User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 200 – 3200 px aralığında Y ekseni: 1400 – 1800 px aralığında
User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 600 – 3200 px aralığında Y ekseni: 1200 – 1800 px aralığında
User prompt
SO *All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 600 – 3200 px aralığında Y ekseni: 1200 – 1600 px aralığında
User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 600 – 3200 px aralığında Y ekseni: 1000 – 1200 px aralığında
User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 600 – 3200 px aralığında Y ekseni: 200 – 1200 px aralığında
User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 600 – 3200 px aralığında Y ekseni: 1000 – 1600 px aralığında
User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 600 – 3200 px aralığında Y ekseni: 1200 – 1900 px aralığında
User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 600 – 3200 px aralığında Y ekseni: 800 – 1200 px aralığında
User prompt
*All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: X ekseni: 150 – 610 px aralığında Y ekseni: 640 – 880 px aralığında
User prompt
**All minerals** (gold, emerald, diamond, coal, copper, iron ) could be restricted to specific zones like: - Center areas only ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
oyun alanını 3 parçaya böldüğümüzü düşünerek, tüm assetler orta parça alanı içerisinde spawn olsunlar.
Code edit (1 edits merged)
Please save this source code
Remix started
Copy Crystal Rush Miner
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ var MenuButton = Container.expand(function (text, difficulty, x, y) { var self = Container.call(this); self.difficulty = difficulty; // Create button background with difficulty-specific asset var buttonAsset = 'button_' + difficulty; var buttonBg = self.attachAsset(buttonAsset, { anchorX: 0.5, anchorY: 0.5, scaleX: 2, scaleY: 1.5 }); // Create button text var buttonText = new Text2(text, { size: 60, fill: 0x000000, stroke: 0x000000, strokeThickness: 2 }); buttonText.anchor.set(0.5, 0.5); self.addChild(buttonText); // Position button self.x = x; self.y = y; // Button press handler self.down = function (x, y, obj) { // Visual feedback tween(self, { scaleX: 0.95, scaleY: 0.95 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); // Start game with selected difficulty startGameWithDifficulty(self.difficulty); }; return self; }); var Mineral = Container.expand(function (type) { var self = Container.call(this); self.type = type; self.mineralData = mineralTypes[type]; var mineralGraphics = self.attachAsset(type, { anchorX: 0.5, anchorY: 0.5 }); // Initialize properties self.timeLeft = self.mineralData.duration; self.maxTime = self.mineralData.duration; self.isCollected = false; self.hasLostLife = false; // Add sparkle effect for rare minerals if (self.mineralData.rarity >= 3) { tween(mineralGraphics, { alpha: 0.7 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(mineralGraphics, { alpha: 1 }, { duration: 500, easing: tween.easeInOut }); } }); } self.update = function () { if (self.isCollected) { return; } self.timeLeft -= 16.67; // Roughly 60 FPS // Flash when time is running out if (self.timeLeft < 1000) { var flashAlpha = Math.sin(LK.ticks * 0.5) * 0.3 + 0.7; mineralGraphics.alpha = flashAlpha; } // Remove when time expires if (self.timeLeft <= 0) { self.expire(); } }; self.collect = function () { if (self.isCollected) { return; } self.isCollected = true; // Add score var points = self.mineralData.points * scoreMultiplier; LK.setScore(LK.getScore() + points); // Increase multiplier scoreMultiplier = Math.min(scoreMultiplier + 0.1, 5); consecutiveCollections++; // Play sound LK.getSound('mine').play(); // Animation tween(mineralGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { self.destroy(); } }); // Remove from minerals array for (var i = minerals.length - 1; i >= 0; i--) { if (minerals[i] === self) { minerals.splice(i, 1); break; } } // Update UI updateScoreDisplay(); }; self.expire = function () { // Only lose life if we