User prompt
masayada redmarble çapa bilsin
User prompt
redmarble bir göster geyle istenilen yere gide bilsin tek yöne değil
User prompt
redmarble 1 kere atıla bilinsin ard arda değil düşünce kaybolsun
User prompt
redmarble assetslere çarpı yökedip ondan seke bilsin yan ve üüst duvarlara çarpa bilsin
User prompt
redmarble diyer asetlere ve duvarlara e masaya çarpa bilicek yan ve üst amma alta çarpamayp düşücek
User prompt
duvarlara ve asetler çapıp geri döne bilicek
User prompt
tamam duvarlara çarpa bilsin redmarble
User prompt
tamam redmarble vurdugunda geri de düşe bilsin
User prompt
redmarble masadan atıla bilinir olucak ve diyer asetleri vurdunda koybolucklar ve üsten yeni bi sıra çıkıcak ve e en altaki kople sıra kaybolrusa ilerliycek aşaga dogru ve diyer asetlerin düşüleri gözükücek
User prompt
masa asetini en alt duvara koy
User prompt
şimdi duvarın sonuna 1 aset sırası dah dolur
User prompt
şimdi en altan 3 sıra sil
User prompt
tamam doldur ekranı ya asetlerle
User prompt
with acids towards the end of the wall and put 8 rows on top of each other
User prompt
duvra kadar 8 sıra diz
User prompt
yan yana da diz işte 8 sıra
User prompt
tamam 8 sıra yap rendım asetleri
User prompt
yan yana diz duvar sonuna kadar
User prompt
duvarın sonuna kadar yan kyan asetleri koy üst üste de 8 sıra koy karışık
User prompt
masayı koyma yukarıya onun dışında yan yana ve üst üste karışık asetleri yerleştir
User prompt
masa harcici asetleri yan yana karışık ve üst üste 8 sıra halinde sırala
User prompt
yandaki duvar sonuna kader asetleri sırala
User prompt
yana da sıralasan ya duvar sonuna kadar karışık bi şekilde
User prompt
bu aseteler üst üste aynı aset olarak kopyalıyorsun ya duvar sonuna gadar geçişlet ve asetleri krıştır etrafta fatklı gözüksünler
User prompt
aynı aset renklerini üst üste dimree karışık 8 sıra yap
/**** * Classes ****/ // Class for the different ages var Age = Container.expand(function (age) { var self = Container.call(this); self.age = age; self.resources = []; self.buildings = []; self.characters = []; self.weapons = []; self.score = 0; self.addResource = function (resource) { self.resources.push(resource); }; self.addBuilding = function (building) { self.buildings.push(building); }; self.addCharacter = function (character) { self.characters.push(character); }; self.addWeapon = function (weapon) { self.weapons.push(weapon); }; self.updateScore = function (points) { self.score += points; if (self.score >= 5000) { self.nextAge(); } }; self.nextAge = function () { // Logic for transitioning to the next age }; self.update = function () { // Logic for updating the age }; }); // Class for the Balls in the chain var Ball = Container.expand(function (color) { var self = Container.call(this); var ballGraphics = self.attachAsset('ball_' + color, { anchorX: 0.5, anchorY: 0.5 }); self.color = color; self.update = function () { // Logic for ball movement along the path }; }); // Class for the Ball Chain var BallChain = Container.expand(function () { var self = Container.call(this); self.balls = []; self.addBall = function (ball) { self.balls.push(ball); self.addChild(ball); }; self.update = function () { // Logic for moving the chain and checking for matches }; }); //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Class for the Frog character var Frog = Container.expand(function () { var self = Container.call(this); var frogGraphics = self.attachAsset('frog', { anchorX: 0.5, anchorY: 0.5 }); self.shootBall = function (color) { var ball = new Ball(color); ball.x = self.x; ball.y = self.y; return ball; }; }); var Masa = Container.expand(function () { var self = Container.call(this); var masaGraphics = self.attachAsset('masa', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 5; // Speed of movement self.direction = 1; // 1 for right, -1 for left self.update = function () { // Move masa left and right self.x += self.speed * self.direction; // Check if masa reached the right edge if (self.lastX <= 1948 && self.x > 1948) { self.direction = -1; // Change direction to left } // Check