User prompt
her düşman ölümünde 3-4 altın düşsün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
arkaplan rengi açık gökyüzü ve bulutlu olsun.
User prompt
gerçekçi alev duman efekti ekle. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(smokeEffect, {' Line Number: 330 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(smokeEffect, {' Line Number: 330 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
fix the error.
User prompt
Derleme hatası[L23] hatayı düzelt.
User prompt
çimen 200 skor da oluşsun,inek 200 skorda oluşsun,Koyun 300 skorda oluşsun.uçan kuş 400 skorda oluşsun.Ağaç 500 skorda oluşsun.
User prompt
Her 100 skor da ağaç ve çimenler çiçekler oluşsun.inekler kuzular oluşsun.
User prompt
Her 50 skorda bir ekran altında ağaç oluşsun.zemin oluşsun,en oluşsun.
User prompt
silahımıza dokunduğumuz süre seri atış yapsın.
User prompt
silah kulemiz daha hızlı hareket etsin.
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'toGlobal')' in or related to this line: 'var heroLocalPos = hero.toLocal(obj.parent.toGlobal({' Line Number: 244
User prompt
silahımız üzerine dokununca ateş etsin.
User prompt
arka plan rengini aç.
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(smokeEffect, {' Line Number: 322 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'game.addChild(flameEffect);' Line Number: 325 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(smokeEffect, {' Line Number: 322 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
mermi isabetlerinde duman alev olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düşmandan duman çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Please fix the bug: 'ReferenceError: tween is not defined' in or related to this line: 'tween(enemy, {' Line Number: 306 ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
patlama amimasyonu olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
düşman isabet alınca patlama olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ // Enemy Type 1: Basic Enemy - moves straight down var BasicEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 0.5, tint: 0xff0000 }); self.speed = 2; self.points = 10; self.health = 1; self.type = 'basic'; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Type 6: Boss Enemy - large, slow, high health var BossEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 0.5, tint: 0xffff00, scaleX: 2, scaleY: 2 }); self.speed = 0.5; self.points = 200; self.health = 10; self.type = 'boss'; self.update = function () { self.y += self.speed; }; return self; }); // Legacy Enemy for compatibility // Enemy Type 2: Fast Enemy - moves faster var FastEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 0.5, tint: 0x00ff00, scaleX: 0.8, scaleY: 0.8 }); self.speed = 5; self.points = 20; self.health = 1; self.type = 'fast'; self.update = function () { self.y += self.speed; }; return self; }); // Set background var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('heroBox', { anchorX: 0.5, anchorY: 0.5 }); self.fireRate = 5; // Fire every 5 ticks (4x faster) self.lastFire = 0; self.barrels = 1; // Start with 1 barrel self.update = function () { // Auto fire bullets if (LK.ticks - self.lastFire > self.fireRate) { self.lastFire = LK.ticks; // Fire bullets from multiple barrels for (var b = 0; b < self.barrels; b++) { var bullet = new HeroBullet(); // Calculate bullet position to spread horizontally toward top of screen var totalWidth = (self.barrels - 1) * 80; // 80 pixels apart horizontally var offsetX = b * 80 - totalWidth / 2; // Center the spread bullet.x = self.x + offsetX; bullet.y = self.y - 50; heroBullets.push(bullet); game.addChild(bullet); } } }; return self; }); var HeroBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('heroBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -60; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Type 5: Spinner Enemy - rotates while moving var SpinnerEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 0.5, tint: 0xff00ff }); self.speed = 2.5; self.points = 25; self.health = 2; self.type = 'spinner'; self.rotationSpeed = 0.1; self.update = function () { self.y += self.speed; self.rotation += self.rotationSpeed; }; return self; }); // Enemy Type 3: Tank Enemy - slow but strong var TankEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 0.5, tint: 0x888888, scaleX: 1.5, scaleY: 