User prompt
seslerde son yazan sesi bitiş müziği olarak kullan
User prompt
top used 50 ye ulaştığından oyunu bitir
User prompt
oyun bitiş ekranı olsun ve müziği olsun the end yazsın yeşil bir çerçeve de
User prompt
ekran tamamen bitince oyunu bitir.
User prompt
Make combos like the others on the purple ball.
User prompt
combolar da extra çok top üret
User prompt
mor,kırmızı,sarı renkli toplar yendiğinde en az 5 tane top alana giriş yapsın dört bir yana dağılsın ve çok yavaş hereket etsin
User prompt
oyunda bulunan hataları gözden geçir ve düzelt
User prompt
combo her top rengi değiştiğinde değişşin aynı renk olduğu zaman sadece combo saysın
User prompt
toplar kademeli olarak hızlansın ve her alanın dışına çıkan top için yeni 2 tane top alana girsin
User prompt
combo ile iligli olan yazılar ekranda biraz daha uzun kalsın
User prompt
oyunun dinamiklerini geliştir. daha detaylı efektler ve combolar ekle
User prompt
topu atacağı yönü minik bir okla göstersin
User prompt
toplar daha yoğun olsun
User prompt
oyun başlarkenki topların dağılımı karışık olsun tek bir yerden olmasın
User prompt
özel alan buda çok koyu normal tonların da olsun
User prompt
özel alanı daha koyu ve belirgin yapalım
User prompt
biraz daha üst boşluğa hatta kendine ait bir alan küçük ayrıksı gözüksün diye ortamda
User prompt
Bukalemunun üstünde duran ve az sonra fırlatılacak topu gösteren top → şu an karakterin suratında duruyor, kötü görünüyor. ben bu topun konumunu değiştirmek istiyorum
User prompt
ortadaki şuan hangi topun atılacağını gösteren yeri bukalemunun altına özel bir çerçeve yaparak koy
User prompt
ortada hangi topun atılacağını gösteren kutucuğu ortadaki tapınak merkezi olan konumun alt tarafına ekleyelim
User prompt
sol üstte yazan clain yazını kaldıralım onun yerine sağ üste kaç tane top harcadığını gösteren bir gösterge koyalım
User prompt
Dekoratif bir kutunun içinde, bukalemunun üstünden atılacak top için görsel bir gösterge ekleyin
User prompt
hazırda olan ve atacağı topu alt kısma bir kutucuk açıp oraya yerleştirelim
User prompt
hazırda olan yani atacağı top tapınak merkezinin ucunda durabilir mi
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Ball = Container.expand(function (color) { var self = Container.call(this); self.ballColor = color || 'red'; self.ballGraphics = self.attachAsset('ball_' + self.ballColor, { anchorX: 0.5, anchorY: 0.5 }); self.chainIndex = 0; self.pathPosition = 0; self.isExploding = false; self.isBigComboBall = false; // Default: not a big combo ball self.lastPathPosition = 0; self.isOffScreen = false; self.lastX = 0; self.lastY = 0; self.checkOffScreen = function () { // Check if ball has moved completely off screen var margin = 100; // Extra margin to ensure ball is truly gone var wasOnScreen = self.lastX >= -margin && self.lastX <= 2048 + margin && self.lastY >= -margin && self.lastY <= 2732 + margin; var isNowOffScreen = self.x < -margin || self.x > 2048 + margin || self.y < -margin || self.y > 2732 + margin; // Detect transition from on-screen to off-screen if (wasOnScreen && isNowOffScreen && !self.isOffScreen) { self.isOffScreen = true; } // Update last known positions self.lastX = self.x; self.lastY = self.y; }; self.explode = function () { if (self.isExploding) return; self.isExploding = true; tween(self.ballGraphics, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); LK.getSound('explosion').play(); }; self.destroyOnHit = function () { // 2x big combo balls: require 3 hits, persist longer if (self.isBigComboBall) { if (!self.bigHitCount) self.bigHitCount = 0; self.bigHitCount++; // Flash effect to show hit tween(self.ballGraphics, { tint: 0xFFD700, scaleX: 2.2, scaleY: 2.2 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self.ballGraphics, { tint: 0xFFFFFF, scaleX: 2.0, scaleY: 2.0 }, { duration: 100, easing: tween.easeIn }); } }); // Only destroy after 3 hits if (self.bigHitCount >= 3) { // Fade out and remove after a longer time tween(self.ballGraphics, { alpha: 0 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); self.isExploding = true; LK.getSound('explosion').play(); // If this was the persistent big combo ball, clear the reference if (typeof persistentBigComboBall !== "undefined" && persistentBigComboBall === self) { persistentBigComboBall = null; persistentBigComboBallColor = null; } return true; } else { // Persist on screen, not destroyed yet return false; } } // Simple effect: fade out the ballGraphics and remove the ball tween(self.ballGraphics, { alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); // Purple balls require multiple hits, others destroyed immediately if (self.ballColor === 'purple') { if (!self.hitCount) self.hitCount = 0; self.hitCount++; if (self.hitCount >= 2) { // Mor top tamamen yok edildiğinde: bir kaos patlaması gibi zincire çok ve karışık top ekle if (typeof addBallToChain === "function" && typeof addBallGroup === "function") { // 4-7 arası rastgele top ekle var extraBalls = 4 + Math.floor(Math.random() * 4); for (var i = 0; i < extraBalls; i++) { if (Math.random() < 0.5) { addBallToChain(); } else { addBallGroup(); } } } // Mor top yok edildiğinde purpleFrenzy başlat if (typeof triggerPurpleFrenzy === "function") { triggerPurpleFrenzy(); } // --- Spawn 5+ slow balls in all directions if purple, red, or yellow ball destroyed --- if (self.ballColor === 'purple' || self.ballColor === 'red' || self.ballColor === 'yellow') { var spawnCount = 5 + Math.floor(Math.random() * 3); // 5-7 balls var angleStep = Math.PI * 2 / spawnCount; for (var spawnIdx = 0; spawnIdx < spawnCount; spawnIdx++) { var angle = angleStep * spawnIdx + Math.random() * 0.2; // small random offset var colorChoices = ['purple', 'red', 'yellow']; var spawnColor = colorChoices[Math.floor(Math.random() * colorChoices.length)]; var newBall = new Ball(spawnColor); // Place at current position newBall.x = self.x; newBall.y = self.y; // Give a unique scatter direction and radius newBall.scatterDirection = angle; newBall.scatterRadius = 100 + Math.random() * 60; // Place at the end of the chain, but visually outside newBall.chainIndex = ballChain.length; newBall.pathPosition = ballChain.length > 0 ? ballChain[ballChain.length - 1].pathPosition + 70 : 0; // Add to chain and game ballChain.push(newBall); if (typeof game !== "undefined") game.addChild(newBall); // Set very slow movement for these spawned balls newBall.isSpawnedSlow = true; newBall.slowMoveTicks = 0; // Overwrite updateBallPosition for this ball to move slowly outward newBall.update = function () { // Move outward in a straight line, very slowly var speed = 1.2; // very slow this.x += Math.cos(this.scatterDirection) * speed; this.y += Math.sin(this.scatterDirection) * speed; this.slowMoveTicks++; // After 180 ticks (~3s), let it join normal chain movement if (this.slowMoveTicks > 180) { // Remove custom update, let normal updateBallPosition take over delete this.update; } }; } } self.explode(); return true; } else { // Flash purple ball to show it was hit tween(self.ballGraphics, { tint: 0xFF00FF, scaleX: 1.2, scaleY: 1.2 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self.ballGraphics, { tint: 0xFFFFFF, scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } }); return false; } } else { // Subtle pop effect for every destroyed ball var pop = LK.getAsset('ball_' + self.ballColor, { anchorX: 0.5, anchorY: 0.5, x: self.x, y: self.y, scaleX: 0.7, scaleY: 0.7, alpha: 0.7 }); if (self.parent) self.parent.addChild(pop); tween(pop, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 220, easing: tween.easeOut, onFinish: function onFinish() { if (pop.parent) pop.parent.removeChild(pop); } }); self.explode(); return true; } }; return self; }); var Frog = Container.expand(function () { var self = Container.call(this); self.frogGraphics = self.attachAsset('frog', { anchorX: 0.5, anchorY: 0.5 }); self.currentBallColor = ballColors[Math.floor(Math.random() * ballColors.length)]; self.nextBallColor = ballColors[Math.floor(Math.random() * ballColors.length)]; // Create a dedicated preview area container above the frog self.previewArea = new Container(); self.previewArea.x = 0; self.previewArea.y = -260; // Place well above the frog's head, visually separated self.addChild(self.previewArea); // Add a subtle background for the preview area to make it distinct self.previewBg = LK.getAsset('bud', { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 1.18, scaleY: 1.18, alpha: 0.92, // normal tone, not too dark, visually separated but not harsh tint: 0x6b8e23 // olive green, natural and soft }); self.previewArea.addChild(self.previewBg); // Add the preview ball inside the preview area self.currentBall = self.attachAsset('ball_' + self.currentBallColor, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.7, scaleY: 0.7 }); self.previewArea.addChild(self.currentBall); // Removed highlight circle behind frog self.aimAngle = 0; self.canShoot = true; self.updateFrogColor = function () { // Color mapping for frog tinting based on ball color var colorMap = { 'red': 0xff8888, 'blue': 0x8888ff, 'yellow': 0xffff88, 'green': 0x88ff88, 'purple': 0xff88ff }; self.frogGraphics.tint = colorMap[self.currentBallColor] || 0xffffff; }; // Initialize frog color self.updateFrogColor(); self.updateAim = function (targetX, targetY) { var dx = targetX - self.x; var dy = targetY - self.y; self.aimAngle = Math.atan2(dy, dx); self.frogGraphics.rotation = self.aimAngle + Math.PI / 2; }; self.shoot = function () { if (!self.canShoot) return null; var projectile = new Projectile(self.currentBallColor); projectile.x = self.x; projectile.y = self.y; projectile.velocityX = Math.cos(self.aimAngle) * projectile.speed; projectile.velocityY = Math.sin(self.aimAngle) * projectile.speed; // Add visual effect when projectile is fired // Create shooting effect with glow and scale animation tween(projectile.projectileGraphics, { scaleX: 1.2, scaleY: 1.2, tint: 0xFFFFFF }, { duration: 100, easing: tween.easeOut, onFinish: function onFinish() { tween(projectile.projectileGraphics, { scaleX: 0.8, scaleY: 0.8, tint: 0xFFFFFF }, { duration: 100, easing: tween.easeIn }); } }); // Create muzzle flash effect at frog's mouth var muzzleFlash = LK.getAsset('ball_yellow', { anchorX: 0.5, anchorY: 0.5, x: self.x + Math.cos(self.aimAngle) * 30, y: self.y + Math.sin(self.aimAngle) * 30, scaleX: 0.4, scaleY: 0.4, alpha: 0.8, tint: 0xFFD700 }); game.addChild(muzzleFlash); // Animate