User prompt
üsteki altakini takip edicekti altaki değil
User prompt
habi alta ki masayı üsteki takip edicekti unutun
User prompt
e gene kalsı düzel kalamsı hareket etsin
User prompt
üsteki masa sağda takılı kalıyor bunu düzelt
User prompt
üsteki alandan da redmarble geçe bilsin ce ordan da can azalsın
User prompt
üsteki masa akılı kaldı takılı kalmasın alan içersinde hareket etsin tek istedim şey yukarıda ki masanınoldugu yeerde redmarble dubara değbesin etrafı görünmez bir blok gibi düşün
User prompt
üsteki masanın oldugu yerde redmarble tavana kadar değemesinlütfen
User prompt
yukardaki masa da aşağı daki masa gibi redmarble ye dokuna bilsin
User prompt
yukarda ki masa redmarble aşadki gibi çarppa bilsin
User prompt
üsteki masa aynı zamanda kendi kendine de hareket ede bilsin onu yapay eka kontol etsin
User prompt
hala üsteki masanın üçinden redmarble geçe biliyor çarpa bilsin yukardaki masaya
User prompt
üsteki masa redmarble çarpa bilsin redmarble üsteki masanın içinden geçemesin
User prompt
üsteki masa kendi kendine hareket ede bilsin ama ilk 2 sıraya redmarble yaklaşınca altakinin hareketlerini yapsın
User prompt
hala üsteki masa redmarble ye vuramıyor ama bunu düze vura bilsin
User prompt
üsteki masanın önüne çapsı narkasına değil arkası şefaf olsun önü duvar redmarble öne değdimi geri seksin maa üstün arkasından geçe bilsin
User prompt
yukardaki yapay zeka masası oldugu yerde duruyor hareket emesi lazımdı
User prompt
tamam üsteki yapay zekayı redmarble nin gidecegi veya aşafaki masaya göre yönldendir yapay zeka oynasın yani üstekimasayı
User prompt
yukardaki masa haritadançıkıp yok oluyor öyle bişi istemedim
User prompt
yukardaki masa redmarble nin giti yöne göre sağa sola hareket etsin
User prompt
yukarda ki masa ters çevir
User prompt
yukardaki masanın kedine ait AI sı var o kontol ediyor
User prompt
haritada kalp masa ve redmarble harici diyer asetler yok oldunda oyunu bitir
User prompt
üsteki masayı yaapay zeka kendisi yönetsin redmarble hedefi onu yakalamak amac
User prompt
üsteki masanın ön tarafı görünmez bi duvar ona çarpa bilicek redmarble ama arkasıa çarpamıyacak
/**** * 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; // Reverse direction if masa hits the screen edges if (self.x <= self.width / 2 || self.x >= 2048 - self.width / 2) { self.direction *= -1; } // Check for collision with redmarble on the front side only if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble) && redMarble.y > self.y) { // Collision detected on the front side, handle logic here console.log("Masa caught the redmarble on the front side!"); redMarble.speedY *= -1; // Reverse Y direction of redmarble redMarble.speedX = (Math.random() - 0.5) * 10; // Randomize X direction slightly } // 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.speedX = (Math.random() - 0.5) * 10; // Randomize X direction slightly } else if (self.lastY <= topMasa.y && self.y > topMasa.y && self.intersects(topMasa) && self.x < topMasa.x) { LK.getSound('x').play(); self.speedY *= -1; // Reverse Y direction self.speedX = (Math.random() - 0.5) * 10; // Randomize X direction slightly } 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; // Move masa further down by 100 pixels topMasa.speed = 5; // Set speed for automatic movement topMasa.direction = 1; // Set initial direction for automatic movement game.addChild(topMasa); 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 = 50 + i * (heart.width + 20); // Position hearts with spacing heart.y = 50; // Position hearts at the top left corner game.addChild(heart); hearts.push(heart); } var redMarbles = []; var redMarble = new RedMarble(); // Initialize redMarble in the global scope 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 masa.speed = 0; // Disable automatic movement 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', 'red']; var startX = 50; // Starting X position var startY = 270; // Move assets further down by 100 pixels 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 - 2; col++) { // Restore the first column and remove the rightmost column 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 - 2) * (asset.width + spacingX)) / 2 + col * (asset.width + spacingX); // Center 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(); } // Check if all hearts are lost if (lives === 0 || assets.length === 0) { // 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; // Update score based on collision LK.setScore(LK.getScore() + 100); } } } // 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 and the masa is not the topMasa if (redMarbles.length === 0 && masa !== topMasa) { 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
self.x += self.speed * self.direction;
// Reverse direction if masa hits the screen edges
if (self.x <= self.width / 2 || self.x >= 2048 - self.width / 2) {
self.direction *= -1;
}
// Check for collision with redmarble on the front side only
if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble) && redMarble.y > self.y) {
// Collision detected on the front side, handle logic here
console.log("Masa caught the redmarble on the front side!");
redMarble.speedY *= -1; // Reverse Y direction of redmarble
redMarble.speedX = (Math.random() - 0.5) * 10; // Randomize X direction slightly
}
// 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.speedX = (Math.random() - 0.5) * 10; // Randomize X direction slightly
} else if (self.lastY <= topMasa.y && self.y > topMasa.y && self.intersects(topMasa) && self.x < topMasa.x) {
LK.getSound('x').play();
self.speedY *= -1; // Reverse Y direction
self.speedX = (Math.random() - 0.5) * 10; // Randomize X direction slightly
}
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; // Move masa further down by 100 pixels
topMasa.speed = 5; // Set speed for automatic movement
topMasa.direction = 1; // Set initial direction for automatic movement
game.addChild(topMasa);
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 = 50 + i * (heart.width + 20); // Position hearts with spacing
heart.y = 50; // Position hearts at the top left corner
game.addChild(heart);
hearts.push(heart);
}
var redMarbles = [];
var redMarble = new RedMarble(); // Initialize redMarble in the global scope
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
masa.speed = 0; // Disable automatic movement
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', 'red'];
var startX = 50; // Starting X position
var startY = 270; // Move assets further down by 100 pixels
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 - 2; col++) {
// Restore the first column and remove the rightmost column
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 - 2) * (asset.width + spacingX)) / 2 + col * (asset.width + spacingX); // Center 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();
}
// Check if all hearts are lost
if (lives === 0 || assets.length === 0) {
// 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;
// Update score based on collision
LK.setScore(LK.getScore() + 100);
}
}
}
// 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 and the masa is not the topMasa
if (redMarbles.length === 0 && masa !== topMasa) {
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.