User prompt
Rouglike seçildikten sonra kutulu ya da normal elmayı ekle
User prompt
Rouglike da seçme bittikten sonra elmayı ya da kutulu elmayı koy
User prompt
Yılan yok oldu he bide canavar gelince bizi ortaya atıp hızımızı 1 yapsın tıkladıktan sonra ortada devam edelim ve hızımız eski hızına dönsün
User prompt
Hala yılan duruyor canavara tıkladıktan sonra o zaman şöyle canavar gelince yılanın hızı 1 olsun ve tıklanana kadar yılan 1 hız ile devam etsin tıklandığında da geri eski alınan olan hıza geri dönsün
User prompt
Ama hala canavar gelince yılan hareket edemiyor bunu düzelt yani aynı rouglike da yaptıgın gibi olsun
User prompt
Yılan hala canavara dokunduktan sonra hareketsiz kalıyor ve hareket etmiyor
User prompt
E tamam da canavar rouglike seçerken gelmesini kapar mısın
User prompt
Şimdi de canavara dokunduğunda yılan falan duruyor
User prompt
Please fix the bug: 'ReferenceError: triggerPopupMonster is not defined' in or related to this line: 'triggerPopupMonster(function () {' Line Number: 522
User prompt
He bide şu canavar için başka bi asset oluştur
User prompt
Canavara dokunduktan sonra oyuncu hareket etmeye devam edemiyor
User prompt
Yeni dedigim canavarı rouglike sız ekle deneme amaçlı
User prompt
Yılanın hızı çok hızlı artıyor bence biraz azalt
User prompt
Şimdi benim sana dedigim yeni canavarı denemeliğine rouglike sız ekle
User prompt
He bide biz kutulu elmada kutuyu kırdığımızda kutu da bize puan veriyor bence böyle olmasın yani kutulu elmaya vurunca direk kutusu gidecek aynı yerine elma gelecek
User prompt
Canavar beni öldürmüyor bence o zaman şöyle yapalım canavar öyle olmasın belli ki biz beceremiyecez o zaman şöyle bi canavar olsun canavar ekranımızda haritada degil çıkınca ona dokunalım eger 5 saniye içinde dokunmazsak ölelim ayrıca rouglike sırasında canavar dursun ve seçilince canavar devam etsin işine
User prompt
Hayır yılanın kafasına degil vücuduna çarptığında ölmem gerekir ve galiba biz bu canavarı çözemicez sen yinede dene
User prompt
Hala canavar bana çarptığında ölmüyorum
User prompt
Öncelikle canavar çok hızlı ayrıca canavar bana çarptığında ölmüyorum
User prompt
Peki şu an deney amaçlı rouglikesız oyuna canavarı ekle
User prompt
Yaz bakalım bunu kodunu ama şimdilik sadece bir canavar olsun
User prompt
Güzel şimdi oyuna şunları ekleyelim bence oyunda farklı rouglike seçme stilleri farklı zamanlarda rastgele şekilde olsun ve baya bi olsun bunlardan ama rouglike seçme yerinden bunların arasından iki tanesi olsun ayrıca oyunda bazı rouglikler olsun mesela -3 hız ama kutulu elmaların şansı %50 olsun mesela gibi
User prompt
Ve ayrıca bence rouglike seçildikten sonra yılan duvarlara yakınsa ortaya ışınlanmalı
User prompt
Ama rouglike ı seçtikten sonra yılan sağ sola gidemiyor
User prompt
Hayır rouglike seçme ekranında rouglike seçilene kadar yılan hareketsiz kalsın aslında neredeyse doğruyu yapıyordun sadece yılanı durdurmayı yapsan yeter
/**** * 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(); var menuBg = LK.getAsset('yourBackgroundImageId', { anchorX: 0, anchorY: 0, x: 0, y: 0, width: 2048, height: 2732 }); 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, fill: 0xffffff }); tapText.anchor.set(0.5, 0.5); tapText.x = 2048 / 2; tapText.y = 1600; menuContainer.addChild(tapText); game.addChild(menuContainer); var menuActive = true; // Only allow tap anywhere 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; } bullets.push(bullet); game.addChild(bullet); } }; 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); // 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; } // Box food spawn chance can be changed by roguelike effects if (typeof roguelike_boxFoodChance === "undefined") roguelike_boxFoodChance = 0.25; if (Math.random() < roguelike_boxFoodChance) { // 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()); // Roguelike selection overlay every 5 points if (LK.getScore() > 0 && LK.getScore() % 5 === 0) { // Pause only snake movement (not all game logic) if (snake) snake.alive = false; // Pause snake movement // --- Roguelike pool --- // Each option: { name, desc, apply, id } var roguelikePool = [{ id: "grow1", name: "+1 Uzama", desc: "Yılan 1 parça uzar.", apply: function apply() { snake.grow(); } }, { id: "speedup", name: "Hızlan", desc: "Yılan daha hızlı hareket eder.", apply: function apply() { if (snake.moveInterval > 2) snake.moveInterval -= 2; } }, { id: "slow3_box50", name: "-3 Hız, %50 Kutulu Elma", desc: "Yılan 3 birim yavaşlar, kutulu elma çıkma şansı %50 olur.", apply: function apply() { if (snake.moveInterval < 32) snake.moveInterval += 3; roguelike_boxFoodChance = 0.5; } }, { id: "boxFoodAlways", name: "Her zaman kutulu elma", desc: "Her yiyecek kutulu elma olur.", apply: function apply() { roguelike_boxFoodChance = 1.0; } }, { id: "normalFoodAlways", name: "Sadece normal elma", desc: "Kutulu elma çıkmaz.", apply: function apply() { roguelike_boxFoodChance = 0.0; } }, { id: "grow3", name: "+3 Uzama", desc: "Yılan 3 parça uzar.", apply: function apply() { snake.grow(); snake.grow(); snake.grow(); } }, { id: "score5", name: "+5 Puan", desc: "Anında 5 puan kazan.", apply: function apply() { LK.setScore(LK.getScore() + 5); scoreTxt.setText(LK.getScore()); } }, { id: "shorten2", name: "-2 Uzunluk", desc: "Yılan 2 parça kısalır.", apply: function apply() { for (var i = 0; i < 2; i++) { if (snake.segments.length > 1) { var seg = snake.segments.pop(); seg.destroy(); } } } }, { id: "boxFoodDoubleScore", name: "Kutulu Elma 2x Puan", desc: "Kutulu elma yersen 2 kat puan.", apply: function apply() { roguelike_boxFoodDoubleScore = true; } } // Add more options here! ]; // --- Roguelike state variables --- if (typeof roguelike_boxFoodChance === "undefined") roguelike_boxFoodChance = 0.25; if (typeof roguelike_boxFoodDoubleScore === "undefined") roguelike_boxFoodDoubleScore = false; // Pick 2 random, different options var idx1 = Math.floor(Math.random() * roguelikePool.length); var idx2; do { idx2 = Math.floor(Math.random() * roguelikePool.length); } while (idx2 === idx1); var optA = roguelikePool[idx1]; var optB = roguelikePool[idx2]; // Create overlay container var roguelikeOverlay = new Container(); // Dim background var dimBg = LK.getAsset('centerCircle', { anchorX: 0.5, anchorY: 0.5, x: 2048 / 2, y: 2732 / 2, scaleX: 20, scaleY: 20, alpha: 0.7 }); roguelikeOverlay.addChild(dimBg); // Title var rlTitle = new Text2('Roguelike Seçimi!', { size: 160, fill: 0xffffff }); rlTitle.anchor.set(0.5, 0.5); rlTitle.x = 2048 / 2; rlTitle.y = 900; roguelikeOverlay.addChild(rlTitle); // Option 1 var opt1 = new Text2(optA.name, { size: 100, fill: 0x00ff00 }); opt1.anchor.set(0.5, 0.5); opt1.x = 2048 / 2; opt1.y = 1300; roguelikeOverlay.addChild(opt1); var opt1desc = new Text2(optA.desc, { size: 60, fill: 0xffffff }); opt1desc.anchor.set(0.5, 0.5); opt1desc.x = 2048 / 2; opt1desc.y = 1400; roguelikeOverlay.addChild(opt1desc); // Option 2 var opt2 = new Text2(optB.name, { size: 100, fill: 0x00bfff }); opt2.anchor.set(0.5, 0.5); opt2.x = 2048 / 2; opt2.y = 1700; roguelikeOverlay.addChild(opt2); var opt2desc = new Text2(optB.desc, { size: 60, fill: 0xffffff }); opt2desc.anchor.set(0.5, 0.5); opt2desc.x = 2048 / 2; opt2desc.y = 1800; roguelikeOverlay.addChild(opt2desc); // Add overlay to game game.addChild(roguelikeOverlay); // Option selection logic roguelikeOverlay.down = function (x, y, obj) { // Check which option was tapped if (Math.abs(y - opt1.y) < 120) { optA.apply(); } else if (Math.abs(y - opt2.y) < 120) { optB.apply(); } else { // Not on option, ignore return; } // Remove overlay and resume game roguelikeOverlay.destroy(); // --- Teleport snake to center if head is near wall --- if (snake && snake.segments.length > 0) { var head = snake.segments[0]; // Define "near wall" as within 128px of any edge var margin = 128; var centerX = 1024; var centerY = 1366; if (head.x < margin || head.x > 2048 - margin || head.y < margin || head.y > 2732 - margin) { // Calculate offset between all segments and head var dx = centerX - head.x; var dy = centerY - head.y; for (var i = 0; i < snake.segments.length; i++) { snake.segments[i].x += dx; snake.segments[i].y += dy; } } } if (snake) snake.alive = true; // Resume snake movement gameOver = false; // Restore swipe and tap controls 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); } }; }; // Forward tap events to overlay game.down = function (x, y, obj) { if (roguelikeOverlay && roguelikeOverlay.down) roguelikeOverlay.down(x, y, obj); }; // Prevent further game logic until overlay is closed return; } 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(); var boxScore = 2; if (typeof roguelike_boxFoodDoubleScore !== "undefined" && roguelike_boxFoodDoubleScore) boxScore *= 2; LK.setScore(LK.getScore() + boxScore); 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
@@ -211,10 +211,11 @@
boxFoodObj.destroy();
boxFoodObj = null;
boxFoodActive = false;
}
- // 25% chance to spawn box food
- if (Math.random() < 0.25) {
+ // Box food spawn chance can be changed by roguelike effects
+ if (typeof roguelike_boxFoodChance === "undefined") roguelike_boxFoodChance = 0.25;
+ if (Math.random() < roguelike_boxFoodChance) {
// 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) {
@@ -330,8 +331,96 @@
// Roguelike selection overlay every 5 points
if (LK.getScore() > 0 && LK.getScore() % 5 === 0) {
// Pause only snake movement (not all game logic)
if (snake) snake.alive = false; // Pause snake movement
+ // --- Roguelike pool ---
+ // Each option: { name, desc, apply, id }
+ var roguelikePool = [{
+ id: "grow1",
+ name: "+1 Uzama",
+ desc: "Yılan 1 parça uzar.",
+ apply: function apply() {
+ snake.grow();
+ }
+ }, {
+ id: "speedup",
+ name: "Hızlan",
+ desc: "Yılan daha hızlı hareket eder.",
+ apply: function apply() {
+ if (snake.moveInterval > 2) snake.moveInterval -= 2;
+ }
+ }, {
+ id: "slow3_box50",
+ name: "-3 Hız, %50 Kutulu Elma",
+ desc: "Yılan 3 birim yavaşlar, kutulu elma çıkma şansı %50 olur.",
+ apply: function apply() {
+ if (snake.moveInterval < 32) snake.moveInterval += 3;
+ roguelike_boxFoodChance = 0.5;
+ }
+ }, {
+ id: "boxFoodAlways",
+ name: "Her zaman kutulu elma",
+ desc: "Her yiyecek kutulu elma olur.",
+ apply: function apply() {
+ roguelike_boxFoodChance = 1.0;
+ }
+ }, {
+ id: "normalFoodAlways",
+ name: "Sadece normal elma",
+ desc: "Kutulu elma çıkmaz.",
+ apply: function apply() {
+ roguelike_boxFoodChance = 0.0;
+ }
+ }, {
+ id: "grow3",
+ name: "+3 Uzama",
+ desc: "Yılan 3 parça uzar.",
+ apply: function apply() {
+ snake.grow();
+ snake.grow();
+ snake.grow();
+ }
+ }, {
+ id: "score5",
+ name: "+5 Puan",
+ desc: "Anında 5 puan kazan.",
+ apply: function apply() {
+ LK.setScore(LK.getScore() + 5);
+ scoreTxt.setText(LK.getScore());
+ }
+ }, {
+ id: "shorten2",
+ name: "-2 Uzunluk",
+ desc: "Yılan 2 parça kısalır.",
+ apply: function apply() {
+ for (var i = 0; i < 2; i++) {
+ if (snake.segments.length > 1) {
+ var seg = snake.segments.pop();
+ seg.destroy();
+ }
+ }
+ }
+ }, {
+ id: "boxFoodDoubleScore",
+ name: "Kutulu Elma 2x Puan",
+ desc: "Kutulu elma yersen 2 kat puan.",
+ apply: function apply() {
+ roguelike_boxFoodDoubleScore = true;
+ }
+ }
+ // Add more options here!