muzzle flash tween(muzzleFlash, { scaleX: 0.8, scaleY: 0.8, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { if (muzzleFlash.parent) { muzzleFlash.parent.removeChild(muzzleFlash); } } }); // Update frog's current ball self.currentBallColor = self.nextBallColor; self.nextBallColor = ballColors[Math.floor(Math.random() * ballColors.length)]; if (self.currentBall.parent) { self.currentBall.parent.removeChild(self.currentBall); } // Add the new preview ball to the preview area, keeping it visually separated self.currentBall = self.attachAsset('ball_' + self.currentBallColor, { anchorX: 0.5, anchorY: 0.5, x: 0, y: 0, scaleX: 0.7, scaleY: 0.7 }); self.previewArea.addChild(self.currentBall); // Removed highlight circle and pulsing effect logic // Update frog color to match new ball self.updateFrogColor(); LK.getSound('shoot').play(); return projectile; }; return self; }); // Game constants var Projectile = Container.expand(function (color) { var self = Container.call(this); self.ballColor = color; self.projectileGraphics = self.attachAsset('ball_' + self.ballColor, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.8, scaleY: 0.8 }); self.velocityX = 0; self.velocityY = 0; self.speed = 12; self.active = true; self.update = function () { if (!self.active) return; self.x += self.velocityX; self.y += self.velocityY; // Check bounds if (self.x < 0 || self.x > 2048 || self.y < 0 || self.y > 2732) { self.active = false; if (self.parent) { self.parent.removeChild(self); } } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x2d5016 }); /**** * Game Code ****/ // Initialize game assets with Maya theme and retro pixel style // Game constants var ballColors = ['red', 'blue', 'yellow', 'green', 'purple']; var pathRadius = 400; var centerX = 2048 / 2; var centerY = 2732 / 2; var chainSpeed = 0.22; // Slower chain movement for longer play var maxChainLength = 220; // Allow even more balls in chain var MAX_SPEED = 8; // Maximum allowed speed for balls // Game variables var ballChain = []; var projectiles = []; var gameRunning = true; var chainProgress = 0; var matchCombo = 0; // Combo tracking variables var comboCount = 0; var comboColor = undefined; // Add green leafy background image (fills the screen, behind all game elements) var leafyBg = LK.getAsset('path_marker', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY, scaleX: 2048 / 3000, scaleY: 2732 / 3000, alpha: 0.7 // subtle, not too strong }); game.addChild(leafyBg); // Create temple center var templeCenter = LK.getAsset('temple_center', { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY }); game.addChild(templeCenter); // Create frog var frog = new Frog(); frog.x = centerX; frog.y = centerY; game.addChild(frog); // Create score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Create ball usage counter display (top right) var ballUsageTxt = new Text2('Top Used: 0', { size: 60, fill: 0xFFFF00 }); ballUsageTxt.anchor.set(1, 0); ballUsageTxt.x = -50; // Will be positioned relative to gui.topRight ballUsageTxt.y = 50; LK.gui.topRight.addChild(ballUsageTxt); // Remove chainTxt from top left (no clain text) // Initialize ball chain function createInitialChain() { for (var i = 0; i < 130; i++) { // Increased from 90 to 130 for longer play var color = ballColors[Math.floor(Math.random() * ballColors.length)]; var ball = new Ball(color); ball.chainIndex = i; ball.pathPosition = i * 70; ballChain.push(ball); game.addChild(ball); updateBallPosition(ball); } } // Update ball position along scattered path with orderly movement function updateBallPosition(ball) { if (!ball.scatterDirection) { // Initialize scatter direction for each ball var angleOffset = ball.chainIndex * 137.5 % 360; // Golden angle for even distribution ball.scatterDirection = angleOffset * Math.PI / 180; ball.scatterRadius = 200 + ball.chainIndex % 3 * 50; // Varying distances } var totalProgress = chainProgress + ball.pathPosition; // If this is a 2x big combo ball, move it at least 5x slower var moveSpeedFactor = ball.isBigComboBall ? 0.1 : 0.5; // 0.1 is 5x slower than 0.5 var moveDistance = totalProgress * moveSpeedFactor; var targetX = centerX + Math.cos(ball.scatterDirection) * (ball.scatterRadius + moveDistance); var targetY = centerY + Math.sin(ball.scatterDirection) * (ball.scatterRadius + moveDistance); // Smooth movement towards target position // For big combo balls, also move more slowly towards their target var lerpFactor = ball.isBigComboBall ? 