User prompt
2 tane x yan yana iken 2. x yanına o gelsin
User prompt
basit bir ai karşı oynansın
User prompt
oyuncu x koyduğunda rastgele o koyulsun
User prompt
bu oyun tic tac toe oyunu.X ve O gri kutu görsellerinin üzerine koyulsun
User prompt
x o koyulabilsin
User prompt
yerine grikutularu koy
User prompt
oyundaki küçük kutuları kaldır
User prompt
x o nun üzerinde olduğu kutu görseli grikutu güncellensin
User prompt
healtbar boyutu güncelle
User prompt
oyundaki siyah o assets deki y görseli olsun
User prompt
oyundaki siyah x assets deki x görseli olsun
User prompt
assets paketlerini tic tac toe ya göre düzenle
User prompt
Tic tac Tor oyununa geri dön
User prompt
yapay zeka ya karşı oynansın. vikinglerin kılıcı olsun
User prompt
viking savaş oyunu yap
Code edit (1 edits merged)
Please save this source code
User prompt
Tic Tac Toe Touch
Initial prompt
tic tac toe yap,
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // BoardCell: Represents a single cell in the Tic Tac Toe grid var BoardCell = Container.expand(function () { var self = Container.call(this); // Cell background (box) var cellBg = self.attachAsset('cellBg', { anchorX: 0.5, anchorY: 0.5 }); // Symbol text (X or O) var symbolText = new Text2('', { size: 220, fill: 0x222222 }); symbolText.anchor.set(0.5, 0.5); self.addChild(symbolText); self.symbol = ''; // '', 'X', or 'O' self.row = 0; self.col = 0; self.isActive = true; // Can be tapped self.setSymbol = function (sym) { self.symbol = sym; symbolText.setText(sym); }; self.clear = function () { self.symbol = ''; symbolText.setText(''); self.isActive = true; }; self.flash = function (color, duration) { tween(cellBg, { tint: color }, { duration: duration / 2, easing: tween.easeIn, onFinish: function onFinish() { tween(cellBg, { tint: 0xffffff }, { duration: duration / 2, easing: tween.easeOut }); } }); }; return self; }); // Health bar class var HealthBar = Container.expand(function () { var self = Container.call(this); var bg = self.attachAsset('healthBarBg', { anchorX: 0.5, anchorY: 0.5 }); var bar = self.attachAsset('healthBar', { anchorX: 0.5, anchorY: 0.5 }); self.set = function (val, max) { bar.width = 220 * (val / max); if (val / max < 0.3) bar.tint = 0xff4444;else if (val / max < 0.6) bar.tint = 0xffcc00;else bar.tint = 0x4caf50; }; self.set(1, 1); return self; }); /**** * Initialize Game ****/ // Create vikings var game = new LK.Game({ backgroundColor: 0xffffff }); /**** * Game Code ****/ // Viking Battle Game State var PLAYER_HEALTH = 5; var ENEMY_HEALTH = 5; var ATTACK_DAMAGE = 1; var VIKING_SIZE = 320; var VIKING_MARGIN = 120; var vikingPlayer, vikingEnemy; var playerHealth = PLAYER_HEALTH; var enemyHealth = ENEMY_HEALTH; var gameActive = true; var statusText = new Text2('Saldırı için VIKING\'ine dokun!', { size: 110, fill: 0x333333 }); statusText.anchor.set(0.5, 0); LK.gui.top.addChild(statusText); // Viking asset setup // Health bar asset // Create vikings vikingPlayer = new Container(); var playerSprite = vikingPlayer.attachAsset('vikingPlayer', { anchorX: 0.5, anchorY: 0.5 }); vikingPlayer.x = 2048 / 2 - VIKING_SIZE - VIKING_MARGIN; vikingPlayer.y = 2732 / 2; game.addChild(vikingPlayer); vikingEnemy = new Container(); var enemySprite = vikingEnemy.attachAsset('vikingEnemy', { anchorX: 0.5, anchorY: 0.5 }); vikingEnemy.x = 2048 / 2 + VIKING_SIZE + VIKING_MARGIN; vikingEnemy.y = 2732 / 2; game.addChild(vikingEnemy); // Health bars var playerHealthBar = new HealthBar(); playerHealthBar.x = vikingPlayer.x; playerHealthBar.y = vikingPlayer.y - VIKING_SIZE / 1.2; game.addChild(playerHealthBar); var enemyHealthBar = new HealthBar(); enemyHealthBar.x = vikingEnemy.x; enemyHealthBar.y = vikingEnemy.y - VIKING_SIZE / 1.2; game.addChild(enemyHealthBar); // Helper: Update status text function updateStatusText() { if (!gameActive) { if (playerHealth <= 0) statusText.setText('Kaybettin! Düşman Viking kazandı!');else if (enemyHealth <= 0) statusText.setText('Kazandın! Viking\'in zafer kazandı!'); } else { statusText.setText('Saldırı için VIKING\'ine dokun!'); } } // Helper: Reset game function resetBattle() { playerHealth = PLAYER_HEALTH; enemyHealth = ENEMY_HEALTH; gameActive = true; playerHealthBar.set(playerHealth, PLAYER_HEALTH); enemyHealthBar.set(enemyHealth, ENEMY_HEALTH); updateStatusText(); } // Axe attack animation function throwAxe(fromViking, toViking, onHit) { var axe = new Container(); var axeSprite = axe.attachAsset('axe', { anchorX: 0.5, anchorY: 0.5 }); axe.x = fromViking.x; axe.y = fromViking.y; game.addChild(axe); var dx = toViking.x - fromViking.x; var dy = toViking.y - fromViking.y; var duration = 350; tween(axe, { x: toViking.x, y: toViking.y }, { duration: duration, easing: tween.easeIn, onFinish: function onFinish() { game.removeChild(axe); if (onHit) onHit(); } }); } // Player attack handler vikingPlayer.down = function (x, y, obj) { if (!gameActive) return; // Player attacks enemy throwAxe(vikingPlayer, vikingEnemy, function () { enemyHealth -= ATTACK_DAMAGE; if (enemyHealth < 0) enemyHealth = 0; enemyHealthBar.set(enemyHealth, ENEMY_HEALTH); if (enemyHealth <= 0) { gameActive = false; updateStatusText(); LK.setTimeout(function () { LK.showYouWin(); }, 1200); return; } // Enemy counterattacks after short delay LK.setTimeout(function () { if (!gameActive) return; throwAxe(vikingEnemy, vikingPlayer, function () { playerHealth -= ATTACK_DAMAGE; if (playerHealth < 0) playerHealth = 0; playerHealthBar.set(playerHealth, PLAYER_HEALTH); if (playerHealth <= 0) { gameActive = false; updateStatusText(); LK.setTimeout(function () { LK.showGameOver(); }, 1200); } }); }, 500); }); updateStatusText(); }; // Reset game on LK reset (handled automatically) resetBattle();
===================================================================
--- original.js
+++ change.js
@@ -51,155 +51,157 @@
});
};
return self;
});
+// Health bar class
+var HealthBar = Container.expand(function () {
+ var self = Container.call(this);
+ var bg = self.attachAsset('healthBarBg', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ var bar = self.attachAsset('healthBar', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.set = function (val, max) {
+ bar.width = 220 * (val / max);
+ if (val / max < 0.3) bar.tint = 0xff4444;else if (val / max < 0.6) bar.tint = 0xffcc00;else bar.tint = 0x4caf50;
+ };
+ self.set(1, 1);
+ return self;
+});
/****
* Initialize Game
****/
+// Create vikings
var game = new LK.Game({
backgroundColor: 0xffffff
});
/****
* Game Code
****/
-// Board/grid settings
-var GRID_SIZE = 3;
-var CELL_SIZE = 500; // px, will be scaled to fit screen
-var CELL_MARGIN = 18; // px between cells
-// Center the board
