User prompt
mermi slotu silah şeklinde olsun
User prompt
fire ball mermi slotunu göster
User prompt
fireball mermi slotu olsun . 2 tane mermisi olsun ve 25 saniyede yenilenbsin
User prompt
biraz sol tarafta göster
User prompt
mermi sayısını göster
User prompt
5 mermi olsun ve onu harcadıktan sonra 3 saniye zaman aralığı olsun
User prompt
There will be bullet mechanics, unlimited bullets, but there will be a small time interval for changing magazines.
User prompt
Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'toString')' in or related to this line: 'var label = new Text2(score, {' Line Number: 914
User prompt
MERMİ KAZANMAK İÇİN MERMİ İCONU OLAN TOPLAR OLSUN VE ONLARI PATLATMAMIZ GEREKSİN BÖYLECE YENİ MERMİLER KAZANABİLSİN OYUNCU
User prompt
TOP ATMA LİMİTİ OLSUN BİR NEVİ MERMİ GİBİ
User prompt
PATLAMA EFEKTİNİ BİRAZ SADE PEMBE HAVAİ FİŞEĞİ EFEKTİYLE DEĞİŞTİR
User prompt
PEMBE RENGİ KULLAN OYUNDA
User prompt
Please fix the bug: 'Converting circular structure to JSON --> starting at object with constructor 't.DisplayObjectContainer' | property 'children' -> object with constructor 'Array' | index 0 -> object with constructor 't.Graphics' --- property 'parent' closes the circle' in or related to this line: 'var rickMortyBg = game.attachAsset(LK.getAsset('rickmortybg', {' Line Number: 927
User prompt
ARKA PLANDA RİCK AND MORTY RESMİ KULLAN
User prompt
YAZILAR HAFİF KÜÜÇÜLT
User prompt
PATLAMA EFEKTİ HAVAİ FİŞEK GİBİ OLSUN
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VAZGEÇTİM
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OYUNUN ARKAPLANINDA UZAY VİDEOSU OLSUN
User prompt
OYUNDAKİ TÜM YAZILARI TÜRKÇE YAP
User prompt
ALEVLİ PATLAMA EFEKTİ OLSUN
User prompt
PATLAMA EFEKTİ OLSUN
User prompt
SİYAH EKRAN ALDIM
User prompt
MAKE MAİN MENU
User prompt
MAKE GAME MENU
Remix started
Copy Bubble Shooter
/**** * Classes ****/ var Barrier = Container.expand(function () { var self = Container.call(this); var barrierGraphics = self.attachAsset('barrier', { anchorX: .5, anchorY: .5 }); }); var BonusUX = Container.expand(function () { var self = Container.call(this); //Insert label here var barHeight = 50; var bonusLabel = self.addChild(new Text2('Seri Bonusu', { size: 60, fill: 0xff69b4, font: "Impact" })); var bonusAmountLabel = self.addChild(new Text2('1x', { size: 120, fill: 0xff69b4, font: "Impact" })); bonusLabel.anchor.set(1, 1); bonusLabel.y = barHeight / 2; var rightMargin = -10; bonusLabel.x = rightMargin; bonusAmountLabel.anchor.set(.5, .5); bonusAmountLabel.x = 100; var bonusBarWidth = bonusLabel.width; var bonusBarStart = self.attachAsset('bonusend', { y: 30, x: -bonusBarWidth + rightMargin }); var bonuseBarEnd = self.attachAsset('bonusend', { y: 30, x: -bonusBarWidth + rightMargin }); var bonusBarMiddle = self.attachAsset('bonusbarmiddle', { y: 30, x: -bonusBarWidth + rightMargin + barHeight / 2, width: 0 }); self.x = game.width - 270; self.y = game.height - 145; var bonusBarStepSize = (bonusBarWidth - barHeight) / 5; var targetWidth = 0; var currentWidth = 0; var jumpToAtEnd = 0; self.bonusAmount = 1; self.streakCount = 0; var maxLevel = 40; self.setStreakCount = function (level) { self.streakCount = Math.min(level, maxLevel); var newBonus = Math.floor(self.streakCount / 5) + 1; if (newBonus != self.bonusAmount) { for (var a = 0; a < scoreMultipliers.length; a++) { scoreMultipliers[a].setMultiplier(newBonus); } } self.bonusAmount = newBonus; bonusAmountLabel.setText(self.bonusAmount + 'x'); var newbarpos = level >= maxLevel ? 5 : level % 5; targetWidth = newbarpos * bonusBarStepSize; jumpToAtEnd = targetWidth; if (newbarpos == 0 && level > 0) { targetWidth = 5 * bonusBarStepSize; jumpToAtEnd = 0; } }; self.update = function () { var delta = targetWidth - currentWidth; if (delta < 1) { targetWidth = currentWidth = jumpToAtEnd; } else { currentWidth += delta / 8; } bonuseBarEnd.x = -bonusBarWidth + currentWidth + rightMargin; bonusBarMiddle.width = currentWidth; }; // bonuseBarEnd.x = -bonusLabel.width; }); var Bubble = Container.expand(function (max_types, isFireBall, type) { var self = Container.call(this); self.isFireBall = isFireBall; var state = 0; self.isAttached = true; self.isFreeBubble = false; var speedX = 0; var speedY = 0; self.targetX = 0; self.targetY = 0; self.setPos = function (x, y) { self.x = self.targetX = x; self.y = self.targetY = y; }; if (type !