User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'y')' in or related to this line: 'topRedMarble.y = 200; // Position red marble below the top masa and keep it at the original position' Line Number: 204
User prompt
üsteki masa hariç bütün asetleri bi aşaga indir
User prompt
tamam bi aşa indir asetleri
User prompt
üsteki masa diyer her asete çarpıp seke bilsin ve asetleri ortala
User prompt
benim masam kendi kendine haeket etmiycek üsteki masa redmarble atmıyacak sadece benimkini yakalya bilicek
User prompt
yapay zeka üsteki masa sağa sola hareket setsin redmarble atamasın altaki masa benimbenim atım ruvubleyi yakalıya biilsin
User prompt
yapay zeka nın atıgı redmarble yi de tuta bilsin ve yapay zeka kendi kendine hareket stsin
User prompt
tamam yapay zekanın masası kendi kendine hareket edtsin ve benim redmarble mi yakalamaya çalısın
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solda 3 kalp var ya hani oyun onlar 0 a indiginde biticek
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düzelt şu kodu artık benim atım redmarble 3 kere yere düşünce kalpleri da ona göre azalıcaksın game ovaer de ona göre biticek yapay zeka redmarble atamıycak sadece ben ata bilicem
User prompt
game over ekranını düzelt sol süteki kap sayısı 0 a inerse game over ekranı vericeksin
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hala benim atıgım redmarble 1 kere düştügünde game over ekranı veriyorsun bunu kaldır 3 kere düşerse vericeksin ve game over ekranını tekrar düzenle her vurulan top aset için puan yaz yapay zeka redmarble atamasın sadece ben ata bileyim
User prompt
3 kere redmarble nin yere düşme hakkı var solda ki kalp bunu temsil ediyor 1 kere düşerse değil 3 kere düşerse game over ekranı ver ve her masa harici redmarble nin vrudugu asetler için bir pua sistemikoy ve bunu gameover ekranına yerleştir
User prompt
yapay zekann bir redmarble si olmasın benim atıgımı yakalamaya çalışsın
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sol üste ki kalp sayıları bitince oyun biticek sağdaki kalpleri kaldır
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kalp sayıları azalınca game over verceksin
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çarpınca redmarble haritada var olsun herhangi bi asete çaptında kaybolmasın harita da var oal bilsin
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hayır 1 kere çarptıktan sonra redmarble haritada var olsun masaya dönsün sonra geri diyer asetlere çapsın
User prompt
redmarble sadece bir kere asetlere değe bilicekti ondan sonra masaya dönüp tekrar asetlere çarpa bilir
User prompt
yapay zekanınmasaına redmarble değe bilicek ve diyer asetlere çaptında redmarble tekrar masadan başlamıycak haritada var olmaya devam edicek ta ki boşluga düşene kadar
User prompt
kalp sayıaını azalıcaksın içte masalara redmarble değmeyip boşluga düştügünde
User prompt
her redmarble yi atıgımda yapay zekanın masası onu yakalmak için yön değiştrire bilicek eger o yakalaymasa sağda ki kalp azalıcak ben düşürüsem solda ki kalp azalıcak
User prompt
benim masamkendi kendine hareket edemyeek ama yapay zekanın ki ede bilicek
User prompt
yapay zekanun masası kend kendine hareket ede bilicek ti
User prompt
beniö masam kendi kendine hareket edemesin ben etiriyorum ya
