User prompt
soldaki kalpler bana ait 0 lanırsa oyunu bitir soldakiler yapay zekaya ait onlar biterse yapay zeka oynıyamasın
User prompt
bu sefer de kalpler 0 a indiğinde game over ekranı getiricektin onu unutun ve yapay zeka ve benim için bi puanlama yazıcaktın onu da gameover ekranına koyucaktın
User prompt
her aseti redmarble bir kez vurup masaya geri dönmesii unutun onu geri getir
User prompt
hala onun atıgı diyer asetleri yok edemiyor
User prompt
yapay zekanın atıgı redmarble diyer asetlere deyince yo olsunlar eğer redmarble kaybolursa kabi düşünve 0 lanınca oynıyamasın
User prompt
ve yapay zekanın masa sı da haraket ede bilsin onun için dde sağa 3 kalp koy o kaybederse ama oyun devam etsin
User prompt
yukarıya da bir masa ve redmarble koy onu da yapay zeka konturol esin harita da ki bütün aseteri bitirince de skor yazsın ayrı ayrı hangimiz ne kadar yaptıysa
User prompt
ray bi hedef belirliye bilsin masanın bi yukarsında bi nişan alma gibi onun sayesinde redmarble ninnereye atılıcagını belirliye bileyim
User prompt
atamıyorum
User prompt
bir belirteçle redmarble istedim tarafa ata bileyim
User prompt
silmiyorsun
User prompt
en üsy solda kalplerin yanında ki aseti sil
User prompt
kalpllerin heöen yanında ki aseti sil
User prompt
silmedin
User prompt
kalp asertinin yanında bir başka aset var onu sil oradan
User prompt
en üsten bir sıra s,l
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'find')' in or related to this line: 'var assetToRemove = assets.find(function (asset) {' Line Number: 211
User prompt
en tukardan bi sıra daha sil ve kalplerin orda ki aseti de sil
User prompt
bi yana daja kaydır
User prompt
asetleri otala
User prompt
dik ni kilde en sağ boş ve e altan 3 sırayı sil
User prompt
en sağ bir sıra daha yukardan aşaya aset dişz
User prompt
bir sıra daha aset koy
User prompt
kalplerin yanına bir aset var onu sil diyerini getir
User prompt
en üst sağ da bir aset kalmış onu 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 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) { self.speed = 0; // Stop AI's movement self.enableLaser = false; // Disable AI's laser // AI loses, trigger game over screen console.log("AI lost all lives!"); // 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(); } else { // AI loses, trigger game over screen console.log("AI lost all lives!"); // 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(); } } }; // 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 any asset 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(); // Reverse direction to return to masa self.speedY *= -1; break; // Exit loop after destroying the asset } } 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 = 50; // Position masa at the top game.addChild(topMasa); var topRedMarble = new RedMarble(); topRedMarble.x = 2048 / 2; // Center the red marble horizontally topRedMarble.y = 100; // Position red marble below the top masa 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 = 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 + 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); lives = 0; // Set lives to 0 to stop the game // 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) { // 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(); } else if (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)) { 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
@@ -120,8 +120,10 @@
var aiHeartToRemove = aiHearts.shift(); // Remove the rightmost heart
aiHeartToRemove.destroy();
}
if (aiLives === 0) {
+ self.speed = 0; // Stop AI's movement
+ self.enableLaser = false; // Disable AI's laser
// AI loses, trigger game over screen
console.log("AI lost all lives!");
// Display scores for each player
var playerScores = "Player 1: " + currentAge.score + "\nPlayer 2: " + (5000 - currentAge.score);
@@ -132,8 +134,21 @@
playerScoreText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(playerScoreText);
// Trigger game over screen
LK.showGameOver();
+ } else {
+ // AI loses, trigger game over screen
+ console.log("AI lost all lives!");
+ // 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();
}
}
};
// Initialize lastX
@@ -288,9 +303,9 @@
var heartToRemove = hearts.shift(); // Remove the top heart
heartToRemove.destroy();
}
// Check if all hearts are lost
- if (lives === 0 || assets.length === 0) {
+ if (lives === 0) {
// Display scores for each player
var playerScores = "Player 1: " + currentAge.score + "\nPlayer 2: " + (5000 - currentAge.score);
var playerScoreText = new Text2(playerScores, {
size: 100,
@@ -299,8 +314,19 @@
playerScoreText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(playerScoreText);
// Trigger game over screen
LK.showGameOver();
+ } else if (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,
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.