User prompt
yayınlayamıyorum oyunu yayınlat
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble)) {' Line Number: 120
User prompt
Please fix the bug: 'ReferenceError: redMarble is not defined' in or related to this line: 'if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble)) {' Line Number: 120
User prompt
en üste bir redmarble oluştu onu sil
User prompt
üsteki masa kendi kendine hareket edip benim atım redmarble yi geri ata bilicek
User prompt
alta ki masa benim kendi kendine hareket etmesin
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'x')' in or related to this line: 'if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble)) {' Line Number: 120
User prompt
Please fix the bug: 'ReferenceError: redMarble is not defined' in or related to this line: 'if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble)) {' Line Number: 120
User prompt
en üste hareket eden redmarble yi sil lütfen
User prompt
en üste bir redmarble geldi onu sil üsteki masa redmarble atamıycak
User prompt
nenim atım redmarble yi yakalıya bilicek üsteki masa
User prompt
masa sağa sola hareket edicek
User prompt
öasa biraz daha aşaga ve diyer asetler
User prompt
kalp en üst solda durucak onun dışındaki asetleri
User prompt
masa ve diyer asetleri aşaga indir
User prompt
üste masa koy
User prompt
ortala asetleri
User prompt
üsten alta bir sıra sağdan sil soldakini geri getir
User prompt
soldan bir sıra aseti sil
User prompt
soldan bir sıra sil
User prompt
bi aşaga indir asetleri
User prompt
üsteki masa kendi kendine hareket ede bilcek alta ki sadece benim kontrolümle hareket edicek
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'asset.y = (2732 - (numRows - 1) * (asset.height + spacingY)) / 2 + row * (asset.height + spacingY) + 200; // Center assets vertically and move down by 200 pixels' Line Number: 207
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
Please fix the bug: 'Cannot read properties of undefined (reading 'height')' in or related to this line: 'asset.y = (2732 - (numRows - 1) * (asset.height + spacingY)) / 2 + row * (asset.height + spacingY) + 200; // Center assets vertically and move down by 200 pixels' Line Number: 206
/**** * 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 automatically self.x += self.speed * self.direction; if (self.x <= 0 || self.x >= 2048) { self.direction *= -1; // Reverse direction when hitting screen edges } // Check for collision with other assets and bounce off for (var i = assets.length - 1; i >= 0; i--) { var asset = assets[i]; if (self.intersects(asset)) { self.direction *= -1; // Reverse direction upon collision break; // Exit loop after handling collision } } // 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.destroy(); // Destroy the red marble when caught by masa redMarbles.splice(redMarbles.indexOf(self), 1); } 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 = 150; // Position masa at the top and keep it at the original position var topRedMarble = new RedMarble(); topRedMarble.y = 200; // Position red marble below the top masa and keep it at the original position if (asset) { asset.y = (2732 - (numRows - 1) * (asset.height + spacingY)) / 2 + row * (asset.height + spacingY) + 200; // Center assets vertically and move down by 200 pixels } game.addChild(topMasa); topRedMarble.x = 2048 / 2; // Center the red marble horizontally 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 = []; // Array to track active red marbles for AI masa to catch 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 * (asset.width + spacingX); // Center assets horizontally 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 };
/****
* 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 automatically
self.x += self.speed * self.direction;
if (self.x <= 0 || self.x >= 2048) {
self.direction *= -1; // Reverse direction when hitting screen edges
}
// Check for collision with other assets and bounce off
for (var i = assets.length - 1; i >= 0; i--) {
var asset = assets[i];
if (self.intersects(asset)) {
self.direction *= -1; // Reverse direction upon collision
break; // Exit loop after handling collision
}
}
// 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.destroy(); // Destroy the red marble when caught by masa
redMarbles.splice(redMarbles.indexOf(self), 1);
}
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 = 150; // Position masa at the top and keep it at the original position
var topRedMarble = new RedMarble();
topRedMarble.y = 200; // Position red marble below the top masa and keep it at the original position
if (asset) {
asset.y = (2732 - (numRows - 1) * (asset.height + spacingY)) / 2 + row * (asset.height + spacingY) + 200; // Center assets vertically and move down by 200 pixels
}
game.addChild(topMasa);
topRedMarble.x = 2048 / 2; // Center the red marble horizontally
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 = []; // Array to track active red marbles for AI masa to catch
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 * (asset.width + spacingX); // Center assets horizontally
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
};
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.