User prompt
O zaman her 5 puanda bir rouglike seçme ekranı olsun şimdilik bunlar olsun devamını ekleyeceğim
User prompt
Hayır mesela orada tıklamamız gerekecek yani play butonuna arkası simsiyah olabilir
User prompt
Hayır tıklayıp oyuna başlayabileceğimiz bir ana menü
User prompt
Oyuna bir başlangıç ekranı koylalım hani başla tuşudur falan
User prompt
Yılan sağ sola hareket ettirilmiyor
User prompt
Neyse ekrana tıklama olsun baya buglu çalışıyor
User prompt
Bence şöyle olsun kırmızı buton oyunda her zaman ekranın sol köşesinin altında olsun ve tıkladığında yılanın baktığı yöne ateş etsin yani yılan donmasın
User prompt
Kutulu odalarda oyun crash veriyo
User prompt
O zaman şöyle yapalım bi kırmızı tuş ekle ve bu tuşa basıldığında ateş edilsin
User prompt
Şimdi de kutulu elma gelince oyun durdu
User prompt
Kutulu odalar gelince hareket edilmiyor
User prompt
Ama şu an ekrana tıklıyorum ve ateş etmiyor
User prompt
Oyunda iki tuş ekleyelim biri bizim silah ateşleme tuşu olurken digeri kılıç tuşu olsun kılıç da şu işe yarıyor oyunda düşmanlar olacak ve silahla ölmeyecek bizde onları kılıçla devirecez ama hareket için tuşlar ekleme
User prompt
Oyuna bir başlangıç ekranı ekleyelim yazan isimi yerde "snaker" yazsın
User prompt
Elmalar ya da kutular gidebileceğimiz pixel pixel yerlere göre değişsin yani tam da gidebileceğimiz pixellerin üstünde olsun
User prompt
Mermi assetlerinin yönü baktığımız yere göre değişsin
User prompt
Bence daha açık renkli olsun ya da sen arkaya image koy ben yaprım
User prompt
Sen şu oyun alanını birazcık renkli yap canlı olsun
User prompt
Ama kutulu elmalar geldiğinde başka bi elma olmasın yani illaki onu kırıp elmayı yememiz gereksin
User prompt
Yılanın gittiği yöne ateş etsin
User prompt
Artık oyunda bazen %25 ihtimalle kutulu elmalar olacak bu elmalara çarpışınca ölecek yiyebilmek için elimizdeki silahla ona ateş edip sonra yememiz gerekecek
User prompt
Generate the first version of the source code of my game: Snake Classic.
User prompt
Snake Classic
Initial prompt
Bir oyun bu oyun snake e benzer bir oyun olacak ama daha kalitlerisi şimdilik normal snake oyunu yap
/****
* Classes
****/
// BoxFood class (dangerous apple)
var BoxFood = Container.expand(function () {
var self = Container.call(this);
var boxAsset = self.attachAsset('boxFood', {
anchorX: 0.5,
anchorY: 0.5
});
self.isBox = true;
self.destroyedByBullet = false;
return self;
});
// Bullet class
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletAsset = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
// Default speed values (will be set on fire)
self.speedX = 32;
self.speedY = 0;
self.update = function () {
self.lastX = self.x;
self.lastY = self.y;
self.x += self.speedX;
self.y += self.speedY;
};
return self;
});
// Food class
var Food = Container.expand(function () {
var self = Container.call(this);
var foodAsset = self.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5
});
self.isBox = false;
return self;
});
// Snake segment class
var Segment = Container.expand(function () {
var self = Container.call(this);
var segAsset = self.attachAsset('snakeSegment', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Snake class
var Snake = Container.expand(function () {
var self = Container.call(this);
self.segments = [];
self.direction = 'right';
self.nextDirection = 'right';
self.moveTimer = 0;
self.moveInterval = 16; // Lower is faster, 16 = ~4 moves/sec at 60fps
self.alive = true;
// Initialize snake with 4 segments
for (var i = 0; i < 4; i++) {
var seg = new Segment();
seg.x = 1024 - i * 64;
seg.y = 1366;
self.addChild(seg);
self.segments.push(seg);
}
self.update = function () {
if (!self.alive) return;
// Snake always moves, even if box food is active
self.moveTimer++;
if (self.moveTimer < self.moveInterval) return;
self.moveTimer = 0;
// Update direction
self.direction = self.nextDirection;
// Calculate new head position
var head = self.segments[0];
