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Please fix the bug: 'TypeError: tween.create is not a function. (In 'tween.create(snakeHeadAsset, { x: 350 / 2 }, 600, { easing: "cubicOut" })', 'tween.create' is undefined)' in or related to this line: 'tween.create(snakeHeadAsset, {' Line Number: 290 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'TypeError: tween.to is not a function. (In 'tween.to(snakeHeadAsset, { x: 350 / 2 }, 600, { easing: "cubicOut" })', 'tween.to' is undefined)' in or related to this line: 'tween.to(snakeHeadAsset, {' Line Number: 290
User prompt
Please fix the bug: 'TypeError: undefined is not an object (evaluating 'tween.Easing.Cubic')' in or related to this line: 'tween.to(snakeHeadAsset, {' Line Number: 290
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game over ekranına animasyon şeklinde snake head ve food gelsin
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game over ekranında korkunç bir ses ekle
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scoreboardı küçült
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yılanı çok az yavaşlat
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ekranı 9:16 ya tamamla
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ekranı 16:9 tamamla
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karakter beslendiğinde %25 ihtimalle arkada feeding2 sesi çalsın
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karakter her beslendiğinde feeding sesi çalsın
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Please fix the bug: 'TypeError: tween.create is not a function' in or related to this line: 'tween.create(notificationText).wait(2000).to({' Line Number: 454
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Please fix the bug: 'TypeError: tween.to is not a function' in or related to this line: 'tween.to(notificationText, {' Line Number: 454
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Please fix the bug: 'TypeError: Cannot read properties of undefined (reading 'linear')' in or related to this line: 'tween.to(notificationText, {' Line Number: 454
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türkçe " yeni karı alındı " mesajı biraz daha altta yer alsın
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yem yenildikçe türkçe " yeni karı alındı " mesajı ekrana çıksın ve 2 saniye sonra ekrandan yavaş yavaş silinsin
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Game over ekranını yeniden düzenle. önümüze açılan menüde en yukarıda snake head ve food fotoğrafı 400 piksel boyutunda gözüksün yan yana ve ekrana ortalayacak şekilde. altında game over final score ve plaky again butonu olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Game over ekranını yeniden düzenle. önümüze açılan menüde en yukarıda snake head ve food fotoğrafı 400 piksel boyutunda gözüksün yan yana ve ekrana ortalayacak şekilde. altında game over final score ve plaky again butonu olsun
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direkt ekranda çıksın arkada kalmasın
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daha büyük bir şekilde çıksın ve karanlıkta kalmasın
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game over ekranında snake head ve food gözükmüyor. menünün üstünde çıksın.
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game over ekranında, 350 piksel ebatında yan yana snake head ve food fotoğrafları açılsın
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game over ekranında yandığımız zaman snakehead ve yem yan yana aynı ölçülerde gözüksün büyük bir şekilde
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kuyruk sayısını 1 arttır
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oyuna 1 skorla başlanılsın ve kuyruk uzunluğu da 1 olsun
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Food Class
var Food = Container.expand(function () {
