User prompt
en üsyen 1 sırayı da sil
User prompt
en sağdan 2 sıra aseti de sil
User prompt
üsyeki masa ve bütün asetleri bi tık aşaga indir
User prompt
redmarble yere düşünce kalp azalıcak
User prompt
diyer asetleden sekip masa ya çarpıp geri döne bilicekti
User prompt
en üsten değil sadece en alta ki duvara redmarble ler çapınca kaybolsun ve sadece masa hariç diyer asetlere çarpınca hangi masa atıysa onun redmarble si ona dönsün
User prompt
haır diter asetler değinsce kayboup masalardan başalmasın redmarble hala haritada var olsun ta ki en aşaga dişene kadar
User prompt
seke bilme özeligini unutun sadece aşagı dvar oalrak göriyecekti ve redmarble ler seke bilicekti
User prompt
yukarı atıyor hala aşagı atıcak
User prompt
yapay zekanın redmarble si aşa dogru atılsın yukarı değil
User prompt
benim redmarble de apay zekanın masasına çarpa bilsin
User prompt
yapay zekanın tarafına ve benim tarafıma ayrı ayrı skor koy vurdugumuz aset sayısına gre game ovr ekranına ayrı ayrı yapay zkaya ve bana ayrı bir puan ayarla yapay zekenın adı you onun benim ki you = koyarak skorları yaz işte
User prompt
yapay zekanın masası kendi kendine haraket ede biliyor benimkisi kontole
User prompt
benim masam kendi kendine haraket edemesin
User prompt
diyer asetlerde biraz aşaga gelsin kalpler hariz
User prompt
biraz daha aşaga
User prompt
yukarda ki masa kalplerin aşasıan gelsin
User prompt
yuakrda ki masa ile nütün asetler bi tık aşaga gelsin
User prompt
bu arada yapay zekanın da canı kalp sayısı azalsın
User prompt
sen benim kalplerim bitinde oyunu bitiricektin unutun mu
User prompt
game over ekranını kalpler bitince ver yapay ekanın kalbi sağ benim ki soldaki bir puanlama sistemi yaz yapay zekanın ki ayrı benimki ayrı ve skoru gamer over ekranı bitince ayrı ayrı yaz ve haritadaki masa hariç bütün asetler kayboluncada oyunu bitirip skor yaz
User prompt
redmarble sadece bir asete değdinde maslra geri dönsün
User prompt
yapay zekanın redmarble si de diyer asetlere değdinde asetler yok olsun
User prompt
ve yapay zekada benimle top ata bilsin sadece
User prompt
hala game over ekranını bbenim topum dfüşünce veriyorsun hayır kalp bitinde oyunu bitiriceksin
/**** * 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; if (self.x <= 0 || self.x >= 2048) { self.direction *= -1; // Reverse direction at screen edges } // 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); } // Check for collision with red marble if (self.lastY <= topRedMarble.y && self.y > topRedMarble.y && self.intersects(topRedMarble)) { if (aiLives > 0) { aiLives--; var aiHeartToRemove = aiHearts.shift(); // Remove the rightmost heart aiHeartToRemove.destroy(); } if (aiLives === 0) { // AI loses, trigger game over console.log("AI lost all lives!"); LK.showGameOver(); } } }; // Initialize lastX self.lastX = self.x; }); // 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 } // Check for collision with assets for (var i = assets.length - 1; i >= 0; i--) { var asset = assets[i]; if (self.intersects(asset)) { asset.destroy(); assets.splice(i, 1); LK.getSound('x').play(); // Return red marble to masa self.x = masa.x; self.y = masa.y - masa.height / 2; self.speedX = 0; self.speedY = -10; } } 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 down by 50 pixels game.addChild(topMasa); var topRedMarble = new RedMarble(); topRedMarble.x = 2048 / 2; // Center the red marble horizontally topRedMarble.y = 150; // Move red marble down by 50 pixels 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); } // Add heart images to the right of the AI's table var aiLives = 3; var aiHearts = []; for (var i = 0; i < aiLives; i++) { var aiHeart = LK.getAsset('kalp', { anchorX: 0.5, anchorY: 0.5 }); aiHeart.x = 2048 - (100 + i * (aiHeart.width + 20)); // Position hearts with spacing from the right aiHeart.y = 50; // Position hearts at the top game.addChild(aiHeart); aiHearts.push(aiHeart); } var redMarbles = []; var assets = []; // Initialize game elements var masa = new Masa(); masa.x = 2048 / 2; // Center the masa horizontally masa.y = 2732 - 50; // Position masa at the bottom wall game.addChild(masa); var currentAge = new Age('Stone Age'); game.addChild(currentAge); var frog = new Frog(); game.addChild(frog); // Fill the screen with assets arranged in a grid pattern var assetIds = ['bilye1', 'bilye10', 'bilye11', 'bilye12', 'bilye14', 'bilye15', 'bilye16', 'bilye3', 'bilye4', 'bilye5', 'bilye6', 'bilye7', 'bilye9', 'biyye8', 'f']; var startX = 50; // Starting X position var startY = 150; // Adjusted starting Y position to ensure hearts are visible var spacingX = 20; // Horizontal spacing between assets var spacingY = 20; // Vertical spacing between assets var numRows = Math.floor((2732 - startY) / (100 + spacingY)) + 2; // Calculate number of rows based on screen height and add two more rows var numCols = Math.floor((2048 - startX) / (100 + spacingX)); // Calculate number of columns based on screen width for (var row = 2; row < numRows - 5; row++) { // Start from the third row to remove the topmost two rows // Adjusted to add one more row at the end // Adjusted to remove the bottom 3 rows for (var col = 0; col < numCols - 2; col++) { var index = (row * numCols + col) % assetIds.length; // Loop through assetIds var id = assetIds[index]; var asset = LK.getAsset(id, { anchorX: 0.5, anchorY: 0.5 }); asset.x = (2048 - (numCols - 1) * (asset.width + spacingX)) / 2 + (col + 1) * (asset.width + spacingX); // Shift assets one position to the right asset.y = startY + row * (asset.height + spacingY); // Align assets vertically game.addChild(asset); assets.push(asset); } } // Game update loop game.update = function () { currentAge.update(); // Additional game logic // Update redmarble positions and check for collisions for (var i = redMarbles.length - 1; i >= 0; i--) { var redMarble = redMarbles[i]; redMarble.update(); // Check if redmarble is off-screen if (redMarble.y > 2732) { redMarble.destroy(); redMarbles.splice(i, 1); // Decrease a heart if (lives > 0) { lives--; var heartToRemove = hearts.shift(); // Remove the top heart heartToRemove.destroy(); } // 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 || aiLives === 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(); // Reset game state lives = 3; aiLives = 3; hearts = []; aiHearts = []; 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); } for (var a = 0; a < aiLives; a++) { var newAIHeart = LK.getAsset('kalp', { anchorX: 0.5, anchorY: 0.5 }); newAIHeart.x = 2048 - (100 + a * (newAIHeart.width + 20)); newAIHeart.y = 50; game.addChild(newAIHeart); aiHearts.push(newAIHeart); } } continue; } for (var j = assets.length - 1; j >= 0; j--) { var asset = assets[j]; if (redMarble.intersects(asset)) { asset.destroy(); assets.splice(j, 1); LK.getSound('x').play(); redMarble.destroy(); // Destroy red marble on collision redMarbles.splice(i, 1); break; // Exit loop after destroying red marble } } } // 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
@@ -244,10 +244,10 @@
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
+for (var row = 2; row < numRows - 5; row++) {
+ // Start from the third row to remove the topmost two rows
// Adjusted to add one more row at the end
// Adjusted to remove the bottom 3 rows
for (var col = 0; col < numCols - 2; col++) {
var index = (row * numCols + col) % assetIds.length; // Loop through assetIds
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.