User prompt
hayır diyer asetlerden lap düşerse büyüt masayı
User prompt
lap en üsten silinsin
User prompt
If the table and any other acid other than redmarble touch the table, the size of the table will increase. If the table falls and catches the table, the number of hearts will increase. If the rail falls, 2 can be thrown from the right and left of the table. I have read that these powers will disappear in a certain second.
User prompt
If the table and any acid other than redmarble touch the table, the size of the table will increase for 25 seconds. If the table falls and catches the table, the number of hearts will increase. If the rail falls, 2 can be thrown from the right and left of the table in 10 seconds. tamam belli bi süre dıurıp kaybolsun
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'newFallingObject.x = randomAsset.x;' Line Number: 357
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'newFallingObject.x = randomAsset.x;' Line Number: 355
User prompt
Please fix the bug: 'TypeError: Cannot set properties of undefined (setting 'x')' in or related to this line: 'newFallingObject.x = randomAsset.x;' Line Number: 348
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var newFallingObject = LK.getAsset(randomAsset.assetId, {' Line Number: 343
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var newFallingObject = LK.getAsset(randomAsset.assetId, {' Line Number: 342
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var newFallingObject = LK.getAsset(randomAsset.assetId, {' Line Number: 341
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'length')' in or related to this line: 'var newFallingObject = LK.getAsset(randomAsset.assetId, {' Line Number: 340
User prompt
hayır yanlış anladın diyer asetlerden çıkacaklardı rendım bi şekilde
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'intersects')' in or related to this line: 'if (redMarble.intersects(fallingObject)) {' Line Number: 306
User prompt
lap masa harici ve masa2 , lap, ray bunlar diyer aseterden rendım düşe bilsin redmarble vurdunda onlaın içinden düşe bilsin eğer masa2 düşerse kalpin saısı artsın lap düşerse masa boyutu bira büyüsün eger ray düşerse masa onu yakalarsa masa onu lazer gibi 10 saniye boyunca ata bilsin
User prompt
o 3 kalp bitince oyun game over ekranı versinve tekrar oynana bilinsin
User prompt
diyer asetleri kalp gözükücek şekilde sırala
User prompt
lap üste koy gözüksün
User prompt
en üsyen bir sora eksilt
User prompt
kalbi enüstte 3 tane koy her top aşaga düştünde kalp eksilsin
User prompt
tamam kendi kendine masa hareket etmesin
User prompt
masa The movement of the mouse to the right and left is called "horizontal movement" or "horizontal sliding". yapıla bilinsin
User prompt
redmarble aşada düşüp kaybolana kadar 1 kere atıla bilinsin
User prompt
redmarble masa ata biliyordu
User prompt
masa sadece aşagıda istedim yere tıklayınca oraya gide bilsin
User prompt
redmarble masadan seke bilsindüşerken
/**** * 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 // Removed automatic horizontal movement of masa // 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(); } // Check for collision with masa while falling if (self.lastY <= masa.y && self.y > masa.y && self.intersects(masa)) { self.speedY *= -1; // Reverse Y direction } self.lastY = self.y; }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize lives var lives = 3; var hearts = []; // Add lap image to the top of the screen var lap = LK.getAsset('lap', { anchorX: 0.5, anchorY: 0.5 }); lap.x = 2048 / 2; // Center the lap horizontally lap.y = 50; // Position lap at the top game.addChild(lap); // Add heart images to the top of the screen for (var i = 0; i < lives; i++) { var heart = LK.getAsset('kalp', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 100 + i * (heart.width + 20); // Position hearts with spacing heart.y = 50; // Position hearts at the top game.addChild(heart); hearts.push(heart); } 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); // Decrease a heart if (lives > 0) { lives--; var heartToRemove = hearts.shift(); // Remove the top heart heartToRemove.destroy(); } 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) { masa.x = x; // Move masa to the clicked x position // Shoot a redmarble from the masa only if there are no active redmarbles if (redMarbles.length === 0) { var redMarble = new RedMarble(); redMarble.x = masa.x; redMarble.y = masa.y - masa.height / 2; // Start above the masa redMarbles.push(redMarble); game.addChild(redMarble); } }; game.move = function (x, y, obj) { masa.x = x; // Update masa's x position with mouse movement };
===================================================================
--- original.js
+++ change.js
@@ -136,8 +136,16 @@
****/
// Initialize lives
var lives = 3;
var hearts = [];
+// Add lap image to the top of the screen
+var lap = LK.getAsset('lap', {
+ anchorX: 0.5,
+ anchorY: 0.5
+});
+lap.x = 2048 / 2; // Center the lap horizontally
+lap.y = 50; // Position lap at the top
+game.addChild(lap);
// Add heart images to the top of the screen
for (var i = 0; i < lives; i++) {
var heart = LK.getAsset('kalp', {
anchorX: 0.5,
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.