var self = Container.call(this);
// Food is a yellow ellipse
var foodAsset = self.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Snake Head Class
var SnakeHead = Container.expand(function () {
var self = Container.call(this);
// Head is a unique asset
var headAsset = self.attachAsset('snakeHead', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Snake Segment Class
var SnakeSegment = Container.expand(function () {
var self = Container.call(this);
// Each segment is a green box
var segmentAsset = self.attachAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Wall Class
var Wall = Container.expand(function () {
var self = Container.call(this);
// Wall is a red box
var wallAsset = self.attachAsset('wall', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x181818
});
/****
* Game Code
****/
// --- Game Constants ---
// --- Asset Initialization ---
// Snake Head Class
// --- 16:9 Board Setup ---
// We'll use the full width (2048px) and calculate height for 16:9
var GRID_SIZE = 180; // Each cell is 180x180 px
var GRID_COLS = Math.floor(2048 / GRID_SIZE); // 11
var BOARD_WIDTH = GRID_COLS * GRID_SIZE;
var BOARD_HEIGHT = Math.floor(BOARD_WIDTH * 9 / 16); // 16:9 aspect ratio
var GRID_ROWS = Math.floor(BOARD_HEIGHT / GRID_SIZE); // 5
BOARD_HEIGHT = GRID_ROWS * GRID_SIZE; // snap to grid
var BOARD_OFFSET_X = Math.floor((2048 - BOARD_WIDTH) / 2);
var BOARD_OFFSET_Y = Math.floor((2732 - BOARD_HEIGHT) / 2);
var SNAKE_START_LENGTH = 2;
var SNAKE_MAX_LENGTH = 30; // Win condition, slightly reduced for new board size
// --- Game State ---
var snake = [];
var snakeDir = {
x: 1,
y: 0
}; // Start moving right
var nextDir = {
x: 1,
y: 0
};
var moveTimer = 0;
var MOVE_INTERVAL = 180; // ms
var food = null;
var walls = [];
var isDead = false;
var isWin = false;
var pendingGrowth = 0;
var lastTouch = null;
// --- Score UI ---
var scoreTxt = new Text2('1', {
size: 240,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Helper Functions ---
function gridToPos(col, row) {
return {
x: BOARD_OFFSET_X + col * GRID_SIZE + GRID_SIZE / 2,
y: BOARD_OFFSET_Y + row * GRID_SIZE + GRID_SIZE / 2
};
}
function posToGrid(x, y) {
var col = Math.floor((x - BOARD_OFFSET_X) / GRID_SIZE);
var row = Math.floor((y - BOARD_OFFSET_Y) / GRID_SIZE);
return {
col: col,
row: row
};
}
function randomFreeCell() {
// Returns a random cell not occupied by snake or wall
var free = [];
for (var r = 1; r < GRID_ROWS - 1; r++) {
for (var c = 1; c < GRID_COLS - 1; c++) {
var occupied = false;
for (var i = 0; i < snake.length; i++) {
if (snake[i].col === c && snake[i].row === r) {
occupied = true;
break;
}
}
if (food && food.col === c && food.row === r) occupied = true;
if (!occupied) free.push({
col: c,
row: r
});
}
}
if (free.length === 0) return null;
return free[Math.floor(Math.random() * free.length)];
}
function setScore(val) {
LK.setScore(val);
scoreTxt.setText(val);
}
// --- Wall Setup ---
function createWalls() {
// Top and bottom
for (var c = 0; c < GRID_COLS; c++) {
var wallTop = new Wall();
var wallBottom = new Wall();
var posTop = gridToPos(c, 0);
var posBottom = gridToPos(c, GRID_ROWS - 1);
wallTop.x = posTop.x;
wallTop.y = posTop.y;
wallTop.col = c;
wallTop.row = 0;
wallBottom.x = posBottom.x;
wallBottom.y = posBottom.y;
wallBottom.col = c;
wallBottom.row = GRID_ROWS - 1;
game.addChild(wallTop);
game.addChild(wallBottom);
walls.push(wallTop, wallBottom);
}
// Left and right
for (var r = 1; r < GRID_ROWS - 1; r++) {
var wallLeft = new Wall();
var wallRight = new Wall();
var posLeft = gridToPos(0, r);
var posRight = gridToPos(GRID_COLS - 1, r);
wallLeft.x = posLeft.x;
wallLeft.y = posLeft.y;
wallLeft.col = 0;
wallLeft.row = r;
wallRight.x = posRight.x;
wallRight.y = posRight.y;
wallRight.col = GRID_COLS - 1;
wallRight.row = r;
game.addChild(wallLeft);
game.addChild(wallRight);
walls.push(wallLeft, wallRight);
}
}
// --- Snake Setup ---
