User prompt
Ana menü butonuna tıklanıldığında ve Store butonuna tıklanıldığında oyun durmalı
User prompt
Ana menü butonuna tıklanıldığında Mağaza Butonu olmalı
User prompt
Please fix the bug: 'Uncaught TypeError: LK.pauseGame is not a function' in or related to this line: 'LK.pauseGame();' Line Number: 417
User prompt
Ana menü butonunu dahada aşağıya koy
User prompt
Menu yazısı biraz daha aşağıda olmalı
User prompt
Ekrana ana Menü butonu ekle
User prompt
Coin ve diğer metinler biraz dahada gözükmesi gerek
User prompt
Metinler dahada görünür olmalı
User prompt
Eğer Cam Ballı geçerse 1 canımız gitmeli
User prompt
Her cama vurulduğunda canımız gitmesin
User prompt
Canımızın gittiği gözükmeli
User prompt
İki kere Mouse tıklanırsa Ball yükseğe zıplamalı
User prompt
Eğer Ball camı kıramassa 1 canı gitmeli
User prompt
Oyundaki Leveller biraz uzun olsun
User prompt
Oyunda coinler her level kazandığımızda 500 olarak verilmeli ↪💡 Consider importing and using the following plugins: @upit/storage.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Glass Smasher: First-Person Ball
Initial prompt
Create a 2D first-person-style game where the player controls a metal ball from its own point of view (POV). The game starts at Level 1, and in each level, the player must smash through glass obstacles to progress. The ball automatically moves forward, and the player can control its speed and jump. If the ball fails to break a glass, it loses 1 life. The player has 3 lives total. After breaking all required glass pieces in a level, the player earns 500 coins. Coins can be used in the shop to buy new balls with unique appearances and superpowers, such as: Fireball mode (instantly melts glass), Shockwave burst (breaks multiple glasses at once), Time slow (slows time to react faster), Steel upgrade (makes the ball stronger for 10 seconds). As levels progress, the glass becomes thicker, moves, or includes trap glass (explodes or reduces vision). The game gets harder with each level, adding new challenges and faster pace. The camera is always from the ball’s perspective, creating a fast, immersive, smashing experience. Add background music, particle effects on smash, and intense sound design. Make the game visually satisfying. Include a main menu, a level selection screen, and a shop interface. Make it playable with keyboard or touch controls.
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1", { coins: 0, highScore: 0, ballLevel: 1, speedLevel: 1 }); /**** * Classes ****/ var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5, scaleX: 1, scaleY: 1 }); self.velocityY = 0; self.gravity = 0.5; self.jumpForce = -15; self.grounded = false; self.canJump = true; self.health = 3; self.speed = 5 + (storage.speedLevel - 1) * 2; self.radius = 50; self.power = storage.ballLevel; // Set color based on ball level/power if (self.power === 2) { ballGraphics.tint = 0xFF6600; // Orange for fireball } else if (self.power === 3) { ballGraphics.tint = 0x0066FF; // Blue for shockwave } else if (self.power === 4) { ballGraphics.tint = 0x666666; // Dark gray for steel } self.jump = function (isDoubleJump) { if (self.grounded && self.canJump) { // Higher jump force for double-click if (isDoubleJump) { self.velocityY = self.jumpForce * 1.5; // 50% higher jump LK.effects.flashObject(self, 0x00FF00, 300); // Visual feedback - green flash } else { self.velocityY = self.jumpForce; } self.grounded = false; LK.getSound('jump').play(); // Jump cooldown self.canJump = false; LK.setTimeout(function () { self.canJump = true; }, 300); } }; self.takeDamage = function () { self.health--; LK.getSound('damage').play(); LK.effects.flashObject(self, 0xFF0000, 500); // Visual feedback for health loss var healthLossText = new Text2("-1 Health!", { size: 90, fill: 0xFF0000, stroke: 0x000000, strokeThickness: 5 }); healthLossText.anchor.set(0.5, 0.5); healthLossText.x = self.x; healthLossText.y = self.y - 100; game.addChild(healthLossText); // Animate and remove tween(healthLossText, { y: healthLossText.y - 150, alpha: 0 }, { duration: 800, onFinish: function onFinish() { game.removeChild(healthLossText); } }); // Update the health display updateHealthDisplay(); if (self.health <= 0) { LK.showGameOver(); } }; self.update = function () { // Apply