/**** * 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 towards the red marble if (redMarbles.length > 0) { var targetMarble = redMarbles[0]; if (self.x < targetMarble.x) { self.x += self.speed; } else if (self.x > targetMarble.x) { self.x -= self.speed; } } // Update lastX self.lastX = self.x; // Laser shooting logic if (self.enableLaser) { // Logic to shoot laser // For simplicity, assume laser is a straight line from masa var laser = new Graphics(); laser.lineStyle(5, 0xff0000, 1); laser.moveTo(self.x, self.y); laser.lineTo(self.x, 0); game.addChild(laser); // Check for collisions with assets for (var i = assets.length - 1; i >= 0; i--) { var asset = assets[i]; if (asset.x >= self.x - 5 && asset.x <= self.x + 5 && asset.y < self.y) { asset.destroy(); assets.splice(i, 1); } } // Remove laser after a short duration LK.setTimeout(function () { laser.destroy(); }, 100); } }; // 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) { LK.getSound('x').play(); self.speedY *= -1; // Reverse Y direction } // Check for collision with side walls if (self.x <= 0 || self.x >= 2048) { LK.getSound('x').play(); 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)) { LK.getSound('x').play(); 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 game elements var topMasa = new Masa(); topMasa.x = 2048 / 2; // Center the masa horizontally topMasa.y = 50; // Position masa at the top game.addChild(topMasa); var topRedMarble = new RedMarble(); topRedMarble.x = 2048 / 2; // Center the red marble horizontally topRedMarble.y = 100; // Position red marble below the top masa game.addChild(topRedMarble); var fallingAssets = ['masa2', 'ray']; var fallingObjects = []; var lives = 3; var hearts = []; // 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']; var startX = 50; // Starting X position var startY = 150; // Adjusted starting Y position to ensure hearts are visible var spacingX = 20; // Horizontal spacing between assets var spacingY = 20; // Vertical spacing between assets var numRows = Math.floor((2732 - startY) / (100 + spacingY)) + 2; // Calculate number of rows based on screen height and add two more rows var numCols = Math.floor((2048 - startX) / (100 + spacingX)); // Calculate number of columns based on screen width for (var row = 1; row < numRows - 5; row++) { // Start from the second row to remove the topmost row // Adjusted to add one more row at the end // Adjusted to remove the bottom 3 rows for (var col = 0; col < numCols - 1; 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 = (2048 - (numCols - 1) * (asset.width + spacingX)) / 2 + (col + 1) * (asset.width + spacingX); // Shift assets one position to the right 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(); } // Check if all hearts are lost if (lives === 0 || assets.length === 0) { // Display scores for each player var playerScores = "Player 1: " + currentAge.score + "\nPlayer 2: " + (5000 - currentAge.score); var playerScoreText = new Text2(playerScores, { size: 100, fill: 0xFFFFFF }); playerScoreText.anchor.set(0.5, 0.5); LK.gui.center.addChild(playerScoreText); // Trigger game over screen LK.showGameOver(); // Display final score var finalScore = LK.getScore(); var scoreText = new Text2('Final Score: ' + finalScore, { size: 150, fill: 0xFFFFFF }); scoreText.anchor.set(0.5, 0.5); LK.gui.center.addChild(scoreText); // Reset game state lives = 3; hearts = []; for (var h = 0; h < lives; h++) { var newHeart = LK.getAsset('kalp', { anchorX: 0.5, anchorY: 0.5 }); newHeart.x = 100 + h * (newHeart.width + 20); newHeart.y = 50; game.addChild(newHeart); hearts.push(newHeart); } } continue; } for (var j = assets.length - 1; j >= 0; j--) { var asset = assets[j]; if (redMarble.intersects(asset)) { // Removed masa size increase when intersecting with assets asset.destroy(); assets.splice(j, 1); // Reverse direction of redmarble on collision redMarble.speedY *= -1; LK.getSound('x').play(); redMarble.speedX *= -1; } } } // Handle falling assets for (var f = fallingObjects.length - 1; f >= 0; f--) { var fallingObject = fallingObjects[f]; fallingObject.y += 5; // Falling speed // Check if fallingObject is off-screen if (fallingObject.y > 2732) { fallingObject.destroy(); fallingObjects.splice(f, 