function createSnake() {
var startCol = Math.floor(GRID_COLS / 2);
var startRow = Math.floor(GRID_ROWS / 2);
// First segment is the head
var head = new SnakeHead();
head.col = startCol;
head.row = startRow;
var pos = gridToPos(head.col, head.row);
head.x = pos.x;
head.y = pos.y;
game.addChild(head);
snake.push(head);
// The rest are segments
for (var i = 1; i < SNAKE_START_LENGTH; i++) {
var seg = new SnakeSegment();
seg.col = startCol - i;
seg.row = startRow;
var pos2 = gridToPos(seg.col, seg.row);
seg.x = pos2.x;
seg.y = pos2.y;
game.addChild(seg);
snake.push(seg);
}
}
// --- Food Setup ---
function spawnFood() {
if (food) {
food.destroy();
food = null;
}
var cell = randomFreeCell();
if (!cell) return;
food = new Food();
food.col = cell.col;
food.row = cell.row;
var pos = gridToPos(cell.col, cell.row);
food.x = pos.x;
food.y = pos.y;
game.addChild(food);
}
// --- Collision Checks ---
function isWall(col, row) {
return col === 0 || row === 0 || col === GRID_COLS - 1 || row === GRID_ROWS - 1;
}
function isSnake(col, row, skipHead) {
for (var i = skipHead ? 1 : 0; i < snake.length; i++) {
if (snake[i].col === col && snake[i].row === row) return true;
}
return false;
}
// --- Game Over / Win ---
function triggerGameOver() {
if (isDead) return;
isDead = true;
LK.effects.flashScreen(0xff0000, 1000);
// Create a container for the game over display
var goCont = new Container();
// Create large snake head asset (350x350)
var snakeHeadAsset = LK.getAsset('snakeHead', {
anchorX: 0.5,
anchorY: 0.5,
width: 350,
height: 350
});
snakeHeadAsset.x = 350 / 2;
snakeHeadAsset.y = 350 / 2;
// Create large food asset (350x350)
var foodAsset = LK.getAsset('food', {
anchorX: 0.5,
anchorY: 0.5,
width: 350,
height: 350
});
foodAsset.x = 350 + 350 / 2 + 40; // 40px gap between
foodAsset.y = 350 / 2;
// Set container size and center on screen
var totalWidth = 350 * 2 + 40;
var totalHeight = 350;
goCont.x = 0;
goCont.y = 0;
goCont.width = totalWidth;
goCont.height = totalHeight;
goCont.addChild(snakeHeadAsset);
goCont.addChild(foodAsset);
// Show the container as a popup overlay (LK will remove it on reset)
LK.showGameOver({
customContent: goCont,
customContentWidth: totalWidth,
customContentHeight: totalHeight,
customContentY: 120 // Place below the menu (menu is top 100px, so 120px for margin)
});
}
function triggerWin() {
if (isWin) return;
isWin = true;
LK.effects.flashScreen(0x00ff00, 1000);
LK.showYouWin();
}
// --- Input Handling (Touch/Drag) ---
var dragStart = null;
var dragDir = null;
function getDirectionFromDrag(dx, dy) {
if (Math.abs(dx) > Math.abs(dy)) {
return dx > 0 ? {
x: 1,
y: 0
} : {
x: -1,
y: 0
};
} else {
return dy > 0 ? {
x: 0,
y: 1
} : {
x: 0,
y: -1
};
}
}
game.down = function (x, y, obj) {
dragStart = {
x: x,
y: y
};
dragDir = null;
};
game.move = function (x, y, obj) {
if (!dragStart) return;
var dx = x - dragStart.x;
var dy = y - dragStart.y;
if (Math.abs(dx) > 40 || Math.abs(dy) > 40) {
var dir = getDirectionFromDrag(dx, dy);
// Prevent reversing
if ((dir.x !== -snakeDir.x || dir.y !== -snakeDir.y) && (dir.x !== snakeDir.x || dir.y !== snakeDir.y)) {
nextDir = dir;
dragDir = dir;
dragStart = null;
}
}
};
game.up = function (x, y, obj) {
dragStart = null;
dragDir = null;
};
// --- Main Game Loop ---
game.update = function () {
if (isDead || isWin) return;
moveTimer += 1000 / 60;
if (moveTimer < MOVE_INTERVAL) return;
moveTimer = 0;
// Update direction
if (nextDir.x !== -snakeDir.x || nextDir.y !== -snakeDir.y) {
snakeDir = {
x: nextDir.x,
y: nextDir.y
};
}
// Calculate new head position
var head = snake[0];
var newCol = head.col + snakeDir.x;
var newRow = head.row + snakeDir.y;
// Check collisions
if (isWall(newCol, newRow) || isSnake(newCol, newRow, false)) {
triggerGameOver();
return;
}
// Move snake
// Remove old head and replace with segment
var oldHead = snake[0];
