User prompt
içine her seferinde şu yazılardan rastgele bas “Güzel şuttu. Takımını yönetmeye ne dersin?” – volleytics “Şutunu çektin, şimdi sahayı yönet!” – volleytics “Vaay, antrenman şimdi başlıyor.” – volleytics “Gol senin, yönetim bizim işimiz.” – volleytics “İyi oynuyorsun. Peki takımın geri kalanı?” – volleytics “Spor sahada başlar, volleytics’te tamamlanır.” “Şut çekmesi kolay, ya spor okulu yönetmek?” – volleytics ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
eşit oranda daha da büyüt iki katına çıkar hatta
User prompt
yükesliği biraz daha artor
User prompt
cellebreation message için görünen resim yükeskliğinia rtır genişliği de biraz artır
User prompt
gol attıkça kayarak geçen bir asset image üzerinde harikasın benzeri bir yazı yazsın öyle diğer tura geçsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
600 x 600 e dğüşür
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1000x1000
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title image i 1000 e 100 yap
User prompt
hayır bildiğin image asset olan image
User prompt
reism değil resim
User prompt
yazıyı sil ve reism koy oraya
User prompt
google fonts Boldonse ile yaz şut ve gol yazısını ayrıca şut büyük ve küçük gol büyük olsun ve 3 sıra halinde olsun
User prompt
menünün üst yarısına büyük harflerle "şut ve gol" yaz
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'var goalCount = parseInt(currentText.split(': ')[1]) + 1;' Line Number: 371
User prompt
Please fix the bug: 'TypeError: scoreTxt.getText is not a function' in or related to this line: 'var currentText = scoreTxt.getText();' Line Number: 370
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'split')' in or related to this line: 'var goalCount = parseInt(scoreTxt.text.split(': ')[1]) + 1;' Line Number: 370
User prompt
Round yerine golleri say. Türkçe say. ayrca menüde görünmesin
User prompt
bütün volleytics.com yazılarının rengini buna çwvir #b63147
User prompt
bir tık daha şağaıya taşı yazıalrı
User prompt
biraz daha aşağya taşı
User prompt
yazıları daha da aşağıya taşı ayrıca shadow ver
User prompt
daha da aşağıya taşı ayrıca googlefonts kanit ile yaz
User prompt
menüdeki yazıları kalınlaştır ve büyüt. aşağıya taşı. website linki haricinde oalnalrı beyaz yap
User prompt
wind yerine rüzgar yönü yazsın. ayrıca oyun menüsünde görünmesin
User prompt
BAŞLA BUTONUNA TIKLAYINCA KİCK SESİ ÇAL
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var AimArrow = Container.expand(function () { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 1 }); self.visible = false; self.updateArrow = function (startX, startY, endX, endY) { var deltaX = endX - startX; var deltaY = endY - startY; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); var angle = Math.atan2(deltaY, deltaX) + Math.PI / 2; self.x = startX; self.y = startY; self.rotation = angle; self.scaleY = Math.min(distance / 40, 5); self.visible = true; }; return self; }); var Ball = Container.expand(function () { var self = Container.call(this); var ballGraphics = self.attachAsset('ball', { anchorX: 0.5, anchorY: 0.5 }); self.velocityX = 0; self.velocityY = 0; self.isMoving = false; self.windResistance = 0.98; self.update = function () { // Calculate ball scale based on Y position var fieldTop = 400; var fieldBottom = 2732; var minScale = 1.2; // Smallest scale at top var maxScale = 2.5; // Largest scale at bottom var fieldProgress = (self.y - fieldTop) / (fieldBottom - fieldTop); fieldProgress = Math.max(0, Math.min(1, fieldProgress)); var targetScale = minScale + (maxScale - minScale) * fieldProgress; // Apply smooth scaling with tween if (self.lastScale === undefined) { self.lastScale = targetScale; } if (Math.abs(targetScale - self.lastScale) > 0.05) { tween(self, { scaleX: targetScale, scaleY: targetScale }, { duration: 100 }); self.lastScale = targetScale; } if (self.isMoving) { // Apply wind effect with moderate influence self.velocityX += windX * 0.1; self.velocityY += windY * 0.1; // Apply movement self.x += self.velocityX; self.y += self.velocityY; // Apply less friction for smoother movement self.velocityX *= 0.995; self.velocityY *= 0.995; // Stop if velocity is very low if (Math.abs(self.velocityX) < 0.3 && Math.abs(self.velocityY) < 0.3) { self.isMoving = false; self.velocityX = 0; self.velocityY = 0; checkRoundEnd(); } // Check boundaries and bounce off walls - trapezoidal field // Calculate field width at current Y position for trapezoid shape var fieldTop = 400; var fieldBottom = 2732; // Full screen height at bottom var fieldTopWidth = 1200; // Narrower at top var fieldBottomWidth = 2048; // Full width at bottom var fieldProgress = (self.y - fieldTop) / (fieldBottom - fieldTop); fieldProgress = Math.max(0, Math.min(1, fieldProgress)); var currentFieldWidth = fieldTopWidth + (fieldBottomWidth - fieldTopWidth) * fieldProgress; var leftBoundary = (2048 - currentFieldWidth) / 2; var rightBoundary = leftBoundary + currentFieldWidth; // Left wall bounce if (self.x < leftBoundary) { self.x = leftBoundary; self.velocityX = -self.velocityX * 0.8; // Bounce with some energy loss } // Right wall bounce if (self.x > rightBoundary) { self.x = rightBoundary; self.velocityX = -self.velocityX * 0.8; // Bounce with some energy loss } // Top wall - game over if (self.y < fieldTop) { LK.getSound('blocked').play(); self.isMoving = false; checkRoundEnd(); } // Banner collision - prevent ball from passing through banner area var bannerTop = 2612; // Banner y position (2672) minus half banner height (60) if (self.y > bannerTop) { self.y = bannerTop; self.velocityY = -self.velocityY * 0.8; // Bounce with some energy loss } // Bottom wall bounce if (self.y > fieldBottom) { self.y = fieldBottom; self.velocityY = -self.velocityY * 0.8; // Bounce with some energy loss } } }; self.shoot = function (targetX, targetY, power) { var deltaX = targetX - self.x; var deltaY = targetY - self.y; var distance = Math.sqrt(deltaX * deltaX + deltaY * deltaY); if (distance > 0) { self.velocityX = deltaX / distance * power * 1.5; self.velocityY = deltaY / distance * power * 1.5; self.isMoving = true; LK.getSound('kick').play(); } }; return self; }); var Defender = Container.expand(function () { var self = Container.call(this); var defenderGraphics = self.attachAsset('defender', { anchorX: 0.5, anchorY: 0.5 }); return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Game over customization is handled automatically by LK.showGameOver() // The engine does not provide APIs to customize game over text or add custom links // Current implementation correctly uses LK.showGameOver() which handles all game over UX var ball; var defenders = []; var goal; var aimArrow; var isDragging = false; var dragStartX = 0; var dragStartY = 0; var windX = 0; var windY = 0; var windIndicator; var roundNumber = 1; var gameState = 'menu'; // 'menu', 'aiming', 'shooting', 'roundEnd' var menuContainer; var startButton; // Create field - full width at bottom, narrowing toward top var field = game.addChild(LK.getAsset('field', { anchorX: 0, anchorY: 0, x: 0, y: 400, width: 2048, height: 2332 })); // Create field boundary lines for trapezoidal shape var fieldLines = []; // Left boundary line - angled using rotation var leftLine = game.addChild(LK.getAsset('fieldLine', { anchorX: 0.5, anchorY: 0, x: 424, // Left edge at top y: 400, width: 4, height: 2332 })); leftLine.rotation = 0.19; // Angle for trapezoid shape fieldLines.push(leftLine); // Right boundary line - angled using rotation var rightLine = game.addChild(LK.getAsset('fieldLine', { anchorX: 0.5, anchorY: 0, x: 1624, // Right edge at top y: 400, width: 4, height: 2332 })); rightLine.rotation = -0.19; // Angle for trapezoid shape fieldLines.push(rightLine); // Top boundary line var topLine = game.addChild(LK.getAsset('fieldLine', { anchorX: 0, anchorY: 0.5, x: 424, y: 400, width: 1200, height: 4 })); fieldLines.push(topLine); // Bottom boundary line var bottomLine = game.addChild(LK.getAsset('fieldLine', { anchorX: 0, anchorY: 0.5, x: 0, y: 2732, width: 2048, height: 4 })); fieldLines.push(bottomLine); // Create goal at top center - half extending above field goal = game.addChild(LK.getAsset('goal', { anchorX: 0.5, anchorY: 0, x: 1024, y: 300 })); // Create UI elements var scoreTxt = new Text2('Gol: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); scoreTxt.visible = false; // Hide in menu initially LK.gui.top.addChild(scoreTxt); var windTxt = new Text2('Rüzgar Yönü: →', { size: 60, fill: 0x00FFFF }); windTxt.anchor.set(0, 0); windTxt.x = 100; windTxt.y = 100; windTxt.visible = false; // Hide in menu initially LK.gui.topLeft.addChild(windTxt); // Create aim arrow aimArrow = game.addChild(new AimArrow()); function spawnBall() { if (ball) { ball.destroy(); } ball = game.addChild(new Ball()); // Spawn ball in bottom half of trapezoidal field, but above banner ball.x = 400 + Math.random() * 1248; ball.y = 2000 + Math.random() * 612; // Reduced from 732 to 612 to stay above banner (2612) // Set initial scale based on spawn position var fieldTop = 400; var fieldBottom = 2732; var minScale = 1.2; var maxScale = 2.5; var fieldProgress = (ball.y - fieldTop) / (fieldBottom - fieldTop); fieldProgress = Math.max(0, Math.min(1, fieldProgress)); var initialScale = minScale + (maxScale - minScale) * fieldProgress; ball.scaleX = initialScale; ball.scaleY = initialScale; ball.lastScale = initialScale; } function spawnDefenders() { // Clear existing defenders for (var i = 0; i < defenders.length; i++) { defenders[i].destroy(); } defenders = []; // Spawn defenders based on round number var defenderCount = Math.min(2 + Math.floor(roundNumber / 2), 6); for (var i = 0; i < defenderCount; i++) { var defender = game.addChild(new Defender()); var validPosition = false; var attempts = 0; var maxAttempts = 50; // Keep trying to find a valid position at least 50 pixels from ball while (!validPosition && attempts < maxAttempts) { // Spawn defenders within trapezoidal field bounds var spawnY = 500 + Math.random() * 1900; var fieldProgress = (spawnY - 400) / 2332; var fieldWidthAtY = 1200 + 848 * fieldProgress; var leftBound = (2048 - fieldWidthAtY) / 2; var spawnX = leftBound + Math.random() * fieldWidthAtY; // Check distance from ball if (ball) { var distanceFromBall = Math.sqrt((spawnX - ball.x) * (spawnX - ball.x) + (spawnY - ball.y) * (spawnY - ball.y)); if (distanceFromBall >= 50) { validPosition = true; defender.x = spawnX; defender.y = spawnY; } } else { // If no ball exists, accept any position validPosition = true; defender.x = spawnX; defender.y = spawnY; } attempts++; } // If we couldn't find a valid position after max attempts, use the last generated position if (!validPosition) { var spawnY = 500 + Math.random() * 1900; var fieldProgress = (spawnY - 400) / 2332; var fieldWidthAtY = 1200 + 848 * fieldProgress; var leftBound = (2048 - fieldWidthAtY) / 2; defender.x = leftBound + Math.random() * fieldWidthAtY; defender.y = spawnY; } defenders.push(defender); } } function generateWind() { var windStrength = 0.4 + roundNumber * 0.05; var windAngle = Math.random() * Math.PI * 2; windX = Math.cos(windAngle) * windStrength; windY = Math.sin(windAngle) * windStrength; // Update wind indicator var windDirection = ''; if (Math.abs(windX) > Math.abs(windY)) { windDirection = windX > 0 ? '→' : '←'; } else { windDirection = windY > 0 ? '↓' : '↑'; } windTxt.setText('Rüzgar Yönü: ' + windDirection); } function checkCollisions() { if (!ball || !ball.isMoving) { return; } // Check defender collisions for (var i = 0; i < defenders.length; i++) { if (ball.intersects(defenders[i])) { ball.isMoving = false; LK.getSound('blocked').play(); LK.effects.flashScreen(0xff0000, 500); // Wait for blocked sound to finish before game over LK.setTimeout(function () { LK.showGameOver(); }, 1000); return; } } // Check goal collision if (ball.intersects(goal) && ball.y < goal.y + 200) { ball.isMoving = false; LK.getSound('goal').play(); LK.effects.flashScreen(0x00ff00, 500); // Increment goal count var currentText = scoreTxt.text || 'Gol: 0'; var goalCount = 1; if (currentText && currentText.indexOf(': ') !== -1) { goalCount = parseInt(currentText.split(': ')[1]) + 1; } scoreTxt.setText('Gol: ' + goalCount); // Check win condition if (goalCount >= 10) { LK.showYouWin(); } else { // Next round roundNumber++; startNewRound(); } } } function checkRoundEnd() { if (gameState === 'shooting' && ball && !ball.isMoving) { // Ball stopped without scoring LK.getSound('blocked').play(); LK.setTimeout(function () { LK.showGameOver(); }, 1000); } } function startNewRound() { gameState = 'aiming'; spawnBall(); spawnDefenders(); generateWind(); windTxt.visible = true; // Show wind indicator when game starts scoreTxt.visible = true; // Show score when game starts aimArrow.visible = false; } // Event handlers game.down = function (x, y, obj) { if (gameState === 'menu' && startButton) { var buttonPos = game.toLocal(startButton.parent.toGlobal(startButton.position)); var distance = Math.sqrt((x - buttonPos.x) * (x - buttonPos.x) + (y - buttonPos.y) * (y - buttonPos.y)); if (distance < 200) { LK.getSound('kick').play(); gameState = 'aiming'; hideMenu(); startNewRound(); } } else if (gameState === 'aiming' && ball) { var ballPos = game.toLocal(ball.parent.toGlobal(ball.position)); var distance = Math.sqrt((x - ballPos.x) * (x - ballPos.x) + (y - ballPos.y) * (y - ballPos.y)); if (distance < 60) { isDragging = true; dragStartX = x; dragStartY = y; } } }; game.move = function (x, y, obj) { if (gameState === 'aiming' && isDragging && ball) { aimArrow.updateArrow(ball.x, ball.y, x, y); } }; game.up = function (x, y, obj) { if (gameState === 'aiming' && isDragging && ball) { var distance = Math.sqrt((x - ball.x) * (x - ball.x) + (y - ball.y) * (y - ball.y)); var power = Math.min(distance / 3, 20); ball.shoot(x, y, power); gameState = 'shooting'; aimArrow.visible = false; isDragging = false; } }; game.update = function () { checkCollisions(); }; // Create banner at bottom of screen var banner = new Container(); game.addChild(banner); // Position banner at very bottom center banner.x = 1024; banner.y = 2672; // Move to very bottom (2732 - 60 for half banner height) // Create banner background var bannerBg = LK.getAsset('fieldLine', { anchorX: 0.5, anchorY: 0.5, width: 2048, height: 120 }); bannerBg.tint = 0x333333; banner.addChild(bannerBg); // Create main text var bannerText1 = new Text2('Gerçek Hayatta spora devam etmek için:', { size: 50, fill: 0xFFFFFF }); bannerText1.anchor.set(0.5, 0.5); bannerText1.y = -25; banner.addChild(bannerText1); // Create link text (no longer clickable) var bannerText2 = new Text2('volleytics.com', { size: 55, fill: 0xb63147 }); bannerText2.anchor.set(0.5, 0.5); bannerText2.y = 30; banner.addChild(bannerText2); function createMenu() { menuContainer = new Container(); game.addChild(menuContainer); // Menu background var menuBg = menuContainer.attachAsset('menuBackground', { anchorX: 0, anchorY: 0, x: 0, y: 0 }); // Game title image in upper half of menu var titleImage = menuContainer.attachAsset('titleImage', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 800, width: 1000, height: 1000 }); // Start button startButton = menuContainer.attachAsset('startButton', { anchorX: 0.5, anchorY: 0.5, x: 1024, y: 1500, width: 800, height: 400 }); // Title text shadow var titleShadow = new Text2('Volleytics ile sporun verimli olsun', { size: 120, fill: 0x000000, font: "Kanit" }); titleShadow.anchor.set(0.5, 0.5); titleShadow.x = 1027; titleShadow.y = 2403; menuContainer.addChild(titleShadow); // Title text var titleText = new Text2('Volleytics ile sporun verimli olsun', { size: 120, fill: 0xFFFFFF, font: "Kanit" }); titleText.anchor.set(0.5, 0.5); titleText.x = 1024; titleText.y = 2400; menuContainer.addChild(titleText); // Link text shadow var linkShadow = new Text2('volleytics.com', { size: 90, fill: 0x000000, font: "Kanit" }); linkShadow.anchor.set(0.5, 0.5); linkShadow.x = 1027; linkShadow.y = 2553; menuContainer.addChild(linkShadow); // Link text var linkText = new Text2('volleytics.com', { size: 90, fill: 0xb63147, font: "Kanit" }); linkText.anchor.set(0.5, 0.5); linkText.x = 1024; linkText.y = 2550; menuContainer.addChild(linkText); } function hideMenu() { if (menuContainer) { menuContainer.destroy(); menuContainer = null; startButton = null; } scoreTxt.visible = true; // Show score when leaving menu } // Initialize menu createMenu();
===================================================================
--- original.js
+++ change.js
@@ -471,9 +471,9 @@
anchorY: 0.5,
x: 1024,
y: 800,
width: 1000,
- height: 100
+ height: 1000
});
// Start button
startButton = menuContainer.attachAsset('startButton', {
anchorX: 0.5,
pixerlart soccer ball. In-Game asset. 2d. High contrast. No shadows
pixelart soccer goal. In-Game asset. 2d. High contrast. No shadows
pixelart grass texture low quality. have soccer field half center circle at bottom. In-Game asset. 2d. High contrast. No shadows
pixelart arrow up. In-Game asset. 2d. High contrast. No shadows
pixelart football shoot scene cinematic. In-Game asset. 2d. High contrast. No shadows
pixelart button. have text in middle "BAŞLA". In-Game asset. 2d. High contrast. No shadows
fancy pixelart title have shadow and white letters. text is "ŞUT ve GOL". In-Game asset. 2d. High contrast. No shadows
pixelart roling arrow button orange color. In-Game asset. 2d. High contrast. No shadows