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Please fix the bug: 'Graphics is not a constructor' in or related to this line: 'var outline = new Graphics();' Line Number: 314
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attachAsset('buttonBackground') üzerine yeni bir asset eklerseniz, bu pek dış çizgi gibi çalışmaz—çünkü o da iç dolgu (fill) kullanıyor. Bunun yerine PIXI.Graphics ile gerçek bir “stroke” (çizgi) çizmelisiniz. Şöyle yapın: QuestionButton içinde attachAsset ile background’ı oluşturduktan hemen sonra bir PIXI.Graphics objesi ekleyin. Bu Graphics objesinde lineStyle + drawRoundedRect (ya da drawRect) ile kalın siyah kenarlığı çizin. Ardından addChildAt ile bu grafiği butonun en arkasına koyun. Örnek kod: js Kopyala Düzenle var QuestionButton = Container.expand(function (index, text) { var self = Container.call(this); // ... önceki setup (index, flags vs.) // 1) Buton arkaplanı (dolgu) var background = self.attachAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5, width: 944, height: 234, shape: 'ellipse' }); // 2) Kenarlık için PIXI.Graphics oluştur var border = new PIXI.Graphics(); border.lineStyle(8, 0x000000); // 8px kalın, siyah // Eğer background anchor’ı 0.5,0.5 ise koordinatlar: border.drawRoundedRect( -944/2, // x -234/2, // y 944, // width 234, // height 20 // köşe yarıçapı ); // 3) en arkaya ekle self.addChildAt(border, 0); // 4) Metin var buttonText = new Text2(text, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // ... geri kalan kod (overlay, setText, down, vb.) ... return self; }); Bu şekilde: border içi dolu değil, sadece dış çizgi (stroke) olarak görünür. lineStyle(thickness, color) ile kalınlığı ve rengi ayarlarsınız. drawRoundedRect yerine drawRect kullanarak kare köşe de oluşturabilirsiniz. addChildAt(border, 0) ile border, background’ın altına yerleşir. Deneyin—butonlarınız artık gerçekten kalın siyah bir dış çizgiyle çevrili olacak.
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attachAsset('buttonBackground') üzerine yeni bir asset eklerseniz, bu pek dış çizgi gibi çalışmaz—çünkü o da iç dolgu (fill) kullanıyor. Bunun yerine PIXI.Graphics ile gerçek bir “stroke” (çizgi) çizmelisiniz. Şöyle yapın: QuestionButton içinde attachAsset ile background’ı oluşturduktan hemen sonra bir PIXI.Graphics objesi ekleyin. Bu Graphics objesinde lineStyle + drawRoundedRect (ya da drawRect) ile kalın siyah kenarlığı çizin. Ardından addChildAt ile bu grafiği butonun en arkasına koyun. Örnek kod: js Kopyala Düzenle var QuestionButton = Container.expand(function (index, text) { var self = Container.call(this); // ... önceki setup (index, flags vs.) // 1) Buton arkaplanı (dolgu) var background = self.attachAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5, width: 944, height: 234, shape: 'ellipse' }); // 2) Kenarlık için PIXI.Graphics oluştur var border = new PIXI.Graphics(); border.lineStyle(8, 0x000000); // 8px kalın, siyah // Eğer background anchor’ı 0.5,0.5 ise koordinatlar: border.drawRoundedRect( -944/2, // x -234/2, // y 944, // width 234, // height 20 // köşe yarıçapı ); // 3) en arkaya ekle self.addChildAt(border, 0); // 4) Metin var buttonText = new Text2(text, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // ... geri kalan kod (overlay, setText, down, vb.) ... return self; }); Bu şekilde: border içi dolu değil, sadece dış çizgi (stroke) olarak görünür. lineStyle(thickness, color) ile kalınlığı ve rengi ayarlarsınız. drawRoundedRect yerine drawRect kullanarak kare köşe de oluşturabilirsiniz. addChildAt(border, 0) ile border, background’ın altına yerleşir. Deneyin—butonlarınız artık gerçekten kalın siyah bir dış çizgiyle çevrili olacak.
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answer lerin dış çizgisini 15 kat daha büyük yap şimdiki halinden yani 15 kat daha kalın olsun dış çizgisi
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answers should have a very bold outline
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const outline = new PIXI.Graphics(); outline.lineStyle(10, 0x000000); // 10px kalınlığında, siyah outline.drawRoundedRect( -btnWidth/2, -btnHeight/2, // x, y (anchor 0.5,0.5 ise) btnWidth, btnHeight, cornerRadius ); // En altta çizilsin, arkaya al this.addChildAt(outline, 0);
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answer textleri oldukları konumdan 10 pixel sağ tarafta bulunsunlar
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Metin taşma sorununu çözmek için, soruları ve şıklı metinleri ekrana basmadan önce otomatik olarak satır sonu koyacak bir yardımcı fonksiyon yazıp, Text2.setText çağrısından hemen önce bu fonksiyonu kullanabilirsiniz. Örneğin şöyle bir “wrapText” fonksiyonu: js Kopyala Düzenle /** * Uzun metni kelime bütünlüğünü bozmadan maxChars uzunluğunda parçalara ayırır. * @param {string} text — Orijinal metin * @param {number} maxChars — Bir satırdaki maksimum karakter sayısı * @returns {string} Satır sonlarıyla (\n) bölünmüş metin */ function wrapText(text, maxChars) { const lines = []; let remainder = text; while (remainder.length > maxChars) { // İlk maxChars karakterlik bölümü al let slice = remainder.slice(0, maxChars); // Kelime bütünlüğü için son boşluğu bul const lastSpace = slice.lastIndexOf(' '); if (lastSpace > 0) { lines.push(slice.slice(0, lastSpace)); remainder = remainder.slice(lastSpace + 1); } else { // Boşluk yoksa zorla kır lines.push(slice); remainder = remainder.slice(maxChars); } } // Kalan küçük metni de ekle if (remainder.length > 0) { lines.push(remainder); } return lines.join('\n'); } Bunu soruları yüklediğiniz ve butonlara metin verdiğiniz iki noktada şöyle kullanabilirsiniz: Soru metni loadQuestion fonksiyonu içindeki: js Kopyala Düzenle // Eski: // questionText.setText(question.question); // Yeni: questionText.setText(wrapText(question.question, 35)); Şık metni QuestionButton.prototype.setText içinde (sizin kodda her butonun setText metodu varsa), veya butonları oluşturduğunuz yerde: js Kopyala Düzenle // Diyelim QuestionButton'da şöyle bir metot var: QuestionButton.prototype.setText = function(txt) { // Eski: // this.textObject.setText(txt); // Yeni: this.textObject.setText(wrapText(txt, 30)); }; —--- Nasıl çalışıyor? wrapText fonksiyonu önce belirttiğiniz maxChars kadar alıyor, en son boşluk karakterinde kırıyor (kelime bütünlüğü bozulmuyor). Boşluk bulunmazsa maxChars tam kırıyor. Geri kalanı döngüyle tekrar işliyor, sonunda \n ile birleştirip Text2’ye teslim ediyor. Bu sayede sorularınız 35 karakteri, şıklarınız ise 30 karakteri aştığında otomatik olarak alt satıra geçecek, taşma probleminden kurtulacaksınız.
