User prompt
delete the "tap the ores to mine them" text
User prompt
Increase width of black background behind 'Cognex ScanMaster 8700' text
User prompt
Add black (#000000) background behind the 'Cognex ScanMaster 8700' text
User prompt
increase the widht of black background behind 'Zorluk Seviyenizi Seçin' text to cover all text a little more and it must be DARK BLACK
User prompt
Add black background behind all over the 'Zorluk Seviyenizi Seçin' text
User prompt
"Zorluk Seviyenizi Seçin" yazısının arkasına siyah alan yap.
User prompt
"sellect difficulty" yazısını "Zorluk Seviyenizi Seçin" olarak değiştir.
User prompt
"tap the ores" ile başlayan yazıyı "sellect difficulty" yazısının altına al.
User prompt
"select difficulty" yazısını seviye butonlarının altına al.
User prompt
1. **Modify the title position**: Move the "Cognex ScanMaster 8700" title text from its current position (y: 600) to above the difficulty buttons 2. **Change the color**: Change the title color from light blue (0x00CCFF) to dark yellow 3. **Adjust positioning**: Since the buttons are at y: 1158, I should position the title somewhere around y: 900-1000 to be clearly above them **Changes needed:** - In the `createMenu()` function, modify the titleText properties: - Change `fill: 0x00CCFF` to a dark yellow color like `fill: 0xB8860B` or `fill: 0xDAA520` - Change `titleText.y = 600` to something like `titleText.y = 950` to position it above the buttons - The title will now appear in dark yellow color positioned above the difficulty selection buttons
User prompt
In the `createMenu()` function, change the title text from 'Crystal Rush Miner' to 'Cognex ScanMaster 8700'
User prompt
sol mouse ile ateş edildiğinde light_beam assetinin değdiği mineraller patlasın.
User prompt
sol mouse tetiklendiğinde basıldığında yok etme işlemi pickaxe asseti minerallerin üzerinde olmadan yakınına getirildiğinde yapsın.
User prompt
light beam assetini 20 piksel sağa kaydır ve her zaman pickaxe assetinin üzerinde olsun.
User prompt
pickaxe assetinin sallanma hareketini iptal et.
User prompt
Move light beam Y position up by 120 pixels
User prompt
şimdi light beamin pozisyonunu 20 piksel yukarı kaydır.
User prompt
sol mouse ile ateş edilirken pickaxellin sol kenarından light_beam asseti çıksın.
User prompt
Modify pickaxe tint effect to pickaxe left side closest target mineral ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add red tint effect to pickaxe's white area at the left top corner on mouse down ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sol mouse tuşuna basılıp trigger verildiğinde pickaxe assetinin beyaz alan içeriği kırmızı renge dönsün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Add mouse down handler to Pickaxe class to replace momentarily pickaxe asset with light_beam then it returns to its former state. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
sol mouse tuşu ile pickaxe tetiklendiğinde light_beam asseti ile değişsin.
User prompt
sol mouse tuşu ile pickaxe tetiklendiğinde, pickaxe sol üst tarafından light_beam asseti gözüksün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
pickaxe asseti her zaman mine assetlerin üzerinde olsun.
/**** * 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 = 1700; 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; }; 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); // Random position with margin from edges var margin = 100; mineral.x = margin + Math.random() * (2048 - 2 * margin); // Spawn only in bottom 2/3 of screen (Y: 911 to 2632) mineral.y = 911 + Math.random() * (2732 - 911 - margin); // 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 = margin + Math.random() * (2048 - 2 * margin); // Reposition only in bottom 2/3 of screen (Y: 911 to 2632) mineral.y = 911 + Math.random() * (2732 - 911 - margin); 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 background (black rectangle) var titleBg = LK.getAsset('subtitleBg', { width: 1400, height: 150, color: 0x000000, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 1024, y: 950 }); menuContainer.addChild(titleBg); // Title titleText = new Text2('Cognex ScanMaster 8700', { size: 120, fill: 0xDAA520, stroke: 0x000000, strokeThickness: 4 }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 950; menuContainer.addChild(titleText); // Subtitle background (black rectangle) var subtitleBg = LK.getAsset('subtitleBg', { width: 950, height: 120, color: 0x000000, shape: 'box', anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1358 }); menuContainer.addChild(subtitleBg); // Subtitle var subtitleText = new Text2('Zorluk Seviyenizi Seçin', { size: 80, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); subtitleText.anchor.set(0.5, 0.5); subtitleText.x = 1024; subtitleText.y = 1358; menuContainer.addChild(subtitleText); // Create difficulty buttons var buttonY = 1158; 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); } 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); // Create light beam from left edge of pickaxe var lightBeam = game.attachAsset('light_beam', { anchorX: 1, // Right edge of beam anchored anchorY: 0.5, // Vertically centered x: pickaxe.x - 180, // Position at left edge of pickaxe (assuming pickaxe width ~400px) y: pickaxe.y - 140, alpha: 0.8, scaleX: 0.5, scaleY: 0.5 }); // Check for collisions with minerals immediately when light beam is created for (var i = minerals.length - 1; i >= 0; i--) { var mineral = minerals[i]; if (mineral && !mineral.isCollected && lightBeam.intersects(mineral)) { mineral.collect(); } } // Animate light beam appearing and disappearing tween(lightBeam, { scaleX: 1, scaleY: 1, alpha: 1 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(lightBeam, { alpha: 0, scaleX: 0.3, scaleY: 0.3 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { lightBeam.destroy(); } }); } }); } }; // 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 } } // Ensure pickaxe is always on top of all minerals if (pickaxe && pickaxe.parent) { pickaxe.parent.removeChild(pickaxe); game.addChild(pickaxe); } // Ensure light beams are always on top of pickaxe var lightBeams = []; for (var i = 0; i < game.children.length; i++) { var child = game.children[i]; if (child.texture && child.texture.baseTexture && child.texture.baseTexture.resource && child.texture.baseTexture.resource.url && child.texture.baseTexture.resource.url.indexOf('light_beam') !== -1) { lightBeams.push(child); } } for (var i = 0; i < lightBeams.length; i++) { var lightBeam = lightBeams[i]; if (lightBeam.parent) { lightBeam.parent.removeChild(lightBeam); game.addChild(lightBeam); } } };
===================================================================
--- original.js
+++ change.js
@@ -506,19 +506,8 @@
menuContainer.addChild(easyBtn);
menuContainer.addChild(normalBtn);
menuContainer.addChild(hardBtn);
menuContainer.addChild(endlessBtn);
- // Add instruction text below Select Difficulty
- 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 = 1458;
- menuContainer.addChild(instructionText);
}
function startGameWithDifficulty(difficulty) {
currentDifficulty = difficulty;
gameState = 'playing';