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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.