User prompt
itler olmasın
User prompt
npcler yakalanırsa -1 olsun puan
User prompt
köpek balığı belirli bölgelerde çıksın ve npcleri kovalasın
User prompt
itler belirli bölgelerde çıksın
User prompt
itler sola ve sağa gitsin
User prompt
npc kurtarilmadığında 5 numaralı efekt gelsin
User prompt
oyun başlayınca 6 numaralı müzik çalsın
User prompt
npcleri hareket etirelim
User prompt
güvenli böleyi hareket ettirelim ve adaya ulaşınca 5 adlı ses efkti duyulsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
Code edit (1 edits merged)
Please save this source code
User prompt
Can Kurtaran: Kurtarma Operasyonu
Initial prompt
bizim can kurtaran olup diğer oyuncuları kurtardığımız oyun
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Class for NPCs (people to rescue)
var NPC = Container.expand(function () {
var self = Container.call(this);
// Attach NPC asset (ellipse, random color)
var npcColor = 0x3498db + Math.floor(Math.random() * 0x222222);
var npcAsset = self.attachAsset('npc', {
width: 120,
height: 120,
color: npcColor,
shape: 'ellipse',
anchorX: 0.5,
anchorY: 0.5
});
// Is this NPC being dragged?
self.isDragging = false;
// Mark if rescued (to avoid double rescue)
self.rescued = false;
// For drag offset
self.dragOffsetX = 0;
self.dragOffsetY = 0;
// Called every tick
self.update = function () {
// If not being dragged, move down and also move horizontally
if (!self.isDragging && !self.rescued) {
// Move down
self.y += self.fallSpeed;
// Move horizontally
if (typeof self.dir === "undefined") {
// Randomly pick initial direction: -1 (left) or 1 (right)
self.dir = Math.random() < 0.5 ? -1 : 1;
}
if (typeof self.horizSpeed === "undefined") {
// Random horizontal speed between 1.2 and 2.5
self.horizSpeed = 1.2 + Math.random() * 1.3;
}
self.x += self.dir * self.horizSpeed;
// Bounce off screen edges
var margin = 70;
if (self.x < margin) {
self.x = margin;
self.dir = 1;
}
if (self.x > 2048 - margin) {
self.x = 2048 - margin;
self.dir = -1;
}
}
};
// On down (touch/click)
self.down = function (x, y, obj) {
if (self.rescued) return;
self.isDragging = true;
// Calculate offset between touch and center
self.dragOffsetX = self.x - x;
self.dragOffsetY = self.y - y;
// Bring to front
if (self.parent) {
self.parent.setChildIndex(self, self.parent.children.length - 1);
}
};
// On up (touch/click release)
self.up = function (x, y, obj) {
self.isDragging = false;
};
return self;
});
// Class for Safe Zone
var SafeZone = Container.expand(function () {
var self = Container.call(this);
// Attach safe zone asset (green ellipse)
var safeAsset = self.attachAsset('safezone', {
width: 400,
height: 180,
color: 0x2ecc40,
shape: 'ellipse',
anchorX: 0.5,
anchorY: 0.5
});
// Add a label
var label = new Text2('GÜVENLİ ALAN', {
size: 60,
fill: 0xFFFFFF
});
label.anchor.set(0.5, 0.5);
label.y = 0;
self.addChild(label);
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb // Sky blue
});
/****
* Game Code
****/
// Tween plugin for animations
// Game variables
var npcs = []; // All NPCs on screen
var safeZone; // The safe zone object
var score = 0;
var scoreTxt;
var spawnInterval = 180; // Initial spawn interval (frames)
var npcFallSpeed = 2.5; // Initial NPC fall speed
var minSpawnInterval = 60; // Minimum interval (hardest)
var maxNPCs = 3; // Max NPCs on screen at once (increases with difficulty)
var dragNode = null; // Currently dragged NPC
var lastMoveX = 0,
lastMoveY = 0;
// Add Safe Zone at bottom center
safeZone = new SafeZone();
safeZone.x = 2048 / 2;
safeZone.y = 2732 - 200;
safeZone.isDragging = false;
safeZone.dragOffsetX = 0;
safeZone.lastX = safeZone.x;
game.addChild(safeZone);
// Play music '6' at game start
LK.playMusic('6');
// Score text at top center
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Helper: Spawn a new NPC at random X, near top
function spawnNPC() {
if (npcs.length >= maxNPCs) return;
var npc = new NPC();
// --- itler (dogs) spawn at specific regions ---
// Define allowed X regions for itler (dogs)
var itlerRegions = [{
min: 300,
max: 600
}, {
min: 900,
max: 1200
}, {
min: 1500,
max: 1800
}];
// Pick a random region
var region = itlerRegions[Math.floor(Math.random() * itlerRegions.length)];
// Pick a random X within the region
npc.x = region.min + Math.random() * (region.max - region.min);
npc.y = 200 + Math.random() * 200;
npc.fallSpeed = npcFallSpeed + Math.random() * 1.5;
npc.isDragging = false;
npc.rescued = false;
npc.lastIntersecting = false;