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1) Menüdeki Text2 nesnelerini global değişkenlere ata Dosyanın en başına, sınıfların üstünde şu deklarasyonları ekle: js Kopyala Düzenle // Menüdeki buton metinlerini tutacak global referanslar var playText, howToPlayText, languageText, stickmanText; 2) MenuScreen içinde bu global değişkenleri doldur Şu kısmı bul: js Kopyala Düzenle var MenuScreen = Container.expand(function () { var self = Container.call(this); // ... arada background vb ... var playButtonContainer = new Container(); // ... var playButtonBg = playButtonContainer.attachAsset('menu_play',{...}); playButtonBg.alpha = 0.2; // Add "Play" text to play button var playText = new Text2(labels[currentLang].play, {/*...*/}); playText.anchor.set(0.5,0.5); playButtonContainer.addChild(playText); // ... Bunu şöyle değiştir: js Kopyala Düzenle var MenuScreen = Container.expand(function () { var self = Container.call(this); // ... arada background vb ... var playButtonContainer = new Container(); self.addChild(playButtonContainer); var playButtonBg = playButtonContainer.attachAsset('menu_play',{...}); playButtonBg.alpha = 0.2; // global playText referansını doldur playText = new Text2(labels[currentLang].play, {/*...*/}); playText.anchor.set(0.5,0.5); playButtonContainer.addChild(playText); // How To Play var howToPlayContainer = new Container(); self.addChild(howToPlayContainer); var howToPlayButtonBg = howToPlayContainer.attachAsset('menu_howtoplay',{...}); howToPlayButtonBg.alpha = 0.2; // global howToPlayText howToPlayText = new Text2(labels[currentLang].how, {/*...*/}); howToPlayText.anchor.set(0.5,0.5); howToPlayContainer.addChild(howToPlayText); // Language var languageContainer = new Container(); self.addChild(languageContainer); var languageButtonBg = languageContainer.attachAsset('menu_language',{...}); languageButtonBg.alpha = 0.2; // global languageText languageText = new Text2(labels[currentLang].lang, {/*...*/}); languageText.anchor.set(0.5,0.5); languageContainer.addChild(languageText); // Stickman var stickmanContainer = new Container(); self.addChild(stickmanContainer); var stickmanButtonBg = stickmanContainer.attachAsset('menu_stickman',{...}); stickmanButtonBg.alpha = 0.2; // global stickmanText stickmanText = new Text2(labels[currentLang].char, {/*...*/}); stickmanText.anchor.set(0.5,0.5); stickmanContainer.addChild(stickmanText); // ... sonrası event handler, show/hide ... return self; }); Özet: var playText = ... yerine playText = ... (global olarak tanımladığın değişkene atama) yap. Aynı şekilde diğer üç metin için de. 3) Dil menüsü handler’ında artık erişilebilir Artık playText, howToPlayText, languageText ve stickmanText global scope’ta var, handler içinde şöyle kullanabilirsin: js Kopyala Düzenle languageMenu.optionButtons.forEach(function(btn) { btn.down = function(x,y,obj) { if (obj && obj.event) obj.event.stopPropagation(); // currentLang’i güncelle switch(this.optionValue) { case "Türkçe": currentLang="tr"; break; case "English": currentLang="en"; break; case "Español": currentLang="es"; break; case "Deutsch": currentLang="de"; break; case "Français":currentLang="fr"; break; } closeSecondaryMenus(); // Menü etiketlerini yeni dile göre set et playText.setText(labels[currentLang].play); howToPlayText.setText(labels[currentLang].how); languageText.setText(labels[currentLang].lang); stickmanText.setText(labels[currentLang].char); }; }); Bu üç adımı uyguladıktan sonra: playText undefined hatası ortadan kalkacak, setText on undefined hatası da çözülmüş olacak, Dil seçimi yaptığında yalnızca menü metinleri güncellenecek, oyun başlamayacak.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'playText.setText(labels[currentLang].play);' Line Number: 1367
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'playText.setText(labels[currentLang].play);' Line Number: 1365
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Please fix the bug: 'Uncaught ReferenceError: playText is not defined' in or related to this line: 'playText.setText(labels[currentLang].play);' Line Number: 1360
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'setText')' in or related to this line: 'playText.setText(labels[currentLang].play);' Line Number: 1362
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Please fix the bug: 'Uncaught ReferenceError: playText is not defined' in or related to this line: 'playText.setText(labels[currentLang].play);' Line Number: 1230
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2) Dil seçimi handler’ından initGame() ve menuScreen.hide() çağrılarını çıkar Şu anda dil seçip btn.down içinde closeSecondaryMenus(); menuScreen.hide(); initGame(); diyorsun. Bu “Play tuşuna basılmış” hissi yaratıyor. Bunun yerine sadece dil menüsünü kapat, ana menüyü açık bırak ve butonlardaki metinleri güncelle: js Kopyala Düzenle languageMenu.optionButtons.forEach(function(btn) { btn.down = function(x, y, obj) { if (obj && obj.event) obj.event.stopPropagation(); switch (this.optionValue) { case "Türkçe": currentLang = "tr"; break; case "English": currentLang = "en"; break; case "Español": currentLang = "es"; break; case "Deutsch": currentLang = "de"; break; case "Français":currentLang = "fr"; break; } // Sadece dil menüsünü kapat closeSecondaryMenus(); // Menüdeki etiketleri (Play, Language vs) ve sayaç metnini güncelle playText.setText(labels[currentLang].play); howToPlayText.setText(labels[currentLang].how); languageText.setText(labels[currentLang].lang); stickmanText.setText(labels[currentLang].char); // Eğer ekranındaki başka metinler (counterText vb.) varsa, onları da güncelle: counterText.setText( { tr:"Soru: ", en:"Question: ", es:"Pregunta: ", de:"Frage: ", fr:"Question : " }[currentLang] + (currentQuestion+1) + "/" + TOTAL_QUESTIONS ); scoreText.setText( (currentLang==="tr"?"Puan: ":"Score: ") + score ); }; });
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A) Dosyanın en üstüne (tüm sınıflardan önce) Find: (dosyanın en başı) Insert before everything: js Kopyala Düzenle // ——— DİL SEÇİMİ & SORU VERİSİ ——— var currentLang = "tr"; // Başlangıçta Türkçe var questions; // initGame içinde doldurulacak var questionsByLang = { tr: [ { question:"1. Öğrencilerin en sevdiği ders hangisidir?", answers:["Matematik","Coğrafya","Fen Bilgisi","–"], correctIndex:3 }, { question:"2. Çin Seddi nerededir?", answers:["Çin","Meksika","Moğolistan","Mısır"], correctIndex:0 }, /* ...diğer 8 soru... */, { question:"10. Kulakları en büyük hayvan hangisidir?", answers:["Yarasa","Tavşan","Fil","Kedi"], correctIndex:2 } ], en: [ { question:"1. Which subject is students’ favorite?", answers:["Mathematics","Geography","Science","–"], correctIndex:3 }, { question:"2. Where is the Great Wall of China located?", answers:["China","Mexico","Mongolia","Egypt"], correctIndex:0 }, /* ...diğer 8 soru... */, { question:"10. Which animal has the largest ears?", answers:["Bat","Rabbit","Elephant","Cat"], correctIndex:2 } ], es: [], de: [], fr: [] }; // Menü butonları için diller arası metinler var labels = { tr: { play:"Oyna", how:"Nasıl