gravity self.velocityY += self.gravity; self.y += self.velocityY; // Visual rotation to simulate rolling ballGraphics.rotation += 0.05 * self.speed; // Ground collision if (self.y + self.radius > groundY) { self.y = groundY - self.radius; self.velocityY = 0; self.grounded = true; } }; return self; }); var Coin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('coin', { anchorX: 0.5, anchorY: 0.5 }); self.collected = false; self.collect = function () { if (!self.collected) { self.collected = true; LK.getSound('coinCollect').play(); // Animation tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); // Update coins storage.coins += 1; updateCoinsDisplay(); } }; self.update = function () { // Coin rotation animation coinGraphics.rotation += 0.05; // Move coin toward player self.x -= ball.speed; // Floating animation self.y += Math.sin(LK.ticks / 10) * 0.5; // Remove if passed player if (self.x < -100) { if (collectibles.indexOf(self) !== -1) { collectibles.splice(collectibles.indexOf(self), 1); } self.destroy(); } }; return self; }); var Glass = Container.expand(function () { var self = Container.call(this); var glassGraphics = self.attachAsset('glass', { anchorX: 0.5, anchorY: 0.5, alpha: 0.7 }); self.width = glassGraphics.width; self.height = glassGraphics.height; self.broken = false; self.health = 1; self.type = 'normal'; // normal, moving, trap self.movingDirection = 1; self.movingSpeed = 0; self.lastPassed = false; // Track if ball has passed through this glass self.setup = function (type, difficulty) { self.type = type || 'normal'; self.health = difficulty || 1; if (self.type === 'moving') { self.movingSpeed = Math.random() * 3 + 2; glassGraphics.tint = 0x33CCFF; } else if (self.type === 'trap') { glassGraphics.tint = 0xFF3333; } }; self["break"] = function () { if (!self.broken) { self.broken = true; LK.getSound('glassBreak').play(); // Create glass breaking particles self.createParticles(); // Remove from active obstacles after animation LK.setTimeout(function () { if (obstacles.includes(self)) { var index = obstacles.indexOf(self); if (index !== -1) { obstacles.splice(index, 1); } } self.destroy(); }, 100); } }; self.createParticles = function () { for (var i = 0; i < 8; i++) { var particle = LK.getAsset('particleGlass', { anchorX: 0.5, anchorY: 0.5, x: self.x + (Math.random() * 100 - 50), y: self.y + (Math.random() * 100 - 50), alpha: 0.8 }); game.addChild(particle); // Animate particle flying out var targetX = particle.x + (Math.random() * 200 - 100); var targetY = particle.y + (Math.random() * 200 - 100); tween(particle, { x: targetX, y: targetY, alpha: 0, rotation: Math.random() * Math.PI * 2 }, { duration: 500, onFinish: function onFinish() { particle.destroy(); } }); } }; self.takeDamage = function (power) { self.health -= power; LK.effects.flashObject(self, 0xFFFFFF, 100); if (self.health <= 0) { self["break"](); // If trap glass, damage player if (self.type === 'trap') { ball.takeDamage(); } // Add score based on glass type var scoreValue = 10; if (self.type === 'moving') scoreValue = 20; if (self.type === 'trap') scoreValue = 30; LK.setScore(LK.getScore() + scoreValue); updateScoreDisplay(); } else { // Just show crack effect glassGraphics.alpha -= 0.2; } }; self.update = function () { if (self.type === 'moving' && !self.broken) { self.y += self.movingDirection * self.movingSpeed; // Reverse direction when reaching boundaries if (self.y < 500 || self.y > groundY - 400) { self.movingDirection *= -1; } } // Move obstacle toward player (creating the effect of moving forward) self.x -= ball.speed; // Remove if passed player if (self.x < -300) { if (obstacles.includes(self)) { var index = obstacles.indexOf(self); if (index !== -1) { obstacles.splice(index, 1); } } self.destroy(); } }; return self; }); var Powerup = Container.expand(function () { var self = Container.call(this); var type = "speed"; // Default var graphics; self.setup = function (powerupType) { type = powerupType || "speed"; if (type === "speed") { graphics = self.attachAsset('speedBoost', { anchorX: 0.5, anchorY: 0.5 }); } else if (type === "health") { graphics = self.attachAsset('health', { anchorX: 0.5, anchorY: 0.5 }); } }; self.collect = function () { LK.getSound('coinCollect').play(); if (type === "speed") { // Temporary speed boost var originalSpeed = ball.speed; ball.speed += 5; LK.setTimeout(function () { ball.speed = originalSpeed; }, 5000); } else if (type === "health") { // Health up to maximum 5 if (ball.health < 5) { ball.health++; updateHealthDisplay(); } } // Animation tween(self, { scaleX: 1.5, scaleY: 1.5, alpha: 0 }, { duration: 300, onFinish: function onFinish() { self.destroy(); } }); if (collectibles.indexOf(self) !