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! (Düşman: Yapay Zeka)', { 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 }); // Attach sword to player Viking var playerSword = vikingPlayer.attachAsset('sword', { anchorX: 0.1, anchorY: 0.5, x: 60, y: 0 }); 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 }); // Attach sword to enemy Viking var enemySword = vikingEnemy.attachAsset('sword', { anchorX: 0.1, anchorY: 0.5, x: 60, y: 0 }); 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 (Yapay Zeka) Viking kazandı!');else if (enemyHealth <= 0) statusText.setText('Kazandın! Viking\'in zafer kazandı!'); } else { statusText.setText('Saldırı için VIKING\'ine dokun! (Düşman: Yapay Zeka)'); } } // 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 AI: counterattacks after short delay LK.setTimeout(function () { if (!gameActive) return; // Simple AI: always attack if alive 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
@@ -91,9 +91,9 @@
var vikingPlayer, vikingEnemy;
var playerHealth = PLAYER_HEALTH;
var enemyHealth = ENEMY_HEALTH;
var gameActive = true;
-var statusText = new Text2('Saldırı için VIKING\'ine dokun!', {
+var statusText = new Text2('Saldırı için VIKING\'ine dokun! (Düşman: Yapay Zeka)', {
size: 110,
fill: 0x333333
});
statusText.anchor.set(0.5, 0);
@@ -105,16 +105,30 @@
var playerSprite = vikingPlayer.attachAsset('vikingPlayer', {
anchorX: 0.5,
anchorY: 0.5
});
+// Attach sword to player Viking
+var playerSword = vikingPlayer.attachAsset('sword', {
+ anchorX: 0.1,
+ anchorY: 0.5,
+ x: 60,
+ y: 0
+});
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
});
+// Attach sword to enemy Viking
+var enemySword = vikingEnemy.attachAsset('sword', {
+ anchorX: 0.1,
+ anchorY: 0.5,
+ x: 60,
+ y: 0
+});
vikingEnemy.x = 2048 / 2 + VIKING_SIZE + VIKING_MARGIN;
vikingEnemy.y = 2732 / 2;
game.addChild(vikingEnemy);
// Health bars
@@ -128,11 +142,11 @@
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!');
+ if (playerHealth <= 0) statusText.setText('Kaybettin! Düşman (Yapay Zeka) Viking kazandı!');else if (enemyHealth <= 0) statusText.setText('Kazandın! Viking\'in zafer kazandı!');
} else {
- statusText.setText('Saldırı için VIKING\'ine dokun!');
+ statusText.setText('Saldırı için VIKING\'ine dokun! (Düşman: Yapay Zeka)');
}
}
// Helper: Reset game
function resetBattle() {
@@ -183,11 +197,12 @@
LK.showYouWin();
}, 1200);
return;
}
- // Enemy counterattacks after short delay
+ // Enemy AI: counterattacks after short delay
LK.setTimeout(function () {
if (!gameActive) return;
+ // Simple AI: always attack if alive
throwAxe(vikingEnemy, vikingPlayer, function () {
playerHealth -= ATTACK_DAMAGE;
if (playerHealth < 0) playerHealth = 0;
playerHealthBar.set(playerHealth, PLAYER_HEALTH);