haven't already lost one for this mineral if (!self.hasLostLife) { // Reset multiplier on missed mineral scoreMultiplier = 1; consecutiveCollections = 0; // Lose a life currentLives--; self.hasLostLife = true; updateScoreDisplay(); // Check game over if (currentLives <= 0) { LK.showGameOver(); return; } } // Fade out animation tween(mineralGraphics, { alpha: 0, scaleX: 0.5, scaleY: 0.5 }, { duration: 200, onFinish: function onFinish() { self.destroy(); } }); // Remove from minerals array for (var i = minerals.length - 1; i >= 0; i--) { if (minerals[i] === self) { minerals.splice(i, 1); break; } } }; self.down = function (x, y, obj) { self.collect(); }; return self; }); var Pickaxe = Container.expand(function () { var self = Container.call(this); var pickaxeGraphics = self.attachAsset('pickaxe', { anchorX: 0.5, anchorY: 0.5 }); // Initialize position self.targetX = 1024; self.targetY = 1366; self.x = self.targetX; self.y = self.targetY; // Smooth following properties self.followSpeed = 0.15; self.update = function () { // Smooth movement towards target position var dx = self.targetX - self.x; var dy = self.targetY - self.y; self.x += dx * self.followSpeed; self.y += dy * self.followSpeed; // Add subtle swaying animation var sway = Math.sin(LK.ticks * 0.05) * 2; pickaxeGraphics.rotation = sway * 0.1; }; self.setTarget = function (x, y) { self.targetX = x; self.targetY = y; // Add a little shake effect when moving to new position tween(pickaxeGraphics, { scaleX: 1.1, scaleY: 1.1 }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(pickaxeGraphics, { scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeOut }); } }); }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Add mining background var backgroundImage = game.attachAsset('mining_background', { x: 0, y: 0, anchorX: 0, anchorY: 0 }); // Game state var gameState = 'menu'; // 'menu' or 'playing' var currentDifficulty = 'normal'; // Game variables var minerals = []; var scoreMultiplier = 1; var consecutiveCollections = 0; var gameTime = 0; var targetScore = 10000; var currentLives = 3; var maxLives = 3; var lifeRegenTimer = 0; var lifeRegenInterval = 30000; // 30 seconds var spawnRateIncrease = 1; // Track spawn rate multiplier for endless mode // Pickaxe var pickaxe = new Pickaxe(); game.addChild(pickaxe); // Menu elements var menuContainer; var titleText; var menuButtons = []; // Difficulty configurations var difficultySettings = { easy: { name: 'Easy', targetScore: 8000, pointMultiplier: 1, spawnRateMultiplier: 1.5, durationMultiplier: 1.5, lives: 5 }, normal: { name: 'Normal', targetScore: 15000, pointMultiplier: 1, spawnRateMultiplier: 1, durationMultiplier: 1, lives: 3 }, hard: { name: 'Hard', targetScore: 30000, pointMultiplier: 1, spawnRateMultiplier: 0.7, durationMultiplier: 0.8, lives: 2 }, endless: { name: 'Endless', targetScore: -1, // No target score for endless pointMultiplier: 1, spawnRateMultiplier: 0.85, durationMultiplier: 0.9, lives: 5 } }; // Base mineral type definitions (will be modified by difficulty) var baseMineralTypes = { coal: { points: 10, duration: 5000, spawnRate: 2500, rarity: 1 }, copper: { points: 20, duration: 5000, spawnRate: 3000, rarity: 1 }, iron: { points: 50, duration: 4000, spawnRate: 6000, rarity: 2 }, silver: { points: 80, duration: 4000, spawnRate: 7000, rarity: 2 }, gold: { points: 200, duration: 3000, spawnRate: 12000, rarity: 3 }, emerald: { points: 300, duration: 3000, spawnRate: 15000, rarity: 3 }, diamond: { points: 800, duration: 2000, spawnRate: 25000, rarity: 4 }, ruby: { points: 1000, duration: 2000, spawnRate: 30000, rarity: 4 } }; // Current mineral types (adjusted for difficulty) var mineralTypes = {}; var mineralTypeArray = Object.keys(mineralTypes); // Spawn timers for each mineral type var spawnTimers = {}; for (var i = 0; i < mineralTypeArray.length; i++) { var type = mineralTypeArray[i]; spawnTimers[type] = 0; } // UI Elements var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var multiplierTxt = new Text2('x1.0', { size: 60, fill: 