+ ];
+ // --- Roguelike state variables ---
+ if (typeof roguelike_boxFoodChance === "undefined") roguelike_boxFoodChance = 0.25;
+ if (typeof roguelike_boxFoodDoubleScore === "undefined") roguelike_boxFoodDoubleScore = false;
+ // Pick 2 random, different options
+ var idx1 = Math.floor(Math.random() * roguelikePool.length);
+ var idx2;
+ do {
+ idx2 = Math.floor(Math.random() * roguelikePool.length);
+ } while (idx2 === idx1);
+ var optA = roguelikePool[idx1];
+ var optB = roguelikePool[idx2];
// Create overlay container
var roguelikeOverlay = new Container();
// Dim background
var dimBg = LK.getAsset('centerCircle', {
@@ -353,36 +442,53 @@
rlTitle.x = 2048 / 2;
rlTitle.y = 900;
roguelikeOverlay.addChild(rlTitle);
// Option 1
- var opt1 = new Text2('Seçenek 1: +1 Uzama', {
+ var opt1 = new Text2(optA.name, {
size: 100,
fill: 0x00ff00
});
opt1.anchor.set(0.5, 0.5);
opt1.x = 2048 / 2;
opt1.y = 1300;
roguelikeOverlay.addChild(opt1);
+ var opt1desc = new Text2(optA.desc, {
+ size: 60,
+ fill: 0xffffff
+ });
+ opt1desc.anchor.set(0.5, 0.5);
+ opt1desc.x = 2048 / 2;
+ opt1desc.y = 1400;
+ roguelikeOverlay.addChild(opt1desc);
// Option 2
- var opt2 = new Text2('Seçenek 2: Hızlan', {
+ var opt2 = new Text2(optB.name, {
size: 100,
fill: 0x00bfff
});
opt2.anchor.set(0.5, 0.5);
opt2.x = 2048 / 2;
- opt2.y = 1500;
+ opt2.y = 1700;
roguelikeOverlay.addChild(opt2);
+ var opt2desc = new Text2(optB.desc, {
+ size: 60,
+ fill: 0xffffff
+ });
+ opt2desc.anchor.set(0.5, 0.5);
+ opt2desc.x = 2048 / 2;
+ opt2desc.y = 1800;
+ roguelikeOverlay.addChild(opt2desc);
// Add overlay to game
game.addChild(roguelikeOverlay);
// Option selection logic
roguelikeOverlay.down = function (x, y, obj) {
// Check which option was tapped
if (Math.abs(y - opt1.y) < 120) {
- // Option 1: Grow snake by 1
- snake.grow();
+ optA.apply();
} else if (Math.abs(y - opt2.y) < 120) {
- // Option 2: Speed up snake
- if (snake.moveInterval > 2) snake.moveInterval -= 2;
+ optB.apply();
+ } else {
+ // Not on option, ignore
+ return;
}
// Remove overlay and resume game
roguelikeOverlay.destroy();
// --- Teleport snake to center if head is near wall ---
@@ -496,9 +602,11 @@
if (head.intersects(boxFoodObj)) {
if (boxFoodObj.destroyedByBullet) {
// Now edible
snake.grow();
- LK.setScore(LK.getScore() + 2); // Maybe more points for box food
+ var boxScore = 2;
+ if (typeof roguelike_boxFoodDoubleScore !== "undefined" && roguelike_boxFoodDoubleScore) boxScore *= 2;
+ LK.setScore(LK.getScore() + boxScore);
scoreTxt.setText(LK.getScore());
boxFoodObj.destroy();
boxFoodObj = null;
boxFoodActive = false;
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