User prompt
Pole boyutunu yüzde 20 oranında arttır
User prompt
Direk boyutunu yüzde 40 oranında küçült
User prompt
Reduce direk assets by 40 percent
User prompt
Araba her puan toplandığında balon sesi çalsın
User prompt
Araba silaha temas ederse silah görseli araba görselinin içinde olsun
User prompt
Silah arabayla birlikte hareket ederken görseller üst üste olsun
User prompt
Silah sadece direk assetine ateş etsin
User prompt
Silah mumlara ateş etsin her 3 vuruşta bir mum kırılsın
User prompt
Araba silah ile temas ederse silah arabayla birlikte hareket etsin
User prompt
Silah sadece sağda dursun
User prompt
Silah oyun başlangıcında arabadan bağımsız bir yerde dursun
User prompt
Silaha temas halinde silah arabayla birlikte gelsin
User prompt
Silah varlığının boyutunu yüzde 40 oranında küçült
User prompt
Silah assetini sağ tarafta göster
User prompt
Kutup çarpışma sırasına göre ilk önce Yaşlandın 🥹 sonra Nasip değilmiş ☹️ en son ise Olsun be 🫤 yazısını görüntüleyin
User prompt
Oyuncu direklere ilk temasında Yaşlandın yazısı ikinci temasında Nasip değilmiş yazısı üçüncü temasında olsun be yazısı gelsin
User prompt
Canların tamamı bittiğinde ekrana Nasip değilmiş yazısı gelsin
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game over yazısı yerine Nasip değilmiş yazısı gelsin
User prompt
Yaşlandın yazısı daha kalın yazılsın
User prompt
Direklere her çarptığında Yaşlandın yazısı gelsin
Code edit (1 edits merged)
Please save this source code
User prompt
sol üstte kedi emojisinin yanında yazan can sayısı yerine kediler olsun ne kadar can o kadar kedi
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happy birthday yazısı yüzde 40 daha küçük halde görünsün
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HAPPY BIRTHDAY yazısı çok daha büyük ve ekranı kaplayacak şekilde görünsün
User prompt
2600 skora ulaştıktan sonra oyunun winner ekranında arka planda HAPPY BIRTHDAY yazısı olsun
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.v1"); /**** * Classes ****/ // Bullet class for weapon projectiles var Bullet = Container.expand(function () { var self = Container.call(this); // Create bullet visual (small circle) var bulletAsset = self.attachAsset('manCircle', { anchorX: 0.5, anchorY: 0.5 }); bulletAsset.width = 20; bulletAsset.height = 20; bulletAsset.tint = 0xFFFF00; // Yellow color for bullet self.speed = 12; self.targetX = 0; self.targetY = 0; // Update method for bullet movement towards target self.update = function () { // Move towards target var dx = self.targetX - self.x; var dy = self.targetY - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.speed; self.y += dy / distance * self.speed; } // Remove bullet if it reaches target or goes off screen if (distance < 30 || self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) { if (self.parent) { self.parent.removeChild(self); } var index = bullets.indexOf(self); if (index !== -1) { bullets.splice(index, 1); } } }; return self; }); // Car class var Car = Container.expand(function () { var self = Container.call(this); // Attach car asset (red box, 200x120) var carAsset = self.attachAsset('car', { anchorX: 0.5, anchorY: 0.5 }); // Set size for car asset carAsset.width = 200; carAsset.height = 120; // For touch feedback self.flash = function () { tween(self, { alpha: 0.5 }, { duration: 80, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 120 }); } }); }; return self; }); // DeadlyPole class for special scene var DeadlyPole = Container.expand(function () { var self = Container.call(this); // Attach pole asset (red tinted) var poleAsset = self.attachAsset('pole', { anchorX: 0.5, anchorY: 0.5 }); poleAsset.tint = 0xFF0000; // Red tint for deadly poles self.speed = 24; // Falling speed (3x faster) self.isFollowing = false; self.followSpeed = 4; // Speed when following player (reduced for easier gameplay) // Start following the player self.startFollowing = function () { self.isFollowing = true; }; // Stop following and disappear with tween self.stopFollowing = function () { self.isFollowing = false; tween(self, { alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { if (self.parent) { self.parent.removeChild(self); } } }); }; // Update method for falling motion or following self.update = function () { if (self.isFollowing && car) { // Move towards car position var dx = car.x - self.x; var dy = car.