1.5 }); self.speed = 1; self.points = 50; self.health = 3; self.type = 'tank'; self.update = function () { self.y += self.speed; }; return self; }); // Enemy Type 4: Zigzag Enemy - moves in zigzag pattern var ZigzagEnemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemyBox', { anchorX: 0.5, anchorY: 0.5, tint: 0x0000ff }); self.speed = 2; self.points = 30; self.health = 1; self.type = 'zigzag'; self.direction = 1; self.zigzagSpeed = 3; self.update = function () { self.y += self.speed; self.x += self.direction * self.zigzagSpeed; // Change direction if hitting screen edges if (self.x <= 100 || self.x >= 1948) { self.direction *= -1; } }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // Legacy Enemy for compatibility // Set background var Enemy = BasicEnemy; game.setBackgroundColor(0x001122); // Add gradient background var backgroundGradient = LK.getAsset('manzara', { width: 2048, height: 2732, scaleX: 20.48, scaleY: 27.32, alpha: 0.3 }); game.addChildAt(backgroundGradient, 0); // Game variables var hero; var enemies = []; var heroBullets = []; var waveNumber = 1; var enemiesSpawned = 0; var enemiesPerWave = 5; var spawnTimer = 0; var spawnRate = 60; // Spawn every 60 ticks initially var dragNode = null; // Create hero hero = new Hero(); hero.x = 2048 / 2; hero.y = 2732 - 200; game.addChild(hero); // Score display var scoreTxt = new Text2('Score: 0', { size: 80, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Wave display var waveTxt = new Text2('Wave: 1', { size: 60, fill: 0xFFFF00 }); waveTxt.anchor.set(0, 0); waveTxt.x = 50; waveTxt.y = 50; LK.gui.topLeft.addChild(waveTxt); // Touch controls game.down = function (x, y, obj) { dragNode = hero; hero.x = x; hero.y = y; }; game.move = function (x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; } }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { // Spawn enemies spawnTimer++; if (spawnTimer >= spawnRate && enemiesSpawned < enemiesPerWave) { spawnTimer = 0; var enemy; var enemyType = Math.random(); // Spawn different enemy types based on wave number and random chance if (waveNumber >= 10 && enemyType < 0.1) { // Boss enemy (10% chance after wave 10) enemy = new BossEnemy(); } else if (waveNumber >= 7 && enemyType < 0.25) { // Spinner enemy (15% chance after wave 7) enemy = new SpinnerEnemy(); } else if (waveNumber >= 5 && enemyType < 0.4) { // Zigzag enemy (15% chance after wave 5) enemy = new ZigzagEnemy(); } else if (waveNumber >= 3 && enemyType < 0.6) { // Tank enemy (20% chance after wave 3) enemy = new TankEnemy(); } else if (waveNumber >= 2 && enemyType < 0.8) { // Fast enemy (20% chance after wave 2) enemy = new FastEnemy(); } else { // Basic enemy (always available, 20% chance in later waves) enemy = new BasicEnemy(); } enemy.x = Math.random() * (2048 - 200) + 100; enemy.y = -100; // Apply wave speed modifier to base speed enemy.speed = enemy.speed + waveNumber * 0.3; enemies.push(enemy); game.addChild(enemy); enemiesSpawned++; } // Update and check bullet collisions for (var i = heroBullets.length - 1; i >= 0; i--) { var bullet = heroBullets[i]; // Remove bullets that go off screen if (bullet.y < -50) { bullet.destroy(); heroBullets.splice(i, 1); continue; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Enemy hit - reduce health enemy.health--; // Remove bullet bullet.destroy(); heroBullets.splice(i, 1); // Check if enemy is destroyed if (enemy.health <= 0) { // Create explosion effect var explosionX = enemy.x; var explosionY = enemy.y; var explosionScale = enemy.scaleX || 1; // Play explosion sound LK.getSound('explosion').play(); // Create explosion animation using tween tween(enemy, { scaleX: explosionScale * 2, scaleY: explosionScale * 2, alpha: 0, rotation: Math.PI * 2 }, { duration: 300, easing: tween.easeOut, onFinish: function onFinish() { enemy.destroy(); } }); LK.setScore(LK.getScore() + enemy.points); scoreTxt.setText('Score: ' + LK.getScore()); enemies.splice(j, 1); } else { // Enemy damaged but not destroyed - flash red LK.effects.flashObject(enemy, 0xff0000, 200); } break; } } } // Update and check enemy collisions with hero for (var k = enemies.length - 1; k >= 0; k--) { var enemy = enemies[k]; // Check if enemy reached hero if (enemy.intersects(hero)) { LK.showGameOver(); return; } // Remove enemies that go off screen if (enemy.y > 2732 + 100) { enemy.destroy(); enemies.splice(k, 1); } } // Check if wave is complete if (enemies.length === 0 && enemiesSpawned >= enemiesPerWave) { waveNumber++; waveTxt.setText('Wave: ' + waveNumber); enemiesSpawned = 0; enemiesPerWave = Math.min(5 + waveNumber, 15); // Increase enemies per wave spawnRate = Math.max(30, 60 - waveNumber * 2); // Decrease spawn rate // Increase barrels every 5 waves hero.barrels = Math.floor(waveNumber / 5) + 1; } }; // Start background music LK.playMusic('1a439');
