User prompt
tüm zombiler birbirinden ayrı olsun
User prompt
gittikçe zombi sayısı artsın
User prompt
bütün zombiler tek bir mermiye ölsün
User prompt
oyun seslerini etkinleştir
User prompt
geri al
User prompt
kahramanımız daha hassas olsun
User prompt
kahramanımız daha akıcı hareket etsin
User prompt
kahramanımız x ekseninde biraz azıcık hızlı hareket etsin
User prompt
kahramanımız x ekseninde daha yavaş hareket etsin
User prompt
kahramanımız x ekseninde yavaş hareket etsin
User prompt
arka plan ekle
User prompt
ekranın kenarlarından dışarı çıkmasın kutular
User prompt
kırmızı kutu ekrandan kaybolursa oyun bitsin
User prompt
her bir kırmızı kutunun tek canı olsun ve her 100 puanda kırmızı kutular hızlansın
User prompt
mor kutu ekranın aşağısında olsun ve sadece x eskeninde hareket yapsın
User prompt
her bir kırmızı kutu 5 puan olsun ve 300 puan sonra kırmızı kutular hızlansın
User prompt
mor kutu daha yavaş ateş etsin
User prompt
mor kutu kırmızılara ateş etsin
User prompt
karakter daha yavaş mermi atsın
User prompt
mapin sağ üstüne puan ekle
User prompt
karakterimize zombi değince oyun bitsin
User prompt
zombiler sadece yukarıdan aşağıya karışık bir şekilde insin
User prompt
zombiler yukarıdan aşağıya insin rastgele bir şekilde ve her zombiyi öldürdüğümüzde 5 puan kazanalım 100 puana ulaşınca zombiler 2 vuruşta ölsün 200 puana ulaşınca 3 vuruşta ölsün
User prompt
zombiler rastgele çıksın
Initial prompt
Zombi War
/**** * Classes ****/ //<Assets used in the game will automatically appear here> //<Write imports for supported plugins here> // Hero class representing the player character var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 10; self.update = function () { // Update logic for hero }; }); // Bullet class for hero's bullets var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; }; }); // Zombie class representing enemy characters var Zombie = Container.expand(function () { var self = Container.call(this); var zombieGraphics = self.attachAsset('zombie', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2; self.update = function () { // Update logic for zombie self.y += self.speed; // Randomly change direction if (Math.random() < 0.01) { self.speed = -self.speed; } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 //Init game with black background }); /**** * Game Code ****/ // Initialize hero var hero = game.addChild(new Hero()); hero.x = 2048 / 2; hero.y = 2732 - 200; // Array to keep track of zombies var zombies = []; // Array to keep track of bullets var bullets = []; // Function to spawn a new zombie function spawnZombie() { var zombie = new Zombie(); zombie.x = Math.random() * 2048; zombie.y = -50; zombies.push(zombie); game.addChild(zombie); // Randomly set the zombie's speed zombie.speed = Math.random() * 4 - 2; } // Function to handle shooting function shootBullet() { var bullet = new HeroBullet(); bullet.x = hero.x; bullet.y = hero.y; bullets.push(bullet); game.addChild(bullet); } // Game update loop game.update = function () { // Update hero hero.update(); // Update zombies for (var i = zombies.length - 1; i >= 0; i--) { var zombie = zombies[i]; zombie.update(); if (zombie.y > 2732) { zombie.destroy(); zombies.splice(i, 1); } } // Update bullets for (var j = bullets.length - 1; j >= 0; j--) { var bullet = bullets[j]; bullet.update(); if (bullet.y < 0) { bullet.destroy(); bullets.splice(j, 1); } } // Check for collisions between bullets and zombies for (var k = bullets.length - 1; k >= 0; k--) { var bullet = bullets[k]; for (var l = zombies.length - 1; l >= 0; l--) { var zombie = zombies[l]; if (bullet.intersects(zombie)) { bullet.destroy(); bullets.splice(k, 1); zombie.destroy(); zombies.splice(l, 1); break; } } } // Spawn new zombies periodically if (LK.ticks % 60 === 0) { spawnZombie(); } }; // Handle touch events for moving the hero game.down = function (x, y, obj) { hero.x = x; hero.y = y; }; game.move = function (x, y, obj) { hero.x = x; hero.y = y; }; // Handle shooting on touch release game.up = function (x, y, obj) { shootBullet(); };
===================================================================
--- original.js
+++ change.js
@@ -1,57 +1,61 @@
-/****
+/****
* Classes
-****/
+****/
//<Assets used in the game will automatically appear here>
//<Write imports for supported plugins here>
// Hero class representing the player character
var Hero = Container.expand(function () {
- var self = Container.call(this);
- var heroGraphics = self.attachAsset('hero', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 10;