== -1) { collectibles.splice(collectibles.indexOf(self), 1); } }; self.update = function () { // Rotate the powerup if (graphics) { graphics.rotation += 0.05; } // Move powerup toward player self.x -= ball.speed; // Floating animation self.y += Math.sin(LK.ticks / 8) * 0.7; // Remove if passed player if (self.x < -100) { if (collectibles.indexOf(self) !== -1) { collectibles.splice(collectibles.indexOf(self), 1); } self.destroy(); } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87CEEB // Sky blue background }); /**** * Game Code ****/ // Game variables var obstacles = []; var collectibles = []; var groundY = 2732 - 250; // Ground position var distance = 0; var nextObstacleDistance = 500; var level = 1; var levelDistance = 2500; // Distance required to advance a level - increased for longer levels var isPaused = false; var upgradeMenuOpen = false; var lastClickTime = 0; var doubleClickSpeed = 300; // Time in ms between clicks to count as double-click // Initialize ground var ground = LK.getAsset('ground', { anchorX: 0.5, anchorY: 0, scaleX: 1, scaleY: 1 }); ground.x = 2048 / 2; ground.y = groundY; game.addChild(ground); // Create player ball var ball = new Ball(); ball.x = 400; ball.y = groundY - ball.radius; game.addChild(ball); // Create UI elements // Main menu button var menuButton = new Container(); var menuButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3, scaleY: 0.25, tint: 0x555555 }); menuButton.addChild(menuButtonBg); var menuButtonText = new Text2("MENU", { size: 70, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 3 }); menuButtonText.anchor.set(0.5, 0.5); menuButtonText.y = 10; // Position the text a bit lower in the button menuButton.addChild(menuButtonText); menuButton.x = 120; menuButton.y = 200; // Moved further down LK.gui.topLeft.addChild(menuButton); // Handle menu button interactions menuButton.interactive = true; menuButton.down = function (x, y, obj) { LK.effects.flashObject(menuButton, 0xFFFFFF, 200); // Toggle pause when menu button is clicked isPaused = !isPaused; if (isPaused) { // Create store button var storeButton = new Container(); var storeButtonBg = LK.getAsset('glass', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.4, scaleY: 0.3, tint: 0x333333 }); storeButton.addChild(storeButtonBg); var storeButtonText = new Text2("STORE", { size: 80, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 4 }); storeButtonText.anchor.set(0.5, 0.5); storeButtonText.y = 10; storeButton.addChild(storeButtonText); storeButton.x = 2048 / 2; storeButton.y = 2732 / 2; game.addChild(storeButton); // Store button interaction storeButton.interactive = true; storeButton.down = function (x, y, obj) { LK.effects.flashObject(storeButton, 0xFFFFFF, 200); // Game should stay paused when store button is clicked isPaused = true; // Remove store button when clicked game.removeChild(storeButton); }; } else { // Remove all store UI elements if game is resumed for (var i = game.children.length - 1; i >= 0; i--) { var child = game.children[i]; if (child instanceof Container && child.children.length > 0 && child.children[0].tint === 0x333333) { game.removeChild(child); } } } }; var scoreTxt = new Text2("Score: 0", { size: 85, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); scoreTxt.anchor.set(0, 0); LK.gui.topRight.addChild(scoreTxt); var coinsTxt = new Text2("Coins: " + storage.coins, { size: 85, fill: 0xFFD700, stroke: 0x000000, strokeThickness: 4 }); coinsTxt.anchor.set(0, 0); coinsTxt.y = 60; LK.gui.topRight.addChild(coinsTxt); var levelTxt = new Text2("Level: 1", { size: 90, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 5 }); levelTxt.anchor.set(0.5, 0); LK.gui.top.addChild(levelTxt); var healthDisplay = new Container(); LK.gui.topLeft.addChild(healthDisplay); healthDisplay.x = 120; // Add some margin