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score 807 target 750 iken bölümü geçemiyorum kontrol edermisin ? ayrıca shopta harcamalarımdan kalan score diğerinin üzerine eklenmiyor olabilir.
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level 4 750 score ben 777 score yaptım ama oyun bitti level 10a kadar gitmeli ayrıca bölümlerde maksimum 2 mystery bag olabilir.
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shop ekranındaki yazıların arkasındaki görsel için bir asset oluştururmusun ayrıca araları biraz açık olsun yazılar üst üste gelmiş
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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
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game over olduktan sonra tekrar level 1 den başlamalıyız.
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her seviyede puan sıfırlanmalı. Süre level 2 ye geldikten sonra geri saymayı durduruyorç
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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
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eşyalara gölge ekleyelim böyle çok kötü duruyor
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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.
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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.
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daha büyük bir gold nugget olmalı şuanda hepsinin değeri 60 ama büyüklerin değerleri daha fazla olmalı
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her oyunda mutlaka çok büyük bir gold nugget olmalı
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gold nuggetlar boyutlarına göre değerleri farklı olmalı küçükler ucuzken büyükler daha fazla puan vermeli
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normal diamond sayısı 2 olsun 3 tane domuzcuk sabit altın sayısını arttırabiliriz
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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
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ters yöne gidiyor şuanda ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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claw baktığı yöne gitsin düzelt artık şunu
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Claw angle soldaki max açıdayken tıklarsam max dereceye gitmiyor. daha aşasında bir açıya gidiyor ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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claw ile drop ters yönlerde yine ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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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.
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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
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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); levelScore = 0; // Reset level score too 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); 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--) { 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 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 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 exactly one mystery bag 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 () { // 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()); 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 (levelScore >= 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); 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 (levelScore >= 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
@@ -707,36 +707,36 @@
size: 120,
fill: 0xFFD700
});
marketTitle.anchor.set(0.5, 0.5);
- marketTitle.y = -800;
+ 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 = -650;
+ 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 = -550;
+ 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 = -400;
+ timeTitle.y = -480;
marketBg.addChild(timeTitle);
// +5 seconds button
- var time5Button = createMarketButton('+5 Seconds - ' + marketPrices.time5 + ' pts', -300, -300, function () {
+ 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());
@@ -744,9 +744,9 @@
}
});
marketBg.addChild(time5Button);
// +10 seconds button
- var time10Button = createMarketButton('+10 Seconds - ' + marketPrices.time10 + ' pts', 0, -300, function () {
+ 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());
@@ -754,9 +754,9 @@
}
});
marketBg.addChild(time10Button);
// +15 seconds button
- var time15Button = createMarketButton('+15 Seconds - ' + marketPrices.time15 + ' pts', 300, -300, function () {
+ 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());
@@ -769,12 +769,12 @@
size: 60,
fill: 0xFFFFFF
});
dynamiteTitle.anchor.set(0.5, 0.5);
- dynamiteTitle.y = -150;
+ dynamiteTitle.y = -200;
marketBg.addChild(dynamiteTitle);
// +1 dynamite button
- var dyn1Button = createMarketButton('+1 Dynamite - ' + marketPrices.dynamite1 + ' pts', -300, -50, function () {
+ 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);
@@ -783,9 +783,9 @@
}
});
marketBg.addChild(dyn1Button);
// +2 dynamite button
- var dyn2Button = createMarketButton('+2 Dynamite - ' + marketPrices.dynamite2 + ' pts', 0, -50, function () {
+ 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);
@@ -794,9 +794,9 @@
}
});
marketBg.addChild(dyn2Button);
// +3 dynamite button
- var dyn3Button = createMarketButton('+3 Dynamite - ' + marketPrices.dynamite3 + ' pts', 300, -50, function () {
+ 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);
@@ -805,9 +805,9 @@
}
});
marketBg.addChild(dyn3Button);
// Continue button
- var continueButton = createMarketButton('Continue to Level ' + (currentLevel + 1), 0, 150, function () {
+ var continueButton = createMarketButton('Continue to Level ' + (currentLevel + 1), 0, 100, function () {
// Start next level
currentLevel++;
storage.currentLevel = currentLevel;
levelScore = 0; // Reset level score for new level
@@ -857,24 +857,21 @@
}
}, 1000);
LK.getSound('collect').play();
});
- continueButton.y = 250;
+ 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('rock', {
+ var bg = LK.getAsset('marketButtonBg', {
anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 1.5,
- scaleY: 0.8
+ anchorY: 0.5
});
- bg.tint = 0x4444AA;
button.addChild(bg);
// Button text
var buttonText = new Text2(text, {
size: 40,
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