0.02 : 0.1; ball.x = ball.x + (targetX - ball.x) * lerpFactor; ball.y = ball.y + (targetY - ball.y) * lerpFactor; } // Add new ball to front of chain function addBallToChain() { if (ballChain.length >= maxChainLength) return; var color = ballColors[Math.floor(Math.random() * ballColors.length)]; var ball = new Ball(color); ball.chainIndex = ballChain.length; ball.pathPosition = ballChain.length > 0 ? ballChain[ballChain.length - 1].pathPosition + 70 : 0; ballChain.push(ball); game.addChild(ball); updateBallPosition(ball); } // Add group of same color balls occasionally function addBallGroup() { if (ballChain.length >= maxChainLength - 5) return; var groupColor = ballColors[Math.floor(Math.random() * ballColors.length)]; var groupSize = 3 + Math.floor(Math.random() * 3); // 3-5 balls for (var i = 0; i < groupSize; i++) { if (ballChain.length >= maxChainLength) break; var ball = new Ball(groupColor); ball.chainIndex = ballChain.length; ball.pathPosition = ballChain.length > 0 ? ballChain[ballChain.length - 1].pathPosition + 70 : 0; ballChain.push(ball); game.addChild(ball); updateBallPosition(ball); } } // Check for matches in chain function checkMatches() { var matches = []; var currentColor = null; var currentGroup = []; for (var i = 0; i < ballChain.length; i++) { var ball = ballChain[i]; if (ball.isExploding) continue; if (ball.ballColor === currentColor) { currentGroup.push(ball); } else { if (currentGroup.length >= 3) { matches = matches.concat(currentGroup); } currentColor = ball.ballColor; currentGroup = [ball]; } } // Check last group if (currentGroup.length >= 3) { matches = matches.concat(currentGroup); } if (matches.length > 0) { // Award points var points = matches.length * 10; if (matchCombo > 0) { points *= matchCombo + 1; } LK.setScore(LK.getScore() + points); matchCombo++; // Explode matched balls with Maya-themed effects for (var j = 0; j < matches.length; j++) { var matchedBall = matches[j]; // Create temple-themed glow effect tween(matchedBall.ballGraphics, { tint: 0xFFD700, // Golden glow scaleX: 1.3, scaleY: 1.3 }, { duration: 150, easing: tween.easeOut }); // Add screen flash effect for larger matches if (matches.length >= 5) { LK.effects.flashScreen(0xFFD700, 400); // Golden flash } matchedBall.explode(); } // Remove exploded balls from chain ballChain = ballChain.filter(function (ball) { return !ball.isExploding; }); // Reindex remaining balls for (var k = 0; k < ballChain.length; k++) { ballChain[k].chainIndex = k; } // Create energy burst effect at match location if (matches.length > 0) { var centerMatchX = 0; var centerMatchY = 0; for (var effectIndex = 0; effectIndex < matches.length; effectIndex++) { centerMatchX += matches[effectIndex].x; centerMatchY += matches[effectIndex].y; } centerMatchX /= matches.length; centerMatchY /= matches.length; // Create energy orbs radiating from match center for (var orbIndex = 0; orbIndex < 6; orbIndex++) { var energyOrb = LK.getAsset('ball_yellow', { anchorX: 0.5, anchorY: 0.5, x: centerMatchX, y: centerMatchY, scaleX: 0.3, scaleY: 0.3, alpha: 0.8 }); game.addChild(energyOrb); var angle = orbIndex * 60 * Math.PI / 180; var distance = 120 + Math.random() * 80; tween(energyOrb, { x: centerMatchX + Math.cos(angle) * distance, y: centerMatchY + Math.sin(angle) * distance, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 800, easing: tween.easeOut, onFinish: function onFinish() { if (energyOrb.parent) { energyOrb.parent.removeChild(energyOrb); } } }); } } LK.getSound('match').play(); // Add new balls after successful matches to increase difficulty // Add more balls for larger matches to reward skillful play var ballsToAdd = 3 + Math.floor(matches.length / 3); // Base 3 + bonus for larger matches for (var addCount = 0; addCount < ballsToAdd; addCount++) { addBallToChain(); } // Check for chain reactions LK.setTimeout(function () { checkMatches(); }, 300); } else { matchCombo = 0; } } // Insert projectile into chain function insertProjectileIntoChain(projectile, insertIndex) { var newBall = new Ball(projectile.ballColor); newBall.chainIndex = insertIndex; // Adjust positions of balls after insertion point for (var i = insertIndex; i < ballChain.length; i++) { ballChain[i].chainIndex++; ballChain[i].pathPosition += 70; } // Set position for new ball if (insertIndex < ballChain.length) { newBall.pathPosition = ballChain[insertIndex].pathPosition - 70; } else { newBall.pathPosition = insertIndex * 70; } ballChain.splice(insertIndex, 0, newBall); game.addChild(newBall); updateBallPosition(newBall); // Remove projectile if (projectile.parent) { projectile.parent.removeChild(projectile); } // Check for matches LK.setTimeout(function () { checkMatches(); }, 100); } function handleBallHit(projectileColor, targetBallColor) { if (targetBallColor === "purple") { // Mor topa vurulunca 20 puan ekle LK.setScore(LK.getScore() + 20); LK.getSound('explosion').play(); // sinek efekti return; } if (projectileColor === targetBallColor) { // Doğru renge vurulduysa // Check if the hit ball is a big combo ball (2x size, 50 points) if (typeof hitBall !== "undefined" && hitBall.isBigComboBall) { LK.setScore(LK.getScore() + 50); } else { LK.setScore(LK.getScore() + 5); } LK.getSound('match').play(); } else { // Yanlış renge vurulduysa LK.setScore(Math.max(0, LK.getScore() - 5)); LK.getSound('shoot').play(); } } // Track number of balls used (shot) if (typeof ballsUsed === "undefined") var ballsUsed = 0; // Handle touch input game.down = function (x, y, obj) { if (!gameRunning) return; frog.updateAim(x, y); var projectile = frog.shoot(); if (projectile) { projectiles.push(projectile); game.addChild(projectile); ballsUsed++; ballUsageTxt.setText('Top Used: ' + ballsUsed); } }; game.move = function (x, y, obj) { if (!gameRunning) return; frog.updateAim(x, y); }; // Main game update loop game.update = function () { if (!gameRunning) return; // Gradually accelerate chain speed up to MAX_SPEED if (typeof chainSpeedAccel === "undefined") { var chainSpeedAccel = 0.00012; // Acceleration per tick } if (chainSpeed < MAX_SPEED * 0.18) { // Cap normal speed to 18% of MAX_SPEED chainSpeed += chainSpeedAccel; if (chainSpeed > MAX_SPEED * 0.18) chainSpeed = MAX_SPEED * 0.18; } // Update chain progress chainProgress += chainSpeed; // Update ball positions for (var i = 0; i < ballChain.length; i++) { var ball = ballChain[i]; if (!ball.isExploding) { ball.lastPathPosition = ball.pathPosition; var lastX = ball.x; var lastY = ball.y; // If this is a slow spawned ball with custom update, call it if (typeof ball.isSpawnedSlow !