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
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üsteki masa hariç bütün asetleri bi aşaga indir
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tamam bi aşa indir asetleri
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üsteki masa diyer her asete çarpıp seke bilsin ve asetleri ortala
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benim masam kendi kendine haeket etmiycek üsteki masa redmarble atmıyacak sadece benimkini yakalya bilicek
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yapay zeka üsteki masa sağa sola hareket setsin redmarble atamasın altaki masa benimbenim atım ruvubleyi yakalıya biilsin
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yapay zeka nın atıgı redmarble yi de tuta bilsin ve yapay zeka kendi kendine hareket stsin
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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
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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
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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
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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
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redmarble sadece bir kere asetlere değe bilicekti ondan sonra masaya dönüp tekrar asetlere çarpa bilir
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yapay zekanınmasaına redmarble değe bilicek ve diyer asetlere çaptında redmarble tekrar masadan başlamıycak haritada var olmaya devam edicek ta ki boşluga düşene kadar
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kalp sayıaını azalıcaksın içte masalara redmarble değmeyip boşluga düştügünde
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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
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benim masamkendi kendine hareket edemyeek ama yapay zekanın ki ede bilicek
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yapay zekanun masası kend kendine hareket ede bilicek ti
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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 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
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
}; ===================================================================
--- original.js
+++ change.js
@@ -174,13 +174,13 @@
// 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
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);
-var topRedMarble = new RedMarble();
-topRedMarble.x = 2048 / 2; // Center the red marble horizontally
+topRedMarble.x = 2048 / 2; // Center the red marble horizontally
game.addChild(topRedMarble);
var fallingAssets = ['masa2', 'ray'];
var fallingObjects = [];
var lives = 3;
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.