User prompt
score 807 target 750 iken bölümü geçemiyorum kontrol edermisin ? ayrıca shopta harcamalarımdan kalan score diğerinin üzerine eklenmiyor olabilir.
User prompt
level 4 750 score ben 777 score yaptım ama oyun bitti level 10a kadar gitmeli ayrıca bölümlerde maksimum 2 mystery bag olabilir.
User prompt
shop ekranındaki yazıların arkasındaki görsel için bir asset oluştururmusun ayrıca araları biraz açık olsun yazılar üst üste gelmiş
User prompt
levellarda target score u geçsemde game over oluyor level sistemini dikkatli olarak güncelleyelim. ayrıca süre bittikten sonra eğer target score u geçtiysek level 2 ye geçmeli ayrıca. shop ekranında mevcut scorun yarısını silmeli öyle gelmeli
User prompt
game over olduktan sonra tekrar level 1 den başlamalıyız.
User prompt
her seviyede puan sıfırlanmalı. Süre level 2 ye geldikten sonra geri saymayı durduruyorç
User prompt
level sistemi eklemek istiyorum her level için gereken puan artmalı ve her seviye sonunda market özelliğini kullanarak oyuncular isterse +5 +10 +15 saniye ve +1 +2 +3 dinamit gibi özellikleri satın alabilmeli. alınan her özellik sıradaki seviye için kullanılabilir. ↪💡 Consider importing and using the following plugins: @upit/storage.v1
User prompt
eşyalara gölge ekleyelim böyle çok kötü duruyor
User prompt
goldların değerler ifarketmiyor bunu çözmek yerine goldların harici farklı bir eşyada ekleyelim örneğin yakut eklemek zümrüt eklemek gold 50 altın olmalı yakut 70 zümrüt 85 diamond 100 domuzcuklu diamond 150.
User prompt
claw drop distance biraz daha arttırılmalı ayrıca gold nıggetlar büyükte olsa 20 küçükte olsa 20 puan veriyor düzenlenmesi gerekiyor.
User prompt
gold ların boyutları random olmalı büyük altınlar daha fazla değere sahip olmalı. Bir mystery bag eklemek istiyorum her bölümde 1 adet çıkacak. bu mystery bagin içinden rastgele elmas yada rastgele değerde altın çıkabilir. Ayrıca bir dinamit sistemi eklemek istiyorum.bu mystery bagin içinden çıkabilir. Eğer limizde dinamit var ise Tnt yada taş çektiğimizde onu otomatik fırlatıp hemen clawı resetleyebilir.
User prompt
daha büyük bir gold nugget olmalı şuanda hepsinin değeri 60 ama büyüklerin değerleri daha fazla olmalı
User prompt
her oyunda mutlaka çok büyük bir gold nugget olmalı
User prompt
gold nuggetlar boyutlarına göre değerleri farklı olmalı küçükler ucuzken büyükler daha fazla puan vermeli
User prompt
normal diamond sayısı 2 olsun 3 tane domuzcuk sabit altın sayısını arttırabiliriz
User prompt
miner için kullandığımız asset hareketli olabilirmi image yerine makara saran bir karakter koymak istiyorum
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baktığı yönün tam zıttına gidiyor şuanda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ters yöne gidiyor şuanda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
claw baktığı yöne gitsin düzelt artık şunu
User prompt
Claw angle soldaki max açıdayken tıklarsam max dereceye gitmiyor. daha aşasında bir açıya gidiyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
claw ile drop ters yönlerde yine ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
claw angle ile gittiği nokta aynı olmuyor. çok sağa baktığında bile oraya gitmiyor. oyun ekranının içinden çıkmamalı claw ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
claw angle biraz daha artmalı çok köşelerde çıkanları alamıyoruz . Ayrıca yakalanacak tüm eşyalar biraz daha aşağılarda spawn olmalı çünkü çok yakın oluyorlar. ürünler iç içe çıkmamalı tnt en fazla 3 adet olmalı.