from the left edge healthDisplay.y = 50; // Show stats and upgrades var ballLevelTxt = new Text2("Ball Power: " + storage.ballLevel, { size: 75, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); ballLevelTxt.anchor.set(0, 0); ballLevelTxt.y = 150; LK.gui.topRight.addChild(ballLevelTxt); var speedLevelTxt = new Text2("Speed: " + storage.speedLevel, { size: 75, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 4 }); speedLevelTxt.anchor.set(0, 0); speedLevelTxt.y = 200; LK.gui.topRight.addChild(speedLevelTxt); function updateHealthDisplay() { // Clear existing health icons while (healthDisplay.children.length > 0) { healthDisplay.removeChild(healthDisplay.children[0]); } // Add health icons for (var i = 0; i < ball.health; i++) { var healthIcon = LK.getAsset('health', { anchorX: 0.5, anchorY: 0.5, x: i * 40, y: 0, scaleX: 1, scaleY: 1 }); healthDisplay.addChild(healthIcon); } } function updateScoreDisplay() { scoreTxt.setText("Score: " + LK.getScore()); } function updateCoinsDisplay() { coinsTxt.setText("Coins: " + storage.coins); } function updateLevelDisplay() { levelTxt.setText("Level: " + level); } function createGlassObstacle() { var glass = new Glass(); // Determine glass type based on level var typeRand = Math.random(); var type = 'normal'; if (level >= 3 && typeRand > 0.7) { type = 'moving'; } else if (level >= 5 && typeRand > 0.8) { type = 'trap'; } // Create additional obstacles for longer levels if (Math.random() > 0.6) { var secondGlass = new Glass(); var secondType = 'normal'; if (level >= 2 && typeRand > 0.6) { secondType = 'moving'; } else if (level >= 4 && typeRand > 0.85) { secondType = 'trap'; } secondGlass.setup(secondType, Math.min(Math.floor(level / 2) + 1, 5)); secondGlass.x = 2500 + Math.random() * 300 + 200; secondGlass.y = Math.random() * (groundY - 700) + 500; game.addChild(secondGlass); obstacles.push(secondGlass); } // Difficulty increases with level var difficulty = Math.min(Math.floor(level / 2) + 1, 5); glass.setup(type, difficulty); // Position glass ahead of player glass.x = 2500; // Random vertical position for some obstacles if (type === 'normal') { glass.y = groundY - glass.height / 2; } else { glass.y = Math.random() * (groundY - 700) + 500; } game.addChild(glass); obstacles.push(glass); // Sometimes add coins near obstacles if (Math.random() > 0.5) { createCoin(glass.x + Math.random() * 300 - 150, glass.y - 200 - Math.random() * 200); } // Sometimes add powerups if (Math.random() > 0.9) { if (Math.random() > 0.7) { createPowerup("health", glass.x + Math.random() * 300 - 150, glass.y - 300); } else { createPowerup("speed", glass.x + Math.random() * 300 - 150, glass.y - 300); } } // Sometimes add ground obstacles if (level >= 2 && Math.random() > 0.7) { var groundObstacle = LK.getAsset('obstacleGround', { anchorX: 0.5, anchorY: 0.5, x: glass.x - 300 - Math.random() * 300, y: groundY - 50 }); game.addChild(groundObstacle); // Add to obstacles array var obstacleObj = { object: groundObstacle, x: groundObstacle.x, update: function update() { this.x -= ball.speed; this.object.x = this.x; if (this.object.x < -200) { game.removeChild(this.object); var index = obstacles.indexOf(this); if (index !== -1) { obstacles.splice(index, 1); } } } }; obstacles.push(obstacleObj); } } function createCoin(x, y) { var coin = new Coin(); coin.x = x; coin.y = y; game.addChild(coin); collectibles.push(coin); } function createPowerup(type, x, y) { var powerup = new Powerup(); powerup.setup(type); powerup.x = x; powerup.y = y; game.addChild(powerup); collectibles.push(powerup); } function checkCollisions() { // Check collision with obstacles for (var i = 0; i < obstacles.length; i++) { var obstacle = obstacles[i]; // Handle different obstacle types if (obstacle instanceof Glass) { // Distance-based check for glass var dx = ball.x - obstacle.x; var dy = ball.y - obstacle.y; var distance = Math.sqrt(dx * dx + dy * dy); // Consider the obstacle width if (distance < ball.radius + obstacle.width / 2 && !obstacle.broken) { // Handle collision if (ball.power >= obstacle.health) { obstacle.takeDamage(ball.power); } else { // Ball not powerful enough - take damage ball.takeDamage(); // Player loses health when can't break glass obstacle.takeDamage(ball.power); } } // Check