== undefined) { this.type = type; } else { max_types = max_types || 3; if (max_types > 4) { self.type = Math.floor(Math.random() * (.8 + Math.random() * .2) * max_types); } else { self.type = Math.floor(Math.random() * max_types); } } if (isFireBall) { var bubbleGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); bubbleGraphics.width = 150; bubbleGraphics.height = 150; } else { var bubbleGraphics = self.attachAsset('bubble' + self.type, { anchorX: 0.5, anchorY: 0.5 }); } /*if (!isFireBall && self.type > 1) { bubbleGraphics.tint = bubbleColors[self.type]; }*/ self.detach = function () { freeBubbleLayer.addChild(self); LK.getSound('detachCircle').play(); self.y += grid.y; self.isAttached = false; speedX = Math.random() * 40 - 20; speedY = -Math.random() * 30; self.down = undefined; }; var spawnMod = 0; self.update = function () { if (self.isFreeBubble) { if (isFireBall) { if (++spawnMod % 2 == 0 && self.parent) { // Spawn fire particles every 5 ticks var angle = Math.random() * Math.PI * 2; var fireParticle = self.parent.addChild(new FireParticle(angle)); fireParticle.x = self.x + Math.cos(angle) * self.width / 4; fireParticle.y = self.y + Math.sin(angle) * self.width / 4; } } return; } if (self.isAttached) { if (self.x != self.targetX) { self.x += (self.targetX - self.x) / 10; } if (self.y != self.targetY) { self.y += (self.targetY - self.y) / 10; } } else { self.x += speedX; self.y += speedY; speedY += 1.5; if (self.x < bubbleSize / 2 && speedX < 0 || self.x > game.width - bubbleSize / 2 && speedX > 0) { speedX = -speedX; LK.getSound('circleBounce').play(); } // Check for collision with barriers for (var i = 0; i < barriers.length; i++) { var barrier = barriers[i]; var dx = self.x - barrier.x; var dy = self.y - barrier.y; var distance = Math.sqrt(dx * dx + dy * dy); var minDist = bubbleSize / 2 + barrier.width / 2; if (distance < minDist) { // Calculate the angle of the collision var angle = Math.atan2(dy, dx); // Calculate the new speed based on the angle of collision, treating the barrier as a static billiard ball var newSpeed = Math.sqrt(speedX * speedX + speedY * speedY); speedX = Math.cos(angle) * newSpeed * .7; speedY = Math.sin(angle) * newSpeed * .7; // Move the bubble back to the point where it just touches the barrier var overlap = minDist - distance; self.x += overlap * Math.cos(angle); self.y += overlap * Math.sin(angle); LK.getSound('circleBounce').play(); } } // Remove unattached bubbles that fall below 2732 - 500 if (self.y > 2732 - 400) { self.destroy(); scoreMultipliers[Math.floor(self.x / (2048 / 5))].applyBubble(self); LK.getSound('scoreCollected').play(); } } }; }); var BubbleRemoveParticle = Container.expand(function () { var self = Container.call(this); var fireworkParticles = []; var numParticles = 18 + Math.floor(Math.random() * 6); // fewer, for a simpler look var baseRadius = 8 + Math.random() * 6; var maxRadius = 320 + Math.random() * 40; var baseAlpha = 0.85 + Math.random() * 0.1; var baseScale = 0.7 + Math.random() * 0.15; var fadeSpeed = 0.022 + Math.random() * 0.006; var expandSpeed = 10 + Math.random() * 2; var rotationBase = Math.random() * Math.PI * 2; var pinkList = [0xff69b4, 0xffb6d5, 0xffc1e0, 0xffe4ec, 0xffb6d5]; // Central flash, pinkish var flash = self.attachAsset('removebubbleeffect', { anchorX: 0.5, anchorY: 0.5 }); flash.alpha = 0.5 + Math.random() * 0.15; flash.scale.set(0.35 + Math.random() * 0.1, 0.35 + Math.random() * 0.1); flash.tint = 0xff69b4; // Firework rays, all pink for (var i = 0; i < numParticles; i++) { var angle = i / numParticles * Math.PI * 2 + rotationBase; var particle = self.attachAsset('fireparticle', { anchorX: 0.5, anchorY: 0.5 }); particle.blendMode = 1; particle.x = Math.cos(angle) * baseRadius; particle.y = Math.sin(angle) * baseRadius; particle.scale.set(baseScale, baseScale); particle.alpha = baseAlpha; particle._angle = angle; particle._radius = baseRadius; particle._speed = expandSpeed * (0.85 + Math.random() * 0.3); particle._fade = fadeSpeed * (0.85 + Math.random() * 0.3); particle._rot = Math.random() * 0.12 - 0.06; // All pink shades particle.tint = pinkList[Math.floor(Math.random() * pinkList.length)]; fireworkParticles.push(particle); } var t = 0; self.update = function () { t++; var allGone = true; // Animate central flash if (flash) { flash.alpha -= 0.045; flash.scale.x += 0.03; flash.scale.y += 0.03; if (flash.alpha < 0) flash.visible = false; } // Animate firework rays for (var i = 0; i < fireworkParticles.length; i++) { var p = fireworkParticles[i]; if (!p) continue; p._radius += p._speed; p.x = Math.cos(p._angle) * p._radius; p.y = Math.sin(p._angle) * p._radius; p.rotation += p._rot; p.alpha -= p._fade; p.scale.x += 0.008; p.scale.y += 0.008; if (p.alpha > 0.05) { allGone = false; } else { p.visible = false; } } self.alpha -= 0.012; if (allGone || self.alpha <= 0) { self.destroy(); } }; }); var FireBallPowerupOverlay = Container.expand(function () { var self = Container.call(this); var bubbleGraphics = self.attachAsset('fireball', { anchorX: 0.5, anchorY: 0.5 }); self.y = game.height - 140; self.x = 200; var countBG = self.attachAsset('countbg', { anchorX: 0.5, anchorY: 0.5 }); countBG.x = 90; countBG.y = 50; self.fireballsLeft = 1; var label = self.addChild(new Text2(self.fireballsLeft, { size: 50, fill: 0xff69b4, font: "Impact", stroke: 0x000000, strokeThickness: 9 })); // Türkçe için: Ateş Topu label.setText(self.fireballsLeft + " Ateş Topu"); label.anchor.set(.5, .5); label.x = 90; label.y = 50; // down handler is now set in Game Code for fireball slot logic }); var FireParticle = Container.expand(function (angle) { var self = Container.call(this); var particleGraphics = self.attachAsset('fireparticle', { anchorX: 0.5, anchorY: 0.5 }); particleGraphics.blendMode = 1; var speedX = Math.cos(angle) * 1; var speedY = Math.sin(angle) * 1; var rotationSpeed = Math.random() * 0.1 - 0.05; self.update = function () { self.x += speedX * self.alpha; self.y += speedY * self.alpha; particleGraphics.rotation += rotationSpeed; self.alpha -= 0.01; if (self.alpha <= 0) { self.destroy(); } }; }); var Grid = Container.expand(function () { var self = Container.call(this); var rows = []; self.container = self.addChild(new Container()); var rowCount = 0; function insertRow() { var row = []; var rowWidth = rowCount % 2 == 0 ? 13 : 12; for (var a = 0; a < rowWidth; a++) { var bubble = new Bubble(getMaxTypes()); bubble.setPos((2048 - bubbleSize * rowWidth) / 2 + bubbleSize * a + bubbleSize / 2, -rowCount * (1.7320508076 * bubbleSize) / 2); self.container.addChild(bubble); row.push(bubble); /*bubble.down = function () { var bubbles = self.getConnectedBubbles(this); self.removeBubbles(bubbles); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); };*/ } rows.push(row); rowCount++; } //Method that removes an array of bubbles from the rows array. self.removeBubbles = function (bubbles) { for (var i = 0; i < bubbles.length; i++) { var bubble = bubbles[i]; if (bubble) { var bubbleIndex = this.findBubbleIndex(bubble); if (bubbleIndex) { rows[bubbleIndex.row][bubbleIndex.col] = null; // Add explosion effect at bubble position if (typeof particlesLayer !== "undefined" && particlesLayer) { var explosion = particlesLayer.addChild(new BubbleRemoveParticle()); explosion.x = bubble.x; explosion.y = bubble.y + (typeof self.y === "number" ? self.y : 0); } bubble.detach(); } } } }; self.getConnectedBubbles = function (bubble, ignoreType) { var connectedBubbles = []; var queue = [bubble]; var visited = []; while (queue.length > 0) { var currentBubble = queue.shift(); if (visited.indexOf(currentBubble) === -1) { visited.push(currentBubble); connectedBubbles.push(currentBubble); var neighbors = self.getNeighbors(currentBubble); for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; if (neighbor && (neighbor.type === bubble.type || ignoreType)) { queue.push(neighbor); } } } } return connectedBubbles; }; //Get a list of bubbles that are not connected to the top row, or to a chain of bubbles connected to the top row. self.getDetachedBubbles = function () { var detachedBubbles = []; var connectedToTop = []; // Mark all bubbles connected to the bottom row var lastRowIndex = rows.length - 1; for (var i = 0; i < rows[lastRowIndex].length; i++) { if (rows[lastRowIndex][i] !== null) { var bottomConnected = self.getConnectedBubbles(rows[lastRowIndex][i], true); connectedToTop = connectedToTop.concat(bottomConnected); } } // Mark all bubbles as visited or not var visited = connectedToTop.filter(function (bubble) { return bubble != null; }); // Find all bubbles that are not visited and not connected to the top for (var row = 0; row < rows.length - 1; row++) { for (var col = 0; col < rows[row].length; col++) { var bubble = rows[row][col]; if (bubble !== null && visited.indexOf(bubble) == -1) { detachedBubbles.push(bubble); } } } return detachedBubbles; }; self.getNeighbors = function (bubble) { var neighbors = []; var bubbleIndex = this.findBubbleIndex(bubble); if (!bubbleIndex) { return []; } var directions = [[-1, 0], [1, 0], // left and right [0, -1], [0, 1], // above and below [-1, -1], [1, -1] // diagonals for even rows ]; if (bubbleIndex && rows[bubbleIndex.row] && rows[bubbleIndex.row].length == 12) { // Adjust diagonals for odd rows directions[4] = [-1, 1]; directions[5] = [1, 1]; } for (var i = 0; i < directions.length; i++) { var dir = directions[i]; if (bubbleIndex && rows[bubbleIndex.row]) { var newRow = bubbleIndex.row + dir[0]; } var newCol = bubbleIndex.col + dir[1]; if (newRow >= 0 && newRow < rows.length && newCol >= 0 && newCol < rows[newRow].length) { neighbors.push(rows[newRow][newCol]); } } return neighbors; }; self.findBubbleIndex = function (bubble) { for (var row = 0; row < rows.length; row++) { var col = rows[row].indexOf(bubble); if (col !