User prompt
claw çok hızlı gidip geliyor. sabit hızla gitmeli çektiği eşyanın büyüklüğüne göre yavaş yada hızlı çekmeli. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
drop distance dahada yükselt şuanda oyun ekranının yarısı kadar dropluyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
var storage = LK.import("@upit/storage.v1");
/****
* Classes
****/
var Claw = Container.expand(function () {
var self = Container.call(this);
var clawGraphics = self.attachAsset('claw', {
anchorX: 0.5,
anchorY: 0.5
});
// Cable removed - no longer visible
self.swingAngle = 0;
self.swingSpeed = 0.02;
self.swingRadius = 300;
self.centerX = 1024; // Center position
self.startX = 1024; // Starting X position - same as center
self.isDropping = false;
self.isRetracting = false;
self.dropSpeed = 8;
self.retractSpeed = 6;
self.startY = 350;
self.grabbedItem = null;
self.weight = 1;
self.isRetractingStarted = false;
self.update = function () {
if (!self.isDropping && !self.isRetracting) {
// Swing back and forth by rotating the claw
self.swingAngle += self.swingSpeed;
self.rotation = Math.sin(self.swingAngle) * 2.0; // Rotate between -2.0 and 2.0 radians for much wider swing, better matching visual angle
}
// Dropping is now handled by tween animation in drop() method
if (self.isRetracting && !self.isRetractingStarted) {
self.isRetractingStarted = true;
// Calculate distance back to start position
var distanceBack = Math.sqrt(Math.pow(self.startX - self.x, 2) + Math.pow(self.startY - self.y, 2));
// Base retraction speed (pixels per second) - slower when carrying items
var baseRetractSpeed = 600; // pixels per second when empty
var weightedRetractSpeed = baseRetractSpeed / self.weight; // Slower for heavier items
var retractDuration = distanceBack / weightedRetractSpeed * 1000; // Convert to milliseconds
// Use tween to move claw back to start position
tween(self, {
x: self.startX,
y: self.startY
}, {
duration: retractDuration,
easing: tween.linear,
onFinish: function onFinish() {
self.isRetracting = false;
self.isRetractingStarted = false;
// Use a small delay to ensure item collection happens cleanly
if (self.grabbedItem) {
LK.setTimeout(function () {
if (self.grabbedItem) {
// Double check item still exists
self.collectItem();
}
}, 50);
}
}
});
}
// Move grabbed item with claw
if (self.grabbedItem) {
self.grabbedItem.x = self.x;
self.grabbedItem.y = self.y + 40;
}
// Cable positioning removed - cable is now invisible
};
self.drop = function () {
if (!self.isDropping && !self.isRetracting) {
self.isDropping = true;
// Calculate target position based on current rotation
var targetDistance = 2400; // How far the claw should extend - increased to reach bottom of screen
// Use the actual rotation of the claw to determine direction
var angle = self.rotation + Math.PI / 2; // Adjust so 0 is straight down, and positive rotation is to the right
var targetX = self.centerX + Math.cos(angle) * targetDistance;
var targetY = self.startY + Math.sin(angle) * targetDistance;
// Ensure claw stays within screen bounds
if (targetX < 50) targetX = 50;
if (targetX > 1998) targetX = 1998;
// Calculate distance to target
var distance = Math.sqrt(Math.pow(targetX - self.x, 2) + Math.pow(targetY - self.y, 2));
// Use constant speed for dropping (pixels per second)
var dropSpeed = 800; // pixels per second
var dropDuration = distance / dropSpeed * 1000; // Convert to milliseconds
// Use tween to move claw directly to target position
tween(self, {
x: targetX,
y: targetY
}, {
duration: dropDuration,
easing: tween.linear,
onFinish: function onFinish() {
self.isDropping = false;
self.isRetracting = true;
}
});
LK.getSound('clawMove').play();
}
};
self.collectItem = function () {
if (self.grabbedItem) {
var itemToCollect = self.grabbedItem; // Store reference before clearing
self.grabbedItem = null; // Clear reference immediately to prevent double collection
self.weight = 1; // Reset weight immediately