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Enemy Type 1: Basic Enemy - moves straight down
var BasicEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyBox', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff0000
});
self.speed = 2;
self.points = 10;
self.health = 1;
self.type = 'basic';
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy Type 6: Boss Enemy - large, slow, high health
var BossEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyBox', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xffff00,
scaleX: 2,
scaleY: 2
});
self.speed = 0.5;
self.points = 200;
self.health = 10;
self.type = 'boss';
self.update = function () {
self.y += self.speed;
};
return self;
});
// Legacy Enemy for compatibility
// Enemy Type 2: Fast Enemy - moves faster
var FastEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyBox', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x00ff00,
scaleX: 0.8,
scaleY: 0.8
});
self.speed = 5;
self.points = 20;
self.health = 1;
self.type = 'fast';
self.update = function () {
self.y += self.speed;
};
return self;
});
// Set background
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('heroBox', {
anchorX: 0.5,
anchorY: 0.5
});
self.fireRate = 5; // Fire every 5 ticks (4x faster)
self.lastFire = 0;
self.barrels = 1; // Start with 1 barrel
self.update = function () {
// Auto fire bullets
if (LK.ticks - self.lastFire > self.fireRate) {
self.lastFire = LK.ticks;
// Fire bullets from multiple barrels
for (var b = 0; b < self.barrels; b++) {
var bullet = new HeroBullet();
// Calculate bullet position to spread horizontally toward top of screen
var totalWidth = (self.barrels - 1) * 80; // 80 pixels apart horizontally
var offsetX = b * 80 - totalWidth / 2; // Center the spread
bullet.x = self.x + offsetX;
bullet.y = self.y - 50;
heroBullets.push(bullet);
game.addChild(bullet);
}
}
};
return self;
});
var HeroBullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('heroBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -60;
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy Type 5: Spinner Enemy - rotates while moving
var SpinnerEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyBox', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0xff00ff
});
self.speed = 2.5;
self.points = 25;
self.health = 2;
self.type = 'spinner';
self.rotationSpeed = 0.1;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
};
return self;
});
// Enemy Type 3: Tank Enemy - slow but strong
var TankEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyBox', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x888888,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 1;
self.points = 50;
self.health = 3;
self.type = 'tank';
self.update = function () {
self.y += self.speed;
};
return self;
});
// Enemy Type 4: Zigzag Enemy - moves in zigzag pattern
var ZigzagEnemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemyBox', {
anchorX: 0.5,
anchorY: 0.5,
tint: 0x0000ff
});
self.speed = 2;
self.points = 30;
self.health = 1;
self.type = 'zigzag';
self.direction = 1;
self.zigzagSpeed = 3;
self.update = function () {
self.y += self.speed;
self.x += self.direction * self.zigzagSpeed;
// Change direction if hitting screen edges
if (self.x <= 100 || self.x >= 1948) {
self.direction *= -1;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Legacy Enemy for compatibility
// Set background
var Enemy = BasicEnemy;
game.setBackgroundColor(0x001122);
// Add gradient background
var backgroundGradient = LK.getAsset('manzara', {
width: 2048,
height: 2732,
scaleX: 20.48,
scaleY: 27.32,
alpha: 0.3
});
game.addChildAt(backgroundGradient, 0);
// Game variables
var hero;
var enemies = [];
var heroBullets = [];
var waveNumber = 1;
var enemiesSpawned = 0;
var enemiesPerWave = 5;
var spawnTimer = 0;
var spawnRate = 60; // Spawn every 60 ticks initially
var dragNode = null;
// Create hero