== -1) { return { row: row, col: col }; } } return null; }; self.printRowsToConsole = function () { var gridString = ''; for (var i = rows.length - 1; i >= 0; i--) { var rowString = ': ' + (rows[i].length == 13 ? '' : ' '); for (var j = 0; j < rows[i].length; j++) { var bubble = rows[i][j]; rowString += bubble ? '[' + bubble.type + ']' : '[_]'; } gridString += rowString + '\n'; } console.log(gridString); }; // Method to calculate path of movement based on angle and starting point //TODO: MAKE THIS MUCH FASTER! self.bubbleIntersectsGrid = function (nextX, nextY) { outer: for (var row = 0; row < rows.length; row++) { for (var col = 0; col < rows[row].length; col++) { var bubble = rows[row][col]; if (bubble) { var dist = nextY - bubble.y - self.y; //Quick exit if we are nowhere near the row if (dist > 145 || dist < -145) { continue outer; } var dx = nextX - bubble.x - self.x; var dy = nextY - bubble.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance < (bubbleSize - 70) / 2 + bubbleSize / 2) { return bubble; } } } } return false; }; self.calculatePath = function (startPoint, angle) { var path = []; var currentPoint = { x: startPoint.x, y: startPoint.y }; var radians = angle; var stepSize = 4; var hitBubble = false; while (currentPoint.y > 0 && !hitBubble) { // Calculate next point var nextX = currentPoint.x + stepSize * Math.cos(radians); var nextY = currentPoint.y + stepSize * Math.sin(radians); // Check for wall collisions if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) { radians = Math.PI - radians; // Reflect angle nextX = currentPoint.x + stepSize * Math.cos(radians); // Recalculate nextX after reflection } hitBubble = self.bubbleIntersectsGrid(nextX, nextY); // Add point to path and update currentPoint path.push({ x: nextX, y: nextY }); currentPoint.x = nextX; currentPoint.y = nextY; } if (hitBubble) { //Only increase avilable bubble type when we have actually pointed as such a bubble if (hitBubble.type + 1 > maxSelectableBubble) { maxSelectableBubble = hitBubble.type + 1; } ; } return path; }; var bubblesInFlight = []; self.fireBubble = function (bubble, angle) { self.addChild(bubble); bubble.x = launcher.x; bubble.y += launcher.y - self.y; bubblesInFlight.push({ bubble: bubble, angle: angle }); }; self.calculateWarningScoreList = function () { var warningScores = []; for (var i = 0; i < 13; i++) { warningScores.push(0); // Initialize all scores to 0 } // Calculate the distance from the bottom for each bubble and increment the warning score based on proximity for (var row = 0; row < rows.length; row++) { for (var col = 0; col < rows[row].length; col++) { var bubble = rows[row][col]; if (bubble) { var distanceFromBottom = 2732 - (bubble.y + self.y); if (distanceFromBottom < 2000) { // If a bubble is within 500px from the bottom var columnIndex = Math.floor(bubble.x / (2048 / 13)); warningScores[columnIndex] += (2000 - distanceFromBottom) / 2000; // Increment the warning score for the column } } } } return warningScores; }; self.update = function () { outer: for (var a = 0; a < bubblesInFlight.length; a++) { var current = bubblesInFlight[a]; var bubble = current.bubble; var nextX = bubble.x; var nextY = bubble.y + gridSpeed; var prevX = bubble.x; var prevY = bubble.y; for (var rep = 0; rep < 25; rep++) { prevX = nextX; prevY = nextY; nextX += Math.cos(current.angle) * 4; nextY += Math.sin(current.angle) * 4; if (nextX < 150 / 2 || nextX > 2048 - 150 / 2) { current.angle = Math.PI - current.angle; // Reflect angle nextX = Math.min(Math.max(nextX, 150 / 2), 2048 - 150 / 2); LK.getSound('circleBounce').play(); } var intersectedBubble = self.bubbleIntersectsGrid(nextX + self.x, nextY + self.y); if (intersectedBubble) { gameIsStarted = true; if (bubble.isFireBall) { self.removeBubbles([intersectedBubble]); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); } else { var intersectedBubblePos = self.findBubbleIndex(intersectedBubble); var colOffset = rows[intersectedBubblePos.row].length == 13 ? 