// Add to score based on item type
var points = 0;
if (itemToCollect.itemType === 'gold') {
points = 50; // Fixed value for gold
} else if (itemToCollect.itemType === 'ruby') {
points = 70; // Fixed value for ruby
} else if (itemToCollect.itemType === 'emerald') {
points = 85; // Fixed value for emerald
} else if (itemToCollect.itemType === 'diamond') {
points = 100;
} else if (itemToCollect.itemType === 'rock') {
// If we have dynamite, use it to destroy rock
if (dynamiteCount > 0) {
dynamiteCount--;
dynamiteText.setText('Dynamite: ' + dynamiteCount);
// Flash screen yellow for dynamite use
LK.effects.flashScreen(0xFFFF00, 500);
points = 20; // Small reward for blowing up rock
// Auto-reset claw
self.isRetracting = false;
self.isRetractingStarted = false;
self.x = self.startX;
self.y = self.startY;
} else {
points = 10;
}
} else if (itemToCollect.itemType === 'pig') {
points = 150; // Higher value for pig with diamond
} else if (itemToCollect.itemType === 'tnt') {
// If we have dynamite, use it to destroy TNT
if (dynamiteCount > 0) {
dynamiteCount--;
dynamiteText.setText('Dynamite: ' + dynamiteCount);
// Flash screen yellow for dynamite use
LK.effects.flashScreen(0xFFFF00, 500);
points = 0;
// Auto-reset claw
self.isRetracting = false;
self.isRetractingStarted = false;
self.x = self.startX;
self.y = self.startY;
} else {
// TNT explodes and resets score to 0
LK.setScore(0);
scoreText.setText('Score: 0');
// Flash screen red for explosion effect
LK.effects.flashScreen(0xFF0000, 1000);
points = 0;
}
} else if (itemToCollect.itemType === 'mysteryBag') {
// Open mystery bag
if (itemToCollect.contents === 'dynamite') {
dynamiteCount++;
dynamiteText.setText('Dynamite: ' + dynamiteCount);
// Flash screen green for dynamite pickup
LK.effects.flashScreen(0x00FF00, 500);
points = 0;
} else if (itemToCollect.contents === 'diamond') {
points = 100;
} else if (itemToCollect.contents === 'gold') {
points = itemToCollect.goldValue;
}
}
if (itemToCollect.itemType !== 'tnt') {
LK.setScore(LK.getScore() + points);
scoreText.setText('Score: ' + LK.getScore());
}
// Remove item from items array
for (var i = items.length - 1; i >= 0; i--) {
if (items[i] === itemToCollect) {
items[i].destroy();
items.splice(i, 1);
break;
}
}
LK.getSound('collect').play();
}
};
return self;
});
var Miner = Container.expand(function () {
var self = Container.call(this);
// Create miner character using miner asset
var minerGraphics = self.attachAsset('miner', {
anchorX: 0.5,
anchorY: 1
});
// Add a "reel" arm/hand asset to simulate winding the claw
// We'll use the 'clawCable' asset as a makeshift reel handle for animation
var reelHandle = self.attachAsset('clawCable', {
anchorX: 0.5,
anchorY: 1
});
reelHandle.x = 0;
reelHandle.y = -80;
reelHandle.scaleX = 2.5;
reelHandle.scaleY = 0.5;
reelHandle.rotation = 0;
// Animate the reel handle when the claw is retracting
self.update = function () {
// If the global 'claw' is retracting, animate the reel handle
if (typeof claw !== "undefined" && claw.isRetracting) {
// Spin the handle
reelHandle.rotation += 0.3;
// Optionally, add a little up/down movement for fun
reelHandle.y = -80 + Math.sin(Date.now() / 120) * 8;
} else {
// Reset to default position
reelHandle.rotation = 0;
reelHandle.y = -80;
}
};
return self;
});
var MiningItem = Container.expand(function (itemType) {
var self = Container.call(this);
self.itemType = itemType;
var assetName = '';
var scale = 1;
if (itemType === 'gold') {
assetName = 'goldNugget';
self.weight = 1.5;
// Random scale between 0.5 and 1.8 for more variety
scale = 0.5 + Math.random() * 1.3;
self.weight *= scale; // Adjust weight based on size
} else if (itemType === 'diamond') {
assetName = 'diamond';
self.weight = 1;
} else if (itemType === 'ruby') {
assetName = 'ruby';
self.weight = 1.2;
} else if (itemType === 'emerald') {
assetName = 'emerald';
self.weight = 1.3;
} else if (itemType === 'rock') {
assetName = 'rock';
self.weight = 3;