var newX = head.x;
var newY = head.y;
if (self.direction === 'right') newX += 64;else if (self.direction === 'left') newX -= 64;else if (self.direction === 'up') newY -= 64;else if (self.direction === 'down') newY += 64;
// Move body
for (var i = self.segments.length - 1; i > 0; i--) {
self.segments[i].x = self.segments[i - 1].x;
self.segments[i].y = self.segments[i - 1].y;
}
head.x = newX;
head.y = newY;
};
self.grow = function () {
var last = self.segments[self.segments.length - 1];
var seg = new Segment();
seg.x = last.x;
seg.y = last.y;
self.addChild(seg);
self.segments.push(seg);
};
return self;
});
/****
* Initialize Game
****/
// Game variables
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game variables
var snake;
var food;
var scoreTxt;
var gameOver = false;
var bullets = [];
var boxFoods = [];
var boxFoodActive = false;
var boxFoodObj = null;
// --- Main menu overlay ---
var menuContainer = new Container();
// Black background (full screen, no image)
var menuBg = new Container();
menuBg.width = 2048;
menuBg.height = 2732;
menuBg.x = 0;
menuBg.y = 0;
menuBg.interactive = true;
menuBg.hitArea = new Rectangle(0, 0, 2048, 2732);
menuContainer.addChild(menuBg);
// Play button (centered)
var playBtn = new Container();
var playBtnBg = LK.getAsset('centerCircle', {
anchorX: 0.5,
anchorY: 0.5,
x: 0,
y: 0,
scaleX: 2.5,
scaleY: 2.5
});
playBtn.addChild(playBtnBg);
var playBtnText = new Text2('PLAY', {
size: 180,
fill: 0xffffff
});
playBtnText.anchor.set(0.5, 0.5);
playBtnText.x = 0;
playBtnText.y = 0;
playBtn.addChild(playBtnText);
playBtn.x = 2048 / 2;
playBtn.y = 1366;
menuContainer.addChild(playBtn);
game.addChild(menuContainer);
var menuActive = true;
// Only allow tap on Play button to start game
game.down = function (x, y, obj) {
if (menuActive) {
// Check if tap is inside playBtn
var local = playBtn.toLocal({
x: x,
y: y
}, game);
// Use a circular hit area (radius = playBtnBg.width/2)
var r = playBtnBg.width * playBtnBg.scaleX / 2;
if (local.x * local.x + local.y * local.y <= r * r) {
menuActive = false;
menuContainer.destroy();
// After menu, allow normal game.down (fire bullet) to work
game.down = function (x, y, obj) {
if (gameOver) return;
lastTouchX = x;
lastTouchY = y;
if (snake && snake.segments.length > 0) {
var head = snake.segments[0];
var bullet = new Bullet();
bullet.x = head.x;
bullet.y = head.y;
bullet.lastX = bullet.x;
// Set bullet speed and direction based on snake direction, and rotate asset accordingly
if (snake.direction === 'right') {
bullet.speedX = 32;
bullet.speedY = 0;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0;
} else if (snake.direction === 'left') {
bullet.speedX = -32;
bullet.speedY = 0;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI;
} else if (snake.direction === 'up') {
bullet.speedX = 0;
bullet.speedY = -32;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2;
} else if (snake.direction === 'down') {
bullet.speedX = 0;
bullet.speedY = 32;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2;
}
bullets.push(bullet);
game.addChild(bullet);
}
};
return;
}
}
// If menu is not active, do nothing here (game.down will be replaced)
};
// No background image, keep black background only
// Create snake
snake = new Snake();
game.addChild(snake);
// Create food
function spawnFood() {
// Remove previous food
if (food) food.destroy();
// Remove previous box food if present
if (boxFoodObj) {
boxFoodObj.destroy();
boxFoodObj = null;
boxFoodActive = false;
}
// 25% chance to spawn box food
if (Math.random() < 0.25) {
// Build a list of all possible grid positions
var possiblePositions = [];
for (var gx = 64; gx <= 2048 - 64; gx += 64) {
for (var gy = 64; gy <= 2732 - 64; gy += 64) {
var occupied = false;
for (var i = 0; i < snake.segments.length; i++) {
if (Math.abs(snake.segments[i].x - gx) < 1 && Math.abs(snake.segments[i].y - gy) < 1) {
occupied = true;
break;
}
}
if (!occupied) possiblePositions.push({