0 : 1; var offsetPositions = [{ x: intersectedBubble.targetX - bubbleSize / 2, y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row + 1, co: intersectedBubblePos.col - 1 + colOffset }, { x: intersectedBubble.targetX + bubbleSize / 2, y: intersectedBubble.targetY - 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row + 1, co: intersectedBubblePos.col + colOffset }, { x: intersectedBubble.targetX + bubbleSize, y: intersectedBubble.targetY, ro: intersectedBubblePos.row, co: intersectedBubblePos.col + 1 }, { x: intersectedBubble.targetX + bubbleSize / 2, y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row - 1, co: intersectedBubblePos.col + colOffset }, { x: intersectedBubble.targetX - bubbleSize / 2, y: intersectedBubble.targetY + 1.7320508076 * bubbleSize / 2, ro: intersectedBubblePos.row - 1, co: intersectedBubblePos.col - 1 + colOffset }, { x: intersectedBubble.targetX - bubbleSize, y: intersectedBubble.targetY, ro: intersectedBubblePos.row, co: intersectedBubblePos.col - 1 }]; var closestPosition = 0; var closestDistance = Math.sqrt(Math.pow(offsetPositions[0].x - bubble.x, 2) + Math.pow(offsetPositions[0].y - bubble.y, 2)); for (var i = 1; i < offsetPositions.length; i++) { var currentPosition = offsetPositions[i]; var currentDistance = Math.sqrt(Math.pow(currentPosition.x - bubble.x, 2) + Math.pow(currentPosition.y - bubble.y, 2)); if (currentDistance < closestDistance) { var row = rows[currentPosition.ro]; if (currentPosition.co < 0) { continue; } if (row) { if (row[currentPosition.co]) { continue; } if (currentPosition.co >= row.length) { continue; } } else { var newRowLength = rows[intersectedBubblePos.row].length == 13 ? 12 : 13; if (currentPosition.co >= newRowLength) { continue; } } closestDistance = currentDistance; closestPosition = i; } } // Attach bubble to the closest position var currentMatch = offsetPositions[closestPosition]; bubble.x = prevX; bubble.y = prevY; bubble.targetX = currentMatch.x; bubble.targetY = currentMatch.y; bubble.isFreeBubble = false; var row = rows[offsetPositions[closestPosition].ro]; if (!row) { if (rows[intersectedBubblePos.row].length == 13) { row = [null, null, null, null, null, null, null, null, null, null, null, null]; } else { row = [null, null, null, null, null, null, null, null, null, null, null, null, null]; } rows.unshift(row); } row[offsetPositions[closestPosition].co] = bubble; bubblesInFlight.splice(a--, 1); refreshHintLine(); var bubbles = self.getConnectedBubbles(bubble); if (bubbles.length > 2) { self.removeBubbles(bubbles); var disconnected = self.getDetachedBubbles(); self.removeBubbles(disconnected); bonusUX.setStreakCount(bonusUX.streakCount + 1); } else { bonusUX.setStreakCount(0); LK.getSound('attachCircle').play(); } //Add a grid movement effect when you don't do a match var neighbors = self.getNeighbors(bubble); var touched = []; var neighbors2 = []; for (var i = 0; i < neighbors.length; i++) { var neighbor = neighbors[i]; if (neighbor) { touched.push(neighbor); neighbors2 = neighbors2.concat(self.getNeighbors(neighbor)); var ox = neighbor.x - bubble.x; var oy = neighbor.y - bubble.y; var angle = Math.atan2(oy, ox); neighbor.x += Math.cos(angle) * 20; neighbor.y += Math.sin(angle) * 20; } } //One more layer for (var i = 0; i < neighbors2.length; i++) { var neighbor = neighbors2[i]; if (neighbor && touched.indexOf(neighbor) == -1) { touched.push(neighbor); var ox = neighbor.x - bubble.x; var oy = neighbor.y - bubble.y; var angle = Math.atan2(oy, ox); neighbor.x += Math.cos(angle) * 10; neighbor.y += Math.sin(angle) * 10; } } //self.printRowsToConsole(); continue outer; } } } bubble.x = nextX; bubble.y = nextY; if (bubble.y + self.y < -1000) { //Destory bubbles that somehow manages to escape at the top bubblesInFlight.splice(a--, 1); bubble.destroy(); } } if (gameIsStarted) { self.y += gridSpeed; } var zeroRow = rows[rows.length - 1]; if (zeroRow) { for (var a = 0; a < zeroRow.length; a++) { var bubble = zeroRow[a]; if (bubble) { if (bubble.y + self.y > 0) { insertRow(); } break; } } } else { insertRow(); } for (var row = rows.length - 1; row >= 0; row--) { if (rows[row].every(function (bubble) { return !bubble; })) { rows.splice(row, 1); } } var lastRow = rows[0]; /*if(LK.ticks % 10 == 0){ self.printRowsToConsole() }*/ if (lastRow) { for (var a = 0; a < zeroRow.length; a++) { var bubble = lastRow[a]; if (bubble) { if (bubble.y + self.y > 2200) { LK.effects.flashScreen(0xff0000, 3000); LK.getSound('gameOverJingle').play(); LK.showGameOver(); } if (gameIsStarted) { var targetSpeed = Math.pow(Math.pow((2200 - (bubble.y + self.y)) / 2200, 2), 2) * 4 + 0.5; if (bubble.y + self.y > 2000) { targetSpeed = .2; } gridSpeed += (targetSpeed - gridSpeed) / 20; if (LK.ticks % 10 == 0) { //console.log(gridSpeed) } } break; } } } }; for (var a = 0; a < 8; a++) { insertRow(); } }); var HintBubble = Container.expand(function () { var self = Container.call(this); var bubble = self.attachAsset('hintbubble', { anchorX: 0.5, anchorY: 0.5 }); self.setTint = function (tint) { bubble.tint = tint; }; self.getTint = function (tint) { return bubble.tint; }; }); var Launcher = Container.expand(function () { var self = Container.call(this); var bubble = self.addChild(new Bubble(getMaxTypes(), false)); bubble.isFreeBubble = true; var previewBubble; var lastTypes = [undefined, bubble.type]; function createPreviewBubble() { var nextType; do { nextType = Math.floor(Math.random() * maxSelectableBubble); } while (nextType == lastTypes[0] && nextType == lastTypes[1]); lastTypes.shift(); lastTypes.push(nextType); previewBubble = self.addChildAt(new Bubble(maxSelectableBubble, false, nextType), 0); previewBubble.scale.set(.7, .7); previewBubble.x = -90; previewBubble.y = 20; previewBubble.isFreeBubble = true; } createPreviewBubble(); self.fire = function () { if (isReloading) { // Prevent firing while reloading return; } if (bulletsInMagazine <= 0) { // Start reload if empty if (!isReloading) { isReloading = true; reloadTimeout = LK.setTimeout(function () { bulletsInMagazine = magazineSize; isReloading = false; reloadTimeout = null; }, reloadTime); } return; } bulletsFired++; bulletsInMagazine--; LK.getSound('fireBubble').play(); // Play sound when the ball is fired grid.fireBubble(bubble, self.angle); bubble = previewBubble; previewBubble.x = previewBubble.y = 0; previewBubble.scale.set(1, 1); createPreviewBubble(); // If magazine is now empty, start reload if (bulletsInMagazine <= 0 && !isReloading) { isReloading = true; reloadTimeout = LK.setTimeout(function () { bulletsInMagazine = magazineSize; isReloading = false; reloadTimeout = null; }, reloadTime); } }; self.angle = -Math.PI / 2; self.getBubble = function () { return bubble; }; self.isFireBall = function () { return bubble.isFireBall; }; self.triggerFireBall = function () { bubble.destroy(); bubble = self.addChild(new Bubble(getMaxTypes(), true)); bubble.isFreeBubble = true; }; }); var ScoreIndicatorLabel = Container.expand(function (score, type) { var self = Container.call(this); var label = new Text2(score, { size: 70, fill: "#" + bubbleColors[type].toString(16).padStart(6, '0'), font: "Impact" }); label.anchor.set(0.5, 0); self.addChild(label); self.update = function () { self.y -= 7; self.alpha -= .05; if (self.alpha <= 0) { self.destroy(); increaseScore(score); } }; }); var ScoreMultipliers = Container.expand(function (baseValue) { var self = Container.call(this); // Create a score label text string for ScoreMultipliers var scoreMultiplierLabel = new Text2(baseValue + " Puan", { size: 70, fill: 0xff69b4, font: "Impact" }); scoreMultiplierLabel.anchor.set(0.5, 0); self.addChild(scoreMultiplierLabel); var currentMultiplier = 1; self.applyBubble = function (bubble) { var scoreIndicator = game.addChild(new ScoreIndicatorLabel(baseValue * currentMultiplier, bubble.type)); scoreIndicator.x = self.x; scoreIndicator.y = self.y; var particle = particlesLayer.addChild(new BubbleRemoveParticle()); particle.x = bubble.x; particle.y = self.y + 150; }; self.setMultiplier = function (multiplier) { currentMultiplier = multiplier; scoreMultiplierLabel.setText(baseValue * currentMultiplier); }; }); var WarningLine = Container.expand(function () { var self = Container.call(this); var warning = self.attachAsset('warningstripe', { anchorX: .5, anchorY: .5 }); var warningOffset = Math.random() * 100; var speed = Math.random() * 1 + 1; self.update = function () { warningOffset += speed; warning.alpha = (Math.cos(warningOffset / 50) + 1) / 2 * 0.3 + .7; }; warning.blendMode = 1; warning.rotation = .79; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Add Rick and Morty background image behind all game elements // Pembe // Pembe // Açık pembe // Çok açık pembe // Çok açık pembe // Pembe // Açık pembe var rickMortyBg = game.attachAsset('rickmortybg', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, width: 2048, height: 2732 }); rickMortyBg.zIndex = -1000; // Ensure it's behind everything var gridSpeed = .5; // Game starts immediately, no main menu overlay game.visible = true; game.paused = false; function increaseScore(amount) { var currentScore = LK.getScore(); var newScore = currentScore + amount; LK.setScore(newScore); // Update the game score using LK method scoreLabel.setText("Skor: " + newScore.toString()); // Türkçe skor metni } //Game size 2048x2732 /* Todo: [X] Make sure we GC nodes that drop of screen [ ] Make preview line fade out at the end */ var bulletsFired = 0; //3*30+1 var magazineSize = 5; // Number of bullets per magazine var bulletsInMagazine = magazineSize; var isReloading = false; var reloadTime = 3000; // ms, time to reload magazine (3 seconds) var reloadTimeout = null; var bubbleSize = 150; var gameIsStarted = false; var