var newSegment = new SnakeSegment();
newSegment.col = oldHead.col;
newSegment.row = oldHead.row;
newSegment.x = oldHead.x;
newSegment.y = oldHead.y;
game.addChild(newSegment);
snake[0].destroy();
snake[0] = newSegment;
// Add new head at the front
var newHead = new SnakeHead();
newHead.col = newCol;
newHead.row = newRow;
var pos = gridToPos(newCol, newRow);
newHead.x = pos.x;
newHead.y = pos.y;
// Set rotation based on direction (asset is upright, so rotate by +90deg for right)
if (snakeDir.x === 1 && snakeDir.y === 0) {
newHead.rotation = Math.PI / 2; // Right
} else if (snakeDir.x === -1 && snakeDir.y === 0) {
newHead.rotation = -Math.PI / 2; // Left
} else if (snakeDir.x === 0 && snakeDir.y === -1) {
newHead.rotation = 0; // Up
} else if (snakeDir.x === 0 && snakeDir.y === 1) {
newHead.rotation = Math.PI; // Down
}
game.addChild(newHead);
snake.unshift(newHead);
// Check food
var ateFood = food && food.col === newCol && food.row === newRow;
if (ateFood) {
setScore(LK.getScore() + 1);
pendingGrowth += 1;
// Play feeding sound
LK.getSound('feeding').play();
// 25% chance to play feeding2 sound in background
if (Math.random() < 0.25) {
LK.getSound('feeding2').play();
}
food.destroy();
food = null;
spawnFood();
// Win condition
if (snake.length >= SNAKE_MAX_LENGTH) {
triggerWin();
return;
}
}
// Remove tail if not growing
if (pendingGrowth > 0) {
pendingGrowth--;
} else {
var tail = snake.pop();
tail.destroy();
}
};
// --- Draw Board Grid Background ---
var gridBg = new Container();
for (var r = 0; r < GRID_ROWS; r++) {
for (var c = 0; c < GRID_COLS; c++) {
// Use a light color for grid lines, and a slightly darker fill for the cell
var cell = LK.getAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5,
x: BOARD_OFFSET_X + c * GRID_SIZE + GRID_SIZE / 2,
y: BOARD_OFFSET_Y + r * GRID_SIZE + GRID_SIZE / 2,
width: GRID_SIZE,
height: GRID_SIZE,
tint: (r + c) % 2 === 0 ? 0x232323 : 0x1a1a1a // subtle checkerboard for clarity
});
// Add a border by overlaying a slightly smaller cell of the same color as background
var border = LK.getAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5,
x: BOARD_OFFSET_X + c * GRID_SIZE + GRID_SIZE / 2,
y: BOARD_OFFSET_Y + r * GRID_SIZE + GRID_SIZE / 2,
width: GRID_SIZE - 8,
height: GRID_SIZE - 8,
tint: (r + c) % 2 === 0 ? 0x181818 : 0x181818 // match background
});
gridBg.addChild(cell);
gridBg.addChild(border);
}
}
game.addChild(gridBg);
// --- Game Initialization ---
createWalls();
createSnake();
spawnFood();
setScore(1);
; ===================================================================
--- original.js
+++ change.js
@@ -56,16 +56,19 @@
/****
* Game Code
****/
-// Snake Head Class
-// --- Asset Initialization ---
// --- Game Constants ---
-var GRID_SIZE = 180; // Each cell is 180x180 px (increased)
+// --- Asset Initialization ---
+// Snake Head Class
+// --- 16:9 Board Setup ---
+// We'll use the full width (2048px) and calculate height for 16:9
+var GRID_SIZE = 180; // Each cell is 180x180 px
var GRID_COLS = Math.floor(2048 / GRID_SIZE); // 11
-var GRID_ROWS = Math.floor(2732 / GRID_SIZE); // 15
var BOARD_WIDTH = GRID_COLS * GRID_SIZE;
-var BOARD_HEIGHT = GRID_ROWS * GRID_SIZE;
+var BOARD_HEIGHT = Math.floor(BOARD_WIDTH * 9 / 16); // 16:9 aspect ratio
+var GRID_ROWS = Math.floor(BOARD_HEIGHT / GRID_SIZE); // 5
+BOARD_HEIGHT = GRID_ROWS * GRID_SIZE; // snap to grid
var BOARD_OFFSET_X = Math.floor((2048 - BOARD_WIDTH) / 2);
var BOARD_OFFSET_Y = Math.floor((2732 - BOARD_HEIGHT) / 2);
var SNAKE_START_LENGTH = 2;
var SNAKE_MAX_LENGTH = 30; // Win condition, slightly reduced for new board size
a woman head. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
2d pixel art red brick wall. In-Game asset. 2d. High contrast. No shadows
2d pixel art snake skin. High contrast. No shadows
add 10x text to this pic
kalp şekli pixel art 2d. In-Game asset. High contrast. No shadows