x: gx,
y: gy
});
}
}
if (possiblePositions.length > 0) {
var idx = Math.floor(Math.random() * possiblePositions.length);
var newBoxFood = new BoxFood();
newBoxFood.x = possiblePositions[idx].x;
newBoxFood.y = possiblePositions[idx].y;
game.addChild(newBoxFood);
boxFoods.push(newBoxFood);
boxFoodObj = newBoxFood;
boxFoodActive = true;
// Do not spawn normal food when box food is active
food = null;
}
} else {
// Only normal food
// Build a list of all possible grid positions
var possiblePositions = [];
for (var gx = 64; gx <= 2048 - 64; gx += 64) {
for (var gy = 64; gy <= 2732 - 64; gy += 64) {
var occupied = false;
for (var i = 0; i < snake.segments.length; i++) {
if (Math.abs(snake.segments[i].x - gx) < 1 && Math.abs(snake.segments[i].y - gy) < 1) {
occupied = true;
break;
}
}
if (!occupied) possiblePositions.push({
x: gx,
y: gy
});
}
}
if (possiblePositions.length > 0) {
var idx = Math.floor(Math.random() * possiblePositions.length);
food = new Food();
food.x = possiblePositions[idx].x;
food.y = possiblePositions[idx].y;
game.addChild(food);
boxFoodActive = false;
boxFoodObj = null;
}
}
}
spawnFood();
// Score text
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Game update
game.update = function () {
if (gameOver) return;
snake.update();
// Check wall collision
var head = snake.segments[0];
if (head.x < 0 || head.x > 2048 || head.y < 0 || head.y > 2732) {
gameOver = true;
LK.showGameOver();
return;
}
// Check self collision
for (var i = 1; i < snake.segments.length; i++) {
if (Math.abs(head.x - snake.segments[i].x) < 1 && Math.abs(head.y - snake.segments[i].y) < 1) {
gameOver = true;
LK.showGameOver();
return;
}
}
// Handle bullets
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
bullet.update();
// Remove bullet if off screen
if (bullet.x > 2048 + 32) {
bullet.destroy();
bullets.splice(b, 1);
continue;
}
// Check collision with box food
if (boxFoodActive && boxFoodObj && !boxFoodObj._destroyed && !boxFoodObj.destroyedByBullet && bullet.intersects(boxFoodObj)) {
boxFoodObj.destroyedByBullet = true;
bullet.destroy();
bullets.splice(b, 1);
// Change box food color to indicate it's now edible (optional: destroy and respawn as normal food)
boxFoodObj.attachAsset('food', {
anchorX: 0.5,
anchorY: 0.5
});
}
}
// Check food collision
if (food && head.intersects(food)) {
snake.grow();
LK.setScore(LK.getScore() + 1);
scoreTxt.setText(LK.getScore());
spawnFood();
// Speed up as snake grows
if (snake.moveInterval > 4) snake.moveInterval--;
}
// SWORD ATTACK LOGIC
if (swordActive) {
swordTimer++;
// Sword effect follows head
if (swordEffect && snake && snake.segments.length > 0) {
var head = snake.segments[0];
swordEffect.x = head.x;
swordEffect.y = head.y;
}
// Check for box food collision with sword
if (boxFoodActive && boxFoodObj && !boxFoodObj._destroyed && snake && snake.segments.length > 0) {
var head = snake.segments[0];
if (head.intersects(boxFoodObj) && !boxFoodObj.destroyedByBullet) {
// Defeat box food with sword
snake.grow();
LK.setScore(LK.getScore() + 2);
scoreTxt.setText(LK.getScore());
boxFoodObj.destroy();
boxFoodObj = null;
boxFoodActive = false;
spawnFood();
if (snake.moveInterval > 4) snake.moveInterval--;
// End sword effect
swordActive = false;
swordTimer = 0;
if (swordEffect) {
swordEffect.destroy();
swordEffect = null;
}
}
}
// Sword duration end
if (swordTimer > swordDuration) {
swordActive = false;
swordTimer = 0;
if (swordEffect) {
swordEffect.destroy();
swordEffect = null;
}
}
}
// Check box food collision
if (boxFoodActive && boxFoodObj && !boxFoodObj._destroyed) {
if (head.intersects(boxFoodObj)) {
if (boxFoodObj.destroyedByBullet) {
// Now edible
snake.grow();
LK.setScore(LK.getScore() + 2); // Maybe more points for box food
scoreTxt.setText(LK.getScore());
boxFoodObj.destroy();
boxFoodObj = null;
boxFoodActive = false;
spawnFood();
if (snake.moveInterval > 4) snake.moveInterval--;
} else if (!swordActive) {
// Deadly!