1); continue; } // Check for collision with redmarble if (redMarble && redMarble.intersects(fallingObject)) { if (fallingObject.assetId === 'masa2') { if (fallingObject.lastY <= masa.y && fallingObject.y > masa.y && fallingObject.intersects(masa)) { if (lives < 3) { lives++; var newHeart = LK.getAsset('kalp', { anchorX: 0.5, anchorY: 0.5 }); newHeart.x = 100 + (lives - 1) * (newHeart.width + 20); newHeart.y = 50; game.addChild(newHeart); hearts.push(newHeart); } // Increase masa size when masa catches a falling masa2 masa.scaleX *= 1.1; masa.scaleY *= 1.1; } } else if (fallingObject.assetId === 'lap') { // Check for intersection with red marble if (fallingObject.lastWasIntersectingRedMarble === false && fallingObject.intersects(redMarble)) { fallingObject.speedY = 10; // Increase falling speed } fallingObject.lastWasIntersectingRedMarble = fallingObject.intersects(redMarble); if (fallingObject.lastWasIntersectingMasa === false && fallingObject.intersects(masa)) { // Increase masa size only when masa catches a falling lap masa.scaleX *= 1.1; masa.scaleY *= 1.1; fallingObject.destroy(); // Ensure lap is destroyed after being caught fallingObjects.splice(f, 1); } fallingObject.lastWasIntersectingMasa = fallingObject.intersects(masa); } else if (fallingObject.assetId === 'ray') { if (fallingObject.lastY <= masa.y && fallingObject.y > masa.y && fallingObject.intersects(masa)) { // Enable shooting two rays from the sides of the table var leftRay = new Graphics(); leftRay.lineStyle(5, 0xff0000, 1); leftRay.moveTo(masa.x - masa.width / 2, masa.y); leftRay.lineTo(masa.x - masa.width / 2, 0); game.addChild(leftRay); var rightRay = new Graphics(); rightRay.lineStyle(5, 0xff0000, 1); rightRay.moveTo(masa.x + masa.width / 2, masa.y); rightRay.lineTo(masa.x + masa.width / 2, 0); game.addChild(rightRay); // Remove rays after a short duration LK.setTimeout(function () { leftRay.destroy(); rightRay.destroy(); }, 1000); } // Enable laser shooting for 10 seconds masa.enableLaser = true; LK.setTimeout(function () { masa.enableLaser = false; }, 10000); } fallingObject.destroy(); fallingObjects.splice(f, 1); } } // Randomly add new falling assets if (LK.ticks % 180 === 0) { // Removed the falling behavior of the 'lap' object // Every 3 seconds var randomIndex = Math.floor(Math.random() * assets.length); if (randomIndex !== undefined && assets[randomIndex]) { if (randomIndex !== undefined && assets[randomIndex]) { var randomAsset = assets[randomIndex]; if (randomAsset && randomAsset.assetId) { var newFallingObject = LK.getAsset(randomAsset.assetId, { anchorX: 0.5, anchorY: 0.5 }); if (newFallingObject) { newFallingObject.x = randomAsset.x; newFallingObject.y = randomAsset.y; newFallingObject.assetId = randomAsset.assetId; game.addChild(newFallingObject); fallingObjects.push(newFallingObject); } } } } if (newFallingObject) { newFallingObject.x = randomAsset.x; newFallingObject.y = randomAsset.y; newFallingObject.assetId = randomAsset.assetId; game.addChild(newFallingObject); fallingObjects.push(newFallingObject); } } // 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
@@ -83,14 +83,15 @@
});
self.speed = 5; // Speed of movement
self.direction = 1; // 1 for right, -1 for left
self.update = function () {
- // Move masa left and right
- // Move masa left and right
- if (self.isAI) {
- self.x += self.speed * self.direction;
- if (self.x <= 0 || self.x >= 2048) {
- self.direction *= -1; // Reverse direction when hitting the screen edges
+ // Move masa towards the red marble
+ if (redMarbles.length > 0) {
+ var targetMarble = redMarbles[0];
+ if (self.x < targetMarble.x) {
+ self.x += self.speed;
+ } else if (self.x > targetMarble.x) {
+ self.x -= self.speed;
}
}
// Update lastX
self.lastX = self.x;