// Random scale between 0.6 and 1.4
scale = 0.6 + Math.random() * 0.8;
self.weight *= scale; // Adjust weight based on size
} else if (itemType === 'tnt') {
assetName = 'tnt';
self.weight = 2;
}
// Create shadow first so it appears behind the item
var shadowGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.3; // Semi-transparent
shadowGraphics.scaleX = scale * 1.1; // Slightly larger than item
shadowGraphics.scaleY = scale * 0.6; // Flattened for shadow effect
shadowGraphics.x = 15; // Offset to the right
shadowGraphics.y = 20; // Offset down
var itemGraphics = self.attachAsset(assetName, {
anchorX: 0.5,
anchorY: 0.5
});
// Apply random scale
itemGraphics.scaleX = scale;
itemGraphics.scaleY = scale;
return self;
});
var MysteryBag = Container.expand(function () {
var self = Container.call(this);
// Create shadow first
var shadowGraphics = self.attachAsset('tnt', {
anchorX: 0.5,
anchorY: 0.5
});
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.3; // Semi-transparent
shadowGraphics.scaleX = 1.3; // Slightly larger
shadowGraphics.scaleY = 0.8; // Flattened
shadowGraphics.x = 15; // Offset
shadowGraphics.y = 20;
// Create a mystery bag visual using a scaled TNT asset with different tint
var bagGraphics = self.attachAsset('tnt', {
anchorX: 0.5,
anchorY: 0.5
});
bagGraphics.tint = 0x8B4513; // Brown color for bag
bagGraphics.scaleX = 1.2;
bagGraphics.scaleY = 1.2;
// Add a question mark using text
var questionMark = new Text2('?', {
size: 60,
fill: 0xFFFFFF
});
questionMark.anchor.set(0.5, 0.5);
self.addChild(questionMark);
self.itemType = 'mysteryBag';
self.weight = 1.5;
// Randomly determine contents
var rand = Math.random();
if (rand < 0.3) {
// 30% chance for dynamite
self.contents = 'dynamite';
} else if (rand < 0.5) {
// 20% chance for diamond
self.contents = 'diamond';
} else {
// 50% chance for gold
self.contents = 'gold';
// Random gold value between 50-200
self.goldValue = Math.floor(Math.random() * 150) + 50;
}
return self;
});
var Pig = Container.expand(function () {
var self = Container.call(this);
// Create shadow first
var shadowGraphics = self.attachAsset('pig', {
anchorX: 0.5,
anchorY: 0.5
});
shadowGraphics.tint = 0x000000; // Black shadow
shadowGraphics.alpha = 0.3; // Semi-transparent
shadowGraphics.scaleX = 1.1; // Slightly larger
shadowGraphics.scaleY = 0.6; // Flattened
shadowGraphics.x = 15; // Offset
shadowGraphics.y = 20;
var pigGraphics = self.attachAsset('pig', {
anchorX: 0.5,
anchorY: 0.5
});
var diamond = self.attachAsset('diamond', {
anchorX: 0.5,
anchorY: 0.5
});
diamond.x = 0;
diamond.y = -10; // Position diamond in pig's "mouth"
diamond.scaleX = 0.6;
diamond.scaleY = 0.6;
// Random movement speed between 0.5 and 2.5
self.moveSpeed = 0.5 + Math.random() * 2;
// Random initial direction
self.direction = Math.random() < 0.5 ? -1 : 1;
// Random movement range between 150 and 350
self.moveRange = 150 + Math.random() * 200;
self.startX = 0;
self.itemType = 'pig';
self.weight = 2;
self.update = function () {
// Move pig back and forth
self.x += self.moveSpeed * self.direction;
if (self.x > self.startX + self.moveRange || self.x < self.startX - self.moveRange) {
self.direction *= -1;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87CEEB
});
/****
* Game Code
****/
// Game variables
// Game assets will be created dynamically
var claw;
var items = [];
var gameTime = 60; // 60 seconds per level
var timeLeft = gameTime;
var gameActive = true;
var scoreText;
var timeText;
var gameTimer;
var dynamiteCount = 0; // Track dynamite inventory
var dynamiteText; // UI for dynamite count
// Level system variables
var currentLevel = storage.currentLevel || 1;
var levelText; // UI for level display
var targetScoreText; // UI for target score
var inMarket = false; // Track if we're in market phase
// Calculate target score for current level
function getTargetScore(level) {
return 300 + (level - 1) * 150; // Level 1: 300, Level 2: 450, Level 3: 600, etc.