gameOver = true;
LK.showGameOver();
return;
}
}
}
};
// Touch controls
var lastTouchX = null;
var lastTouchY = null;
// Sword attack state
var swordActive = false;
var swordTimer = 0;
var swordDuration = 18; // ~0.3s at 60fps
// Sword attack visual (simple overlay on snake head)
var swordEffect = null;
// Main game tap: always fire bullet in snake's direction
game.down = function (x, y, obj) {
if (gameOver) return;
// Store initial touch for swipe direction detection
lastTouchX = x;
lastTouchY = y;
if (snake && snake.segments.length > 0) {
var head = snake.segments[0];
var bullet = new Bullet();
bullet.x = head.x;
bullet.y = head.y;
bullet.lastX = bullet.x;
// Set bullet speed and direction based on snake direction, and rotate asset accordingly
if (snake.direction === 'right') {
bullet.speedX = 32;
bullet.speedY = 0;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0;
} else if (snake.direction === 'left') {
bullet.speedX = -32;
bullet.speedY = 0;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI;
} else if (snake.direction === 'up') {
bullet.speedX = 0;
bullet.speedY = -32;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2;
} else if (snake.direction === 'down') {
bullet.speedX = 0;
bullet.speedY = 32;
if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2;
}
bullets.push(bullet);
game.addChild(bullet);
}
};
// --- SWORD LOGIC in update (see below) ---
game.up = function (x, y, obj) {
if (lastTouchX === null || lastTouchY === null) return;
var dx = x - lastTouchX;
var dy = y - lastTouchY;
if (Math.abs(dx) > Math.abs(dy)) {
if (dx > 0 && snake.direction !== 'left') snake.nextDirection = 'right';else if (dx < 0 && snake.direction !== 'right') snake.nextDirection = 'left';
} else {
if (dy > 0 && snake.direction !== 'up') snake.nextDirection = 'down';else if (dy < 0 && snake.direction !== 'down') snake.nextDirection = 'up';
}
lastTouchX = null;
lastTouchY = null;
}; ===================================================================
--- original.js
+++ change.js
@@ -119,87 +119,93 @@
var boxFoodActive = false;
var boxFoodObj = null;
// --- Main menu overlay ---
var menuContainer = new Container();
-var menuBg = LK.getAsset('yourBackgroundImageId', {
- anchorX: 0,
- anchorY: 0,
+// Black background (full screen, no image)
+var menuBg = new Container();
+menuBg.width = 2048;
+menuBg.height = 2732;
+menuBg.x = 0;
+menuBg.y = 0;
+menuBg.interactive = true;
+menuBg.hitArea = new Rectangle(0, 0, 2048, 2732);
+menuContainer.addChild(menuBg);
+// Play button (centered)
+var playBtn = new Container();
+var playBtnBg = LK.getAsset('centerCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5,
x: 0,
y: 0,
- width: 2048,
- height: 2732
+ scaleX: 2.5,
+ scaleY: 2.5
});
-menuContainer.addChild(menuBg);
-var menuTitle = new Text2('snaker', {
- size: 240,
- fill: 0xFFFFFF
-});
-menuTitle.anchor.set(0.5, 0.5);
-menuTitle.x = 2048 / 2;
-menuTitle.y = 900;
-menuContainer.addChild(menuTitle);
-var tapText = new Text2('Başlamak için ekrana dokun', {
- size: 120,
+playBtn.addChild(playBtnBg);
+var playBtnText = new Text2('PLAY', {
+ size: 180,
fill: 0xffffff
});
-tapText.anchor.set(0.5, 0.5);
-tapText.x = 2048 / 2;
-tapText.y = 1600;
-menuContainer.addChild(tapText);
+playBtnText.anchor.set(0.5, 0.5);
+playBtnText.x = 0;
+playBtnText.y = 0;
+playBtn.addChild(playBtnText);
