User prompt
Oyunda toplam skor ve level skoru olacak şekilde 2 adet skor yazımız olsun. Level skoru her levelde elde edilen skor. Toplam skor ise oyunun toplam skoru. Level bittiğinde level skorunu toplam skora ekleyelim. Level başladığında level skoru o levelde çıkan duvar sayısı çarpı 100 olsun. Her duvara çarptığımda level skorundan 20 puan düşelim.
User prompt
ilk levelde duvar olmasın
User prompt
ilk levelden itibaren hedef ile player arasında her zaman en az 1 duvar olsun
User prompt
hedef vurulduğunda target_broken resmini göster
User prompt
Please fix the bug: 'TypeError: Cannot read properties of null (reading 'x')' in or related to this line: 'var dx = b.x - target.x;' Line Number: 403
User prompt
Hedefe vurduğumda hedefin kırılmış halini de göstermek istiyorum. Hedefe vurduktan 2 saniye sonra yeni levele geçelim
User prompt
kenarlar çarpınca ses çıkmasın. Obstacle'a her çarptığımda break ve 3.çarptığımda break3 sesi çalsın
User prompt
Duvar'lara her çarptığında break sesi , 3. kez çarptığında break3 sesi çalsın
User prompt
kenarlara çarpınca ses gelmesin
User prompt
top kenarlara çarpınca ses çıkmasın sadece duvarlara çarpınca ses çıksın. Duvara 3. vuruşta farklı bir ses olsun. Kaleyi vurunca da farklı bir ses olsun
User prompt
duvara her çarptığında kırılma sesi gelsin
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Restart butonunun boyutunu %50 oranında arttır
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Baştan Başla butonunu kaldır
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User prompt
Butonlar oyunu durdurma simgesinin altında olsun
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areBorder gözükmüyor
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User prompt
oyunun sınırları görünsün
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oyunun sınırları belli olsun
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oyunun arka plan resmi olsun
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duvarlara 3 kere çarpınca duvar kırılsın. Duvara çarpma anında duvar üzerinde çatlak oluşsun, tekrar çarptığında çatlar büyüsün. 3. kez çarptığında kırılma sesi ile birlikte duvar yok olsun.
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User prompt
butonları sağ üste koy
/**** * Classes ****/ // Bullet class var Bullet = Container.expand(function () { var self = Container.call(this); var bulletAsset = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.radius = bulletAsset.width / 2; self.vx = 0; self.vy = 0; self.lastX = 0; self.lastY = 0; self.update = function () { self.lastX = self.x; self.lastY = self.y; self.x += self.vx; self.y += self.vy; // Rotate bullet to match its direction if (self.vx !== 0 || self.vy !== 0) { bulletAsset.rotation = Math.atan2(self.vy, self.vx); } // Wall bounce if (self.x - self.radius <= ARENA_X && self.lastX - self.radius > ARENA_X) { self.x = ARENA_X + self.radius; self.vx *= -1; // No sound for left wall } if (self.x + self.radius >= ARENA_X + ARENA_SIZE && self.lastX + self.radius < ARENA_X + ARENA_SIZE) { self.x = ARENA_X + ARENA_SIZE - self.radius; self.vx *= -1; // No sound for right wall } // No sound for top wall if (self.y - self.radius <= ARENA_Y && self.lastY - self.radius > ARENA_Y) { self.y = ARENA_Y + self.radius; self.vy *= -1; } // No sound for bottom wall if (self.y + self.radius >= ARENA_Y + ARENA_SIZE && self.lastY + self.radius < ARENA_Y + ARENA_SIZE) { self.y = ARENA_Y + ARENA_SIZE - self.radius; self.vy *= -1; } }; return self; }); // Obstacle class var Obstacle = Container.expand(function () { var self = Container.call(this); var obsAsset = self.attachAsset('obstacle', { anchorX: 0.5, anchorY: 0.5 }); self.width = obsAsset.width; self.height = obsAsset.height; // Crack state: 0 = no crack, 1 = small crack, 2 = big crack, 3 = broken self.crackLevel = 0; self.crackAsset = null; // Show crack overlay self.showCrack = function (level) { // Remove previous crack asset if any if (self.crackAsset) { self.crackAsset.destroy(); self.crackAsset = null; } if (level === 1) { // Small crack self.crackAsset = self.attachAsset('obstacle_crack1', { anchorX: 0.5, anchorY: 0.5 }); } else if (level === 2) { // Big crack self.crackAsset = self.attachAsset('obstacle_crack2', { anchorX: 0.5, anchorY: 0.5 }); } // If level 0 or 3, no crack overlay }; // Break wall (remove from game) self.breakWall = function () { // Play break sound var breakSound = LK.getSound && LK.getSound('break'); if (breakSound) { breakSound.play(); } // Remove crack asset if any if (self.crackAsset) { self.crackAsset.destroy(); self.crackAsset = null; } // Remove self from game self.destroy(); }; return self; }); // Player class var Player = Container.expand(function () { var self = Container.call(this); var playerAsset = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.radius = playerAsset.width / 2; return self; }); // Target class var Target = Container.expand(function () { var self = Container.call(this); var targetAsset = self.attachAsset('target', { anchorX: 0.5, anchorY: 0.5 }); self.radius = targetAsset.width / 2; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Wall break sound // Big crack overlay // Small crack overlay // Add background image to the game scene var backgroundImg = LK.getAsset('background', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); game.addChild(backgroundImg); // Arena and gameplay variables var ARENA_SIZE = 1800; // Square arena, fits well in 2048x2732 var ARENA_X = (2048 - ARENA_SIZE) / 2; var ARENA_Y = (2732 - ARENA_SIZE) / 2; // Add visible arena border using a white rectangle shape var borderThickness = 16; var borderColor = 0xffffff; var arenaBorder = LK.getAsset('arenaBorder', { anchorX: 0, anchorY: 0, x: ARENA_X - borderThickness / 2, y: ARENA_Y - borderThickness / 2, width: ARENA_SIZE + borderThickness, height: ARENA_SIZE + borderThickness, color: borderColor, shape: 'box' }); game.addChild(arenaBorder); // Arena and gameplay variables var ARENA_SIZE = 1800; // Square arena, fits well in 2048x2732 var ARENA_X = (2048 - ARENA_SIZE) / 2; var ARENA_Y = (2732 - ARENA_SIZE) / 2; var player = null; var target = null; var bullets = []; var obstacles = []; var level = 1; var isAiming = false; var aimLine = null; var aimStart = null; var aimEnd = null; // Score variables var totalScore = 0; var levelScore = 0; // Store X positions for each level so they are consistent on restart var levelPositions = {}; function setupLevel(lvl) { // Always ensure arena border is above background and below gameplay elements if (arenaBorder && arenaBorder.parent) { arenaBorder.parent.removeChild(arenaBorder); } game.addChild(arenaBorder); // Clear previous if (player) { player.destroy(); } if (target) { target.destroy(); } for (var i = 0; i < bullets.length; ++i) { bullets[i].destroy(); } bullets = []; for (var i = 0; i < obstacles.length; ++i) { obstacles[i].destroy(); } obstacles = []; // Player at random X along bottom, but keep same X for same level player = new Player(); var playerMinX = ARENA_X + player.radius + 60; var playerMaxX = ARENA_X + ARENA_SIZE - player.radius - 60; if (!levelPositions[lvl]) { levelPositions[lvl] = {}; levelPositions[lvl].playerX = playerMinX + Math.random() * (playerMaxX - playerMinX); } player.x = levelPositions[lvl].playerX; player.y = ARENA_Y + ARENA_SIZE - 120; game.addChild(player); // Set player asset rotation to default (facing up) if (typeof player.children !