}
// Market prices
var marketPrices = {
time5: 100,
time10: 180,
time15: 250,
dynamite1: 80,
dynamite2: 150,
dynamite3: 200
};
// Create sky background
var sky = game.attachAsset('sky', {
x: 0,
y: 0
});
// Create ground
var ground = game.attachAsset('ground', {
x: 0,
y: 300
});
// Create miner character
var miner = game.addChild(new Miner());
miner.x = 1024;
miner.y = 300;
// Create claw
claw = game.addChild(new Claw());
claw.x = 1024;
claw.y = 350;
// Create UI elements
scoreText = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(scoreText);
scoreText.x = 120; // Avoid top-left menu area
timeText = new Text2('Time: 60', {
size: 80,
fill: 0xFFFFFF
});
timeText.anchor.set(1, 0);
LK.gui.topRight.addChild(timeText);
// Add dynamite counter UI
dynamiteText = new Text2('Dynamite: 0', {
size: 60,
fill: 0xFFFF00
});
dynamiteText.anchor.set(0.5, 0);
LK.gui.top.addChild(dynamiteText);
// Add level display
levelText = new Text2('Level: ' + currentLevel, {
size: 70,
fill: 0xFFFFFF
});
levelText.anchor.set(0, 0);
LK.gui.topLeft.addChild(levelText);
levelText.x = 120;
levelText.y = 90;
// Add target score display
targetScoreText = new Text2('Target: ' + getTargetScore(currentLevel), {
size: 60,
fill: 0x00FF00
});
targetScoreText.anchor.set(0, 0);
LK.gui.topLeft.addChild(targetScoreText);
targetScoreText.x = 120;
targetScoreText.y = 170;
// Generate random items underground
function generateItems() {
var occupiedPositions = []; // Track positions to prevent overlap
var minDistance = 120; // Minimum distance between items
// 1. Place gold nuggets (e.g. 8)
var goldCount = 8;
for (var i = 0; i < goldCount; i++) {
var gold = new MiningItem('gold');
// Find a position that doesn't overlap with existing items
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
gold.x = Math.random() * 1800 + 124;
gold.y = Math.random() * 1200 + 800;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(gold.x - occupiedPositions[j].x, 2) + Math.pow(gold.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
occupiedPositions.push({
x: gold.x,
y: gold.y
});
items.push(gold);
game.addChild(gold);
}
// 2. Place rubies (3)
var rubyCount = 3;
for (var i = 0; i < rubyCount; i++) {
var ruby = new MiningItem('ruby');
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
ruby.x = Math.random() * 1800 + 124;
ruby.y = Math.random() * 1200 + 800;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(ruby.x - occupiedPositions[j].x, 2) + Math.pow(ruby.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
occupiedPositions.push({
x: ruby.x,
y: ruby.y
});
items.push(ruby);
game.addChild(ruby);
}
// 3. Place emeralds (2)
var emeraldCount = 2;
for (var i = 0; i < emeraldCount; i++) {
var emerald = new MiningItem('emerald');
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
emerald.x = Math.random() * 1800 + 124;
emerald.y = Math.random() * 1200 + 800;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(emerald.x - occupiedPositions[j].x, 2) + Math.pow(emerald.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
occupiedPositions.push({
x: emerald.x,
y: emerald.y
});
items.push(emerald);
game.addChild(emerald);
}
// 4. Place diamonds (exactly 2)
var diamondCount = 2;
for (var i = 0; i < diamondCount; i++) {
var diamond = new MiningItem('diamond');
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
diamond.x = Math.random() * 1800 + 124;
diamond.y = Math.random() * 1200 + 800;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(diamond.x - occupiedPositions[j].x, 2) + Math.pow(diamond.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
occupiedPositions.push({
x: diamond.x,
y: diamond.y
});
items.push(diamond);
game.addChild(diamond);
}
// 5. Place rocks (e.g. 6)
var rockCount = 6;
for (var i = 0; i < rockCount; i++) {
var rock = new MiningItem('rock');
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
rock.x = Math.random() * 1800 + 124;
rock.y = Math.random() * 1200 + 800;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(rock.x - occupiedPositions[j].x, 2) + Math.pow(rock.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
occupiedPositions.push({
x: rock.x,
y: rock.y
});
items.push(rock);