== "undefined" && ball.isSpawnedSlow && typeof ball.update === "function") { ball.update(); } else { updateBallPosition(ball); } // Check off-screen status, but do not remove persistent big combo ball if (!(typeof persistentBigComboBall !== "undefined" && ball === persistentBigComboBall)) { var wasOffScreen = ball.isOffScreen; ball.checkOffScreen(); // If the ball just went off screen this frame, spawn 2 new balls if (!wasOffScreen && ball.isOffScreen) { // Only spawn if game is running and not at max chain length if (gameRunning && ballChain.length < maxChainLength - 1) { addBallToChain(); addBallToChain(); } } } // Detect very fast moving balls and occasionally destroy them var deltaX = ball.x - lastX; var deltaY = ball.y - lastY; var speed = Math.sqrt(deltaX * deltaX + deltaY * deltaY); // Limit ball speed to MAX_SPEED if (speed > MAX_SPEED) { var speedRatio = MAX_SPEED / speed; var limitedDeltaX = deltaX * speedRatio; var limitedDeltaY = deltaY * speedRatio; ball.x = lastX + limitedDeltaX; ball.y = lastY + limitedDeltaY; speed = MAX_SPEED; } if (speed > 8 && Math.random() < 0.02) { // 2% chance to destroy fast balls, but not persistent big combo ball if (!(typeof persistentBigComboBall !== "undefined" && ball === persistentBigComboBall)) { ball.explode(); ballChain.splice(i, 1); i--; // Adjust index after removal // Reindex remaining balls for (var reindexI = 0; reindexI < ballChain.length; reindexI++) { ballChain[reindexI].chainIndex = reindexI; } continue; } } // Check if chain reached center (game over condition) var totalProgress = chainProgress + ball.pathPosition; var distanceFromCenter = Math.sqrt((ball.x - centerX) * (ball.x - centerX) + (ball.y - centerY) * (ball.y - centerY)); if (distanceFromCenter <= 120 && ball.chainIndex === 0) { gameRunning = false; LK.showGameOver(); return; } } } // Update projectiles for (var j = projectiles.length - 1; j >= 0; j--) { var projectile = projectiles[j]; if (!projectile.active) { projectiles.splice(j, 1); continue; } // Check collision with chain balls var hitBall = null; var insertIndex = -1; for (var k = 0; k < ballChain.length; k++) { var chainBall = ballChain[k]; if (chainBall.isExploding) continue; var dx = projectile.x - chainBall.x; var dy = projectile.y - chainBall.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < 55) { hitBall = chainBall; insertIndex = k; break; } } if (hitBall) { // Check if projectile color matches hit ball color for scoring var isColorMatch = projectile.ballColor === hitBall.ballColor; var isPurpleBall = hitBall.ballColor === 'purple'; // Destroy ball on hit (purple balls need multiple hits) var ballDestroyed = hitBall.destroyOnHit(); if (ballDestroyed) { // Remove destroyed ball from chain, but keep persistent big combo ball until 3 hits for (var removeIndex = 0; removeIndex < ballChain.length; removeIndex++) { if (ballChain[removeIndex] === hitBall) { // If this is the persistent big combo ball and it hasn't reached 3 hits, do not remove if (!(typeof persistentBigComboBall !== "undefined" && hitBall === persistentBigComboBall && (!hitBall.isExploding || hitBall.bigHitCount < 3))) { ballChain.splice(removeIndex, 1); } break; } } // Reindex remaining balls for (var reindexK = 0; reindexK < ballChain.length; reindexK++) { ballChain[reindexK].chainIndex = reindexK; } // Use centralized scoring function handleBallHit(projectile.ballColor, hitBall.ballColor); } // Only create special effects for matching colors (excluding purple) if (isColorMatch && !isPurpleBall && hitBall && hitBall.ballGraphics) { // Create Maya-themed matching effect tween(hitBall.ballGraphics, { tint: 0xFFD700, // Golden glow scaleX: 1.4, scaleY: 1.4 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { if (hitBall && hitBall.ballGraphics) { tween(hitBall.ballGraphics, { tint: 0xFFFFFF, // Return to normal scaleX: 1.0, scaleY: 1.0 }, { duration: 100, easing: tween.easeIn }); } } }); // Create energy burst effect around the hit ball for (var effectIndex = 0; effectIndex < 4; effectIndex++) { var energyParticle = LK.getAsset('ball_yellow', { anchorX: 0.5, anchorY: 0.5, x: hitBall.x, y: hitBall.y, scaleX: 0.2, scaleY: 0.2, alpha: 0.9 }); game.addChild(energyParticle); var angle = effectIndex * 90 * Math.PI / 180; var distance = 80; tween(energyParticle, { x: hitBall.x + Math.cos(angle) * distance, y: hitBall.y + Math.sin(angle) * distance, alpha: 0, scaleX: 0.05, scaleY: 0.05 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { if (energyParticle.parent) { energyParticle.parent.removeChild(energyParticle); } } }); } // Combo