@@ -115,21 +116,8 @@
LK.setTimeout(function () {
laser.destroy();
}, 100);
}
- // Check for collision with red marble
- if (self.lastY <= topRedMarble.y && self.y > topRedMarble.y && self.intersects(topRedMarble)) {
- if (aiLives > 0) {
- aiLives--;
- var aiHeartToRemove = aiHearts.shift(); // Remove the rightmost heart
- aiHeartToRemove.destroy();
- }
- if (aiLives === 0) {
- // AI loses, trigger game over
- console.log("AI lost all lives!");
- LK.showGameOver();
- }
- }
};
// Initialize lastX
self.lastX = self.x;
});
@@ -144,18 +132,8 @@
self.speedY = -10; // Vertical speed of the red marble
self.update = function () {
self.y += self.speedY;
self.x += self.speedX;
- // AI masa changes direction to catch red marble
- if (topMasa.isAI) {
- if (self.x < topMasa.x) {
- topMasa.direction = -1; // Move left
- } else if (self.x > topMasa.x) {
- topMasa.direction = 1; // Move right
- }
- // Adjust speed to catch the red marble
- topMasa.speed = Math.abs(self.x - topMasa.x) / 10;
- }
// Check for collision with top wall
if (self.y <= 0) {
LK.getSound('x').play();
self.speedY *= -1; // Reverse Y direction
@@ -166,52 +144,15 @@
self.speedX *= -1; // Reverse X direction
}
// Check if red marble is off-screen
if (self.y < -50) {
- if (self.lastY > masa.y) {
- // Check if the red marble missed the player's masa
- if (lives > 0) {
- lives--;
- var heartToRemove = hearts.shift(); // Remove the top heart
- heartToRemove.destroy();
- }
- if (lives === 0) {
- // Player loses, trigger game over
- console.log("Player lost all lives!");
- // Display scores for each player
- var playerScores = "Player 1: " + currentAge.score + "\nAssets Hit Score: " + score;
- var playerScoreText = new Text2(playerScores, {
- size: 100,
- fill: 0xFFFFFF
- });
- playerScoreText.anchor.set(0.5, 0.5);
- LK.gui.center.addChild(playerScoreText);
- LK.showGameOver();
- return; // Stop further execution to prevent errors
- }
- }
self.destroy();
}
// Check for collision with masa while falling
if (self.lastY <= masa.y && self.y > masa.y && self.intersects(masa)) {
LK.getSound('x').play();
self.speedY *= -1; // Reverse Y direction
}
- // Check for collision with assets
- for (var i = assets.length - 1; i >= 0; i--) {
- var asset = assets[i];
- if (self.intersects(asset)) {
- asset.destroy();
- score += 10; // Increase score by 10 for each asset hit
- assets.splice(i, 1);
- LK.getSound('x').play();
- // Reset red marble's position and speed after hitting an asset
- self.speedY *= -1; // Reverse Y direction
- self.speedX *= -1; // Reverse X direction
- self.lastY = self.y; // Update lastY to prevent immediate re-collision
- break; // Exit loop after handling collision
- }
- }
self.lastY = self.y;
};
});
@@ -226,15 +167,14 @@
* Game Code
****/
// Initialize game elements
var topMasa = new Masa();
-topMasa.isAI = true;
topMasa.x = 2048 / 2; // Center the masa horizontally
-topMasa.y = 150; // Move masa down by 50 pixels
+topMasa.y = 50; // Position masa at the top
game.addChild(topMasa);
var topRedMarble = new RedMarble();
topRedMarble.x = 2048 / 2; // Center the red marble horizontally
-topRedMarble.y = 150; // Move red marble down by 50 pixels
+topRedMarble.y = 100; // Position red marble below the top masa
game.addChild(topRedMarble);
var fallingAssets = ['masa2', 'ray'];
var fallingObjects = [];
var lives = 3;
@@ -252,11 +192,9 @@
}
var redMarbles = [];
var assets = [];
// Initialize game elements
-var score = 0; // Initialize score for hitting assets
var masa = new Masa();
-masa.isAI = false;
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');
@@ -270,13 +208,13 @@
var spacingX = 20; // Horizontal spacing between assets
var spacingY = 20; // Vertical spacing between assets