if ball passed through unbroken glass if (ball.x > obstacle.x && !obstacle.lastPassed && !obstacle.broken) { obstacle.lastPassed = true; ball.takeDamage(); // Lose health when passing through unbroken glass } } else if (obstacle.object && obstacle.object.name === 'obstacleGround') { // Simple box collision for ground obstacles var obstacleObj = obstacle.object; var ballRight = ball.x + ball.radius; var ballLeft = ball.x - ball.radius; var ballBottom = ball.y + ball.radius; var obstacleLeft = obstacleObj.x - obstacleObj.width / 2; var obstacleRight = obstacleObj.x + obstacleObj.width / 2; var obstacleTop = obstacleObj.y - obstacleObj.height / 2; if (ballRight > obstacleLeft && ballLeft < obstacleRight && ballBottom > obstacleTop) { // Collision with ground obstacle (jump over it!) ball.takeDamage(); LK.effects.flashObject(obstacleObj, 0xFF0000, 300); } } } // Check collision with collectibles for (var j = collectibles.length - 1; j >= 0; j--) { var collectible = collectibles[j]; var cdx = ball.x - collectible.x; var cdy = ball.y - collectible.y; var cDistance = Math.sqrt(cdx * cdx + cdy * cdy); if (cDistance < ball.radius + 25) { // Collect item if (collectible instanceof Coin) { collectible.collect(); collectibles.splice(j, 1); } else if (collectible instanceof Powerup) { collectible.collect(); // Removing from collectibles is handled in the collect method } } } } function updateLevel() { if (distance >= level * levelDistance) { level++; updateLevelDisplay(); LK.effects.flashScreen(0xFFFFFF, 500); // Award coins for completing level storage.coins += 500; updateCoinsDisplay(); // Show level up message var levelUpText = new Text2("Level " + level + " Complete! +500 coins", { size: 130, fill: 0xFFFFFF, stroke: 0x000000, strokeThickness: 10 }); levelUpText.anchor.set(0.5, 0.5); levelUpText.x = 2048 / 2; levelUpText.y = 2732 / 2; game.addChild(levelUpText); // Animate and remove tween(levelUpText, { alpha: 0, scaleX: 2, scaleY: 2 }, { duration: 1000, onFinish: function onFinish() { game.removeChild(levelUpText); } }); } } // Initialize game state updateHealthDisplay(); updateScoreDisplay(); updateCoinsDisplay(); updateLevelDisplay(); // Play background music LK.playMusic('gameMusic'); // Handle game controls game.down = function (x, y, obj) { // Get current time for double-click detection var currentTime = Date.now(); var timeDiff = currentTime - lastClickTime; // Check if this is a double-click if (timeDiff < doubleClickSpeed) { // This is a double-click - jump higher ball.jump(true); // Reset click timer to prevent triple-click detection lastClickTime = 0; } else { // This is a single click - normal jump ball.jump(false); // Store time of this click lastClickTime = currentTime; } }; game.move = function (x, y, obj) { // Not used for main game controls }; game.up = function (x, y, obj) { // Not used for main game controls }; // Main game update loop game.update = function () { if (isPaused || upgradeMenuOpen) return; // Update player ball.update(); // Update obstacles for (var i = obstacles.length - 1; i >= 0; i--) { var obstacle = obstacles[i]; obstacle.update(); } // Update collectibles for (var j = collectibles.length - 1; j >= 0; j--) { var collectible = collectibles[j]; collectible.update(); } // Check for collisions checkCollisions(); // Update distance traveled distance += ball.speed; // Check for level advancement updateLevel(); // Generate obstacles if (distance > nextObstacleDistance) { createGlassObstacle(); // Increased obstacle spacing to match longer levels nextObstacleDistance = distance + 700 + Math.random() * 800; } // Update high score if (LK.getScore() > storage.highScore) { storage.highScore = LK.getScore(); } };
===================================================================
--- original.js
+++ change.js
@@ -418,11 +418,12 @@
// Store button interaction
storeButton.interactive = true;
storeButton.down = function (x, y, obj) {
LK.effects.flashObject(storeButton, 0xFFFFFF, 200);
+ // Game should stay paused when store button is clicked
+ isPaused = true;
// Remove store button when clicked
game.removeChild(storeButton);
- isPaused = false;
};
} else {
// Remove all store UI elements if game is resumed
for (var i = game.children.length - 1; i >= 0; i--) {