User prompt
yukardaki masa redmarble yi takip edemiyor yukardaki yapay zeka unutma yapa bilrisin
User prompt
üsteki masa redmarble yi takip edip ona göre sağa soal gidip onu yakalamaya çalışsın
User prompt
üsteki masa redmarble ye çapıp geri yolasın
User prompt
harita da ki masalar harici bütün asetler yok oldgunda oyunbiyip bi skor yaz skor redmarble nin diyer asetlere vurmasına göre belirle b uarada yukardaki masa redmarble ye çarpa bilsin aşağıdaki gibi
User prompt
aşagıdan yukarıya üstekimasa redmarble yi içinden geçiriyor ama üsten aşaga geçirmiyor tam terssinin yap
User prompt
redmarble üsteki masanın içinden gçe bilyor geçemesin
User prompt
yukarda ki masa ekrandan çktı ekrandan çıkamasın
User prompt
yukarda ki masa kendi kendine hareket ediyor ya o redmarble nin gitigi yöne göre yön değiştire bilsin
User prompt
yukarda ki masa aşağıdaki masa gibi redmarble ye dokuna bilsin
User prompt
üsteki masa alta ki masanınaltıgı redmarble yi takip edip on vurup geri sektire bilsin
User prompt
üsteki masaya redmarble çarpa bilsin
User prompt
üsteki masaya çapıp aşaga dogru masa onuyolıyabşsşn
User prompt
üsteki masada redmarble ye çapıp yolata bilsn
User prompt
üsteki masa alta ki masanın redmarble yi takip ede bilsin ve ona vurup geri asetlere çaptıra bilsin
User prompt
redmarble masaya çarpıp her şekilde haraket edebilsin sadece 2 şekilde ede biliyor bunu düzelt alta düşe bilsin ama her şekilde yapsın
User prompt
aşagaya değil masa redmarble ye vurusa her alana çarğa bilsin
User prompt
redmarble atıla bilincegi her yöne atılsın hareket ede bilicegi her yere hareket etsin
User prompt
üsteki kendi kendine hareket etsin alta ki etmesin
User prompt
üsteki masa sadece kendi kendine haraket etsin
User prompt
aşada ki masa kendi kendine haraket etmasin
User prompt
üsteki masa kemdi kendine hareket edicek
User prompt
alta ki msaa kendi kendine hareket edemesin
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 üsteki redMarble sil
/****
* 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
// Make topMasa follow redMarble horizontally
if (redMarble.x > self.x) {
self.x += self.speed;
} else if (redMarble.x < self.x) {
self.x -= self.speed;
}
// Ensure topMasa doesn't move out of bounds
self.x = Math.max(self.width / 2, Math.min(2048 - self.width / 2, self.x));
// Check for collision with redmarble
if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble)) {
// Collision detected, handle logic here
console.log("Masa caught the redmarble!");
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)) {
LK.getSound('x').play();
self.speedY *= -1; // Reverse Y direction
self.speedX = (Math.random() - 0.5) * 10; // Randomize X direction slightly
console.log("RedMarble bounced off topMasa!"); // Log the bounce event
}
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
}; ===================================================================
--- original.js
+++ change.js
@@ -90,8 +90,10 @@
self.x += self.speed;
} else if (redMarble.x < self.x) {
self.x -= self.speed;
}
+ // Ensure topMasa doesn't move out of bounds
+ self.x = Math.max(self.width / 2, Math.min(2048 - self.width / 2, self.x));
// Check for collision with redmarble
if (self.lastX <= redMarble.x && self.x > redMarble.x && self.intersects(redMarble)) {
// Collision detected, handle logic here
console.log("Masa caught the 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.