Oynanır", lang:"Dil", char:"Karakter Seç" }, en: { play:"Play", how:"How To Play", lang:"Language", char:"Select Character" }, es: { play:"Jugar", how:"Cómo Jugar", lang:"Idioma", char:"Seleccionar Personaje" }, de: { play:"Spielen", how:"Wie Man Spielt", lang:"Sprache", char:"Charakter Wählen" }, fr: { play:"Jouer", how:"Comment Jouer", lang:"Langue", char:"Choisir Personnage" } }; B) initGame() fonksiyonunun başına Find: function initGame() Insert immediately inside its {: js Kopyala Düzenle // ——— Dil bazlı soruları seç questions = questionsByLang[currentLang]; TOTAL_QUESTIONS = questions.length; (Eski tekil TOTAL_QUESTIONS = 10; satırını kaldırabilirsiniz.) C) loadQuestion(index) içinde sayaç ve skor ayarı Find: satır counterText.setText("Question: ..."); Replace that satırı bütünüyle şu blokla: js Kopyala Düzenle // Sayaç metni var countLabel = { tr:"Soru: ", en:"Question: ", es:"Pregunta: ", de:"Frage: ", fr:"Question : " }[currentLang]; counterText.setText(countLabel + (index+1) + "/" + TOTAL_QUESTIONS); // Skor metni var scoreLabel = (currentLang==="tr") ? "Puan: " : "Score: "; scoreText.setText(scoreLabel + score); D) MenuScreen içindeki Text2 yaratımlarını güncelleyin Find ve replace her biri için: Play js Kopyala Düzenle // bul: new Text2("Play", ...) // değiştir: new Text2(labels[currentLang].play, ...) How To Play js Kopyala Düzenle // bul: new Text2("How To Play", ...) new Text2(labels[currentLang].how, ...) Language js Kopyala Düzenle // bul: new Text2("Language", ...) new Text2(labels[currentLang].lang, ...) Select Character js Kopyala Düzenle // bul: new Text2("Select Character", ...) new Text2(labels[currentLang].char, ...) E) Dil menüsündeki seçeneğe tıklama Bu kısımda zaten btn.down = function... var, onu da şu hale getirin: js Kopyala Düzenle btn.down = function(x,y,obj) { if (obj && obj.event) obj.event.stopPropagation(); // seçime göre currentLang switch(this.optionValue) { case "Türkçe": currentLang="tr"; break; case "English": currentLang="en"; break; case "Español": currentLang="es"; break; case "Deutsch": currentLang="de"; break; case "Français": currentLang="fr"; break; } closeSecondaryMenus(); menuScreen.hide(); initGame(); };
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Aşağıdaki adımları aynen koduna “insert” edeceğin yerleri belirterek yap, soruları henüz eklemiyoruz—sadece dil seçimini hallediyoruz. 1) En başa: currentLang değişkenini tanımla Kodunun en tepesi (örrneğin tüm var Character = ... tanımlarından önce) şunu ekle: js Kopyala Düzenle // ——— DİL SEÇİMİ ——— var currentLang = "tr"; // Default olarak Türkçe 2) SecondarySmallMenu ile dil menüsünü oluştur ve sahneye ekle MenuScreen tanımı bittikten ve menuScreen’i sahneye (game.addChild(menuScreen)) ekledikten hemen sonra, aşağıyı ekle: js Kopyala Düzenle // ——— DİL MENÜSÜ ——— var languageMenu = new SecondarySmallMenu("Dil Seç / Select Language", [ "Türkçe", "English", "Español", "Deutsch", "Français" ]); languageMenu.position.set(2048/2, 2732/2); game.addChild(languageMenu); 3) Menü ekranındaki “Language” butonuna tıklayınca dil menüsünü aç MenuScreen içindeki languageContainer.down = function() { ... } bölümünü şöyle güncelle: js Kopyala Düzenle languageContainer.interactive = true; languageContainer.down = function () { if (!secondaryMenuOpen) { openSecondaryMenu(languageMenu); } }; Not: openSecondaryMenu senin zaten tanımlı fonksiyonun; bu, otomatik olarak secondaryMenuOpen = true da ayarlayacak. 4) Dil menüsündeki her bir seçeneğe tıklanınca currentLang güncelle languageMenu’den hemen sonra, şöyle bir forEach ekle: js Kopyala Düzenle languageMenu.optionButtons.forEach(function(btn) { btn.down = function(x, y, obj) { // Tıklama olayının menüyü tekrar kapatmaması için if (obj && obj.event) obj.event.stopPropagation(); // seçilen yazıya göre currentLang switch (btn.optionValue) { case "Türkçe": currentLang = "tr"; break; case "English": currentLang = "en"; break; case "Español": currentLang = "es"; break; case "Deutsch": currentLang = "de"; break; case "Français": currentLang = "fr"; break; } // Menüleri kapatıp ana menüyü gizle, sonra oyunu başlat closeSecondaryMenus(); menuScreen.hide(); initGame(); }; }); 5) initGame() içinde dil bazlı ayarlama (şimdilik placeholder) Henüz soruları dilleri ayrıştırmadık, ama initGame()’e bu satırı ekle; böylece ileride sorular eklediğinde hazır olur: js Kopyala Düzenle function initGame() { // ... mevcut initGame içeriğin ... // TODO: soruları questionsByLang[currentLang]’den çek // örnek: // TOTAL_QUESTIONS = questionsByLang[currentLang].length; // devam eden kod... } Özet: Nereleri değiştiriyorsun? En Üst → var currentLang = "tr"; MenuScreen eklendikten hemen sonra → var languageMenu = new SecondarySmallMenu(...) + game.addChild(languageMenu); languageContainer.down → openSecondaryMenu(languageMenu); languageMenu.optionButtons.forEach → btn.down = ... switch(btn.optionValue)... initGame → TODO satırı ekle, dilden gelecek soruları çekmek için.
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The problem is that your full-screen “click-to-close” overlay is still being positioned and sized relative to the secondary-menu container, which you’ve centered at (2048/2, 2732/2). So your hit-area of (0,0,2048,2732) actually covers only the lower-right quadrant of the screen (i.e. from the center out). What you need is for the overlay to cover the entire screen in global coordinates. You can do that two ways: 1) Offset the overlay so its (0,0) is the top-left of the screen Right after you create your overlay, set its position to (-screenWidth/2, -screenHeight/2) so that when the menu is centered, the overlay’s hitArea spans all the way to each edge: js Kopyala Düzenle var screenW = 2048, screenH = 2732; var overlay = new Container(); overlay.interactive = true; // move its origin so hitArea(0,0→2048×2732) covers the whole screen overlay.position.set(-screenW/2, -screenH/2); overlay.hitArea = new Rectangle(0, 0, screenW, screenH); overlay.down = function(x,y,obj) { closeSecondaryMenus(); }; self.addChild(overlay); Now, no matter where you click (left, right, top or bottom), you’re still inside that hitArea, and .down() will fire. 2) Use a global-stage overlay instead of nesting under the menu Instead of adding your overlay as a child of the SecondarySmallMenu container, create it at the same level as the menu, so its local coordinates are already screen-wide: js Kopyala Düzenle // somewhere in your init: var globalOverlay = new Container(); globalOverlay.interactive = true; globalOverlay.hitArea = new Rectangle(0, 0, 2048, 2732); globalOverlay.down = function(x,y,obj){ if (secondaryMenuOpen) closeSecondaryMenus(); }; game.addChild(globalOverlay); // add behind everything game.addChild(secondaryMenu); // then add your menu on top This way you don’t have to worry about offsets at all—any click anywhere in that rectangle will close the menu. Either approach will ensure that clicks in any part of the screen (not just the right side) fire your “close” handler. Choose the one that best fits your scene graph.