== "undefined" && player.children.length > 0) { var playerAsset = player.children[0]; playerAsset.rotation = -Math.PI / 2; } // Target at random X along top, but keep same X for same level target = new Target(); var targetMinX = ARENA_X + target.radius + 60; var targetMaxX = ARENA_X + ARENA_SIZE - target.radius - 60; if (!levelPositions[lvl].targetX) { levelPositions[lvl].targetX = targetMinX + Math.random() * (targetMaxX - targetMinX); } target.x = levelPositions[lvl].targetX; target.y = ARENA_Y + 120; game.addChild(target); // Obstacles for all levels, always at least 1 between player and target var obsCount = Math.max(1, Math.min(lvl - 1, 10)); if (!levelPositions[lvl].obstacles) { levelPositions[lvl].obstacles = []; if (lvl > 1) { // Always place the first obstacle between player and target (on the line between them) var obsDummy = new Obstacle(); var margin = 200; var t = 0.5 + (Math.random() - 0.5) * 0.2; // t in [0.4,0.6] for some randomness var betweenX = levelPositions[lvl].playerX * (1 - t) + levelPositions[lvl].targetX * t; // Clamp X to arena betweenX = Math.max(ARENA_X + margin + obsDummy.width / 2, Math.min(ARENA_X + ARENA_SIZE - margin - obsDummy.width / 2, betweenX)); var betweenY = ARENA_Y + ARENA_SIZE / 2 + (Math.random() - 0.5) * 200; // Center-ish, some vertical randomness levelPositions[lvl].obstacles.push({ x: betweenX, y: betweenY }); obsDummy.destroy(); // Place additional obstacles for higher levels for (var i = 1; i < obsCount; ++i) { var obsDummy2 = new Obstacle(); var posType = i % 3; var xPos; var maxTries = 20; var tryCount = 0; do { if (posType === 0) { // Left third xPos = ARENA_X + margin + obsDummy2.width / 2 + Math.random() * (ARENA_SIZE / 3 - margin - obsDummy2.width); } else if (posType === 1) { // Right third xPos = ARENA_X + 2 * ARENA_SIZE / 3 + margin + obsDummy2.width / 2 + Math.random() * (ARENA_SIZE / 3 - margin - obsDummy2.width); } else { // Center third xPos = ARENA_X + ARENA_SIZE / 3 + margin + obsDummy2.width / 2 + Math.random() * (ARENA_SIZE / 3 - 2 * margin - obsDummy2.width); } tryCount++; } while ((Math.abs(xPos - levelPositions[lvl].playerX) < obsDummy2.width || Math.abs(xPos - levelPositions[lvl].targetX) < obsDummy2.width || levelPositions[lvl].obstacles.some(function (o) { return Math.abs(xPos - o.x) < obsDummy2.width && Math.abs(o.y - (ARENA_Y + ARENA_SIZE / (obsCount + 1) * (i + 1))) < obsDummy2.height; })) && tryCount < maxTries); // Y position: spread vertically, but randomize a bit var yBase = ARENA_Y + ARENA_SIZE / (obsCount + 1) * (i + 1); var yRand = Math.random() * 120 - 60; // -60 to +60 px var yPos = yBase + yRand; levelPositions[lvl].obstacles.push({ x: xPos, y: yPos }); obsDummy2.destroy(); } } } for (var i = 0; i < levelPositions[lvl].obstacles.length; ++i) { var obs = new Obstacle(); obs.x = levelPositions[lvl].obstacles[i].x; obs.y = levelPositions[lvl].obstacles[i].y; game.addChild(obs); obstacles.push(obs); } // Set level score: obstacle count * 100 levelScore = levelPositions[lvl].obstacles.length * 100; if (typeof levelScoreTxt !== "undefined") { levelScoreTxt.setText('Level Skor: ' + levelScore); } } setupLevel(level); // Level counter text var levelTxt = new Text2('Level: ' + level, { size: 100, fill: 0xFFFFFF }); levelTxt.anchor.set(0.5, 0); // Place at top center, but not in the top left 100x100 area LK.gui.top.addChild(levelTxt); // Level score text (top right) var levelScoreTxt = new Text2('Level Skor: 0', { size: 80, fill: 0xFFFF00 }); levelScoreTxt.anchor.set(1, 0); levelScoreTxt.x = 2048 - 60; levelScoreTxt.y = 100; LK.gui.top.addChild(levelScoreTxt); // Total score text (top left, but not in reserved 100x100) var totalScoreTxt = new Text2('Toplam Skor: 0', { size: 80, fill: 0x00FFAA }); totalScoreTxt.anchor.set(0, 0); totalScoreTxt.x = 120; totalScoreTxt.y = 100; LK.gui.top.addChild(totalScoreTxt); // Add a button to restart the current level (without resetting level number) var retryBtn = new Text2('↺', { size: 