-var boardWidth = GRID_SIZE * CELL_SIZE + (GRID_SIZE - 1) * CELL_MARGIN;
-var boardHeight = boardWidth;
-var boardOriginX = (2048 - boardWidth) / 2;
-var boardOriginY = (2732 - boardHeight) / 2 + 60; // +60 to avoid top menu
-// Assets for cells and highlight
-// Game state
-var board = []; // 2D array of BoardCell
-var currentPlayer = 'X'; // 'X' or 'O'
+// Viking Battle Game State
+var PLAYER_HEALTH = 5;
+var ENEMY_HEALTH = 5;
+var ATTACK_DAMAGE = 1;
+var VIKING_SIZE = 320;
+var VIKING_MARGIN = 120;
+var vikingPlayer, vikingEnemy;
+var playerHealth = PLAYER_HEALTH;
+var enemyHealth = ENEMY_HEALTH;
var gameActive = true;
-var moveCount = 0;
-var winningCells = []; // Array of [row, col] for winning line
-// GUI: Status text
-var statusText = new Text2('Player X\'s turn', {
+var statusText = new Text2('Saldırı için VIKING\'ine dokun!', {
size: 110,
fill: 0x333333
});
statusText.anchor.set(0.5, 0);
LK.gui.top.addChild(statusText);
+// Viking asset setup
+// Health bar asset
+// Create vikings
+vikingPlayer = new Container();
+var playerSprite = vikingPlayer.attachAsset('vikingPlayer', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+vikingPlayer.x = 2048 / 2 - VIKING_SIZE - VIKING_MARGIN;
+vikingPlayer.y = 2732 / 2;
+game.addChild(vikingPlayer);
+vikingEnemy = new Container();
+var enemySprite = vikingEnemy.attachAsset('vikingEnemy', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+vikingEnemy.x = 2048 / 2 + VIKING_SIZE + VIKING_MARGIN;
+vikingEnemy.y = 2732 / 2;
+game.addChild(vikingEnemy);
+// Health bars
+var playerHealthBar = new HealthBar();
+playerHealthBar.x = vikingPlayer.x;
+playerHealthBar.y = vikingPlayer.y - VIKING_SIZE / 1.2;
+game.addChild(playerHealthBar);
+var enemyHealthBar = new HealthBar();
+enemyHealthBar.x = vikingEnemy.x;
+enemyHealthBar.y = vikingEnemy.y - VIKING_SIZE / 1.2;
+game.addChild(enemyHealthBar);
// Helper: Update status text
function updateStatusText() {
if (!gameActive) {
- if (winningCells.length > 0) {
- statusText.setText('Player ' + currentPlayer + ' wins!');
- } else {
- statusText.setText('Draw!');
- }
+ if (playerHealth <= 0) statusText.setText('Kaybettin! Düşman Viking kazandı!');else if (enemyHealth <= 0) statusText.setText('Kazandın! Viking\'in zafer kazandı!');
} else {
- statusText.setText('Player ' + currentPlayer + '\'s turn');
+ statusText.setText('Saldırı için VIKING\'ine dokun!');
}
}
-// Helper: Switch player
-function switchPlayer() {
- currentPlayer = currentPlayer === 'X' ? 'O' : 'X';
+// Helper: Reset game
+function resetBattle() {
+ playerHealth = PLAYER_HEALTH;
+ enemyHealth = ENEMY_HEALTH;
+ gameActive = true;
+ playerHealthBar.set(playerHealth, PLAYER_HEALTH);
+ enemyHealthBar.set(enemyHealth, ENEMY_HEALTH);
updateStatusText();
}
-// Helper: Reset board
-function resetBoard() {
- for (var r = 0; r < GRID_SIZE; r++) {
- for (var c = 0; c < GRID_SIZE; c++) {
- board[r][c].clear();
+// Axe attack animation
+function throwAxe(fromViking, toViking, onHit) {
+ var axe = new Container();
+ var axeSprite = axe.attachAsset('axe', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ axe.x = fromViking.x;
+ axe.y = fromViking.y;
+ game.addChild(axe);
+ var dx = toViking.x - fromViking.x;
+ var dy = toViking.y - fromViking.y;
+ var duration = 350;
+ tween(axe, {
+ x: toViking.x,
+ y: toViking.y
+ }, {