0xFFFF00, stroke: 0x000000, strokeThickness: 2 }); multiplierTxt.anchor.set(1, 0); multiplierTxt.x = -20; multiplierTxt.y = 20; LK.gui.topRight.addChild(multiplierTxt); var targetTxt = new Text2('Target: ' + targetScore, { size: 50, fill: 0x00FF00, stroke: 0x000000, strokeThickness: 2 }); targetTxt.anchor.set(0, 0); targetTxt.x = 120; targetTxt.y = 20; LK.gui.topLeft.addChild(targetTxt); var livesTxt = new Text2('Lives: ' + currentLives, { size: 50, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 2 }); livesTxt.anchor.set(0, 0); livesTxt.x = 120; livesTxt.y = 80; LK.gui.topLeft.addChild(livesTxt); function spawnMineral(type) { var mineral = new Mineral(type); // Restricted spawn area - X: 200-3200px, Y: 1400-1800px var leftBoundary = 200; var rightBoundary = 3200; var topBoundary = 1400; var bottomBoundary = 1800; mineral.x = leftBoundary + Math.random() * (rightBoundary - leftBoundary); mineral.y = topBoundary + Math.random() * (bottomBoundary - topBoundary); // Ensure it doesn't overlap with existing minerals too much and avoid UI areas var attempts = 0; while (attempts < 10) { var tooClose = false; var inUIArea = false; // Check if mineral overlaps with UI areas // Top-left pause button area (expanded to 200x200 for safety) if (mineral.x < 200 && mineral.y < 200) { inUIArea = true; } // Top score area (center top) if (mineral.x > 700 && mineral.x < 1348 && mineral.y < 150) { inUIArea = true; } // Top-right multiplier area (expanded) if (mineral.x > 1700 && mineral.y < 150) { inUIArea = true; } // Top-left counters area (target score and lives) if (mineral.x < 500 && mineral.y < 200) { inUIArea = true; } // Check distance from existing minerals for (var i = 0; i < minerals.length; i++) { var existingMineral = minerals[i]; var dx = mineral.x - existingMineral.x; var dy = mineral.y - existingMineral.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 200) { tooClose = true; break; } } if (!tooClose && !inUIArea) { break; } mineral.x = leftBoundary + Math.random() * (rightBoundary - leftBoundary); mineral.y = topBoundary + Math.random() * (bottomBoundary - topBoundary); attempts++; } minerals.push(mineral); game.addChild(mineral); // Spawn animation mineral.scaleX = 0; mineral.scaleY = 0; tween(mineral, { scaleX: 1, scaleY: 1 }, { duration: 300, easing: tween.easeOut }); } function createMenu() { menuContainer = new Container(); game.addChild(menuContainer); // Title titleText = new Text2('Crystal Rush Miner', { size: 120, fill: 0x00CCFF, stroke: 0x000000, strokeThickness: 4 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 600; menuContainer.addChild(titleText); // Subtitle var subtitleText = new Text2('Select Difficulty', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 750; menuContainer.addChild(subtitleText); // Create difficulty buttons var buttonY = 1000; var buttonSpacing = 450; var easyBtn = new MenuButton('Easy\n8,000 pts', 'easy', 1024 - buttonSpacing * 1.5, buttonY); var normalBtn = new MenuButton('Normal\n15,000 pts', 'normal', 1024 - buttonSpacing * 0.5, buttonY); var hardBtn = new MenuButton('Hard\n30,000 pts', 'hard', 1024 + buttonSpacing * 0.5, buttonY); var endlessBtn = new MenuButton('Endless\nNo Limit', 'endless', 1024 + buttonSpacing * 1.5, buttonY); menuButtons.push(easyBtn, normalBtn, hardBtn, endlessBtn); menuContainer.addChild(easyBtn); menuContainer.addChild(normalBtn); menuContainer.addChild(hardBtn); menuContainer.addChild(endlessBtn); // Add instruction text below buttons var instructionText = new Text2('Tap the ores to mine them', { size: 60, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); instructionText.anchor.set(0.5, 0.5); instructionText.x = 1024; instructionText.y = buttonY + 200; menuContainer.addChild(instructionText); } function startGameWithDifficulty(difficulty) { currentDifficulty = difficulty; gameState = 'playing'; // Hide menu if (menuContainer) { menuContainer.visible = false; } // Apply difficulty settings var settings = difficultySettings[difficulty]; targetScore = settings.targetScore; // Scale