120, fill: 0xFFFFFF }); retryBtn.anchor.set(0.5, 0.5); // Place at top left, just below the restart button, still below the 100x100 reserved area retryBtn.x = 600; retryBtn.y = 100; retryBtn.interactive = true; retryBtn.buttonMode = true; retryBtn.down = function (x, y, obj) { setupLevel(level); if (levelTxt) { levelTxt.setText('Level: ' + level); } }; LK.gui.top.addChild(retryBtn); // Aiming and shooting game.down = function (x, y, obj) { // Only allow aiming if no bullet is in play if (bullets.length === 0) { isAiming = true; aimStart = { x: player.x, y: player.y }; aimEnd = { x: x, y: y }; } }; game.move = function (x, y, obj) { if (isAiming) { aimEnd = { x: x, y: y }; // Rotate player asset to match the aiming direction var dx = aimEnd.x - player.x; var dy = aimEnd.y - player.y; if (typeof player.children !== "undefined" && player.children.length > 0) { // playerAsset is the first child var playerAsset = player.children[0]; playerAsset.rotation = Math.atan2(dy, dx); } } }; game.up = function (x, y, obj) { if (isAiming) { // Fire bullet var dx = aimEnd.x - player.x; var dy = aimEnd.y - player.y; var len = Math.sqrt(dx * dx + dy * dy); if (len > 10) { var bullet = new Bullet(); bullet.x = player.x; bullet.y = player.y; var speed = 30; bullet.vx = dx / len * speed; bullet.vy = dy / len * speed; bullets.push(bullet); game.addChild(bullet); } isAiming = false; aimStart = null; aimEnd = null; // Reset player asset rotation to default (facing up) if (typeof player.children !== "undefined" && player.children.length > 0) { var playerAsset = player.children[0]; playerAsset.rotation = -Math.PI / 2; } } }; // Main update loop game.update = function () { // Draw aim line if aiming if (isAiming && aimStart && aimEnd) { if (!aimLine) { aimLine = LK.getAsset('aimLine', { anchorX: 0, anchorY: 0 }); game.addChild(aimLine); } // Set aimLine position and size var dx = aimEnd.x - aimStart.x; var dy = aimEnd.y - aimStart.y; var len = Math.sqrt(dx * dx + dy * dy); aimLine.x = aimStart.x; aimLine.y = aimStart.y; aimLine.width = len; aimLine.height = 10; aimLine.rotation = Math.atan2(dy, dx); } else if (aimLine) { aimLine.destroy(); aimLine = null; } // Update bullets for (var i = bullets.length - 1; i >= 0; --i) { var b = bullets[i]; b.update(); // Check collision with target if (target) { var dx = b.x - target.x; var dy = b.y - target.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < b.radius + target.radius) { // Play special sound for hitting the target var targetHitSound = LK.getSound && LK.getSound('targethit'); if (targetHitSound) { targetHitSound.play(); } // Show broken target image var brokenTarget = LK.getAsset('target_broken', { anchorX: 0.5, anchorY: 0.5, x: target.x, y: target.y }); game.addChild(brokenTarget); // Remove bullet and target b.destroy(); bullets.splice(i, 1); if (target) { target.destroy(); target = null; } // Delay next level by 2 seconds LK.setTimeout(function () { if (brokenTarget) { brokenTarget.destroy(); } // Add levelScore to totalScore totalScore += levelScore; if (typeof totalScoreTxt !== "undefined") { totalScoreTxt.setText('Toplam Skor: ' + totalScore); } level += 1; setupLevel(level); if (levelTxt) { levelTxt.setText('Level: ' + level); } }, 2000); return; } } // end if (target) // Check collision with obstacles for (var j = obstacles.length - 1; j >= 0; --j) { var obs = obstacles[j]; var left = obs.x - obs.width / 2; var right = obs.x + obs.width / 2; var top = obs.y - obs.height / 2; var bottom = obs.y + obs.height / 2; // Simple AABB collision if (b.x + b.radius > left && b.x - b.radius < right && b.y + b.radius > top && b.y - b.radius < bottom) { // Reflect bullet: pick axis of minimum penetration var overlapX = Math.min(Math.abs(b.x + b.radius - left), Math.abs(b.x - b.radius - right)); var overlapY = Math.min(Math.abs(b.y + b.radius - top), Math.abs(b.y - b.radius - bottom)); if (overlapX < overlapY) { b.vx *= -1; } else { b.vy *= -1; } // Crack and break logic if (typeof obs.crackLevel === "undefined") { obs.crackLevel = 0; } obs.crackLevel++; // Decrease level score by 20 for each obstacle hit levelScore = Math.max(0, levelScore - 20); if (typeof levelScoreTxt !