game.addChild(rock);
}
// 6. Place TNT (up to 3)
var tntCount = 0;
var maxTnt = 3;
for (var i = 0; i < maxTnt; i++) {
var tnt = new MiningItem('tnt');
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
tnt.x = Math.random() * 1800 + 124;
tnt.y = Math.random() * 1200 + 800;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(tnt.x - occupiedPositions[j].x, 2) + Math.pow(tnt.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
occupiedPositions.push({
x: tnt.x,
y: tnt.y
});
items.push(tnt);
game.addChild(tnt);
}
// 7. Add mystery bags (maximum 2 per level)
var mysteryBagCount = Math.floor(Math.random() * 2) + 1; // 1 or 2 mystery bags
for (var i = 0; i < mysteryBagCount; i++) {
var mysteryBag = new MysteryBag();
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
mysteryBag.x = Math.random() * 1800 + 124;
mysteryBag.y = Math.random() * 1200 + 800;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(mysteryBag.x - occupiedPositions[j].x, 2) + Math.pow(mysteryBag.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
occupiedPositions.push({
x: mysteryBag.x,
y: mysteryBag.y
});
items.push(mysteryBag);
game.addChild(mysteryBag);
}
// 8. Add moving pigs with diamonds - exactly 3
var pigCount = 3;
for (var i = 0; i < pigCount; i++) {
var pig = new Pig();
// Find position that doesn't overlap with items
var validPosition = false;
var attempts = 0;
var maxAttempts = 50;
while (!validPosition && attempts < maxAttempts) {
pig.x = Math.random() * 1600 + 200;
pig.y = Math.random() * 600 + 1000;
validPosition = true;
for (var j = 0; j < occupiedPositions.length; j++) {
var distance = Math.sqrt(Math.pow(pig.x - occupiedPositions[j].x, 2) + Math.pow(pig.y - occupiedPositions[j].y, 2));
if (distance < minDistance) {
validPosition = false;
break;
}
}
attempts++;
}
pig.startX = pig.x;
occupiedPositions.push({
x: pig.x,
y: pig.y
});
items.push(pig);
game.addChild(pig);
}
}
// Initialize items
generateItems();
// Create market UI
function showMarket() {
inMarket = true;
gameActive = false;
// Halve the current score when entering market
LK.setScore(Math.floor(LK.getScore() / 2));
// Clear current game items
for (var i = items.length - 1; i >= 0; i--) {
items[i].destroy();
}
items = [];
// Create market background
var marketBg = new Container();
marketBg.x = 1024;
marketBg.y = 1366;
game.addChild(marketBg);
// Market title
var marketTitle = new Text2('MARKET', {
size: 120,
fill: 0xFFD700
});
marketTitle.anchor.set(0.5, 0.5);
marketTitle.y = -900;
marketBg.addChild(marketTitle);
// Level complete text
var levelCompleteText = new Text2('Level ' + currentLevel + ' Complete!', {
size: 80,
fill: 0x00FF00
});
levelCompleteText.anchor.set(0.5, 0.5);
levelCompleteText.y = -750;
marketBg.addChild(levelCompleteText);
// Score text (showing halved score)
var scoreInfo = new Text2('Your Score: ' + LK.getScore() + ' (50% deducted)', {
size: 60,
fill: 0xFFFFFF
});
scoreInfo.anchor.set(0.5, 0.5);
scoreInfo.y = -630;
marketBg.addChild(scoreInfo);
// Time upgrades
var timeTitle = new Text2('Time Upgrades:', {
size: 60,
fill: 0xFFFFFF
});
timeTitle.anchor.set(0.5, 0.5);
timeTitle.y = -480;
marketBg.addChild(timeTitle);
// +5 seconds button
var time5Button = createMarketButton('+5 Seconds - ' + marketPrices.time5 + ' pts', -400, -350, function () {
if (LK.getScore() >= marketPrices.time5) {
LK.setScore(LK.getScore() - marketPrices.time5);
gameTime += 5;
scoreInfo.setText('Your Score: ' + LK.getScore());
LK.getSound('collect').play();
}
});
marketBg.addChild(time5Button);
// +10 seconds button
var time10Button = createMarketButton('+10 Seconds - ' + marketPrices.time10 + ' pts', 0, -350, function () {
if (LK.getScore() >= marketPrices.time10) {
LK.setScore(LK.getScore() - marketPrices.time10);
gameTime += 10;
scoreInfo.setText('Your Score: ' + LK.getScore());
LK.getSound('collect').play();
}
});
marketBg.addChild(time10Button);
// +15 seconds button
var time15Button = createMarketButton('+15 Seconds - ' + marketPrices.time15 + ' pts', 400, -350, function () {
if (LK.getScore() >= marketPrices.time15) {
LK.setScore(LK.getScore() - marketPrices.time15);
gameTime += 15;
scoreInfo.setText('Your Score: ' + LK.getScore());