bubbleColors = [0xff2853, 0x44d31f, 0x5252ff, 0xcb2bff, 0x28f2f0, 0xffc411]; var barriers = []; var maxSelectableBubble = 3; var warningLines = []; for (var a = 0; a < 13; a++) { var wl = game.addChild(new WarningLine()); wl.x = 2048 / 13 * (a + .5); wl.y = 2200; wl.alpha = 0; warningLines.push(wl); wl.scale.set(16, 40); } var warningOverlay = game.attachAsset('dangeroverlay', {}); warningOverlay.y = 2280; var uxoverlay = game.attachAsset('uxoverlay', {}); uxoverlay.y = 2440; var uxoverlay2 = game.attachAsset('uxoverlay2', {}); uxoverlay2.y = 2460; for (var a = 0; a < 4; a++) { for (var b = 0; b < 3; b++) { var barrier = game.addChild(new Barrier()); barrier.y = 2732 - 450 + b * 70; barrier.x = 2048 / 5 * a + 2048 / 5; barriers.push(barrier); } var barrierBlock = game.attachAsset('barrierblock', {}); barrierBlock.x = 2048 / 5 * a + 2048 / 5; barrierBlock.y = 2732 - 450; barrierBlock.anchor.x = .5; } // Create a score label var scoreLabel = new Text2('Skor: 0', { size: 90, fill: 0xff69b4, stroke: 0x000000, strokeThickness: 12, font: "Impact" }); scoreLabel.anchor.set(0.5, 0); LK.gui.top.addChild(scoreLabel); var scoreMultipliers = []; var baseScores = [100, 250, 500, 250, 100]; for (var a = 0; a < 5; a++) { var sm = new ScoreMultipliers(baseScores[a]); sm.x = 2048 / 5 * a + 2048 / 10; sm.y = 2300; scoreMultipliers.push(sm); game.addChild(sm); } var bonusUX = game.addChild(new BonusUX()); var fireBallPowerupOverlay = game.addChild(new FireBallPowerupOverlay()); fireBallPowerupOverlay.visible = true; // Ensure fireball slot is shown // Fireball slot logic var fireballMax = 2; var fireballCount = fireballMax; var fireballReloadTime = 25000; // 25 seconds var fireballReloading = false; var fireballReloadTimeout = null; // Add fireball UI overlay fireBallPowerupOverlay.fireballsLeft = fireballCount; fireBallPowerupOverlay.alpha = fireballCount > 0 ? 1 : 0.5; fireBallPowerupOverlay.updateLabel = function () { fireBallPowerupOverlay.fireballsLeft = fireballCount; if (fireballCount > 0) { fireBallPowerupOverlay.alpha = 1; fireBallPowerupOverlay.children[2].setText(fireballCount + " Ateş Topu"); } else { fireBallPowerupOverlay.alpha = 0.5; if (fireballReloading) { fireBallPowerupOverlay.children[2].setText("Yükleniyor..."); } else { fireBallPowerupOverlay.children[2].setText("0 Ateş Topu"); } } }; // Fireball slot tap handler fireBallPowerupOverlay.down = function () { if (fireballCount > 0 && !launcher.isFireBall()) { fireballCount--; fireBallPowerupOverlay.updateLabel(); launcher.triggerFireBall(); if (fireballCount === 0 && !fireballReloading) { fireballReloading = true; fireballReloadTimeout = LK.setTimeout(function () { fireballCount = fireballMax; fireballReloading = false; fireBallPowerupOverlay.updateLabel(); fireballReloadTimeout = null; }, fireballReloadTime); } } }; // Update fireball UI every frame game.updateFireballUI = function () { fireBallPowerupOverlay.updateLabel(); }; // Magazine/reload UI var magazineLabel = new Text2('', { size: 60, fill: 0xff69b4, font: "Impact", stroke: 0x000000, strokeThickness: 8 }); magazineLabel.anchor.set(0.5, 0); // Move magazine label and bullet icons to the left side of the screen magazineLabel.x = 180; magazineLabel.y = game.height - 60; LK.gui.bottom.addChild(magazineLabel); // Bullet icons UI (now gun-shaped) var bulletIcons = []; var bulletIconSpacing = 60; var bulletIconY = game.height - 140; var bulletIconStartX = 120; // left margin, enough to avoid top left menu for (var i = 0; i < magazineSize; i++) { // Use a gun-shaped asset for the magazine slot var icon = game.attachAsset(LK.getAsset('countbg', { anchorX: 0.5, anchorY: 0.5, width: 60, height: 60 }), {}); icon.x = bulletIconStartX + i * bulletIconSpacing; icon.y = bulletIconY; icon.alpha = 1; bulletIcons.push(icon); } var particlesLayer = game.addChild(new Container()); var grid = game.addChild(new Grid()); grid.y = 1000; var freeBubbleLayer = game.addChild(new Container()); var hintBubblePlayer = game.addChild(new Container()); var launcher = game.addChild(new Launcher()); launcher.x = game.width / 2; launcher.y = game.height - 138; var hintBubbleCache = []; var hintBubbles = []; var isValid = false; var path = []; var bubbleAlpha = 1; var hintTargetX = game.width / 2; var hintTargetY = 0; game.move = function (x, y, obj) { hintTargetX = x; hintTargetY = y; refreshHintLine(); // } }; game.down = game.move; function getMaxTypes() { if (bulletsFired > 30 * 3 * 3) { return 6; } else if (bulletsFired > 30 * 3) { return 5; } else if (bulletsFired > 30) { return 4; } return 3; } function refreshHintLine() { var ox = hintTargetX - launcher.x; var oy = hintTargetY - launcher.y; var angle = Math.atan2(oy, ox); launcher.angle = angle; isValid = angle < -.2 && angle > -Math.PI + .2; if (isValid) { path = grid.calculatePath(launcher, angle); //This allows updated faster than 60fps, making everyting feel better. } renderHintBubbels(); } var hintOffset = 0; var distanceBetweenHintbubbles = 100; function renderHintBubbels() { if (isValid) { hintOffset = hintOffset % distanceBetweenHintbubbles; var distanceSinceLastDot = -hintOffset + 100; var hintBubbleOffset = 0; var lastPoint = path[0]; var bubble = launcher.getBubble(); var tint = bubble.isFireBall ? 