User prompt
topu vurduktan sonra gitmeye devam etmesin
User prompt
topları vurduğundan patlama ve yok olma efekti olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
mor renkli topa vurunca score sıfırlansın
User prompt
function handleBallHit(projectileColor, targetBallColor) { if (targetBallColor === "purple") { // MOR topa ne olursa olsun vurulunca puan azalacak score -= 10; playEffect("buzz"); // sinek efekti return; } if (projectileColor === targetBallColor) { // Doğru renge vurulduysa score += 5; playEffect("sparkle"); } else { // Yanlış renge vurulduysa score -= 5; playEffect("wrong"); } }
User prompt
function handleBallHit(projectileColor, targetBallColor) { if (targetBallColor === "purple") { // Mor top: ceza score -= 10; playEffect("buzz"); // pis sinek efekti return; } if (projectileColor === targetBallColor) { // Doğru renge vurdu: ödül score += 5; playEffect("sparkle"); // başarı efekti } else { // Yanlış renge vurdu: ceza score -= 5; playEffect("wrong"); // yanlış efekt } }
User prompt
if (ball.speed > MAX_SPEED) { ball.speed = MAX_SPEED; }
User prompt
mor renkli topu vurunca puan eksilsin
User prompt
aynı renkte toplar vurulmazsa puan verilmesin ve mor top hariç diğerleri puan versin.
User prompt
çok hızlı ara ara geçen toplar olmasın
User prompt
bukalemunun ortasında olan top daire içine alınıp daha belirgin hale gelsin. arada sırada çok hızlı geçen toplar yok edilsin.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'ballGraphics')' in or related to this line: 'tween(hitBall.ballGraphics, {' Line Number: 605
User prompt
daha fazla top olsun ve daha ağır adımlarla hareket etsinler. aynı renkte olan toplar sürü şeklinde ara ara gelebilir. hepsi ilk vuruşta gitsin mor renkli top hariç.
User prompt
bukalemun topu ağızından fırlattığında topa efekt eklensin
User prompt
bukalemun topu gönderirken o tarafa doğru ağzında uzun dili dışarıya doğru gittiğini gösteren efekt eklensin
User prompt
toplara doğru gönderilen top bukalemunun ağız kısmında olsun ve bukalemunun kafasını döndürdüğü yöne doğru atılsın
User prompt
topları doğru vurdukça daha çok top gelsin
User prompt
her aynı renk vurulduğunda efekt olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
aynı renge top atıldığında oyunun temasına uygun olarak bir efekt olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
toplar daha çok olsun ve her aynı renkte top vurulduğunda daha çok gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
yuvarlaklar komple dağıllınca ve ekrandan yok olunca oyun bitsin
User prompt
1. bukalemunun ağzında yuvarlaklar ve rengi gözüksün ve ağzındaki yuvarlağın rengine göre kendi rengide o ağzındaki yuvarlağın rengine dönüşsün 2. yuvarlaklar her bir yana saçılsın ve düzenli bir biçimde tek sıra olarak hareket etsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Generate the first version of the source code of my game: Maya Frog Zuma. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Maya Frog Zuma
Initial prompt
Zuma tarzı, merkezde sabit duran bir kurbağanın renkli topları dönen bir zincire doğru fırlattığı, aynı renkten 3 veya daha fazla top yan yana geldiğinde patlayarak zinciri yavaşlattığı, toplar son noktaya ulaşmadan tüm zinciri bitirmeyi hedefleyen, antik Maya temalı, ses efektleri ve skor sistemi olan bir 2D oyun yap. retro piksel stilinde yap,mobil uyumlu yap.
/**** * 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.lastPathPosition = 0; 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(); }; 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)]; self.currentBall = self.attachAsset('ball_' + self.currentBallColor, { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, scaleX: 0.8, scaleY: 0.8 }); self.aimAngle = 0; self.canShoot = true; 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; // 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); } self.currentBall = self.attachAsset('ball_' + self.currentBallColor, { anchorX: 0.5, anchorY: 0.5, x: 0, y: -80, scaleX: 0.8, scaleY: 0.8 }); 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 ****/ // Game constants // Initialize game assets with Maya theme and retro pixel style var ballColors = ['red', 'blue', 'yellow', 'green', 'purple']; var pathRadius = 400; var centerX = 2048 / 2; var centerY = 2732 / 2; var chainSpeed = 0.8; var maxChainLength = 50; // Game variables var ballChain = []; var projectiles = []; var gameRunning = true; var chainProgress = 0; var matchCombo = 0; // 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 chain length display var chainTxt = new Text2('Chain: 0', { size: 60, fill: 0xFFFF00 }); chainTxt.anchor.set(0, 0); chainTxt.x = 50; chainTxt.y = 50; LK.gui.topLeft.addChild(chainTxt); // Initialize ball chain function createInitialChain() { for (var i = 0; i < 15; i++) { 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 circular path function updateBallPosition(ball) { var totalProgress = chainProgress + ball.pathPosition; var angle = totalProgress / pathRadius * Math.PI * 2; var currentRadius = pathRadius - totalProgress * 0.3; if (currentRadius < 100) { currentRadius = 100; } ball.x = centerX + Math.cos(angle) * currentRadius; ball.y = centerY + Math.sin(angle) * currentRadius; } // 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); } // 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 for (var j = 0; j < matches.length; j++) { matches[j].