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 0) { self.x += dx / distance * self.followSpeed; self.y += dy / distance * self.followSpeed; } } else if (self.isFalling) { // Falling pole movement self.y += self.speed; } else { self.y += self.speed; } }; return self; }); // GoldenTree class var GoldenTree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (golden, 140x140 - slightly bigger) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 105; treeAsset.height = 105; treeAsset.tint = 0xFFFFFF; // White color for golden trees self.pointValue = 50; // Golden tree gives 50 points // No glow effect for golden trees - they stay white // Simple hit animation for golden trees - scale only, no color change self.hitAnim = function () { tween(self, { scaleX: 1.5, scaleY: 1.5 }, { duration: 150, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 150, easing: tween.easeIn }); } }); }; return self; }); // Pole class var Pole = Container.expand(function () { var self = Container.call(this); // Attach pole asset (thin metal pole, 30x300) var poleAsset = self.attachAsset('pole', { anchorX: 0.5, anchorY: 0.5 }); poleAsset.width = poleAsset.width * 0.6; poleAsset.height = poleAsset.height * 0.6; self.pointValue = -10; // Pole reduces 10 points self.isRepositioning = false; // Flag to track if pole is being repositioned // Animate on hit (shake effect) self.hitAnim = function () { tween(self, { rotation: 0.2 }, { duration: 80, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { rotation: -0.2 }, { duration: 80, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { rotation: 0 }, { duration: 80, easing: tween.easeIn }); } }); } }); }; return self; }); // PurpleTree class var PurpleTree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (purple, 140x140 - slightly bigger) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 140; treeAsset.height = 140; treeAsset.tint = 0x8A2BE2; // Fixed purple color for 5-point trees self.pointValue = 5; // Purple tree gives 5 points // Add purple glow effect self.glowEffect = function () { tween(self, { alpha: 0.6 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { alpha: 1 }, { duration: 600, easing: tween.easeInOut, onFinish: function onFinish() { self.glowEffect(); // Loop the glow effect } }); } }); }; // Start glow effect immediately self.glowEffect(); // Special purple hit animation self.hitAnim = function () { tween(self, { scaleX: 1.6, scaleY: 1.6 }, { duration: 180, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 180, easing: tween.easeIn }); } }); }; return self; }); // ThrowingMan class for special scene var ThrowingMan = Container.expand(function () { var self = Container.call(this); // Create circular shape for the man var manAsset = self.attachAsset('manCircle', { anchorX: 0.5, anchorY: 0.5 }); return self; }); // Tree class var Tree = Container.expand(function () { var self = Container.call(this); // Attach tree asset (green ellipse, 120x120) var treeAsset = self.attachAsset('tree', { anchorX: 0.5, anchorY: 0.5 }); treeAsset.width = 120; treeAsset.height = 120; treeAsset.tint = 0x228B22; // Fixed green color for 5-point trees self.pointValue = 5; // Normal tree gives 5 points // Animate on hit self.hitAnim = function () { tween(self, { scaleX: 1.3, scaleY: 1.3 }, { duration: 120, easing: tween.easeOut, onFinish: function onFinish() { tween(self, { scaleX: 1, scaleY: 1 }, { duration: 120, easing: tween.easeIn }); } }); }; return self; }); // Weapon class for special scene var Weapon = Container.expand(function () { var self = Container.call(this); // Create weapon visual using weapon image asset var weaponAsset = self.attachAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); weaponAsset.rotation = Math.PI / 4; // 45 degree rotation return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x87ceeb // Sky blue }); /**** * Game Code ****/ // --- Game constants --- var CAR_START_X = 2048 / 2; var CAR_START_Y = 2732 - 350; var TREE_MIN_Y = 350; var TREE_MAX_Y = 2732 - 350; var TREE_MIN_X = 150; var TREE_MAX_X = 2048 - 150; var WIN_SCORE = 100000000; // --- Scene Names --- // Birinci Bölüm: Balloon collection phase (normal gameplay with trees and poles) // İkinci Bölüm: Pole avoidance phase (special scene with deadly poles) // --- Game state --- var car = null; var trees = []; var poles = []; var score = 0; var scoreTxt = null; var dragNode = null; var lastIntersecting = []; var lastIntersectingPoles = []; var goldenTreeSpawned = false; var treesHitThisRound = 0; var purpleTreeCounter = 0; var polesSpawnedThisRound = 0; var countdownTimer = 10; var countdownTxt = null; var lastCarX = 0; var