+ duration: duration,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ game.removeChild(axe);
+ if (onHit) onHit();
}
- }
- currentPlayer = 'X';
- gameActive = true;
- moveCount = 0;
- winningCells = [];
- updateStatusText();
+ });
}
-// Helper: Highlight winning cells
-function highlightWinningCells() {
- for (var i = 0; i < winningCells.length; i++) {
- var rc = winningCells[i];
- board[rc[0]][rc[1]].flash(0x8eea6a, 600);
- }
-}
-// Helper: Check for win/draw
-function checkGameEnd() {
- // Check rows, columns, diagonals
- var lines = [];
- for (var i = 0; i < GRID_SIZE; i++) {
- // Rows
- lines.push([[i, 0], [i, 1], [i, 2]]);
- // Columns
- lines.push([[0, i], [1, i], [2, i]]);
- }
- // Diagonals
- lines.push([[0, 0], [1, 1], [2, 2]]);
- lines.push([[0, 2], [1, 1], [2, 0]]);
- for (var l = 0; l < lines.length; l++) {
- var line = lines[l];
- var a = board[line[0][0]][line[0][1]].symbol;
- var b = board[line[1][0]][line[1][1]].symbol;
- var c = board[line[2][0]][line[2][1]].symbol;
- if (a && a === b && b === c) {
- winningCells = line;
+// Player attack handler
+vikingPlayer.down = function (x, y, obj) {
+ if (!gameActive) return;
+ // Player attacks enemy
+ throwAxe(vikingPlayer, vikingEnemy, function () {
+ enemyHealth -= ATTACK_DAMAGE;
+ if (enemyHealth < 0) enemyHealth = 0;
+ enemyHealthBar.set(enemyHealth, ENEMY_HEALTH);
+ if (enemyHealth <= 0) {
gameActive = false;
updateStatusText();
- highlightWinningCells();
LK.setTimeout(function () {
LK.showYouWin();
}, 1200);
return;
}
- }
- // Draw
- if (moveCount >= 9) {
- gameActive = false;
- updateStatusText();
+ // Enemy counterattacks after short delay
LK.setTimeout(function () {
- LK.showGameOver();
- }, 1200);
- }
-}
-// Create board
-for (var r = 0; r < GRID_SIZE; r++) {
- board[r] = [];
- for (var c = 0; c < GRID_SIZE; c++) {
- var cell = new BoardCell();
- cell.x = boardOriginX + c * (CELL_SIZE + CELL_MARGIN) + CELL_SIZE / 2;
- cell.y = boardOriginY + r * (CELL_SIZE + CELL_MARGIN) + CELL_SIZE / 2;
- cell.row = r;
- cell.col = c;
- cell.clear();
- game.addChild(cell);
- board[r][c] = cell;
- }
-}
-// Touch handler for cells
-function onCellDown(x, y, obj) {
- if (!gameActive) return;
- var cell = obj;
- if (!cell.isActive || cell.symbol) return;
- cell.setSymbol(currentPlayer);
- cell.isActive = false;
- moveCount++;
- checkGameEnd();
- if (gameActive) {
- switchPlayer();
- }
-}
-// Attach down event to each cell
-for (var r = 0; r < GRID_SIZE; r++) {
- for (var c = 0; c < GRID_SIZE; c++) {
- (function (cell) {
- cell.down = function (x, y, obj) {
- onCellDown(x, y, cell);
- };
- })(board[r][c]);
- }
-}
-// Reset board on game reset (handled by LK automatically)
-// But for in-game reset, you could add a button if needed
-// On game over or win, LK will reset the game automatically
-// Initial status
-updateStatusText();
\ No newline at end of file
+ if (!gameActive) return;
+ throwAxe(vikingEnemy, vikingPlayer, function () {
+ playerHealth -= ATTACK_DAMAGE;
+ if (playerHealth < 0) playerHealth = 0;
+ playerHealthBar.set(playerHealth, PLAYER_HEALTH);
+ if (playerHealth <= 0) {
+ gameActive = false;
+ updateStatusText();
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 1200);
+ }
+ });
+ }, 500);
+ });
+ updateStatusText();
+};
+// Reset game on LK reset (handled automatically)
+resetBattle();
\ No newline at end of file