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'stopPropagation')' in or related to this line: 'obj.event.stopPropagation();' Line Number: 446
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { highScore: 0, totalPlayed: 0 }); /**** * Classes ****/ var Character = Container.expand(function () { var self = Container.call(this); var happyFace = self.attachAsset('characterHappy', { anchorX: 0.5, anchorY: 0.5 }); happyFace.visible = false; var sadFace = self.attachAsset('characterSad', { anchorX: 0.5, anchorY: 0.5 }); sadFace.visible = false; var excitedFace = self.attachAsset('characterExcited', { anchorX: 0.5, anchorY: 0.5 }); excitedFace.visible = false; var neutralFace = self.attachAsset('characterNeutral', { anchorX: 0.5, anchorY: 0.5 }); neutralFace.visible = true; self.showHappy = function () { happyFace.visible = true; sadFace.visible = false; excitedFace.visible = false; neutralFace.visible = false; }; self.showSad = function () { happyFace.visible = false; sadFace.visible = true; excitedFace.visible = false; neutralFace.visible = false; }; self.showExcited = function () { happyFace.visible = false; sadFace.visible = false; excitedFace.visible = true; neutralFace.visible = false; }; self.showNeutral = function () { happyFace.visible = false; sadFace.visible = false; excitedFace.visible = false; neutralFace.visible = true; }; return self; }); var Joker = Container.expand(function (type, icon) { var self = Container.call(this); self.type = type; self.used = false; var background = self.attachAsset('jokerButton', { anchorX: 0.5, anchorY: 0.5 }); var text = new Text2(icon, { size: 50, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); text.anchor.set(0.5, 0.5); self.addChild(text); self.use = function () { if (self.used) { return false; } self.used = true; tween(self, { alpha: 0.4 }, { duration: 100 }); return true; }; self.reset = function () { self.used = false; self.alpha = 1; }; self.down = function (x, y, obj) { if (!self.used && !gameOver && !answerLocked && !menuOpen) { activateJoker(self.type); } }; return self; }); var MenuScreen = Container.expand(function () { var self = Container.call(this); // Menu background var background = self.attachAsset('menuscreen', { anchorX: 0.5, anchorY: 0.5 }); // Play button var playButtonContainer = new Container(); playButtonContainer.position.set(0, -300); self.addChild(playButtonContainer); var playButtonBg = playButtonContainer.attachAsset('menu_play', { anchorX: 0.5, anchorY: 0.5 }); playButtonBg.alpha = 0.2; // Set to 40% opacity (60% transparent) // Add "Play" text to play button var playText = new Text2("Play", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); playText.anchor.set(0.5, 0.5); playButtonContainer.addChild(playText); // How to play button var howToPlayContainer = new Container(); howToPlayContainer.position.set(0, -100); self.addChild(howToPlayContainer); var howToPlayButtonBg = howToPlayContainer.attachAsset('menu_howtoplay', { anchorX: 0.5, anchorY: 0.5 }); howToPlayButtonBg.alpha = 0.2; // Set to 40% opacity (60% transparent) // Add "How To Play" text to how to play button var howToPlayText = new Text2("How To Play", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); howToPlayText.anchor.set(0.5, 0.5); howToPlayContainer.addChild(howToPlayText); // Language button var languageContainer = new Container(); languageContainer.position.set(0, 102); self.addChild(languageContainer); var languageButtonBg = languageContainer.attachAsset('menu_language', { anchorX: 0.5, anchorY: 0.5 }); languageButtonBg.alpha = 0.2; // Set to 40% opacity (60% transparent) // Add "Language" text to language button var languageText = new Text2("Language", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); languageText.anchor.set(0.5, 0.5); languageContainer.addChild(languageText); // Stickman button var stickmanContainer = new Container(); stickmanContainer.position.set(0, 303); self.addChild(stickmanContainer); var stickmanButtonBg = stickmanContainer.attachAsset('menu_stickman', { anchorX: 0.5, anchorY: 0.5 }); stickmanButtonBg.alpha = 0.2; // Set to 40% opacity (60% transparent) // Add "Select Character" text to stickman button var stickmanText = new Text2("Select Character", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); stickmanText.anchor.set(0.5, 0.5); stickmanContainer.addChild(stickmanText); // Handle clicks on all buttons playButtonContainer.interactive = true; playButtonContainer.down = function () { if (secondaryMenuOpen) { return; } // Don't do anything if secondary menu is open self.hide(); initGame(); }; howToPlayContainer.interactive = true; howToPlayContainer.down = function () { if (secondaryMenuOpen) { return; } // Don't do anything if secondary menu is open // For now just log console.log("How To Play clicked"); }; languageContainer.interactive = true; languageContainer.down = function () { if (secondaryMenuOpen) { return; } // Don't do anything if secondary menu is open openSecondaryMenu(languageMenu); }; stickmanContainer.interactive = true; stickmanContainer.down = function () { if (secondaryMenuOpen) { return; } // Don't do anything if secondary menu is open openSecondaryMenu(characterMenu); }; // Show menu self.show = function () { self.visible = true; menuOpen = true; // Set menu state to open }; // Hide menu self.hide = function () { self.visible = false; menuOpen = false; // Set menu state to closed }; return self; }); var PhoneFriendPopup = Container.expand(function () { var self = Container.call(this); // background card var bg = self.attachAsset('phonejokerscreen', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 800 }); bg.tint = 0xF5F5F5; // the single guess text var guessText = new Text2("", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); guessText.anchor.set(0.5, 0.5); guessText.position.set(0, 0); self.addChild(guessText); self.visible = false; // show with the correct answer inserted self.show = function (answer) { guessText.setText('Hmm, I guess the answer is "' + answer + '"!'); self.visible = true; }; self.hide = function () { self.visible = false; }; return self; }); var QuestionButton = Container.expand(function (index, text) { var self = Container.call(this); self.index = index; self.isCorrect = false; self.isSelected = false; self.isEliminated = false; self.isDisabled = false; // Added for second chance joker // Apply additional 7% height increase while keeping width the same var background = self.attachAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5, width: 944, // 924 + 20 = 944 (adding 10px on each side) // Extended by 10 pixels on left and right height: 234, // 224 + 10 = 234 (adding 5px on top and 5px on bottom) shape: 'ellipse' // More rounded shape }); var buttonText = new Text2(text, { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); var overlay = self.attachAsset('correctAnswerOverlay', { anchorX: 0.5, anchorY: 0.5, width: 944, // 924 + 20 = 944 (adding 10px on each side) // Extended by 10 pixels on left and right height: 