logic: Now also applies to purple balls! if (isColorMatch) { // --- Combo logic: Only count combo if same color as previous hit --- if (typeof comboCount === "undefined") comboCount = 1; if (typeof comboColor === "undefined") comboColor = hitBall.ballColor; if (comboColor === hitBall.ballColor) { comboCount++; } else { // Only reset combo if the color actually changed if (comboCount > 1) { // Optionally, you can trigger a combo break effect here if needed } comboCount = 1; comboColor = hitBall.ballColor; } // --- Combo Popup and Effects --- if (comboCount > 1) { // Show combo popup text at hitBall position var comboText = new Text2('COMBO x' + comboCount + '!', { size: 90 + Math.min(comboCount * 10, 120), fill: 0xFFD700, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); comboText.anchor.set(0.5, 0.5); comboText.x = hitBall.x; comboText.y = hitBall.y - 80; game.addChild(comboText); // Animate popup: scale up, float up, fade out tween(comboText, { scaleX: 1.4, scaleY: 1.4, y: comboText.y - 120, alpha: 0 }, { duration: 1400, // Increased from 700 to 1400ms for longer visibility easing: tween.easeOut, onFinish: function onFinish() { if (comboText.parent) comboText.parent.removeChild(comboText); } }); // Flash screen for high combos if (comboCount >= 5) { LK.effects.flashScreen(0xFFD700, 200 + comboCount * 30); } // Add a little shake to the game for big combos if (comboCount >= 7) { var shakeAmount = Math.min(comboCount * 2, 20); var originalX = game.x || 0; var originalY = game.y || 0; var shakeTicks = 12; var shakeTimer = LK.setInterval(function () { game.x = originalX + (Math.random() - 0.5) * shakeAmount; game.y = originalY + (Math.random() - 0.5) * shakeAmount; shakeTicks--; if (shakeTicks <= 0) { LK.clearInterval(shakeTimer); game.x = originalX; game.y = originalY; } }, 16); } // --- Extra balls for combos: spawn extra balls for each combo popup --- var extraComboBalls = Math.min(2 + Math.floor(comboCount / 2), 8); for (var extraComboI = 0; extraComboI < extraComboBalls; extraComboI++) { addBallToChain(); } } // Her doğru vuruştan sonra ortaya çıkan top sayısını artır (kombo stili) var ballsToAdd = Math.min(5 + comboCount, 20); // Kombo ile artan, bolca top for (var comboI = 0; comboI < ballsToAdd; comboI++) { addBallToChain(); } // Her doğru vuruşta toplar çok yavaş hareket etsin chainSpeed = 0.05; // Çok yavaş hareket // --- Combo: Track per-color hit counts for 2x big, 50-point ball after 3 hits of same color --- // Only increment color hit count if there is no persistent big combo ball on screen if (typeof colorHitCounts === "undefined") colorHitCounts = {}; if (typeof persistentBigComboBall === "undefined" || !persistentBigComboBall) { // Initialize color hit count if not present if (!colorHitCounts[hitBall.ballColor]) { colorHitCounts[hitBall.ballColor] = 0; } colorHitCounts[hitBall.ballColor]++; } // Track persistent 2x big combo ball if (typeof persistentBigComboBall === "undefined") persistentBigComboBall = null; if (typeof persistentBigComboBallColor === "undefined") persistentBigComboBallColor = null; // When 3 hits of the same color (at any time), spawn a 2x big random color ball and keep it until next 3 hits of any color if (colorHitCounts[hitBall.ballColor] === 3) { // Remove previous persistent big combo ball if it exists if (persistentBigComboBall && persistentBigComboBall.parent) { persistentBigComboBall.parent.removeChild(persistentBigComboBall); } // Pick a random color for the big ball var bigColors = ballColors.slice(); var randomBigColor = bigColors[Math.floor(Math.random() * bigColors.length)]; var bigBall = new Ball(randomBigColor); bigBall.chainIndex = ballChain.length; bigBall.pathPosition = ballChain.length > 0 ? ballChain[ballChain.length - 1].pathPosition + 70 : 0; // Büyük top için scale artır bigBall.ballGraphics.scaleX = 2.0; bigBall.ballGraphics.scaleY = 2.0; // Mark as big and worth 50 points, and require 3 hits to destroy bigBall.isBigComboBall = true; bigBall.bigHitCount = 0; // Track hits for this big ball // Mark as persistent bigBall.isPersistentBigComboBall = true; persistentBigComboBall = bigBall; persistentBigComboBallColor = hitBall.ballColor; ballChain.push(bigBall); game.addChild(bigBall); updateBallPosition(bigBall); // 50 puan ekle LK.setScore(LK.getScore() + 50); // Reset this color's hit count colorHitCounts[hitBall.ballColor] = 0; } // Remove persistent big combo ball only if it was hit 3 times if (persistentBigComboBall && persistentBigComboBall.isExploding) { persistentBigComboBall = null; persistentBigComboBallColor = null; } } else { // Reset combo on wrong color or purple if (typeof comboCount !== "undefined" && comboCount > 2) { // Combo break effect: speed up chain and burst color chainSpeed = 0.35 + Math.random() * 0.1; // Color burst at frog var burstColors = [0xff4444, 0x44ff44, 0x4444ff, 0xffff44, 0xff44ff]; for (var burstI = 0; burstI < 7; burstI++) { var burst = LK.getAsset('ball_' + ballColors[Math.floor(Math.random() * ballColors.length)], { anchorX: 0.5, anchorY: 0.5, x: frog.x, y: frog.y, scaleX: 0.3, scaleY: 0.3, alpha: 0.8, tint: burstColors[burstI % burstColors.length] }); game.addChild(burst); var angle = Math.random() * Math.PI * 2; var dist = 120 + Math.random() * 60; tween(burst, { x: frog.x + Math.cos(angle) * dist, y: frog.y + Math.sin(angle) * dist, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 600, easing: tween.easeOut, onFinish: function onFinish() { if (burst.parent) burst.parent.removeChild(burst); } }); } } comboCount = 0; comboColor = undefined; // Reset unique color combo if (typeof colorComboHits !