hero = new Hero();
hero.x = 2048 / 2;
hero.y = 2732 - 200;
game.addChild(hero);
// Score display
var scoreTxt = new Text2('Score: 0', {
size: 80,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Wave display
var waveTxt = new Text2('Wave: 1', {
size: 60,
fill: 0xFFFF00
});
waveTxt.anchor.set(0, 0);
waveTxt.x = 50;
waveTxt.y = 50;
LK.gui.topLeft.addChild(waveTxt);
// Touch controls
game.down = function (x, y, obj) {
dragNode = hero;
hero.x = x;
hero.y = y;
};
game.move = function (x, y, obj) {
if (dragNode) {
dragNode.x = x;
dragNode.y = y;
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Main game loop
game.update = function () {
// Spawn enemies
spawnTimer++;
if (spawnTimer >= spawnRate && enemiesSpawned < enemiesPerWave) {
spawnTimer = 0;
var enemy;
var enemyType = Math.random();
// Spawn different enemy types based on wave number and random chance
if (waveNumber >= 10 && enemyType < 0.1) {
// Boss enemy (10% chance after wave 10)
enemy = new BossEnemy();
} else if (waveNumber >= 7 && enemyType < 0.25) {
// Spinner enemy (15% chance after wave 7)
enemy = new SpinnerEnemy();
} else if (waveNumber >= 5 && enemyType < 0.4) {
// Zigzag enemy (15% chance after wave 5)
enemy = new ZigzagEnemy();
} else if (waveNumber >= 3 && enemyType < 0.6) {
// Tank enemy (20% chance after wave 3)
enemy = new TankEnemy();
} else if (waveNumber >= 2 && enemyType < 0.8) {
// Fast enemy (20% chance after wave 2)
enemy = new FastEnemy();
} else {
// Basic enemy (always available, 20% chance in later waves)
enemy = new BasicEnemy();
}
enemy.x = Math.random() * (2048 - 200) + 100;
enemy.y = -100;
// Apply wave speed modifier to base speed
enemy.speed = enemy.speed + waveNumber * 0.3;
enemies.push(enemy);
game.addChild(enemy);
enemiesSpawned++;
}
// Update and check bullet collisions
for (var i = heroBullets.length - 1; i >= 0; i--) {
var bullet = heroBullets[i];
// Remove bullets that go off screen
if (bullet.y < -50) {
bullet.destroy();
heroBullets.splice(i, 1);
continue;
}
// Check collision with enemies
for (var j = enemies.length - 1; j >= 0; j--) {
var enemy = enemies[j];
if (bullet.intersects(enemy)) {
// Enemy hit - reduce health
enemy.health--;
// Remove bullet
bullet.destroy();
heroBullets.splice(i, 1);
// Check if enemy is destroyed
if (enemy.health <= 0) {
// Create explosion effect
var explosionX = enemy.x;
var explosionY = enemy.y;
var explosionScale = enemy.scaleX || 1;
// Play explosion sound
LK.getSound('explosion').play();
// Create explosion animation using tween
tween(enemy, {
scaleX: explosionScale * 2,
scaleY: explosionScale * 2,
alpha: 0,
rotation: Math.PI * 2
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
enemy.destroy();
}
});
LK.setScore(LK.getScore() + enemy.points);
scoreTxt.setText('Score: ' + LK.getScore());
enemies.splice(j, 1);
} else {
// Enemy damaged but not destroyed - flash red
LK.effects.flashObject(enemy, 0xff0000, 200);
}
break;
}
}
}
// Update and check enemy collisions with hero
for (var k = enemies.length - 1; k >= 0; k--) {
var enemy = enemies[k];
// Check if enemy reached hero
if (enemy.intersects(hero)) {
LK.showGameOver();
return;
}
// Remove enemies that go off screen
if (enemy.y > 2732 + 100) {
enemy.destroy();
enemies.splice(k, 1);
}
}
// Check if wave is complete
if (enemies.length === 0 && enemiesSpawned >= enemiesPerWave) {
waveNumber++;
waveTxt.setText('Wave: ' + waveNumber);
enemiesSpawned = 0;
enemiesPerWave = Math.min(5 + waveNumber, 15); // Increase enemies per wave
spawnRate = Math.max(30, 60 - waveNumber * 2); // Decrease spawn rate
// Increase barrels every 5 waves
hero.barrels = Math.floor(waveNumber / 5) + 1;
}
};
// Start background music
LK.playMusic('1a439');
uzay aracı olsun . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
ahtapot şekilli canavar olsun. No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
uzay aracı olsun . No background. Transparent background. Blank background. No shadows. 2d. In-Game asset. flat
sky
ağaç. In-Game asset. 2d. High contrast. No shadows
çimen uzun. In-Game asset. 2d. High contrast. No shadows
koyun beyaz. In-Game asset. 2d. High contrast. No shadows
inek kahverengi beyaz.. In-Game asset. 2d. High contrast. No shadows
uçan renkli papağan gerçekçi olsun.. In-Game asset. 2d. High contrast. No shadows
duman alev efekti.. In-Game asset. 2d. High contrast. No shadows