0xff9c00 : bubbleColors[bubble.type]; var updateTint = true; for (var a = 1; a < path.length; a++) { var p2 = path[a]; var ox = p2.x - lastPoint.x; var oy = p2.y - lastPoint.y; var dist = Math.sqrt(ox * ox + oy * oy); distanceSinceLastDot += dist; if (distanceSinceLastDot >= distanceBetweenHintbubbles) { var amountOver = distanceSinceLastDot - distanceBetweenHintbubbles; var angle = Math.atan2(oy, ox); var currentBubble = hintBubbles[hintBubbleOffset]; if (!currentBubble) { currentBubble = hintBubbles[hintBubbleOffset] = new HintBubble(); hintBubblePlayer.addChild(currentBubble); } currentBubble.alpha = bubbleAlpha; currentBubble.visible = true; var currentTint = currentBubble.getTint(); if (hintBubbleOffset == 0) { currentBubble.setTint(tint); } else if (updateTint && currentTint != tint || currentTint == 0xffffff) { currentBubble.setTint(tint); updateTint = false; } currentBubble.x = lastPoint.x - Math.cos(angle) * amountOver; currentBubble.y = lastPoint.y - Math.sin(angle) * amountOver; hintBubbleOffset++; distanceSinceLastDot = 0; lastPoint = currentBubble; } else { lastPoint = p2; } } for (var a = hintBubbleOffset; a < hintBubbles.length; a++) { hintBubbles[a].visible = false; } } else { for (var a = 0; a < hintBubbles.length; a++) { hintBubbles[a].alpha = bubbleAlpha; } } } game.update = function () { hintOffset += 5; if (isValid) { bubbleAlpha = Math.min(bubbleAlpha + .05, 1); } else { bubbleAlpha = Math.max(bubbleAlpha - .05, 0); } refreshHintLine(); // Update magazine/reload UI if (isReloading) { magazineLabel.setText("Şarjör değişiyor..."); magazineLabel.alpha = 0.7 + 0.3 * Math.sin(LK.ticks / 8); } else { magazineLabel.setText("Mermi: " + bulletsInMagazine + " / " + magazineSize); magazineLabel.alpha = 1; } // Update bullet icons for (var i = 0; i < bulletIcons.length; i++) { if (isReloading) { bulletIcons[i].alpha = 0.3; } else if (i < bulletsInMagazine) { bulletIcons[i].alpha = 1; } else { bulletIcons[i].alpha = 0.15; } } var alphaList = grid.calculateWarningScoreList(); for (var a = 0; a < warningLines.length; a++) { var value = alphaList[a] / 3; warningLines[a].alpha += (Math.min(value, .6) - warningLines[a].alpha) / 100; warningLines[a].scale.y += (value * 60 - warningLines[a].scale.y) / 100; } // Update fireball UI if (typeof game.updateFireballUI === "function") { game.updateFireballUI(); } }; game.up = function () { if (isValid && !isReloading) { launcher.fire(); } }; ; ; ; ; ; ; ; ; ; ;
===================================================================
--- original.js
+++ change.js
@@ -1055,19 +1055,20 @@
// Move magazine label and bullet icons to the left side of the screen
magazineLabel.x = 180;
magazineLabel.y = game.height - 60;
LK.gui.bottom.addChild(magazineLabel);
-// Bullet icons UI
+// Bullet icons UI (now gun-shaped)
var bulletIcons = [];
var bulletIconSpacing = 60;
var bulletIconY = game.height - 140;
var bulletIconStartX = 120; // left margin, enough to avoid top left menu
for (var i = 0; i < magazineSize; i++) {
- var icon = game.attachAsset(LK.getAsset('bubbleBullet', {
+ // Use a gun-shaped asset for the magazine slot
+ var icon = game.attachAsset(LK.getAsset('countbg', {
anchorX: 0.5,
anchorY: 0.5,
- width: 50,
- height: 50
+ width: 60,
+ height: 60
}), {});
icon.x = bulletIconStartX + i * bulletIconSpacing;
icon.y = bulletIconY;
icon.alpha = 1;
Circular white gradient circle on black background. Gradient from white on the center to black on the outer edge all around.. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
Soft straight Long red paint on black background. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
green notification bubble. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
rick and morty. In-Game asset. 2d. High contrast. No shadows
füze. In-Game asset. 2d. High contrast. No shadows
rick and morty head. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
elon musk resmi olan yastık. In-Game asset. 2d. High contrast. No shadows
crysis oyunu karakteri resmi olan yastık. In-Game asset. 2d. High contrast. No shadows