== "undefined") colorComboHits = {}; if (typeof colorComboOrder !== "undefined") colorComboOrder = []; } } // Remove projectile immediately after hit projectile.active = false; if (projectile.parent) { projectile.parent.removeChild(projectile); } projectiles.splice(j, 1); if (!ballDestroyed) { insertProjectileIntoChain(projectile, insertIndex); } } } // --- Continuous, looping ball and group spawns until score is zero --- // Mor top yendikten sonra bir süre mor topların spawn oranını ve karmaşıklığını artır if (typeof purpleFrenzyTicks === "undefined") { var purpleFrenzyTicks = 0; var purpleFrenzyEndTick = 0; } if (typeof lastPurpleFrenzyTriggerTick === "undefined") { var lastPurpleFrenzyTriggerTick = -10000; } // Mor top yendikten sonra tetiklenecek fonksiyon if (typeof triggerPurpleFrenzy === "undefined") { var triggerPurpleFrenzy = function triggerPurpleFrenzy() { purpleFrenzyTicks = 0; purpleFrenzyEndTick = LK.ticks + 600 + Math.floor(Math.random() * 300); // 10-15 saniye lastPurpleFrenzyTriggerTick = LK.ticks; // Speed up chain and shake screen for a moment chainSpeed = 0.45; LK.effects.flashScreen(0xAA00FF, 400); var shakeTicks = 18; var originalX = game.x || 0; var originalY = game.y || 0; var shakeTimer = LK.setInterval(function () { game.x = originalX + (Math.random() - 0.5) * 18; game.y = originalY + (Math.random() - 0.5) * 18; shakeTicks--; if (shakeTicks <= 0) { LK.clearInterval(shakeTimer); game.x = originalX; game.y = originalY; } }, 16); }; } // Mor top yendikten sonra Ball.destroyOnHit içinde triggerPurpleFrenzy() çağrılır if (LK.getScore() > 0) { // Timers for next ball and group spawn if (typeof nextBallSpawnTick === "undefined") { var nextBallSpawnTick = LK.ticks + 10 + Math.floor(Math.random() * 30); // 0.16-0.66s (was 0.5-2s) var nextBallGroupSpawnTick = LK.ticks + 40 + Math.floor(Math.random() * 60); // 0.66-1.66s (was 2-5s) var nextChaosSpawnTick = LK.ticks + 60 + Math.floor(Math.random() * 100); // 1-2.66s (was 3-8s) } // Mor top fazlalığı aktif mi? var purpleFrenzyActive = purpleFrenzyEndTick > LK.ticks; // Random single ball spawns if (LK.ticks >= nextBallSpawnTick && ballChain.length < maxChainLength) { var ballsToAdd = purpleFrenzyActive ? 4 + Math.floor(Math.random() * 3) : 2 + Math.floor(Math.random() * 3); // 4-6 balls if frenzy, else 2-4 for (var i = 0; i < ballsToAdd; i++) { // Frenzy sırasında %40 mor top, %60 random if (purpleFrenzyActive && Math.random() < 0.4) { var ball = new Ball('purple'); ball.chainIndex = ballChain.length; ball.pathPosition = ballChain.length > 0 ? ballChain[ballChain.length - 1].pathPosition + 70 : 0; ballChain.push(ball); game.addChild(ball); updateBallPosition(ball); } else { addBallToChain(); } } // Next spawn in 0.1-0.33s if frenzy, else 0.16-0.66s nextBallSpawnTick = LK.ticks + (purpleFrenzyActive ? 6 + Math.floor(Math.random() * 14) : 10 + Math.floor(Math.random() * 30)); } // Random group spawns if (LK.ticks >= nextBallGroupSpawnTick && ballChain.length < maxChainLength - 5) { var doGroup = Math.random() < (purpleFrenzyActive ? 0.95 : 0.85); // 95% group if frenzy, 85% else if (doGroup) { // Frenzy sırasında grup içinde mor toplar karışık if (purpleFrenzyActive && Math.random() < 0.5) { var groupSize = 5 + Math.floor(Math.random() * 3); // 5-7 balls for (var gi = 0; gi < groupSize; gi++) { var color = Math.random() < 0.5 ? 'purple' : ballColors[Math.floor(Math.random() * ballColors.length)]; var ball = new Ball(color); ball.chainIndex = ballChain.length; ball.pathPosition = ballChain.length > 0 ? ballChain[ballChain.length - 1].pathPosition + 70 : 0; ballChain.push(ball); game.addChild(ball); updateBallPosition(ball); } } else { addBallGroup(); } } else { addBallToChain(); addBallToChain(); addBallToChain(); } // Next group in 0.5-1.25s if frenzy, else 0.66-1.66s nextBallGroupSpawnTick = LK.ticks + (purpleFrenzyActive ? 30 + Math.floor(Math.random() * 45) : 40 + Math.floor(Math.random() * 60)); } // Rare chaos burst: lots of balls at once, unpredictable if (LK.ticks >= nextChaosSpawnTick && ballChain.length < maxChainLength - 8) { var chaosCount = purpleFrenzyActive ? 10 + Math.floor(Math.random() * 6) : 6 + Math.floor(Math.random() * 5); // 10-15 balls if frenzy, else 6-10 for (var i = 0; i < chaosCount; i++) { if (purpleFrenzyActive && Math.random() < 0.5) { var color = Math.random() < 0.7 ? 'purple' : ballColors[Math.floor(Math.random() * ballColors.length)]; var ball = new Ball(color); ball.chainIndex = ballChain.length; ball.pathPosition = ballChain.length > 0 ? ballChain[ballChain.length - 1].pathPosition + 70 : 0; ballChain.push(ball); game.addChild(ball); updateBallPosition(ball); } else if (Math.random() < 0.5) { addBallToChain(); } else { addBallGroup(); } } // Next chaos in 0.66-1.33s if frenzy, else 1-2.66s nextChaosSpawnTick = LK.ticks + (purpleFrenzyActive ? 