LK.getSound('collect').play();
}
});
marketBg.addChild(time15Button);
// Dynamite upgrades
var dynamiteTitle = new Text2('Dynamite Upgrades:', {
size: 60,
fill: 0xFFFFFF
});
dynamiteTitle.anchor.set(0.5, 0.5);
dynamiteTitle.y = -200;
marketBg.addChild(dynamiteTitle);
// +1 dynamite button
var dyn1Button = createMarketButton('+1 Dynamite - ' + marketPrices.dynamite1 + ' pts', -400, -70, function () {
if (LK.getScore() >= marketPrices.dynamite1) {
LK.setScore(LK.getScore() - marketPrices.dynamite1);
dynamiteCount += 1;
dynamiteText.setText('Dynamite: ' + dynamiteCount);
scoreInfo.setText('Your Score: ' + LK.getScore());
LK.getSound('collect').play();
}
});
marketBg.addChild(dyn1Button);
// +2 dynamite button
var dyn2Button = createMarketButton('+2 Dynamite - ' + marketPrices.dynamite2 + ' pts', 0, -70, function () {
if (LK.getScore() >= marketPrices.dynamite2) {
LK.setScore(LK.getScore() - marketPrices.dynamite2);
dynamiteCount += 2;
dynamiteText.setText('Dynamite: ' + dynamiteCount);
scoreInfo.setText('Your Score: ' + LK.getScore());
LK.getSound('collect').play();
}
});
marketBg.addChild(dyn2Button);
// +3 dynamite button
var dyn3Button = createMarketButton('+3 Dynamite - ' + marketPrices.dynamite3 + ' pts', 400, -70, function () {
if (LK.getScore() >= marketPrices.dynamite3) {
LK.setScore(LK.getScore() - marketPrices.dynamite3);
dynamiteCount += 3;
dynamiteText.setText('Dynamite: ' + dynamiteCount);
scoreInfo.setText('Your Score: ' + LK.getScore());
LK.getSound('collect').play();
}
});
marketBg.addChild(dyn3Button);
// Continue button
var continueButton = createMarketButton('Continue to Level ' + (currentLevel + 1), 0, 100, function () {
// Check if we've reached level 10
if (currentLevel >= 10) {
// Game completed!
LK.showYouWin();
return;
}
// Start next level
currentLevel++;
storage.currentLevel = currentLevel;
timeLeft = gameTime;
levelText.setText('Level: ' + currentLevel);
targetScoreText.setText('Target: ' + getTargetScore(currentLevel));
scoreText.setText('Score: ' + LK.getScore());
timeText.setText('Time: ' + timeLeft);
// Remove market UI
marketBg.destroy();
// Reset game state
inMarket = false;
gameActive = true;
// Generate new items
generateItems();
// Reset claw position
claw.x = 1024;
claw.y = 350;
claw.isDropping = false;
claw.isRetracting = false;
claw.grabbedItem = null;
// Restart the game timer
LK.clearInterval(gameTimer);
gameTimer = LK.setInterval(function () {
if (gameActive && !inMarket) {
timeLeft--;
timeText.setText('Time: ' + timeLeft);
if (timeLeft <= 0) {
gameActive = false;
LK.clearInterval(gameTimer);
// Check if player reached target score
if (LK.getScore() >= getTargetScore(currentLevel)) {
// Check if this was level 10
if (currentLevel >= 10) {
// Game completed!
LK.setTimeout(function () {
LK.showYouWin();
}, 500);
} else {
// Level complete - show market
LK.setTimeout(function () {
showMarket();
}, 500);
}
} else {
// Game over - didn't reach target
LK.setTimeout(function () {
// Reset level to 1 for next game
currentLevel = 1;
storage.currentLevel = 1;
LK.showGameOver();
}, 500);
}
}
}
}, 1000);
LK.getSound('collect').play();
});
continueButton.y = 200;
marketBg.addChild(continueButton);
}
// Helper function to create market buttons
function createMarketButton(text, x, y, onClick) {
var button = new Container();
button.x = x;
button.y = y;
// Button background
var bg = LK.getAsset('marketButtonBg', {
anchorX: 0.5,
anchorY: 0.5
});
button.addChild(bg);
// Button text
var buttonText = new Text2(text, {
size: 40,
fill: 0xFFFFFF
});
buttonText.anchor.set(0.5, 0.5);
button.addChild(buttonText);
// Make button interactive
button.down = function () {
bg.tint = 0x6666CC;
onClick();
};
button.up = function () {
bg.tint = 0x4444AA;
};
return button;
}
// Game timer
gameTimer = LK.setInterval(function () {
if (gameActive && !inMarket) {
timeLeft--;
timeText.setText('Time: ' + timeLeft);
if (timeLeft <= 0) {
gameActive = false;
LK.clearInterval(gameTimer);
// Check if player reached target score
if (LK.getScore() >= getTargetScore(currentLevel)) {
// Level complete - show market
LK.setTimeout(function () {
showMarket();
}, 500);