234, // 224 + 10 = 234 (adding 5px on top and 5px on bottom) shape: 'ellipse' // More rounded shape for overlay }); overlay.alpha = 0; self.setText = function (newText) { buttonText.setText(newText); }; self.setCorrect = function (correct) { self.isCorrect = correct; }; self.markAsCorrect = function () { overlay.tint = 0x00FF00; tween(overlay, { alpha: 0.5 }, { duration: 500 }); }; self.markAsIncorrect = function () { overlay.tint = 0xFF0000; tween(overlay, { alpha: 0.5 }, { duration: 500 }); }; self.reset = function () { overlay.alpha = 0; self.isSelected = false; self.isEliminated = false; self.isDisabled = false; // Reset disabled state self.alpha = 1; // Reset visual appearance back to fully visible }; self.eliminate = function () { if (self.isCorrect) { return false; } self.isEliminated = true; tween(self, { alpha: 0.3 }, { duration: 300 }); return true; }; // New function for second chance joker self.disable = function () { self.isDisabled = true; tween(self, { alpha: 0.3 }, { duration: 300 }); }; self.down = function (x, y, obj) { if (!self.isEliminated && !self.isDisabled && !gameOver && !answerLocked && !menuOpen) { self.isSelected = true; submitAnswer(self.index); } }; return self; }); var SecondarySmallMenu = Container.expand(function (title, options) { var self = Container.call(this); // Create full screen overlay that captures all clicks var overlay = new Container(); overlay.width = 2048; overlay.height = 2732; overlay.position.set(-2048 / 2, -2732 / 2); // Position overlay to cover entire screen overlay.hitArea = new Rectangle(0, 0, 2048, 2732); overlay.interactive = true; overlay.down = function (x, y, obj) { closeSecondaryMenus(); }; self.addChild(overlay); // Create background var background = self.attachAsset('secondarysmallmenu', { anchorX: 0.5, anchorY: 0.5, width: 1200, height: 800 }); // Make background interactive to prevent click events from reaching overlay background.hitArea = new Rectangle(-600, -400, 1200, 800); background.interactive = true; background.down = function (x, y, obj) { // Stop propagation - do nothing when clicking the background if (obj && obj.event && typeof obj.event.stopPropagation === 'function') { obj.event.stopPropagation(); } }; // Create title text var titleText = new Text2(title, { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); titleText.anchor.set(0.5, 0); titleText.position.set(0, -300); self.addChild(titleText); // Create options buttons self.optionButtons = []; for (var i = 0; i < options.length; i++) { var optionContainer = new Container(); optionContainer.position.set(0, -150 + i * 120); var optionBackground = optionContainer.attachAsset('buttonBackground', { anchorX: 0.5, anchorY: 0.5, width: 800, height: 100 }); var optionText = new Text2(options[i], { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); optionText.anchor.set(0.5, 0.5); optionContainer.addChild(optionText); optionContainer.optionValue = options[i]; // Handle button click optionContainer.interactive = true; optionContainer.down = function (x, y, obj) { // Stop propagation to prevent menu from closing immediately if (obj && obj.event && typeof obj.event.stopPropagation === 'function') { obj.event.stopPropagation(); } console.log("Selected option: " + obj.parent.optionValue); self.hide(); secondaryMenuOpen = false; activeSecondaryMenu = null; }; self.optionButtons.push(optionContainer); self.addChild(optionContainer); } self.visible = false; self.show = function () { self.visible = true; secondaryMenuOpen = true; activeSecondaryMenu = self; }; self.hide = function () { self.visible = false; }; return self; }); var Stickman = Container.expand(function () { var self = Container.call(this); // Create stickman assets with appropriate anchors and properties var stickmanhappy = self.attachAsset('stickmanhappy', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmanthinking = self.attachAsset('stickmanthinking', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmandisappointed = self.attachAsset('stickmandisappointed', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmanangry = self.attachAsset('stickmanagry', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var stickmanwinner = self.attachAsset('stickmanwinner', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); // Set all to same position stickmanhappy.position.set(0, 0); stickmanthinking.position.set(0, 0); stickmandisappointed.position.set(0, 0); stickmanangry.position.set(0, 0); stickmanwinner.position.set(0, 0); // Helper function to show only one state function showOnly(target) { stickmanhappy.visible = target === 'happy'; stickmanthinking.visible = target === 'thinking'; stickmandisappointed.visible = target === 'disappointed'; stickmanangry.visible = target === 'angry'; stickmanwinner.visible = target === 'winner'; } // Initialize with thinking visible showOnly('thinking'); // Public methods to change stickman state self.showHappy = function () { showOnly('happy'); }; self.showThinking = function () { showOnly('thinking'); }; self.showDisappointed = function () { showOnly('disappointed'); }; self.showAngry = function () { showOnly('angry'); }; self.showWinner = function () { showOnly('winner'); }; return self; }); var TrollFaces = Container.expand(function () { var self = Container.call(this); var trollFaceHappy = self.attachAsset('trollfacehappy', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var trollFaceSad = self.attachAsset('trollfacesad', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var trollFaceSmile = self.attachAsset('trollfacesmile', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); var trollFaceAngry = self.attachAsset('trollfaceangry', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); // Set all faces to same position trollFaceHappy.position.set(0, 0); trollFaceSad.position.set(0, 0); trollFaceSmile.position.set(0, 0); trollFaceAngry.position.set(0, 0); // Helper function to show only one face function showOnly(target) { trollFaceHappy.visible = target === 'happy'; trollFaceSad.visible = target === 'sad'; trollFaceSmile.visible = target === 'smile'; trollFaceAngry.visible = target === 'angry'; } // Initially only show happy face showOnly('happy'); self.showHappy = function () { showOnly('happy'); }; self.showSad = function () { showOnly('sad'); }; self.showSmile = function () { showOnly('smile'); }; self.showAngry = function () { showOnly('angry'); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB }); /**** * Game Code ****/ // Character images for different emotions/states // Game constants var TOTAL_QUESTIONS = 10; var TIME_PER_QUESTION = 30; // seconds var BUTTON_SPACING = 180; // Game state variables var currentQuestion = 0; var score = 0; var timeLeft = TIME_PER_QUESTION; var gameOver = false; var answerLocked = false; var secondChanceActive = false; // Track if second chance is active for current question var currentCorrectIndex = 0; // Quiz questions var questions = [{ question: "1. Öğrencilerin en sevdiği ders hangisidir?", answers: ["Matematik", "Coğrafya", "Fen Bilgisi", "–"], correctIndex: 3 }, { question: "2. Çin Seddi nerededir?", answers: ["Çin", "Meksika", "Moğolistan", "Mısır"], correctIndex: 0 }, { question: "3. Dinlediğiniz marş hangi ülkenin dilindedir?", answers: ["İngilizce", "Rusça", "Almanca", "İspanyolca"], correctIndex: 1 }, { question: "4. Bogos binted?", answers: ["Evet", "Hayır", "Belki", "Rusça"], correctIndex: 1 }, { question: "5. Hangi “gezegen” dünyayı ısıtır?", answers: ["Güneş", "Jüpiter", "Ay", "Hiçbiri"], correctIndex: 3 }, { question: "6. İkincisinin gelmesi 6 yıl, üçüncüsünün gelmesi 13 yıl süren şey nedir?", answers: ["Avatar", "GTA", "Kargo’nun kargomu teslim etme süresi", "RDR3"], correctIndex: 2 }, { question: "7. Cyberpunk 2077’nin distopik geleceğinde karşılaşılan en korkunç şey hangisidir?", answers: ["Beyne çip takılması", "Hâlâ trap dinlenmesi", "Göz kürenizi çıkarıp yerine vidalı, lazerli sensör takılması", "Çetelerin sokağı ele geçirmesi"], correctIndex: 1 }, { question: "8. Hayatımı düzene sokup spora başlamaya ne zaman karar veririm?", answers: ["Akşam yemeği sırasında", "Günün en verimli saatinde", "Saat 12:00’de", "Gece saat 03:00’te, yataktayken"], correctIndex: 3 }, { question: "9. Tüm diyetler ne zaman başlar?", answers: ["Pazar", "Pazartesi", "Salı", "Çarşamba"], correctIndex: 1 }, { question: "10. Kulakları en büyük hayvan hangisidir?", answers: ["Yarasa", "Tavşan", "Fil", "Kedi"], correctIndex: 2 }]; // Background colors for different questions var backgroundColors = [0x87CEEB, // Sky blue 0x98FB98, // Pale green 0xFFB6C1, // Light pink 0xFFD700, // Gold 0xE6E6FA, // Lavender 0xFFA07A, // Light salmon 0xADD8E6, // Light blue 0xF0E68C, // Khaki 0xD8BFD8, // Thistle 0xAFEEEE // Pale turquoise ]; // Create UI elements var theset = game.addChild(LK.getAsset('theset', { anchorX: 0.5, anchorY: 0.5 })); theset.position.set(2048 / 2 - 30 + 10, 2732 / 2 - 600 + 400 + 100); var mainQuestionBoard = game.addChild(LK.getAsset('mainquestionboard', { anchorX: 0.5, anchorY: 0.5 })); mainQuestionBoard.position.set(2048 / 2 + 135, 2732 / 2 + 430); var questionCard = game.addChild(LK.getAsset('questionCard', { anchorX: 0.5, anchorY: -0.8 })); questionCard.position.set(2048 / 2, 2732 / 2 - 500); var questionText = new Text2("", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); questionText.anchor.set(0.5, 0.5); questionText.position.set(0, 920); questionCard.addChild(questionText); var answerButtons = []; for (var i = 0; i < 4; i++) { var button = new QuestionButton(i, ""); if (i === 0) { // Move button A 500 pixels down and 215 pixels left button.position.set(2048 / 2 - 515, 2732 / 2 - 100 + i * BUTTON_SPACING + 970); } else if (i === 1) { // Move button B 970 pixels down and 400 pixels right, then 20 pixels left button.position.set(2048 / 2 + 510, 2732 / 2 - 100 + i * BUTTON_SPACING + 790); } else if (i === 2) { // Move button C 950 pixels down and 510 pixels left button.position.set(2048 / 2 - 510, 2732 / 2 - 200 + i * BUTTON_SPACING + 1010); } else { button.position.set(2048 / 2 + 515, 2732 / 2 - 200 + i * BUTTON_SPACING + 830); } answerButtons.push(button); game.addChild(button); } // Create jokers var jokers = []; var jokerTypes = ["fifty", "audience", "phone", "second"]; var jokerIcons = ["50/50", "👥", "📞", "🔄"]; for (var i = 0; i < 4; i++) { var joker = new Joker(jokerTypes[i], jokerIcons[i]); joker.position.set(280 + i * 150, 200); jokers.push(joker); game.addChild(joker); } // Create character var character = new Character(); character.position.set(2048 / 2, 2732 - 300); game.addChild(character); // Create timer UI var timerText = new Text2("", { size: 100, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); timerText.anchor.set(0.5, 0.5); timerText.position.set(2048 / 2, 150); game.addChild(timerText); // Create score display var scoreText = new Text2("Score: 0", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); scoreText.anchor.set(1, 0); scoreText.position.set(2048 - 50, 50); game.addChild(scoreText); // Create question counter var counterText = new Text2("Question: 1/" + TOTAL_QUESTIONS, { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); counterText.anchor.set(0, 0); counterText.position.set(205, 50); game.addChild(counterText); // Second chance indicator text var secondChanceText = new Text2("", { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); secondChanceText.anchor.set(0.5, 0.5); secondChanceText.position.set(2048 / 2, 280); game.addChild(secondChanceText); // Create phone a friend popup var phoneFriendPopup = new PhoneFriendPopup(); phoneFriendPopup.position.set(2048 / 2, 2732 / 2); game.addChild(phoneFriendPopup); // Create and add troll faces var trollFaces = new TrollFaces(); trollFaces.position.set(2048 / 2 + 735, 2732 / 2 - 190); game.addChild(trollFaces); // Create and add stickman character var stickman = new Stickman(); stickman.position.set(2048 / 2 - 725, 2732 / 2 - 150); game.addChild(stickman); // Game timer var gameTimer = LK.setInterval(function () { if (gameOver || answerLocked || menuOpen) { return; } timeLeft--; timerText.setText(timeLeft); // Change character expression when time is running low if (timeLeft <= 5) { character.showExcited(); trollFaces.showSmile(); stickman.showAngry(); // Show angry stickman when 5 seconds left } if (timeLeft <= 0) { timeExpired(); } }, 1000); // Game functions function loadQuestion(index) { if (index >= questions.length) { endGame(true); return; } // Change background color game.setBackgroundColor(backgroundColors[index]); var question = questions[index]; questionText.setText(question.question); currentCorrectIndex = question.correctIndex; for (var i = 0; i < 4; i++) { answerButtons[i].setText(question.answers[i]); answerButtons[i].setCorrect(i === question.correctIndex); answerButtons[i].reset(); } timeLeft = TIME_PER_QUESTION; timerText.setText(timeLeft); currentQuestion = index; counterText.setText("Question: " + (currentQuestion + 1) + "/" + TOTAL_QUESTIONS); character.showNeutral(); stickman.showThinking(); // Reset stickman to thinking state for new question secondChanceActive = false; // Reset second chance status for new question secondChanceText.setText(""); // Clear second chance indicator answerLocked = false; } function submitAnswer(index) { if (answerLocked || menuOpen || secondaryMenuOpen) { return; } var correct = index === currentCorrectIndex; // Special handling for second chance joker if (secondChanceActive) { if (correct) { // If correct answer with second chance active, proceed normally answerLocked = true; LK.getSound('correctSound').play(); answerButtons[index].markAsCorrect(); character.showHappy(); trollFaces.showSad(); // Show sad troll face for correct answer score++; // Use millionaire prize tiers based on question number var prizeMoney; switch (currentQuestion) { case 0: prizeMoney = 250; break; case 1: prizeMoney = 500; break; case 2: prizeMoney = 1000; break; case 3: prizeMoney = 2500; break; case 4: prizeMoney = 25000; break; case 5: prizeMoney = 50000; break; case 6: prizeMoney = 100000; break; case 7: prizeMoney = 250000; break; case 8: prizeMoney = 500000; break; case 9: prizeMoney = 1000000; break; default: prizeMoney = 0; } scoreText.setText("Score: " + prizeMoney); // Clear second chance indicator secondChanceActive = false; secondChanceText.setText(""); // Load next question after delay LK.setTimeout(function () { loadQuestion(currentQuestion + 1); }, 1500); } else { // If wrong answer with second chance active, disable only that button LK.getSound('incorrectSound').play(); answerButtons[index].disable(); // Make this button unclickable // Deactivate second chance - one wrong answer protection used secondChanceActive = false; secondChanceText.setText(""); // Clear the indicator // Player can still continue with this question, but will lose on next wrong answer } } else { // Normal answer handling (no second chance active) answerLocked = true; if (correct) { LK.getSound('correctSound').play(); answerButtons[index].markAsCorrect(); character.showHappy(); trollFaces.showSad(); // Show sad troll face for correct answer stickman.showHappy(); // Show happy stickman for correct answer score++; // Use millionaire prize tiers based on question number var prizeMoney; switch (currentQuestion) { case 0: prizeMoney = 250; break; case 1: prizeMoney = 500; break; case 2: prizeMoney = 1000; break; case 3: prizeMoney = 2500; break; case 4: prizeMoney = 25000; break; case 5: prizeMoney = 50000; break; case 6: prizeMoney = 100000; break; case 7: prizeMoney = 250000; break; case 8: prizeMoney = 500000; break; case 9: prizeMoney = 1000000; break; default: prizeMoney = 0; } scoreText.setText("Score: " + prizeMoney); LK.setTimeout(function () { trollFaces.showHappy(); loadQuestion(currentQuestion + 1); }, 2000); } else { LK.getSound('incorrectSound').play(); answerButtons[index].markAsIncorrect(); character.showSad(); trollFaces.showHappy(); // Show happy troll face for wrong answer stickman.showDisappointed(); // Show disappointed stickman for wrong answer // Show correct answer and end game answerButtons[currentCorrectIndex].markAsCorrect(); LK.setTimeout(function () { LK.setTimeout(function () { endGame(false); }, 3000); }, 3000); } } } function timeExpired() { answerLocked = true; character.showSad(); trollFaces.showHappy(); // Show happy troll face when time expires stickman.showDisappointed(); // Show disappointed stickman when time expires // Highlight correct answer answerButtons[currentCorrectIndex].markAsCorrect(); LK.setTimeout(function () { endGame(false); }, 3000); } function activateJoker(type) { var joker = findJokerByType(type); if (!joker || joker.used || menuOpen) { return; } LK.getSound('jokerSound').play(); switch (type) { case "fifty": useFiftyFifty(); joker.use(); break; case "audience": useAudienceHelp(); joker.use(); break; case "phone": usePhoneFriend(); joker.use(); break; case "second": useSecondChance(); // For second chance, we don't mark the joker as used yet // It will be marked as used when the player submits an answer break; } } function findJokerByType(type) { for (var i = 0; i < jokers.length; i++) { if (jokers[i].type === type) { return jokers[i]; } } return null; } function useFiftyFifty() { var eliminated = 0; var attempts = 0; // Try to eliminate two wrong answers while (eliminated < 2 && attempts < 10) { attempts++; var randomIndex = Math.floor(Math.random() * 4); if (answerButtons[randomIndex].eliminate()) { eliminated++; } } } function useAudienceHelp() { // Calculate audience accuracy based on question number // Accuracy decreases as questions get harder var baseAccuracy = 0.99 - currentQuestion * 0.05; for (var i = 0; i < 4; i++) { var percentage; if (i === currentCorrectIndex) { // Correct answer gets higher percentage based on accuracy percentage = Math.floor(baseAccuracy * 100); } else { // Distribute remaining percentage among wrong answers percentage = Math.floor((1 - baseAccuracy) * 33); } // Update button text to show percentage var originalText = questions[currentQuestion].answers[i]; answerButtons[i].setText(originalText + " (" + percentage + "%)"); } // Reset the text after 5 seconds LK.setTimeout(function () { for (var i = 0; i < 4; i++) { answerButtons[i].setText(questions[currentQuestion].answers[i]); } }, 5000); } function usePhoneFriend() { // hide the normal question card questionCard.visible = false; // show our new popup with the real answer var correctAnswer = questions[currentQuestion].answers[currentCorrectIndex]; phoneFriendPopup.show(correctAnswer); // mark the joker used findJokerByType('phone').use(); // Add click handler to close popup when clicked anywhere game.phoneFriendClickHandler = function (x, y, obj) { phoneFriendPopup.hide(); questionCard.visible = true; // Remove the handler by setting it to null game.phoneFriendClickHandler = null; }; // Assign the handler to game's down event game.down = game.phoneFriendClickHandler; // after 5 seconds, hide popup and go back LK.setTimeout(function () { phoneFriendPopup.hide(); questionCard.visible = true; // Remove click handler if timer expires first game.phoneFriendClickHandler = null; }, 5000); } function useSecondChance() { // Only activate if not already active if (!secondChanceActive) { // Mark second chance as active for the current question secondChanceActive = true; // Display second chance status secondChanceText.setText("Second Chance Active 🔄"); secondChanceText.visible = true; // Get the second chance joker var secondChanceJoker = findJokerByType("second"); // Don't mark as used yet - will be used when player makes a selection // We only want to mark it visually as active tween(secondChanceJoker, { alpha: 0.7 }, { duration: 300 }); } } // Phone friend callback has been replaced by direct handling in usePhoneFriend function endGame(completed) { gameOver = true; // Update high score if (score > storage.highScore) { storage.highScore = score; } // Update total games played storage.totalPlayed = (storage.totalPlayed || 0) + 1; // Show game over screen if (completed) { trollFaces.showAngry(); // Show angry troll face when completing all questions stickman.showWinner(); // Show winner stickman when completing all questions LK.setTimeout(function () { LK.showYouWin(); }, 2000); } else { LK.showGameOver(); } } // Create menu screen var menuScreen = new MenuScreen(); menuScreen.position.set(2048 / 2, 2732 / 2); game.addChild(menuScreen); // Create secondary menus var languageMenu = new SecondarySmallMenu("Select Language", ["English", "Spanish", "Turkish", "German", "French"]); languageMenu.position.set(2048 / 2, 2732 / 2); game.addChild(languageMenu); var characterMenu = new SecondarySmallMenu("Select Character", ["Stickman", "Troll Face", "Pepe", "Doge", "Forever Alone"]); characterMenu.position.set(2048 / 2, 2732 / 2); game.addChild(characterMenu); // Track menu states var menuOpen = true; var secondaryMenuOpen = false; var activeSecondaryMenu = null; // Initialize game function initGame() { score = 0; gameOver = false; currentQuestion = 0; secondChanceActive = false; // Reset jokers for (var i = 0; i < jokers.length; i++) { jokers[i].reset(); } // Update score text - starting prize is $0 before first question answered scoreText.setText("Score: " + 0); // Clear second chance text secondChanceText.setText(""); // Reset troll faces trollFaces.showHappy(); // Reset stickman stickman.showThinking(); // Start with first question loadQuestion(0); // Play background music LK.playMusic('backgroundMusic'); } // Initially hide game elements function hideGameElements() { // Hide all game UI elements theset.visible = false; mainQuestionBoard.visible = false; questionCard.visible = false; timerText.visible = false; scoreText.visible = false; counterText.visible = false; character.visible = false; stickman.visible = false; trollFaces.visible = false; secondChanceText.visible = false; // Hide answer buttons and jokers for (var i = 0; i < answerButtons.length; i++) { answerButtons[i].visible = false; } for (var i = 0; i < jokers.length; i++) { jokers[i].visible = false; } } // Show game elements function showGameElements() { // Show all game UI elements theset.visible = true; mainQuestionBoard.visible = true; questionCard.visible = true; timerText.visible = true; scoreText.visible = true; counterText.visible = true; character.visible = true; stickman.visible = true; trollFaces.visible = true; // Show answer buttons and jokers for (var i = 0; i < answerButtons.length; i++) { answerButtons[i].visible = true; } for (var i = 0; i < jokers.length; i++) { jokers[i].visible = true; } } // Initially hide game elements and show menu hideGameElements(); menuScreen.show(); // Function to open secondary menu function openSecondaryMenu(menu) { closeSecondaryMenus(); // Close any existing menu first menu.show(); // This now handles setting secondaryMenuOpen and activeSecondaryMenu } // Function to close all secondary menus function closeSecondaryMenus() { if (activeSecondaryMenu) { activeSecondaryMenu.hide(); activeSecondaryMenu = null; secondaryMenuOpen = false; } } // Add global click handler for game elements game.down = function (x, y, obj) { // Handle phone friend callback if active if (game.phoneFriendClickHandler) { game.phoneFriendClickHandler(x, y, obj); } }; // Modified initGame to show game elements var originalInitGame = initGame; initGame = function initGame() { showGameElements(); originalInitGame(); };
===================================================================
--- original.js
+++ change.js
@@ -178,26 +178,34 @@
stickmanContainer.addChild(stickmanText);
// Handle clicks on all buttons
playButtonContainer.interactive = true;
playButtonContainer.down = function () {
- if (secondaryMenuOpen) return; // Don't do anything if secondary menu is open
+ if (secondaryMenuOpen) {
+ return;
+ } // Don't do anything if secondary menu is open
self.hide();
initGame();
};
howToPlayContainer.interactive = true;
howToPlayContainer.down = function () {
- if (secondaryMenuOpen) return; // Don't do anything if secondary menu is open
+ if (secondaryMenuOpen) {
+ return;
+ } // Don't do anything if secondary menu is open
// For now just log
console.log("How To Play clicked");
};
languageContainer.interactive = true;
languageContainer.down = function () {
- if (secondaryMenuOpen) return; // Don't do anything if secondary menu is open
+ if (secondaryMenuOpen) {
+ return;
+ } // Don't do anything if secondary menu is open
openSecondaryMenu(languageMenu);
};
stickmanContainer.interactive = true;
stickmanContainer.down = function () {
- if (secondaryMenuOpen) return; // Don't do anything if secondary menu is open
+ if (secondaryMenuOpen) {
+ return;
+ } // Don't do anything if secondary menu is open
openSecondaryMenu(characterMenu);
};
// Show menu
self.show = function () {
@@ -553,10 +561,10 @@
/****
* Game Code
****/
-// Game constants
// Character images for different emotions/states
+// Game constants
var TOTAL_QUESTIONS = 10;
var TIME_PER_QUESTION = 30; // seconds
var BUTTON_SPACING = 180;
// Game state variables
@@ -568,47 +576,47 @@
var secondChanceActive = false; // Track if second chance is active for current question
var currentCorrectIndex = 0;
// Quiz questions
var questions = [{
- question: "What is the capital of France?",
- answers: ["Paris", "London", "Berlin", "Madrid"],
+ question: "1. Öğrencilerin en sevdiği ders hangisidir?",
+ answers: ["Matematik", "Coğrafya", "Fen Bilgisi", "–"],
+ correctIndex: 3
+}, {
+ question: "2. Çin Seddi nerededir?",
+ answers: ["Çin", "Meksika", "Moğolistan", "Mısır"],
correctIndex: 0
}, {
- question: "Which planet is known as the Red Planet?",
- answers: ["Venus", "Mars", "Jupiter", "Saturn"],
+ question: "3. Dinlediğiniz marş hangi ülkenin dilindedir?",
+ answers: ["İngilizce", "Rusça", "Almanca", "İspanyolca"],
correctIndex: 1
}, {
- question: "What is the largest mammal on Earth?",
- answers: ["Elephant", "Giraffe", "Blue Whale", "Polar Bear"],
- correctIndex: 2
+ question: "4. Bogos binted?",
+ answers: ["Evet", "Hayır", "Belki", "Rusça"],
+ correctIndex: 1
}, {
- question: "Which of these is not a programming language?",
- answers: ["Java", "Python", "Banana", "Ruby"],
+ question: "5. Hangi “gezegen” dünyayı ısıtır?",
+ answers: ["Güneş", "Jüpiter", "Ay", "Hiçbiri"],
+ correctIndex: 3
+}, {
+ question: "6. İkincisinin gelmesi 6 yıl, üçüncüsünün gelmesi 13 yıl süren şey nedir?",
+ answers: ["Avatar", "GTA", "Kargo’nun kargomu teslim etme süresi", "RDR3"],
correctIndex: 2
}, {
- question: "What year did the Titanic sink?",
- answers: ["1912", "1905", "1920", "1931"],
- correctIndex: 0
-}, {
- question: "Which element has the chemical symbol 'O'?",
- answers: ["Gold", "Oxygen", "Osmium", "Oganesson"],
+ question: "7. Cyberpunk 2077’nin distopik geleceğinde karşılaşılan en korkunç şey hangisidir?",
+ answers: ["Beyne çip takılması", "Hâlâ trap dinlenmesi", "Göz kürenizi çıkarıp yerine vidalı, lazerli sensör takılması", "Çetelerin sokağı ele geçirmesi"],
correctIndex: 1
}, {
- question: "Who painted the Mona Lisa?",
- answers: ["Van Gogh", "Picasso", "Michelangelo", "Leonardo da Vinci"],
+ question: "8. Hayatımı düzene sokup spora başlamaya ne zaman karar veririm?",
+ answers: ["Akşam yemeği sırasında", "Günün en verimli saatinde", "Saat 12:00’de", "Gece saat 03:00’te, yataktayken"],
correctIndex: 3
}, {
- question: "What is the smallest prime number?",
- answers: ["0", "1", "2", "3"],
- correctIndex: 2
+ question: "9. Tüm diyetler ne zaman başlar?",
+ answers: ["Pazar", "Pazartesi", "Salı", "Çarşamba"],
+ correctIndex: 1
}, {
- question: "Which country is home to the kangaroo?",
- answers: ["New Zealand", "South Africa", "Australia", "Brazil"],
+ question: "10. Kulakları en büyük hayvan hangisidir?",
+ answers: ["Yarasa", "Tavşan", "Fil", "Kedi"],
correctIndex: 2
-}, {
- question: "How many sides does a hexagon have?",
- answers: ["5", "6", "7", "8"],
- correctIndex: 1
}];
// Background colors for different questions
var backgroundColors = [0x87CEEB,
// Sky blue