+playBtn.x = 2048 / 2;
+playBtn.y = 1366;
+menuContainer.addChild(playBtn);
game.addChild(menuContainer);
var menuActive = true;
-// Only allow tap anywhere to start game
+// Only allow tap on Play button to start game
game.down = function (x, y, obj) {
if (menuActive) {
- menuActive = false;
- menuContainer.destroy();
- // After menu, allow normal game.down (fire bullet) to work
- game.down = function (x, y, obj) {
- if (gameOver) return;
- lastTouchX = x;
- lastTouchY = y;
- if (snake && snake.segments.length > 0) {
- var head = snake.segments[0];
- var bullet = new Bullet();
- bullet.x = head.x;
- bullet.y = head.y;
- bullet.lastX = bullet.x;
- // Set bullet speed and direction based on snake direction, and rotate asset accordingly
- if (snake.direction === 'right') {
- bullet.speedX = 32;
- bullet.speedY = 0;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0;
- } else if (snake.direction === 'left') {
- bullet.speedX = -32;
- bullet.speedY = 0;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI;
- } else if (snake.direction === 'up') {
- bullet.speedX = 0;
- bullet.speedY = -32;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2;
- } else if (snake.direction === 'down') {
- bullet.speedX = 0;
- bullet.speedY = 32;
- if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2;
+ // Check if tap is inside playBtn
+ var local = playBtn.toLocal({
+ x: x,
+ y: y
+ }, game);
+ // Use a circular hit area (radius = playBtnBg.width/2)
+ var r = playBtnBg.width * playBtnBg.scaleX / 2;
+ if (local.x * local.x + local.y * local.y <= r * r) {
+ menuActive = false;
+ menuContainer.destroy();
+ // After menu, allow normal game.down (fire bullet) to work
+ game.down = function (x, y, obj) {
+ if (gameOver) return;
+ lastTouchX = x;
+ lastTouchY = y;
+ if (snake && snake.segments.length > 0) {
+ var head = snake.segments[0];
+ var bullet = new Bullet();
+ bullet.x = head.x;
+ bullet.y = head.y;
+ bullet.lastX = bullet.x;
+ // Set bullet speed and direction based on snake direction, and rotate asset accordingly
+ if (snake.direction === 'right') {
+ bullet.speedX = 32;
+ bullet.speedY = 0;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = 0;
+ } else if (snake.direction === 'left') {
+ bullet.speedX = -32;
+ bullet.speedY = 0;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI;
+ } else if (snake.direction === 'up') {
+ bullet.speedX = 0;
+ bullet.speedY = -32;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = -Math.PI / 2;
+ } else if (snake.direction === 'down') {
+ bullet.speedX = 0;
+ bullet.speedY = 32;
+ if (bullet.children && bullet.children.length > 0) bullet.children[0].rotation = Math.PI / 2;
+ }
+ bullets.push(bullet);
+ game.addChild(bullet);
}
- bullets.push(bullet);
- game.addChild(bullet);
- }
- };
- return;
+ };
+ return;
+ }
}
// If menu is not active, do nothing here (game.down will be replaced)
};
-// Add a bright background image (replace 'yourBackgroundImageId' with your own image asset id)
-var bgImage = LK.getAsset('yourBackgroundImageId', {
- anchorX: 0,
- anchorY: 0,
- x: 0,
- y: 0,
- width: 2048,
- height: 2732
-});
-game.addChild(bgImage);
+// No background image, keep black background only
// Create snake
snake = new Snake();
game.addChild(snake);
// Create food
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