lastCarY = 0; var lastScore = 0; var specialScene = false; var specialSceneInitialized = false; var deadlyPoles = []; var lastIntersectingDeadly = []; var throwTimer = 0; var followingStartTime = null; var followingDuration = 10000; // 10 seconds in milliseconds var allFollowingTreesGone = false; // Flag to track if all following trees have disappeared var bottomLeftCounter = 260; var bottomLeftCounterTxt = null; var fourthScene = false; var fourthSceneInitialized = false; var fourthSceneTrees = []; var lastIntersectingFourthTrees = []; // --- Create and add car --- car = new Car(); car.x = CAR_START_X; car.y = CAR_START_Y; game.addChild(car); // --- Create and add trees --- for (var i = 0; i < 3; i++) { var tree = new Tree(); tree.x = getRandomTreeX(); tree.y = getRandomTreeY(); trees.push(tree); lastIntersecting.push(false); game.addChild(tree); } // --- Create and add poles --- for (var i = 0; i < 2; i++) { var pole = new Pole(); var tries = 0; var validPosition = false; do { pole.x = getRandomTreeX(); pole.y = getRandomTreeY(); tries++; validPosition = true; // Check distance from car if (distance(car.x, car.y, pole.x, pole.y) < 300) { validPosition = false; } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(pole.x, pole.y, trees[t].x, trees[t].y) < 200) { validPosition = false; break; } } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(pole.x, pole.y, poles[p].x, poles[p].y) < 200) { validPosition = false; break; } } } while (!validPosition && tries < 10); poles.push(pole); lastIntersectingPoles.push(false); game.addChild(pole); } // --- Score text --- scoreTxt = new Text2('0', { size: 120, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // --- Countdown timer text --- countdownTxt = new Text2('10', { size: 100, fill: 0xFF0000 }); countdownTxt.anchor.set(1, 1); LK.gui.bottomRight.addChild(countdownTxt); // --- Bottom-left counter text --- bottomLeftCounterTxt = new Text2('2600', { size: 100, fill: 0x8B4513 }); bottomLeftCounterTxt.anchor.set(0, 1); LK.gui.bottomLeft.addChild(bottomLeftCounterTxt); // --- Winner asset display --- var winnerAsset = LK.getAsset('Winner', { anchorX: 0.5, anchorY: 0.5 }); winnerAsset.x = 150; // Position on left side winnerAsset.y = 400; // Position in middle-left area winnerAsset.lastIntersecting = false; // Flag to track intersection state winnerAsset.lastLifeGainTime = 0; // Track last time life was gained game.addChild(winnerAsset); // --- Weapon asset display --- var weaponAsset = LK.getAsset('weapon', { anchorX: 0.5, anchorY: 0.5 }); weaponAsset.scaleX = 0.6; // Reduce width by 40% weaponAsset.scaleY = 0.6; // Reduce height by 40% // Place weapon at a location independent from the car at game start weaponAsset.x = 2048 - 400; // Far right, but not attached to car weaponAsset.y = 900; // Lower than car, not overlapping game.addChild(weaponAsset); // Track if weapon is attached to car var weaponAttachedToCar = false; // --- Lives text --- livesTxt = new Text2('🐱🐱🐱', { size: 100, fill: 0xFF0000 }); livesTxt.anchor.set(0, 0); livesTxt.x = 150; // Positioned away from the top-left menu icon livesTxt.y = 50; LK.gui.addChild(livesTxt); // --- Helper functions --- function getRandomTreeX() { return TREE_MIN_X + Math.floor(Math.random() * (TREE_MAX_X - TREE_MIN_X)); } function getRandomTreeY() { return TREE_MIN_Y + Math.floor(Math.random() * (TREE_MAX_Y - TREE_MIN_Y)); } function updateScoreText() { scoreTxt.setText(score); } function updateCountdownText() { countdownTxt.setText(countdownTimer); } function updateBottomLeftCounterText() { bottomLeftCounterTxt.setText(bottomLeftCounter); } function updateLivesText() { var catText = ''; for (var i = 0; i < lives; i++) { catText += '🐱'; } livesTxt.setText(catText); } function spawnNewTree() { var newTree; // Spawn purple tree every 40 normal trees (1 in 40 chance) purpleTreeCounter++; if (purpleTreeCounter >= 40) { newTree = new PurpleTree(); purpleTreeCounter = 0; // Reset counter } else if (treesHitThisRound % 5 === 0 && !goldenTreeSpawned) { // Spawn golden tree once every 5 hits if not already spawned this round newTree = new GoldenTree(); goldenTreeSpawned = true; } else { newTree = new Tree(); // Reset golden tree availability after 10 hits if (treesHitThisRound >= 10) { goldenTreeSpawned = false; treesHitThisRound = 0; } } // Position new tree randomly (avoid placing too close to car and existing poles) var tries = 0; var validPosition = false; do { newTree.x = getRandomTreeX(); newTree.y = getRandomTreeY(); tries++; validPosition = true; // Check distance from car if (distance(car.x, car.y, newTree.x, newTree.y) < 300) { validPosition = false; } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(newTree.x, newTree.y, poles[p].x, poles[p].y) < 200) { validPosition = false; break; } } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(newTree.x, newTree.y, trees[t].x, trees[t].y) < 200) { validPosition = false; break; } } } while (!validPosition && tries < 10); trees.push(newTree); lastIntersecting.push(false); game.addChild(newTree); // Calculate current round based on score (every 50 points is a new round) var currentRound = Math.floor(score / 50); var polesPerRound = Math.max(1, 5 - currentRound); // Start with 5, decrease by 1 each round, minimum 1 // Spawn poles (decreasing each round) if (polesSpawnedThisRound < polesPerRound) { var newPole = new Pole(); var tries = 0; var validPolePosition = false; do { newPole.x = getRandomTreeX(); newPole.y = getRandomTreeY(); tries++; validPolePosition = true; // Check distance from car if (distance(car.x, car.y, newPole.x, newPole.y) < 300) { validPolePosition = false; } // Check distance from all existing trees for (var t = 0; t < trees.length; t++) { if (distance(newPole.x, newPole.y, trees[t].x, trees[t].y) < 200) { validPolePosition = false; break; } } // Check distance from all existing poles for (var p = 0; p < poles.length; p++) { if (distance(newPole.x, newPole.y, poles[p].x, poles[p].y) < 200) { validPolePosition = false; break; } } } while (!validPolePosition && tries < 10); poles.push(newPole); lastIntersectingPoles.push(false); game.addChild(newPole); polesSpawnedThisRound++; } // Reset pole counter when round is complete if (polesSpawnedThisRound >= polesPerRound && treesHitThisRound >= 10) { polesSpawnedThisRound = 0; } } // --- Move handler for dragging car --- function handleMove(x, y, obj) { if (dragNode) { var newX = x; var newY = Math.max(200, Math.min(2732 - 100, y)); // Screen wrapping for X axis if (newX > 2048) { newX = 0; // Car exits right, appears on left } else if (newX < 0) { newX = 2048; // Car exits left, appears on right } dragNode.x = newX; dragNode.y = newY; } // --- Weapon attach logic --- if (!weaponAttachedToCar && car.intersects(weaponAsset)) { weaponAttachedToCar = true; // Offset weapon relative to car (keep its current offset) weaponAsset.offsetX = weaponAsset.x - car.x; weaponAsset.offsetY = weaponAsset.y - car.y; // Remove weaponAsset from its current parent and add as child of car if (weaponAsset.parent) { weaponAsset.parent.removeChild(weaponAsset); } car.addChild(weaponAsset); // Set weapon position relative to car weaponAsset.x = weaponAsset.offsetX; weaponAsset.y = weaponAsset.offsetY; } if (weaponAttachedToCar) { // Weapon is now a child of car, so its position is relative to car weaponAsset.x = weaponAsset.offsetX !== undefined ? weaponAsset.offsetX : 0; weaponAsset.y = weaponAsset.offsetY !== undefined ? weaponAsset.offsetY : 0; } // Check collision with Winner asset for 1 extra life per touch (with 5-second cooldown) if (winnerAsset) { var currentIntersectingWinner = car.intersects(winnerAsset); if (!winnerAsset.lastIntersecting && currentIntersectingWinner) { // Check if 5 seconds have passed since last life gain var currentTime = Date.now(); if (currentTime - winnerAsset.lastLifeGainTime >= 5000) { // Give 1 extra life per touch (maximum 9 lives) if (lives < 9) { lives += 1; updateLivesText(); } winnerAsset.lastLifeGainTime = currentTime; // Update last gain time // Flash winner asset to show it was activated and add scaling animation tween(winnerAsset, { alpha: 0.3, scaleX: 1.5, scaleY: 1.5 }, { duration: 200, onFinish: function onFinish() { tween(winnerAsset, { alpha: 1, scaleX: 1, scaleY: 1 }, { duration: 200 }); } }); } } winnerAsset.lastIntersecting = currentIntersectingWinner; } // Collision detection for all trees for (var i = 0; i < trees.length; i++) { var tree = trees[i]; var currentIntersecting = car.intersects(tree); if (!lastIntersecting[i] && currentIntersecting) { // Car just hit tree score += tree.pointValue; storage.score = score; // Save score to storage treesHitThisRound++; updateScoreText(); // Play balloon sound when car collects a tree LK.getSound('Balon').play(); // Update bottom-left counter - decrease by total score earned bottomLeftCounter = Math.max(0, 2600 - score); if (bottomLeftCounter <= 0) { bottomLeftCounter = 0; bottomLeftCounterTxt.visible = false; } updateBottomLeftCounterText(); // Animate car and tree car.flash(); tree.hitAnim(); // Remove the hit tree game.removeChild(tree); trees.splice(i, 1); lastIntersecting.splice(i, 1); i--; // Adjust index since we removed an element // Spawn new tree (normal or golden based on conditions) spawnNewTree(); // Win condition at 2600 points with HAPPY BIRTHDAY message if (score >= 2600) { // Create background HAPPY BIRTHDAY text - much larger and screen-filling var backgroundText = new Text2('HAPPY BIRTHDAY', { size: 240, fill: 0xFFD700, // Golden color alpha: 0.4 // Semi-transparent background }); backgroundText.anchor.set(0.5, 0.5); backgroundText.x = 2048 / 2; backgroundText.y = 2732 / 2; backgroundText.rotation = -0.3; // Slight rotation for background effect game.addChild(backgroundText); // Show winner screen after a brief delay LK.setTimeout(function () { LK.showYouWin(); }, 500); } // Original high score win condition if (score >= WIN_SCORE) { LK.showYouWin(); } } if (i >= 0 && i < lastIntersecting.length) { lastIntersecting[i] = currentIntersecting; } } // Collision detection for all poles (reduce 1 life when touched) for (var j = 0; j < poles.length; j++) { var pole = poles[j]; var currentIntersectingPole = car.intersects(pole); if (!lastIntersectingPoles[j] && currentIntersectingPole) { // Check if 2 seconds have passed since last pole hit var currentTime = Date.now(); if (currentTime - lastPoleHitTime >= 2000) { // Reduce 1 life when touching pole lives--; updateLivesText(); // Increment pole collision count poleCollisionCount++; // Determine text to display based on collision count var collisionText = ''; if (poleCollisionCount === 1) { collisionText = 'Yaşlandın'; } else if (poleCollisionCount === 2) { collisionText = 'Nasip değilmiş ☹️'; } else if (poleCollisionCount === 3) { collisionText = 'Olsun be'; } // Display collision text var collisionDisplayText = new Text2(collisionText, { size: 150, fill: 0xFF0000, // Red color fontWeight: 'bold' // Make text bold }); collisionDisplayText.anchor.set(0.5, 0.5); collisionDisplayText.x = 2048 / 2; collisionDisplayText.y = 2732 / 2; game.addChild(collisionDisplayText); // Remove collision text after 1 second LK.setTimeout(function () { game.removeChild(collisionDisplayText); }, 1000); lastPoleHitTime = currentTime; // Update last hit time // Flash car to show damage taken car.flash(); // Animate pole on hit pole.hitAnim(); // Check if player is out of lives if (lives <= 0) { var nasipText = new Text2('Nasip değilmiş', { size: 150, fill: 0xFF0000, // Red color fontWeight: 'bold' // Make text bold }); nasipText.anchor.set(0.5, 0.5); nasipText.x = 2048 / 2; nasipText.y = 2732 / 2; game.addChild(nasipText); // Remove 'Nasip değilmiş' text after 2 seconds LK.setTimeout(function () { game.removeChild(nasipText); LK.showGameOver(); }, 2000); return; } } } if (j >= 0 && j < lastIntersectingPoles.length) { lastIntersectingPoles[j] = currentIntersectingPole; } } } // --- Utility: distance between two points --- function distance(x1, y1, x2, y2) { var dx = x1 - x2; var dy = y1 - y2; return Math.sqrt(dx * dx + dy * dy); } // --- Touch/drag events --- game.down = function (x, y, obj) { // Only start drag if touch is on car (within 120px radius) var dx = x - car.x; var dy = y - car.y; if (dx * dx + dy * dy < 120 * 120) { dragNode = car; handleMove(x, y, obj); } }; game.move = handleMove; game.up = function (x, y, obj) { dragNode = null; }; // --- Game update loop (not needed for movement, but for future extensibility) --- game.update = function () { // Check for special scene transition when reaching 2600 points if (!specialScene && bottomLeftCounter <= 0) { specialScene = true; specialSceneInitialized = false; } // Initialize special scene (İkinci Bölüm: Pole avoidance phase) if (specialScene && !specialSceneInitialized) { // Clear existing trees and poles for (var t = trees.length - 1; t >= 0; t--) { game.removeChild(trees[t]); } trees = []; lastIntersecting = []; for (var p = poles.length - 1; p >= 0; p--) { game.removeChild(poles[p]); } poles = []; lastIntersectingPoles = []; // Hide countdown timer and bottom-left counter in special scene countdownTxt.visible = false; bottomLeftCounterTxt.visible = false; // Create deadly poles that fall from top for (var dp = 0; dp < 5; dp++) { var deadlyPole = new DeadlyPole(); deadlyPole.x = Math.random() * (2048 - 100) + 50; deadlyPole.y = -200 - Math.random() * 400; // Start above screen