== "undefined") { levelScoreTxt.setText('Level Skor: ' + levelScore); } // Play break sound for every hit, break3 on 3rd hit if (obs.crackLevel === 3) { var break3Sound = LK.getSound && LK.getSound('break3'); if (break3Sound) break3Sound.play(); } else { var breakSound = LK.getSound && LK.getSound('break'); if (breakSound) breakSound.play(); } if (obs.crackLevel === 1) { if (typeof obs.showCrack === "function") { obs.showCrack(1); } } else if (obs.crackLevel === 2) { if (typeof obs.showCrack === "function") { obs.showCrack(2); } } else if (obs.crackLevel >= 3) { if (typeof obs.breakWall === "function") { obs.breakWall(); } obstacles.splice(j, 1); } } } // Remove bullet if out of arena for too long (failsafe) if (b.x < ARENA_X - 200 || b.x > ARENA_X + ARENA_SIZE + 200 || b.y < ARENA_Y - 200 || b.y > ARENA_Y + ARENA_SIZE + 200) { b.destroy(); bullets.splice(i, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -171,8 +171,11 @@
var isAiming = false;
var aimLine = null;
var aimStart = null;
var aimEnd = null;
+// Score variables
+var totalScore = 0;
+var levelScore = 0;
// Store X positions for each level so they are consistent on restart
var levelPositions = {};
function setupLevel(lvl) {
// Always ensure arena border is above background and below gameplay elements
@@ -279,8 +282,13 @@
obs.y = levelPositions[lvl].obstacles[i].y;
game.addChild(obs);
obstacles.push(obs);
}
+ // Set level score: obstacle count * 100
+ levelScore = levelPositions[lvl].obstacles.length * 100;
+ if (typeof levelScoreTxt !== "undefined") {
+ levelScoreTxt.setText('Level Skor: ' + levelScore);
+ }
}
setupLevel(level);
// Level counter text
var levelTxt = new Text2('Level: ' + level, {
@@ -289,8 +297,26 @@
});
levelTxt.anchor.set(0.5, 0);
// Place at top center, but not in the top left 100x100 area
LK.gui.top.addChild(levelTxt);
+// Level score text (top right)
+var levelScoreTxt = new Text2('Level Skor: 0', {
+ size: 80,
+ fill: 0xFFFF00
+});
+levelScoreTxt.anchor.set(1, 0);
+levelScoreTxt.x = 2048 - 60;
+levelScoreTxt.y = 100;
+LK.gui.top.addChild(levelScoreTxt);
+// Total score text (top left, but not in reserved 100x100)
+var totalScoreTxt = new Text2('Toplam Skor: 0', {
+ size: 80,
+ fill: 0x00FFAA
+});
+totalScoreTxt.anchor.set(0, 0);
+totalScoreTxt.x = 120;
+totalScoreTxt.y = 100;
+LK.gui.top.addChild(totalScoreTxt);
// Add a button to restart the current level (without resetting level number)
var retryBtn = new Text2('↺', {
size: 120,
fill: 0xFFFFFF
@@ -423,8 +449,13 @@
LK.setTimeout(function () {
if (brokenTarget) {
brokenTarget.destroy();
}
+ // Add levelScore to totalScore
+ totalScore += levelScore;
+ if (typeof totalScoreTxt !== "undefined") {
+ totalScoreTxt.setText('Toplam Skor: ' + totalScore);
+ }
level += 1;
setupLevel(level);
if (levelTxt) {
levelTxt.setText('Level: ' + level);
@@ -454,8 +485,13 @@
if (typeof obs.crackLevel === "undefined") {
obs.crackLevel = 0;
}
obs.crackLevel++;
+ // Decrease level score by 20 for each obstacle hit
+ levelScore = Math.max(0, levelScore - 20);
+ if (typeof levelScoreTxt !== "undefined") {
+ levelScoreTxt.setText('Level Skor: ' + levelScore);
+ }
// Play break sound for every hit, break3 on 3rd hit
if (obs.crackLevel === 3) {
var break3Sound = LK.getSound && LK.getSound('break3');
if (break3Sound) break3Sound.play();
full blue screen. In-Game asset. 2d. High contrast. No shadows
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