- self.update = function () {
- // Update logic for hero
- };
+ var self = Container.call(this);
+ var heroGraphics = self.attachAsset('hero', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 10;
+ self.update = function () {
+ // Update logic for hero
+ };
});
// Bullet class for hero's bullets
var HeroBullet = Container.expand(function () {
- var self = Container.call(this);
- var bulletGraphics = self.attachAsset('bullet', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = -15;
- self.update = function () {
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var bulletGraphics = self.attachAsset('bullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -15;
+ self.update = function () {
+ self.y += self.speed;
+ };
});
// Zombie class representing enemy characters
var Zombie = Container.expand(function () {
- var self = Container.call(this);
- var zombieGraphics = self.attachAsset('zombie', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- self.speed = 2;
- self.update = function () {
- // Update logic for zombie
- self.y += self.speed;
- };
+ var self = Container.call(this);
+ var zombieGraphics = self.attachAsset('zombie', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2;
+ self.update = function () {
+ // Update logic for zombie
+ self.y += self.speed;
+ // Randomly change direction
+ if (Math.random() < 0.01) {
+ self.speed = -self.speed;
+ }
+ };
});
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
+ backgroundColor: 0x000000 //Init game with black background
});
-/****
+/****
* Game Code
-****/
+****/
// Initialize hero
var hero = game.addChild(new Hero());
hero.x = 2048 / 2;
hero.y = 2732 - 200;
@@ -60,72 +64,74 @@
// Array to keep track of bullets
var bullets = [];
// Function to spawn a new zombie
function spawnZombie() {
- var zombie = new Zombie();
- zombie.x = Math.random() * 2048;
- zombie.y = -50;
- zombies.push(zombie);
- game.addChild(zombie);
+ var zombie = new Zombie();
+ zombie.x = Math.random() * 2048;
+ zombie.y = -50;
+ zombies.push(zombie);
+ game.addChild(zombie);
+ // Randomly set the zombie's speed
+ zombie.speed = Math.random() * 4 - 2;
}
// Function to handle shooting
function shootBullet() {
- var bullet = new HeroBullet();
- bullet.x = hero.x;
- bullet.y = hero.y;
- bullets.push(bullet);
- game.addChild(bullet);
+ var bullet = new HeroBullet();
+ bullet.x = hero.x;
+ bullet.y = hero.y;
+ bullets.push(bullet);
+ game.addChild(bullet);
}
// Game update loop
game.update = function () {
- // Update hero
- hero.update();
- // Update zombies
- for (var i = zombies.length - 1; i >= 0; i--) {
- var zombie = zombies[i];
- zombie.update();
- if (zombie.y > 2732) {
- zombie.destroy();
- zombies.splice(i, 1);
- }
- }
- // Update bullets
- for (var j = bullets.length - 1; j >= 0; j--) {
- var bullet = bullets[j];
- bullet.update();
- if (bullet.y < 0) {
- bullet.destroy();
- bullets.splice(j, 1);
- }
- }
- // Check for collisions between bullets and zombies
- for (var k = bullets.length - 1; k >= 0; k--) {
- var bullet = bullets[k];
- for (var l = zombies.length - 1; l >= 0; l--) {
- var zombie = zombies[l];
- if (bullet.intersects(zombie)) {
- bullet.destroy();
- bullets.splice(k, 1);
- zombie.destroy();
- zombies.splice(l, 1);
- break;
- }
- }
- }
- // Spawn new zombies periodically
- if (LK.ticks % 60 === 0) {
- spawnZombie();
- }
+ // Update hero
+ hero.update();
+ // Update zombies
+ for (var i = zombies.length - 1; i >= 0; i--) {
+ var zombie = zombies[i];
+ zombie.update();
+ if (zombie.y > 2732) {
+ zombie.destroy();
+ zombies.splice(i, 1);
+ }
+ }
+ // Update bullets
+ for (var j = bullets.length - 1; j >= 0; j--) {
+ var bullet = bullets[j];
+ bullet.update();
+ if (bullet.y < 0) {
+ bullet.destroy();
+ bullets.splice(j, 1);
+ }
+ }
+ // Check for collisions between bullets and zombies
+ for (var k = bullets.length - 1; k >= 0; k--) {
+ var bullet = bullets[k];
+ for (var l = zombies.length - 1; l >= 0; l--) {
+ var zombie = zombies[l];
+ if (bullet.intersects(zombie)) {
+ bullet.destroy();
+ bullets.splice(k, 1);
+ zombie.destroy();
+ zombies.splice(l, 1);
+ break;
+ }
+ }
+ }
+ // Spawn new zombies periodically
+ if (LK.ticks % 60 === 0) {
+ spawnZombie();
+ }
};
// Handle touch events for moving the hero
game.down = function (x, y, obj) {
- hero.x = x;
- hero.y = y;
+ hero.x = x;
+ hero.y = y;
};
game.move = function (x, y, obj) {
- hero.x = x;
- hero.y = y;
+ hero.x = x;
+ hero.y = y;
};
// Handle shooting on touch release
game.up = function (x, y, obj) {
- shootBullet();
+ shootBullet();
};
\ No newline at end of file