mineral types based on difficulty mineralTypes = {}; var baseTypes = Object.keys(baseMineralTypes); for (var i = 0; i < baseTypes.length; i++) { var type = baseTypes[i]; var base = baseMineralTypes[type]; mineralTypes[type] = { points: Math.floor(base.points * settings.pointMultiplier), duration: Math.floor(base.duration * settings.durationMultiplier), spawnRate: Math.floor(base.spawnRate * settings.spawnRateMultiplier), rarity: base.rarity }; } // Reset game variables minerals = []; scoreMultiplier = 1; consecutiveCollections = 0; gameTime = 0; currentLives = settings.lives; maxLives = settings.lives; lifeRegenTimer = 0; spawnRateIncrease = 1; // Reset spawn rate multiplier LK.setScore(0); // Initialize spawn timers mineralTypeArray = Object.keys(mineralTypes); spawnTimers = {}; for (var i = 0; i < mineralTypeArray.length; i++) { var type = mineralTypeArray[i]; spawnTimers[type] = 0; } // Update UI updateScoreDisplay(); // Start background music LK.playMusic('mining_ambient'); } function updateScoreDisplay() { scoreTxt.setText('Score: ' + LK.getScore()); multiplierTxt.setText('x' + scoreMultiplier.toFixed(1)); livesTxt.setText('Lives: ' + currentLives); // Update target display based on difficulty if (currentDifficulty === 'endless') { targetTxt.setText('Mode: Endless'); } else { targetTxt.setText('Target: ' + targetScore); } // Check win condition (only for non-endless modes) if (currentDifficulty !== 'endless' && LK.getScore() >= targetScore) { LK.showYouWin(); } } // Touch/Mouse movement handler game.move = function (x, y, obj) { if (gameState === 'playing' && pickaxe) { pickaxe.setTarget(x, y); } }; // Touch/Mouse down handler game.down = function (x, y, obj) { if (gameState === 'playing' && pickaxe) { pickaxe.setTarget(x, y); } }; // Initialize menu createMenu(); game.update = function () { // Only update game logic when playing if (gameState !== 'playing') { return; } gameTime += 16.67; // Roughly 60 FPS // Update spawn timers and spawn minerals for (var i = 0; i < mineralTypeArray.length; i++) { var type = mineralTypeArray[i]; var mineralData = mineralTypes[type]; spawnTimers[type] += 16.67; // Apply spawn rate increase for endless mode var effectiveSpawnRate = mineralData.spawnRate; if (currentDifficulty === 'endless') { effectiveSpawnRate = mineralData.spawnRate / spawnRateIncrease; } if (spawnTimers[type] >= effectiveSpawnRate) { spawnTimers[type] = 0; spawnMineral(type); } } // Gradually decrease multiplier if no collections for a while if (consecutiveCollections === 0 && gameTime % 3000 < 16.67) { scoreMultiplier = Math.max(scoreMultiplier - 0.1, 1); updateScoreDisplay(); } // Life regeneration for endless mode if (currentDifficulty === 'endless') { lifeRegenTimer += 16.67; if (lifeRegenTimer >= lifeRegenInterval && currentLives < maxLives) { currentLives++; lifeRegenTimer = 0; updateScoreDisplay(); // Flash the lives text green to indicate regeneration tween(livesTxt, { tint: 0x00FF00 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(livesTxt, { tint: 0xFFFFFF }, { duration: 200, easing: tween.easeInOut }); } }); } // Increase spawn rate over time in endless mode (every 30 seconds) if (gameTime % 30000 < 16.67) { spawnRateIncrease = Math.min(spawnRateIncrease + 0.1, 3); // Cap at 3x spawn rate } } };
===================================================================
--- original.js
+++ change.js
@@ -395,12 +395,12 @@
livesTxt.y = 80;
LK.gui.topLeft.addChild(livesTxt);
function spawnMineral(type) {
var mineral = new Mineral(type);
- // Restricted spawn area - X: 600-3200px, Y: 1200-1800px
- var leftBoundary = 600;
+ // Restricted spawn area - X: 200-3200px, Y: 1400-1800px
+ var leftBoundary = 200;
var rightBoundary = 3200;
- var topBoundary = 1200;
+ var topBoundary = 1400;
var bottomBoundary = 1800;
mineral.x = leftBoundary + Math.random() * (rightBoundary - leftBoundary);
mineral.y = topBoundary + Math.random() * (bottomBoundary - topBoundary);
// Ensure it doesn't overlap with existing minerals too much and avoid UI areas