if masa reached the left edge if (self.lastX >= 100 && self.x < 100) { self.direction = 1; // Change direction to right } // Update lastX self.lastX = self.x; }; // Initialize lastX self.lastX = self.x; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize game elements var currentAge = new Age('Stone Age'); game.addChild(currentAge); var frog = new Frog(); game.addChild(frog); // Arrange assets in 8 rows with random asset types var assetIds = ['bilye1', 'bilye10', 'bilye11', 'bilye12', 'bilye14', 'bilye15', 'bilye16', 'bilye3', 'bilye4', 'bilye5', 'bilye6', 'bilye7', 'bilye9', 'biyye8', 'f', 'frog', 'red']; var startX = 50; // Starting X position var startY = 50; // Starting Y position var spacingX = 20; // Horizontal spacing between assets var spacingY = 20; // Vertical spacing between assets var numRows = 8; // Number of rows var numCols = Math.ceil(assetIds.length / numRows); // Number of columns for (var row = 0; row < numRows; row++) { for (var col = 0; col < numCols; col++) { var index = row * numCols + col; if (index >= assetIds.length) { break; } var id = assetIds[index]; var asset = LK.getAsset(id, { anchorX: 0.5, anchorY: 0.5 }); asset.x = startX + col * (asset.width + spacingX); asset.y = startY + row * (asset.height + spacingY); game.addChild(asset); } } // Game update loop game.update = function () { currentAge.update(); // Additional game logic }; // Event listeners for shooting balls game.down = function (x, y, obj) { var colors = ['red', 'blue', 'green', 'yellow', 'purple']; // Define colors array var color = colors[Math.floor(Math.random() * colors.length)]; var newBall = frog.shootBall(color); newBall.x = x; newBall.y = y; game.addChild(newBall); };
===================================================================
--- original.js
+++ change.js
@@ -115,22 +115,31 @@
var currentAge = new Age('Stone Age');
game.addChild(currentAge);
var frog = new Frog();
game.addChild(frog);
-// Arrange assets in a horizontal line extending to the right wall
+// Arrange assets in 8 rows with random asset types
var assetIds = ['bilye1', 'bilye10', 'bilye11', 'bilye12', 'bilye14', 'bilye15', 'bilye16', 'bilye3', 'bilye4', 'bilye5', 'bilye6', 'bilye7', 'bilye9', 'biyye8', 'f', 'frog', 'red'];
var startX = 50; // Starting X position
var startY = 50; // Starting Y position
var spacingX = 20; // Horizontal spacing between assets
-for (var i = 0; i < assetIds.length; i++) {
- var id = assetIds[i];
- var asset = LK.getAsset(id, {
- anchorX: 0.5,
- anchorY: 0.5
- });
- asset.x = startX + i * (asset.width + spacingX);
- asset.y = startY;
- game.addChild(asset);
+var spacingY = 20; // Vertical spacing between assets
+var numRows = 8; // Number of rows
+var numCols = Math.ceil(assetIds.length / numRows); // Number of columns
+for (var row = 0; row < numRows; row++) {
+ for (var col = 0; col < numCols; col++) {
+ var index = row * numCols + col;
+ if (index >= assetIds.length) {
+ break;
+ }
+ var id = assetIds[index];
+ var asset = LK.getAsset(id, {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ asset.x = startX + col * (asset.width + spacingX);
+ asset.y = startY + row * (asset.height + spacingY);
+ game.addChild(asset);
+ }
}
// Game update loop
game.update = function () {
currentAge.update();
RENKLİ CAM MİSKET. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
RENKLİ CAM MİSKET. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
COLORED GLASS MARBLE. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
COLORED GLASS MARBLE. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
COLORED GLASS MARBLE. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
COLORED GLASS MARBLE. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
COLORED GLASS MARBLE. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
COLORED GLASS MARBLE. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
red marble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
long thick horizontal bar. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
heart. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.