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masayada redmarble çapa bilsin
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redmarble bir göster geyle istenilen yere gide bilsin tek yöne değil
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redmarble 1 kere atıla bilinsin ard arda değil düşünce kaybolsun
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redmarble assetslere çarpı yökedip ondan seke bilsin yan ve üüst duvarlara çarpa bilsin
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redmarble diyer asetlere ve duvarlara e masaya çarpa bilicek yan ve üst amma alta çarpamayp düşücek
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duvarlara ve asetler çapıp geri döne bilicek
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tamam duvarlara çarpa bilsin redmarble
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tamam redmarble vurdugunda geri de düşe bilsin
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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
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masa asetini en alt duvara koy
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şimdi duvarın sonuna 1 aset sırası dah dolur
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şimdi en altan 3 sıra sil
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tamam doldur ekranı ya asetlerle
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with acids towards the end of the wall and put 8 rows on top of each other
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duvra kadar 8 sıra diz
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yan yana da diz işte 8 sıra
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tamam 8 sıra yap rendım asetleri
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yan yana diz duvar sonuna kadar
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duvarın sonuna kadar yan kyan asetleri koy üst üste de 8 sıra koy karışık
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masayı koyma yukarıya onun dışında yan yana ve üst üste karışık asetleri yerleştir
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masa harcici asetleri yan yana karışık ve üst üste 8 sıra halinde sırala
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yandaki duvar sonuna kader asetleri sırala
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yana da sıralasan ya duvar sonuna kadar karışık bi şekilde
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bu aseteler üst üste aynı aset olarak kopyalıyorsun ya duvar sonuna gadar geçişlet ve asetleri krıştır etrafta fatklı gözüksünler
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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; }); // Class for the RedMarble var RedMarble = Container.expand(function () { var self = Container.call(this); var redMarbleGraphics = self.attachAsset('redmarble', { anchorX: 0.5, anchorY: 0.5 }); self.speedX = 5; // Horizontal speed of the red marble self.speedY = -10; // Vertical speed of the red marble self.update = function () { self.y += self.speedY; self.x += self.speedX; // Check for collision with top wall if (self.y <= 0) { self.speedY *= -1; // Reverse Y direction } // Check for collision with side walls if (self.x <= 0 || self.x >= 2048) { self.speedX *= -1; // Reverse X direction } // Check if red marble is off-screen if (self.y < -50) { self.destroy(); } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ var redMarbles = []; var assets = []; // Initialize game elements var masa = new Masa(); masa.x = 2048 / 2; // Center the masa horizontally masa.y = 2732 - 50; // Position masa at the bottom wall game.addChild(masa); var currentAge = new Age('Stone Age'); game.addChild(currentAge); var frog = new Frog(); game.addChild(frog); // Fill the screen with assets arranged in a grid pattern 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 = Math.floor((2732 - startY) / (100 + spacingY)); // Calculate number of rows based on screen height var numCols = Math.floor((2048 - startX) / (100 + spacingX)); // Calculate number of columns based on screen width for (var row = 0; row < numRows - 2; row++) { // Adjusted to add one more row at the end // Adjusted to remove the bottom 3 rows for (var col = 0; col < numCols; col++) { var index = (row * numCols + col) % assetIds.length; // Loop through assetIds var id = assetIds[index]; var asset = LK.getAsset(id, { anchorX: 0.5, anchorY: 0.5 }); asset.x = startX + col * (asset.width + spacingX); // Align assets horizontally asset.y = startY + row * (asset.height + spacingY); // Align assets vertically game.addChild(asset); assets.push(asset); } } // Game update loop game.update = function () { currentAge.update(); // Additional game logic // Update redmarble positions and check for collisions for (var i = redMarbles.length - 1; i >= 0; i--) { var redMarble = redMarbles[i]; redMarble.update(); // Check if redmarble is off-screen if (redMarble.y > 2732) { redMarble.destroy(); redMarbles.splice(i, 1); continue; } for (var j = assets.length - 1; j >= 0; j--) { var asset = assets[j]; if (redMarble.intersects(asset)) { asset.destroy(); assets.splice(j, 1); // Reverse direction of redmarble on collision redMarble.speedY *= -1; redMarble.speedX *= -1; } } } // Check if the bottom row is empty and move assets down if (assets.length > 0 && assets[0].y > 2732) { for (var k = 0; k < assets.length; k++) { assets[k].y += 100 + spacingY; } } }; // Event listeners for shooting balls game.down = function (x, y, obj) { if (redMarbles.length === 0) { var newRedMarble = new RedMarble(); newRedMarble.x = masa.x; newRedMarble.y = masa.y; redMarbles.push(newRedMarble); game.addChild(newRedMarble); } };
===================================================================
--- original.js
+++ change.js
@@ -179,8 +179,14 @@
// Update redmarble positions and check for collisions
for (var i = redMarbles.length - 1; i >= 0; i--) {
var redMarble = redMarbles[i];
redMarble.update();
+ // Check if redmarble is off-screen
+ if (redMarble.y > 2732) {
+ redMarble.destroy();
+ redMarbles.splice(i, 1);
+ continue;
+ }
for (var j = assets.length - 1; j >= 0; j--) {
var asset = assets[j];
if (redMarble.intersects(asset)) {
asset.destroy();
@@ -199,10 +205,12 @@
}
};
// Event listeners for shooting balls
game.down = function (x, y, obj) {
- var newRedMarble = new RedMarble();
- newRedMarble.x = masa.x;
- newRedMarble.y = masa.y;
- redMarbles.push(newRedMarble);
- game.addChild(newRedMarble);
+ if (redMarbles.length === 0) {
+ var newRedMarble = new RedMarble();
+ newRedMarble.x = masa.x;
+ newRedMarble.y = masa.y;
+ redMarbles.push(newRedMarble);
+ game.addChild(newRedMarble);
+ }
};
\ No newline at end of file
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.