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; } LK.getSound('match').play(); // 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); } // 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); } }; game.move = function (x, y, obj) { if (!gameRunning) return; frog.updateAim(x, y); }; // Main game update loop game.update = function () { if (!gameRunning) return; // 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; updateBallPosition(ball); // Check if chain reached center (game over condition) var totalProgress = chainProgress + ball.pathPosition; var currentRadius = pathRadius - totalProgress * 0.3; if (currentRadius <= 100 && 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) { projectiles.splice(j, 1); insertProjectileIntoChain(projectile, insertIndex); } } // Add new balls periodically if (LK.ticks % 180 === 0 && ballChain.length < maxChainLength) { addBallToChain(); } // Update UI scoreTxt.setText('Score: ' + LK.getScore()); chainTxt.setText('Chain: ' + ballChain.length); // Win condition - clear all balls if (ballChain.length === 0) { gameRunning = false; LK.setScore(LK.getScore() + 1000); // Bonus for clearing LK.showYouWin(); } }; // Initialize the game createInitialChain();
===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,361 @@
-/****
+/****
+* 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.lastPathPosition = 0;
+ 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();
+ };
+ 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)];
+ self.currentBall = self.attachAsset('ball_' + self.currentBallColor, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: -80,
+ scaleX: 0.8,
+ scaleY: 0.8
+ });
+ self.aimAngle = 0;
+ self.canShoot = true;
+ 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;
+ // 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);
+ }
+ self.currentBall = self.attachAsset('ball_' + self.currentBallColor, {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ x: 0,
+ y: -80,
+ scaleX: 0.8,
+ scaleY: 0.8
+ });
+ 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: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x2d5016
+});
+
+/****
+* Game Code
+****/
+// Game constants
+// Initialize game assets with Maya theme and retro pixel style
+var ballColors = ['red', 'blue', 'yellow', 'green', 'purple'];
+var pathRadius = 400;
+var centerX = 2048 / 2;
+var centerY = 2732 / 2;
+var chainSpeed = 0.8;
+var maxChainLength = 50;
+// Game variables
+var ballChain = [];
+var projectiles = [];
+var gameRunning = true;
+var chainProgress = 0;
+var matchCombo = 0;
+// 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 chain length display
+var chainTxt = new Text2('Chain: 0', {
+ size: 60,
+ fill: 0xFFFF00
+});
+chainTxt.anchor.set(0, 0);
+chainTxt.x = 50;
+chainTxt.y = 50;
+LK.gui.topLeft.addChild(chainTxt);
+// Initialize ball chain
+function createInitialChain() {
+ for (var i = 0; i < 15; i++) {
+ 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 circular path
+function updateBallPosition(ball) {
+ var totalProgress = chainProgress + ball.pathPosition;
+ var angle = totalProgress / pathRadius * Math.PI * 2;
+ var currentRadius = pathRadius - totalProgress * 0.3;
+ if (currentRadius < 100) {
+ currentRadius = 100;
+ }
+ ball.x = centerX + Math.cos(angle) * currentRadius;
+ ball.y = centerY + Math.sin(angle) * currentRadius;
+}
+// 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);
+}
+// 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
+ for (var j = 0; j < matches.length; j++) {
+ matches[j].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;
+ }
+ LK.getSound('match').play();
+ // 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);
+}
+// 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);
+ }
+};
+game.move = function (x, y, obj) {
+ if (!gameRunning) return;
+ frog.updateAim(x, y);
+};
+// Main game update loop
+game.update = function () {
+ if (!gameRunning) return;
+ // 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;
+ updateBallPosition(ball);
+ // Check if chain reached center (game over condition)
+ var totalProgress = chainProgress + ball.pathPosition;
+ var currentRadius = pathRadius - totalProgress * 0.3;
+ if (currentRadius <= 100 && 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) {
+ projectiles.splice(j, 1);
+ insertProjectileIntoChain(projectile, insertIndex);
+ }
+ }
+ // Add new balls periodically
+ if (LK.ticks % 180 === 0 && ballChain.length < maxChainLength) {
+ addBallToChain();
+ }
+ // Update UI
+ scoreTxt.setText('Score: ' + LK.getScore());
+ chainTxt.setText('Chain: ' + ballChain.length);
+ // Win condition - clear all balls
+ if (ballChain.length === 0) {
+ gameRunning = false;
+ LK.setScore(LK.getScore() + 1000); // Bonus for clearing
+ LK.showYouWin();
+ }
+};
+// Initialize the game
+createInitialChain();
\ No newline at end of file
kocaman gözleri olan ve ağzında olan her renge göre renk değiştiren bir bukalemun. In-Game asset. 2d. High contrast. No shadows
minik ve çok sevimli bir yusufçuk. In-Game asset. 2d. High contrast. No shadows
minik sevimli bir tırtıl. In-Game asset. 2d. High contrast. No shadows
çirkin ve sevimsiz kara sinek mor renkli bir kısmı. In-Game asset. 2d. High contrast. No shadows
çok güzel renkleri olan ağırlıklı olarak kırmızı renkli kelebek. In-Game asset. 2d. High contrast. No shadows
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