deadlyPoles.push(deadlyPole); lastIntersectingDeadly.push(false); game.addChild(deadlyPole); } // Start following behavior after 3 seconds followingStartTime = Date.now() + 3000; specialSceneInitialized = true; } // Special scene logic (İkinci Bölüm) if (specialScene) { // Handle deadly pole behavior for (var dp = deadlyPoles.length - 1; dp >= 0; dp--) { var deadlyPole = deadlyPoles[dp]; // Start following after delay if (followingStartTime && Date.now() >= followingStartTime && !deadlyPole.isFollowing) { deadlyPole.startFollowing(); } // Check if following duration is over if (deadlyPole.isFollowing && followingStartTime && Date.now() >= followingStartTime + followingDuration) { deadlyPole.stopFollowing(); deadlyPoles.splice(dp, 1); lastIntersectingDeadly.splice(dp, 1); continue; } // Remove if off screen (bottom) if (deadlyPole.y > 2832) { game.removeChild(deadlyPole); deadlyPoles.splice(dp, 1); lastIntersectingDeadly.splice(dp, 1); continue; } // Collision detection with car var currentIntersectingDeadly = car.intersects(deadlyPole); if (!lastIntersectingDeadly[dp] && currentIntersectingDeadly) { // Check 2-second cooldown var currentTime = Date.now(); if (currentTime - lastDeadlyPoleHitTime >= 2000) { lives--; updateLivesText(); lastDeadlyPoleHitTime = currentTime; car.flash(); if (lives <= 0) { var nasipText = new Text2('Nasip değilmiş', { size: 150, fill: 0xFF0000, fontWeight: 'bold' // Make text bold }); nasipText.anchor.set(0.5, 0.5); nasipText.x = 2048 / 2; nasipText.y = 2732 / 2; game.addChild(nasipText); // Remove 'Nasip değilmiş' text after 2 seconds LK.setTimeout(function () { game.removeChild(nasipText); LK.showGameOver(); }, 2000); return; } } } if (dp < lastIntersectingDeadly.length) { lastIntersectingDeadly[dp] = currentIntersectingDeadly; } } // Check if all deadly poles are gone if (deadlyPoles.length === 0 && followingStartTime && Date.now() >= followingStartTime + followingDuration) { // Special scene complete - show win LK.showYouWin(); return; } // Skip normal game logic during special scene return; } // Only run countdown timer logic if not in special scene if (!specialScene) { // Check if player hit something (score changed) var scoreChanged = score !== lastScore; if (scoreChanged) { // Player hit something, reset countdown countdownTimer = 10; updateCountdownText(); } else { // Player didn't hit anything, countdown every second (60 ticks = 1 second) if (LK.ticks % 60 === 0) { countdownTimer--; updateCountdownText(); if (countdownTimer <= 0) { if (score < 10) { // Show F- grade for low score var gradeText = new Text2('F-', { size: 300, fill: 0xFF0000 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else if (score >= 10 && score <= 30) { // Show F+ grade for score between 10 and 30 var gradeText = new Text2('F+', { size: 300, fill: 0xFFA500 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else if (score >= 30 && score <= 50) { // Show D- grade for score between 30 and 50 var gradeText = new Text2('D-', { size: 300, fill: 0x800080 }); gradeText.anchor.set(0.5, 0.5); gradeText.x = 2048 / 2; gradeText.y = 2732 / 2; game.addChild(gradeText); // Show grade for 2 seconds before game over LK.setTimeout(function () { LK.showGameOver(); }, 2000); } else { LK.showGameOver(); } } } } } if (fourthScene && !fourthSceneInitialized) { // Initialize 6 monsters for fourth scene for (var m = 0; m < 6; m++) { var monster = new ThrowingMan(); monster.x = Math.random() * (2048 - 200) + 100; monster.y = Math.random() * (2732 - 400) + 200; monster.health = 8; // Each monster needs 8 shots (reduced from 10) monster.maxHealth = 8; fourthSceneTrees.push(monster); lastIntersectingFourthTrees.push(false); game.addChild(monster); } fourthSceneInitialized = true; } if (fourthScene && fourthSceneTrees.length > 0) { // Check bullet collisions with monsters for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; for (var m = 0; m < fourthSceneTrees.length; m++) { var monster = fourthSceneTrees[m]; if (bullet.intersects && bullet.intersects(monster)) { // Remove bullet game.removeChild(bullet); bullets.splice(b, 1); // Reduce monster health monster.health--; // Flash monster red when hit tween(monster, { tint: 0xFF0000 }, { duration: 200, onFinish: function onFinish() { tween(monster, { tint: 0xFFFFFF }, { duration: 200 }); } }); // Check if monster is defeated if (monster.health <= 0) { game.removeChild(monster); fourthSceneTrees.splice(m, 1); lastIntersectingFourthTrees.splice(m, 1); // Check if all monsters are defeated if (fourthSceneTrees.length === 0) { // Clear all remaining bullets for (var clearB = bullets.length - 1; clearB >= 0; clearB--) { game.removeChild(bullets[clearB]); } bullets = []; // Show HAPPY BIRTHDAY message var birthdayText = new Text2('HAPPY BIRTHDAY', { size: 200, fill: 0xFFD700 // Golden color }); birthdayText.anchor.set(0.5, 0.5); birthdayText.x = 2048 / 2; birthdayText.y = 2732 / 2; game.addChild(birthdayText); // Show message for 3 seconds before showing you win LK.setTimeout(function () { LK.showYouWin(); }, 3000); return; } } break; // Exit monster loop since bullet hit one } } } // Check collisions with car (reduce lives instead of instant death) for (var ft = fourthSceneTrees.length - 1; ft >= 0; ft--) { var monster = fourthSceneTrees[ft]; var currentIntersectingFourth = car.intersects(monster); if (!lastIntersectingFourthTrees[ft] && currentIntersectingFourth) { // Reduce car lives lives--; updateLivesText(); car.flash(); // Check if car is out of lives if (lives <= 0) { LK.showGameOver(); return; } } if (ft < lastIntersectingFourthTrees.length) { lastIntersectingFourthTrees[ft] = currentIntersectingFourth; } } } // --- Weapon shooting logic --- // Only allow shooting if weapon is attached to car if (weaponAttachedToCar && !specialScene && !fourthScene) { // Fire rate: one shot per 20 ticks (~3 shots per second) if (typeof weaponAsset.lastShotTick === "undefined") weaponAsset.lastShotTick = 0; if (typeof weaponAsset.shootCooldown === "undefined") weaponAsset.shootCooldown = 20; if (typeof weaponAsset.shootTargetIndex === "undefined") weaponAsset.shootTargetIndex = 0; // Find the closest pole to the weapon var closestPole = null; var minDist = Infinity; for (var p = 0; p < poles.length; p++) { var pole = poles[p]; var dist = distance(weaponAsset.x, weaponAsset.y, pole.x, pole.y); if (dist < minDist) { minDist = dist; closestPole = pole; } } // Only shoot if there is a pole in range (range: 1200px) if (closestPole && minDist < 1200) { if (LK.ticks - weaponAsset.lastShotTick >= weaponAsset.shootCooldown) { // Create bullet var bullet = new Bullet(); bullet.x = weaponAsset.x; bullet.y = weaponAsset.y; bullet.targetX = closestPole.x; bullet.targetY = closestPole.y; bullets.push(bullet); game.addChild(bullet); weaponAsset.lastShotTick = LK.ticks; } } } // --- Bullet collision with poles only --- // Each pole needs to be hit 3 times to break if (!specialScene && !fourthScene) { for (var b = bullets.length - 1; b >= 0; b--) { var bullet = bullets[b]; for (var p = 0; p < poles.length; p++) { var pole = poles[p]; if (bullet.intersects && bullet.intersects(pole)) { // Remove bullet game.removeChild(bullet); bullets.splice(b, 1); // Track hit count for this pole if (typeof pole.hitCount === "undefined") pole.hitCount = 0; pole.hitCount++; // Animate pole on hit if (pole.hitAnim) pole.hitAnim(); // If hit 3 times, break the pole (remove pole) if (pole.hitCount >= 3) { game.removeChild(pole); poles.splice(p, 1); lastIntersectingPoles.splice(p, 1); } break; // Only one bullet per pole per frame } } } } // Handle candle repositioning every 4 seconds (only in normal game, not special scenes) if (!specialScene && !fourthScene) { candleRepositionTimer++; if (candleRepositionTimer >= repositionInterval) { // Reposition all trees (candles) using tween animation for (var t = 0; t < trees.length; t++) { var tree = trees[t]; var newX = getRandomTreeX(); var newY = getRandomTreeY(); // Use tween to smoothly move trees to new positions tween(tree, { x: newX, y: newY }, { duration: 1000, easing: tween.easeInOut }); } candleRepositionTimer = 0; // Reset timer } // Handle pole repositioning every 5 seconds (only in normal game, not special scenes) poleRepositionTimer++; if (poleRepositionTimer >= poleRepositionInterval) { // Reposition all poles using tween animation for (var p = 0; p < poles.length; p++) { var pole = poles[p]; var newX = getRandomTreeX(); var newY = getRandomTreeY(); // Set repositioning flag before starting movement pole.isRepositioning = true; // Use tween to smoothly move poles to new positions tween(pole, { x: newX, y: newY }, { duration: 1000, easing: tween.easeInOut, onFinish: function onFinish() { // Clear repositioning flag when movement completes pole.isRepositioning = false; } }); } poleRepositionTimer = 0; // Reset timer } } // Handle winner asset repositioning every 7 seconds (only in normal game, not special scenes) if (!specialScene && !fourthScene) { winnerRepositionTimer++; if (winnerRepositionTimer >= winnerRepositionInterval) { // Reposition winner asset using tween animation var newX = Math.random() * (2048 - 150) + 75; // Random X within game bounds var newY = Math.random() * (2732 - 300) + 150; // Random Y within game bounds // Use tween to smoothly move winner asset to new position tween(winnerAsset, { x: newX, y: newY }, { duration: 1000, easing: tween.easeInOut }); winnerRepositionTimer = 0; // Reset timer } } // Handle falling poles system (only in normal game, not special scenes) if (!specialScene && !fourthScene) { // Spawn new falling poles with dynamic intervals if (LK.ticks - lastFallingPoleSpawn >= fallingPoleInterval) { // Create two poles with a gap in the middle for character var gapCenterX = Math.random() * (2048 - characterGapSize - 200) + 100 + characterGapSize / 2; // Left pole var leftPole = new Pole(); leftPole.x = Math.random() * (gapCenterX - characterGapSize / 2 - 50) + 25; leftPole.y = -150; leftPole.speed = 8; // Falling speed leftPole.isFalling = true; fallingPoles.push(leftPole); game.addChild(leftPole); // Right pole var rightPole = new Pole(); rightPole.x = Math.random() * (2048 - (gapCenterX + characterGapSize / 2) - 50) + (gapCenterX + characterGapSize / 2) + 25; rightPole.y = -150; rightPole.speed = 8; // Falling speed rightPole.isFalling = true; fallingPoles.push(rightPole); game.addChild(rightPole); lastFallingPoleSpawn = LK.ticks; // Progress to next interval if available if (currentIntervalIndex < fallingPoleIntervals.length - 1) { currentIntervalIndex++; fallingPoleInterval = fallingPoleIntervals[currentIntervalIndex]; } } // Update falling poles for (var fp = fallingPoles.length - 1; fp >= 0; fp--) { var fallingPole = fallingPoles[fp]; fallingPole.y += fallingPole.speed; // Remove poles that have fallen off screen if (fallingPole.y > 2832 + 150) { game.removeChild(fallingPole); fallingPoles.splice(fp, 1); continue; } // Check collision with car if (car.intersects(fallingPole)) { var currentTime = Date.now(); if (currentTime - lastPoleHitTime >= 2000) { lives--; updateLivesText(); lastPoleHitTime = currentTime; car.flash(); fallingPole.hitAnim(); if (lives <= 0) { LK.showGameOver(); return; } } } } } // Update tracking variables lastCarX = car.x; lastCarY = car.y; lastScore = score; }; // --- Initialize score --- score = 0; // Always start from 0 points updateScoreText(); // --- Initialize bottom-left counter --- bottomLeftCounter = 2600; updateBottomLeftCounterText(); // --- Initialize lives display --- lives = 3; updateLivesText(); // --- Initialize tracking variables --- lastCarX = car.x; lastCarY = car.y; lastScore = score; // --- Initialize to always start from first section (Birinci Bölüm) --- specialScene = false; // Start in first section, transition at 2600 points specialSceneInitialized = false; followingStartTime = null; allFollowingTreesGone = false; // Initialize bullets array for special scene var bullets = []; // --- Falling poles system --- var fallingPoles = []; var lastFallingPoleSpawn = 0; var fallingPoleIntervals = [300, 240, 180, 120, 60]; // 5, 4, 3, 2, 1 seconds at 60 FPS var currentIntervalIndex = 0; var fallingPoleInterval = fallingPoleIntervals[0]; // Start with 5 seconds var characterGapSize = 250; // Gap size for character to pass through // --- Candle repositioning timer --- var candleRepositionTimer = 0; var repositionInterval = 240; // 4 seconds at 60 FPS (4 * 60 = 240 ticks) // --- Pole repositioning timer --- var poleRepositionTimer = 0; var poleRepositionInterval = 600; // 10 seconds at 60 FPS (10 * 60 = 600 ticks) var poleCollisionCount = 0; // Track pole collisions for game over var lives = 3; // Character has 3 lives var lastPoleHitTime = 0; // Track last time player was hit by pole for 2-second cooldown var lastDeadlyPoleHitTime = 0; // Track last time player was hit by deadly pole for 2-second cooldown // --- Winner asset repositioning timer --- var winnerRepositionTimer = 0; var winnerRepositionInterval = 420; // 7 seconds at 60 FPS (7 * 60 = 420 ticks);;;
===================================================================
--- original.js
+++ change.js
@@ -166,8 +166,10 @@
var poleAsset = self.attachAsset('pole', {
anchorX: 0.5,
anchorY: 0.5
});
+ poleAsset.width = poleAsset.width * 0.6;
+ poleAsset.height = poleAsset.height * 0.6;
self.pointValue = -10; // Pole reduces 10 points
self.isRepositioning = false; // Flag to track if pole is being repositioned
// Animate on hit (shake effect)
self.hitAnim = function () {