var numRows = Math.floor((2732 - startY) / (100 + spacingY)) + 2; // Calculate number of rows based on screen height and add two more rows
var numCols = Math.floor((2048 - startX) / (100 + spacingX)); // Calculate number of columns based on screen width
-for (var row = 2; row < numRows - 5; row++) {
- // Start from the third row to remove the topmost two rows
+for (var row = 1; row < numRows - 5; row++) {
+ // Start from the second row to remove the topmost row
// Adjusted to add one more row at the end
// Adjusted to remove the bottom 3 rows
- for (var col = 0; col < numCols - 2; col++) {
+ for (var col = 0; col < numCols - 1; col++) {
var index = (row * numCols + col) % assetIds.length; // Loop through assetIds
var id = assetIds[index];
var asset = LK.getAsset(id, {
anchorX: 0.5,
@@ -297,66 +235,62 @@
var redMarble = redMarbles[i];
redMarble.update();
// Check if redmarble is off-screen
if (redMarble.y > 2732) {
- if (lives > 0) {
- lives--;
- var heartToRemove = hearts.shift(); // Remove the top heart
- heartToRemove.destroy();
- }
- if (lives === 0) {
- // Player loses, trigger game over
- console.log("Player lost all lives!");
- // Display scores for each player
- var playerScores = "Player 1: " + currentAge.score + "\nAssets Hit Score: " + score;
- var playerScoreText = new Text2(playerScores, {
- size: 100,
- fill: 0xFFFFFF
- });
- playerScoreText.anchor.set(0.5, 0.5);
- LK.gui.center.addChild(playerScoreText);
- LK.showGameOver();
- return; // Stop further execution to prevent errors
- }
redMarble.destroy();
redMarbles.splice(i, 1);
// Decrease a heart
if (lives > 0) {
lives--;
var heartToRemove = hearts.shift(); // Remove the top heart
heartToRemove.destroy();
}
- // Decrease a heart
- if (lives > 0) {
- lives--;
- var heartToRemove = hearts.shift(); // Remove the top heart
- heartToRemove.destroy();
- }
// Check if all hearts are lost
- if (lives === 0) {
+ if (lives === 0 || assets.length === 0) {
// Display scores for each player
- var playerScores = "Player 1: " + currentAge.score + "\nPlayer 2: " + (5000 - currentAge.score) + "\nAssets Hit Score: " + score;
+ var playerScores = "Player 1: " + currentAge.score + "\nPlayer 2: " + (5000 - currentAge.score);
var playerScoreText = new Text2(playerScores, {
size: 100,
fill: 0xFFFFFF
});
playerScoreText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(playerScoreText);
// Trigger game over screen
LK.showGameOver();
- return; // Stop further execution to prevent errors
+ // Display final score
+ var finalScore = LK.getScore();
+ var scoreText = new Text2('Final Score: ' + finalScore, {
+ size: 150,
+ fill: 0xFFFFFF
+ });
+ scoreText.anchor.set(0.5, 0.5);
+ LK.gui.center.addChild(scoreText);
+ // Reset game state
+ lives = 3;
+ hearts = [];
+ for (var h = 0; h < lives; h++) {
+ var newHeart = LK.getAsset('kalp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ newHeart.x = 100 + h * (newHeart.width + 20);
+ newHeart.y = 50;
+ game.addChild(newHeart);
+ hearts.push(newHeart);
+ }
}
continue;
}
for (var j = assets.length - 1; j >= 0; j--) {
var asset = assets[j];
if (redMarble.intersects(asset)) {
+ // Removed masa size increase when intersecting with assets
asset.destroy();
assets.splice(j, 1);
+ // Reverse direction of redmarble on collision
+ redMarble.speedY *= -1;
LK.getSound('x').play();
- redMarble.destroy(); // Destroy red marble on collision
- redMarbles.splice(i, 1);
- break; // Exit loop after destroying red marble
+ redMarble.speedX *= -1;
}
}
}
// Handle falling assets
@@ -471,10 +405,10 @@
};
// 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 and masa is not AI
- if (redMarbles.length === 0 && !masa.isAI) {
+ // 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);
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.