npcs.push(npc);
game.addChild(npc);
}
// Helper: Remove NPC from game and array
function removeNPC(npc) {
var idx = npcs.indexOf(npc);
if (idx !== -1) {
npcs.splice(idx, 1);
}
npc.destroy();
}
// Helper: Rescue NPC (with animation)
function rescueNPC(npc) {
npc.rescued = true;
// Animate: scale up and fade out
tween(npc, {
scaleX: 1.5,
scaleY: 1.5,
alpha: 0
}, {
duration: 400,
easing: tween.easeOut,
onFinish: function onFinish() {
removeNPC(npc);
}
});
// Score up
score += 1;
LK.setScore(score);
scoreTxt.setText(score);
// Difficulty increases every 5 points
if (score % 5 === 0 && spawnInterval > minSpawnInterval) {
spawnInterval -= 15;
npcFallSpeed += 0.5;
maxNPCs = Math.min(6, maxNPCs + 1);
// Flash safe zone to indicate difficulty up
LK.effects.flashObject(safeZone, 0xffff00, 400);
}
}
// Helper: Game over (NPC fell below screen)
function triggerGameOver() {
LK.effects.flashScreen(0xff0000, 800);
LK.showGameOver();
}
// Game move handler (drag NPCs)
function handleMove(x, y, obj) {
lastMoveX = x;
lastMoveY = y;
if (dragNode && !dragNode.rescued) {
dragNode.x = x + dragNode.dragOffsetX;
dragNode.y = y + dragNode.dragOffsetY;
}
// Safe zone dragging (horizontal only)
if (safeZone.isDragging) {
// Only allow horizontal movement, keep y fixed
var newX = x + safeZone.dragOffsetX;
// Clamp within screen
var minX = safeZone.width / 2;
var maxX = 2048 - safeZone.width / 2;
if (newX < minX) newX = minX;
if (newX > maxX) newX = maxX;
safeZone.x = newX;
}
}
game.move = handleMove;
// On down: check if touching an NPC or safe zone
game.down = function (x, y, obj) {
// Find topmost NPC under pointer
var found = false;
for (var i = npcs.length - 1; i >= 0; i--) {
var npc = npcs[i];
// Simple hit test (circle)
var dx = x - npc.x;
var dy = y - npc.y;
var r = 60;
if (dx * dx + dy * dy < r * r && !npc.rescued) {
dragNode = npc;
npc.down(x, y, obj);
found = true;
break;
}
}
// If not on NPC, check if on safe zone (ellipse hit test)
if (!found) {
var dxz = x - safeZone.x;
var dyz = y - safeZone.y;
// Ellipse: (dx/a)^2 + (dy/b)^2 <= 1
var a = safeZone.width / 2;
var b = safeZone.height / 2;
if (dxz * dxz / (a * a) + dyz * dyz / (b * b) <= 1) {
safeZone.isDragging = true;
safeZone.dragOffsetX = safeZone.x - x;
}
}
};
// On up: release drag
game.up = function (x, y, obj) {
if (dragNode) {
dragNode.up(x, y, obj);
dragNode = null;
}
if (safeZone.isDragging) {
safeZone.isDragging = false;
}
};
// Main game update loop
game.update = function () {
// Spawn NPCs at interval
if (LK.ticks % spawnInterval === 0) {
spawnNPC();
}
// Update all NPCs
for (var i = npcs.length - 1; i >= 0; i--) {
var npc = npcs[i];
// If being dragged, follow finger (handled in move)
// If not, update position (handled in class update)
// Check if rescued (intersecting safe zone)
var isIntersecting = !npc.rescued && npc.intersects(safeZone);
if (!npc.lastIntersecting && isIntersecting) {
rescueNPC(npc);
}
npc.lastIntersecting = isIntersecting;
// If NPC falls below screen, play sound and game over
if (!npc.rescued && npc.y > 2732 + 80) {
LK.getSound('5').play();
triggerGameOver();
return;
}
}
// --- Safe zone left edge detection and sound effect ---
if (typeof safeZone.lastX === "undefined") safeZone.lastX = safeZone.x;
var leftEdge = safeZone.width / 2;
if (safeZone.lastX > leftEdge && safeZone.x <= leftEdge) {
// Play sound '5' when safe zone reaches the left edge
LK.getSound('5').play();
}
safeZone.lastX = safeZone.x;
};
// Initial spawn
for (var i = 0; i < 2; i++) {
spawnNPC();
}
score = 0;
LK.setScore(score);
scoreTxt.setText(score); ===================================================================
--- original.js
+++ change.js
@@ -138,11 +138,24 @@
// Helper: Spawn a new NPC at random X, near top
function spawnNPC() {
if (npcs.length >= maxNPCs) return;
var npc = new NPC();
- // Random X, avoid edges
- var margin = 140;
- npc.x = margin + Math.random() * (2048 - 2 * margin);
+ // --- itler (dogs) spawn at specific regions ---
+ // Define allowed X regions for itler (dogs)
+ var itlerRegions = [{
+ min: 300,
+ max: 600
+ }, {
+ min: 900,
+ max: 1200
+ }, {
+ min: 1500,
+ max: 1800
+ }];
+ // Pick a random region
+ var region = itlerRegions[Math.floor(Math.random() * itlerRegions.length)];
+ // Pick a random X within the region
+ npc.x = region.min + Math.random() * (region.max - region.min);
npc.y = 200 + Math.random() * 200;
npc.fallSpeed = npcFallSpeed + Math.random() * 1.5;
npc.isDragging = false;
npc.rescued = false;