40 + Math.floor(Math.random() * 40) : 60 + Math.floor(Math.random() * 100)); } } else { // If score is zero, stop all new ball spawns // Optionally, you could clear timers or handle end-of-loop logic here } // Update UI scoreTxt.setText('Score: ' + LK.getScore()); ballUsageTxt.setText('Top Used: ' + (typeof ballsUsed !== "undefined" ? ballsUsed : 0)); // Check if all balls are scattered off screen (game over condition) var allBallsOffScreen = ballChain.length > 0; for (var m = 0; m < ballChain.length; m++) { if (!ballChain[m].isOffScreen && !ballChain[m].isExploding) { allBallsOffScreen = false; break; } } if (allBallsOffScreen && ballChain.length > 0) { gameRunning = false; // Custom "The End" screen with green frame and music showTheEndScreen(); return; } // End the game if ballsUsed reaches 50 if (typeof ballsUsed !== "undefined" && ballsUsed >= 50) { gameRunning = false; showTheEndScreen(); return; } // Win condition - clear all balls if (ballChain.length === 0) { gameRunning = false; // Reset color hit counts and persistent big combo ball on win if (typeof colorHitCounts !== "undefined") colorHitCounts = {}; if (typeof persistentBigComboBall !== "undefined") persistentBigComboBall = null; if (typeof persistentBigComboBallColor !== "undefined") persistentBigComboBallColor = null; // Rainbow burst effect at center for (var rb = 0; rb < 12; rb++) { var colorIdx = rb % ballColors.length; var burst = LK.getAsset('ball_' + ballColors[colorIdx], { anchorX: 0.5, anchorY: 0.5, x: centerX, y: centerY, scaleX: 0.5, scaleY: 0.5, alpha: 1 }); game.addChild(burst); var angle = rb * (Math.PI * 2 / 12); var dist = 400 + Math.random() * 120; tween(burst, { x: centerX + Math.cos(angle) * dist, y: centerY + Math.sin(angle) * dist, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1200, easing: tween.easeOut, onFinish: function onFinish() { if (burst.parent) burst.parent.removeChild(burst); } }); } // Slow motion effect before win var oldChainSpeed = chainSpeed; chainSpeed = 0.01; LK.setTimeout(function () { chainSpeed = oldChainSpeed; LK.setScore(LK.getScore() + 1000); // Bonus for clearing showTheEndScreen(); }, 900); return; } // --- Custom "The End" screen with green frame and music --- function showTheEndScreen() { // Stop all music and play end music (use 'final' sound as end music) LK.stopMusic(); LK.playMusic('final', { loop: false, fade: { start: 0, end: 1, duration: 1200 } }); // Overlay: green frame var frameThickness = 32; var frameColor = 0x00ff44; var frameAlpha = 0.85; // Top var topFrame = LK.getAsset('bud', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: frameThickness, tint: frameColor, alpha: frameAlpha }); // Bottom var bottomFrame = LK.getAsset('bud', { anchorX: 0, anchorY: 0, x: 0, y: 2732 - frameThickness, width: 2048, height: frameThickness, tint: frameColor, alpha: frameAlpha }); // Left var leftFrame = LK.getAsset('bud', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: frameThickness, height: 2732, tint: frameColor, alpha: frameAlpha }); // Right var rightFrame = LK.getAsset('bud', { anchorX: 0, anchorY: 0, x: 2048 - frameThickness, y: 0, width: frameThickness, height: 2732, tint: frameColor, alpha: frameAlpha }); // "The End" text var theEndText = new Text2('THE END', { size: 260, fill: 0x00FF44, font: "'GillSans-Bold',Impact,'Arial Black',Tahoma" }); theEndText.anchor.set(0.5, 0.5); theEndText.x = 2048 / 2; theEndText.y = 2732 / 2; // Add to game overlay game.addChild(topFrame); game.addChild(bottomFrame); game.addChild(leftFrame); game.addChild(rightFrame); game.addChild(theEndText); // Animate "The End" text (pulse) tween(theEndText, { scaleX: 1.18, scaleY: 1.18 }, { duration: 900, yoyo: true, repeat: 2, easing: tween.easeInOut }); // Optionally, fade out all gameplay elements for (var i = 0; i < game.children.length; i++) { var obj = game.children[i]; if (obj !== topFrame && obj !== bottomFrame && obj !== leftFrame && obj !== rightFrame && obj !== theEndText) { tween(obj, { alpha: 0.18 }, { duration: 900, easing: tween.easeOut }); } } } }; // Initialize the game createInitialChain(); ; // Play background music 'amazon' LK.playMusic('amazon'); // Minimalistic tween library for animations
===================================================================
--- original.js
+++ change.js
@@ -1238,11 +1238,11 @@
return;
}
// --- Custom "The End" screen with green frame and music ---
function showTheEndScreen() {
- // Stop all music and play end music (reuse 'amazon' for now)
+ // Stop all music and play end music (use 'final' sound as end music)
LK.stopMusic();
- LK.playMusic('amazon', {
+ LK.playMusic('final', {
loop: false,
fade: {
start: 0,
end: 1,
kocaman gözleri olan ve ağzında olan her renge göre renk değiştiren bir bukalemun. In-Game asset. 2d. High contrast. No shadows
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yeşil yapraklar ve ağaçlar olan orta bir alan. In-Game asset. 2d. High contrast. No shadows
oval kütük küçük bir meydan gibi üstten görünümlü. In-Game asset. 2d. High contrast. No shadows
çember şeklinde bir görseli çerçeve içine alan çevresi yeşillik çerçeve. In-Game asset. 2d. High contrast. No shadows