} else {
// Game over - didn't reach target
LK.setTimeout(function () {
// Reset level to 1 for next game
currentLevel = 1;
storage.currentLevel = 1;
LK.showGameOver();
}, 500);
}
}
}
}, 1000);
// Touch/click handler for dropping claw
game.down = function (x, y, obj) {
if (gameActive && !inMarket) {
claw.drop();
}
};
// Main game update loop
game.update = function () {
if (!gameActive || inMarket) return;
// Check for item collection - only when claw (not cable) touches items
if (claw.isDropping && !claw.grabbedItem) {
for (var i = 0; i < items.length; i++) {
var item = items[i];
// Check collision using distance-based detection focused on claw position
// This ensures only the claw itself (not the cable) triggers collection
var clawCenterX = claw.x;
var clawCenterY = claw.y;
var itemCenterX = item.x;
var itemCenterY = item.y;
var distance = Math.sqrt(Math.pow(clawCenterX - itemCenterX, 2) + Math.pow(clawCenterY - itemCenterY, 2));
var clawRadius = 40; // Approximate claw size
var itemRadius = 50; // Approximate item size
var clawTouchesItem = distance < clawRadius + itemRadius;
if (clawTouchesItem) {
claw.grabbedItem = item;
claw.weight = item.weight;
claw.isDropping = false;
claw.isRetracting = true;
break;
}
}
}
// Update score display
scoreText.setText('Score: ' + LK.getScore());
};
// Play background music
LK.playMusic('bgmusic'); ===================================================================
--- original.js
+++ change.js
@@ -151,9 +151,8 @@
self.y = self.startY;
} else {
// TNT explodes and resets score to 0
LK.setScore(0);
- levelScore = 0; // Reset level score too
scoreText.setText('Score: 0');
// Flash screen red for explosion effect
LK.effects.flashScreen(0xFF0000, 1000);
points = 0;
@@ -173,9 +172,8 @@
}
}
if (itemToCollect.itemType !== 'tnt') {
LK.setScore(LK.getScore() + points);
- levelScore += points; // Track score for current level
scoreText.setText('Score: ' + LK.getScore());
}
// Remove item from items array
for (var i = items.length - 1; i >= 0; i--) {
@@ -387,9 +385,8 @@
var dynamiteCount = 0; // Track dynamite inventory
var dynamiteText; // UI for dynamite count
// Level system variables
var currentLevel = storage.currentLevel || 1;
-var levelScore = 0; // Score for current level - resets each level
var levelText; // UI for level display
var targetScoreText; // UI for target score
var inMarket = false; // Track if we're in market phase
// Calculate target score for current level
@@ -818,9 +815,8 @@
}
// Start next level
currentLevel++;
storage.currentLevel = currentLevel;
- levelScore = 0; // Reset level score for new level
timeLeft = gameTime;
levelText.setText('Level: ' + currentLevel);
targetScoreText.setText('Target: ' + getTargetScore(currentLevel));
scoreText.setText('Score: ' + LK.getScore());
@@ -847,9 +843,9 @@
if (timeLeft <= 0) {
gameActive = false;
LK.clearInterval(gameTimer);
// Check if player reached target score
- if (levelScore >= getTargetScore(currentLevel)) {
+ if (LK.getScore() >= getTargetScore(currentLevel)) {
// Check if this was level 10
if (currentLevel >= 10) {
// Game completed!
LK.setTimeout(function () {
@@ -914,9 +910,9 @@
if (timeLeft <= 0) {
gameActive = false;
LK.clearInterval(gameTimer);
// Check if player reached target score
- if (levelScore >= getTargetScore(currentLevel)) {
+ if (LK.getScore() >= getTargetScore(currentLevel)) {
// Level complete - show market
LK.setTimeout(function () {
showMarket();
}, 500);
claw for machine. In-Game asset. 2d. High contrast. No shadows
metal cable. In-Game asset. 2d. High contrast. No shadows
diamond. In-Game asset. 2d. High contrast. No shadows
gold nugget. In-Game asset. 2d. High contrast. No shadows
rock. In-Game asset. 2d. High contrast. No shadows
domuzcuk. In-Game asset. 2d. High contrast. No shadows
tnt box. In-Game asset. 2d. High contrast. No shadows
woman miner cartoon. In-Game asset. 2d. High contrast. No shadows
emerald. In-Game asset. 2d. High contrast. No shadows
ruby. In-Game asset. 2d. High contrast. No shadows
ground background side wiew. In-Game asset. 2d. High contrast. No shadows
blue sky wiew large scale. In-Game asset. 2d. High contrast. No shadows