterval(moveBtnInterval); moveBtnInterval = null; }; // Helper: update score display function updateScore() { scoreTxt.setText(score); } // Helper: spawn a fruit at a random X position at the top, and make it fall down function spawnFruit() { // Avoid top 100px (menu), and bottom 200px (player area) var margin = 140; var minX = margin; var maxX = GAME_WIDTH - margin; var fruit = new Fruit(); fruit.x = Math.floor(Math.random() * (maxX - minX)) + minX; fruit.y = 120; // Always spawn at the top // All fruits have the same fall speed, controlled by a single variable fruit.fallSpeed = FRUIT_FALL_SPEED; // Track lastY for good practice fruit.lastY = fruit.y; fruits.push(fruit); game.addChild(fruit); // Fruit will only be removed if collected or falls below the screen } // Helper: schedule next fruit spawn, with increasing speed function scheduleNextFruit() { // As score increases, spawn interval decreases var minInterval = FRUIT_SPAWN_MIN; var maxInterval = FRUIT_SPAWN_MAX; var progress = Math.min(score / WIN_SCORE, 1); fruitSpawnInterval = maxInterval - (maxInterval - minInterval) * progress; var nextIn = Math.floor(fruitSpawnInterval * (0.7 + Math.random() * 0.6)); // randomize a bit spawnTimer = LK.setTimeout(function () { spawnFruit(); scheduleNextFruit(); }, nextIn); } // Start spawning fruits scheduleNextFruit(); // Dragging logic game.down = function (x, y, obj) { // Only start drag if touch is on player (or close to it) var dx = x - player.x; var dy = y - player.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < 120) { dragNode = player; lastTouch.x = x; lastTouch.y = y; } }; game.move = function (x, y, obj) { if (dragNode === player) { // Allow player to move only in X direction, clamp within game area var moveMultiplier = score >= 50 ? 2 : 1; var px = Math.max(70, Math.min(GAME_WIDTH - 70, x)); // Stop any previous tween on player.x to avoid stacking tween.stop(player, { x: true }); tween(player, { x: px }, { duration: Math.round(90 / 1.3) / moveMultiplier, // 30% faster easing: tween.cubicOut }); // Y stays fixed at initial position (bottom 20% of screen) lastTouch.x = px; lastTouch.y = player.y; } }; game.up = function (x, y, obj) { dragNode = null; }; // Main update loop: check for fruit collection game.update = function () { // Update fruit fall speed if score >= 50 if (score >= 50) { FRUIT_FALL_SPEED = 24; } else { FRUIT_FALL_SPEED = 12; } for (var i = fruits.length - 1; i >= 0; i--) { var fruit = fruits[i]; if (fruit.collected) continue; // Move fruit down fruit.lastY = fruit.lastY === undefined ? fruit.y : fruit.lastY; fruit.y += fruit.fallSpeed; // Remove fruit if it falls below the screen (bottom margin) if (fruit.lastY <= GAME_HEIGHT - 120 && fruit.y > GAME_HEIGHT - 120) { if (!fruit.collected) { // Decrease score by 5 if missed score -= 5; if (score < 0) score = 0; updateScore(); fruit.collect(function () { // Remove from array for (var j = 0; j < fruits.length; j++) { if (fruits[j] === fruit) { fruits.splice(j, 1); break; } } }); } // Cancel fruit timeout if (fruit._timeout) LK.clearTimeout(fruit._timeout); continue; } // Check intersection with player if (player.intersects(fruit)) { fruit.collect(function () { // Remove from array for (var j = 0; j < fruits.length; j++) { if (fruits[j] === fruit) { fruits.splice(j, 1); break; } } }); // Cancel fruit timeout if (fruit._timeout) LK.clearTimeout(fruit._timeout); // Add score score += 10; updateScore(); // Win condition if (score >= WIN_SCORE) { // Flash green, show win LK.effects.flashScreen(0x44ff44, 800); LK.showYouWin(); return; } } fruit.lastY = fruit.y; } }; // On game over or win, cleanup timers game.onDestroy = function () { if (spawnTimer) LK.clearTimeout(spawnTimer); for (var i = 0; i < fruits.length; i++) { if (fruits[i]._timeout) LK.clearTimeout(fruits[i]._timeout); } fruits = []; }; // Initial score updateScore();
===================================================================
--- original.js
+++ change.js
@@ -356,9 +356,9 @@
});
// Cancel fruit timeout
if (fruit._timeout) LK.clearTimeout(fruit._timeout);
// Add score
- score += 1;
+ score += 10;
updateScore();
// Win condition
if (score >= WIN_SCORE) {
// Flash green, show win
Start button . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Settings button. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Left right button. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
A hand. In-Game asset. High contrast. No shadows. 2 d
Between two button a hand. In-Game asset. 2d. High contrast. No shadows
A farm. In-Game asset. 2d. High contrast. No shadows
Left button. In-Game asset. 2d. High contrast. No shadows
Devam et. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Basket. In-Game asset. 2d. High contrast. No shadows
Banana. In-Game asset. 2d. High contrast. No shadows
Left button. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
Apple. In-Game asset. 2d. High contrast. No shadows
Grape. In-Game asset. 2d. High contrast. No shadows
Potato. In-Game asset. 2d. High contrast. No shadows