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; }); // Gold Coin class for collectible coins var GoldCoin = Container.expand(function () { var self = Container.call(this); var coinGraphics = self.attachAsset('flower', { anchorX: 0.5, anchorY: 0.5, tint: 0xFFD700, scaleX: 0.8, scaleY: 0.8 }); self.speedY = 2 + Math.random() * 3; // Downward speed self.speedX = (Math.random() - 0.5) * 8; // Random horizontal speed self.gravity = 0.15; self.bounce = 0.7; self.life = 0; self.maxLife = 600; // 10 seconds at 60fps self.value = 5; // Points value // Add floating animation tween(coinGraphics, { scaleX: 1.2, scaleY: 1.2 }, { duration: 500, easing: tween.easeInOut }); self.update = function () { self.life++; // Apply physics self.speedY += self.gravity; self.x += self.speedX; self.y += self.speedY; // Bounce off ground if (self.y >= 2732 - 100) { self.y = 2732 - 100; self.speedY *= -self.bounce; self.speedX *= 0.8; // Friction } // Bounce off walls if (self.x <= 50 || self.x >= 1998) { self.speedX *= -1; } // Add floating effect coinGraphics.rotation += 0.1; // Remove after maxLife if (self.life >= self.maxLife) { self.destroy(); for (var i = goldCoins.length - 1; i >= 0; i--) { if (goldCoins[i] === self) { goldCoins.splice(i, 1); break; } } } }; 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); // Create small smoke effect when firing createSmokeEffect(bullet.x, bullet.y + 10, 0.3); } } }; 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; }); // Smoke Particle class for realistic flame smoke effects var SmokeParticle = Container.expand(function () { var self = Container.call(this); var smokeGraphics = self.attachAsset('flower', { anchorX: 0.5, anchorY: 0.5, tint: 0x666666, alpha: 0.8 }); self.speed = -1 - Math.random() * 2; // Upward movement with variation self.drift = (Math.random() - 0.5) * 3; // Horizontal drift self.life = 0; self.maxLife = 60 + Math.random() * 40; // 1-1.5 seconds at 60fps self.initialScale = 0.5 + Math.random() * 0.5; self.targetScale = self.initialScale * (2 + Math.random() * 2); // Set initial scale smokeGraphics.scaleX = self.initialScale; smokeGraphics.scaleY = self.initialScale; // Start scaling and fading animation tween(smokeGraphics, { scaleX: self.targetScale, scaleY: self.targetScale, alpha: 0 }, { duration: self.maxLife * 16.67, // Convert ticks to milliseconds easing: tween.easeOut }); self.update = function () { self.life++; self.y += self.speed; self.x += self.drift; // Add some turbulence self.x += Math.sin(self.life * 0.1) * 0.5; // Remove when life expires if (self.life >= self.maxLife) { self.destroy(); // Remove from smoke particles array for (var i = smokeParticles.length - 1; i >= 0; i--) { if (smokeParticles[i] === self) { smokeParticles.splice(i, 1); break; } } } }; 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 ****/ // Set background // Legacy Enemy for compatibility var Enemy = BasicEnemy; game.setBackgroundColor(0x87CEEB); // Light sky blue color // Add multiple cloud elements to create a cloudy sky effect var cloud1 = LK.getAsset('manzara', { width: 300, height: 150, scaleX: 3, scaleY: 1.5, alpha: 0.6, tint: 0xFFFFFF, x: 200, y: 300 }); game.addChildAt(cloud1, 0); var cloud2 = LK.getAsset('manzara', { width: 400, height: 200, scaleX: 4, scaleY: 2, alpha: 0.4, tint: 0xF0F8FF, x: 800, y: 150 }); game.addChildAt(cloud2, 0); var cloud3 = LK.getAsset('manzara', { width: 350, height: 180, scaleX: 3.5, scaleY: 1.8, alpha: 0.5, tint: 0xFFFFFF, x: 1400, y: 400 }); game.addChildAt(cloud3, 0); var cloud4 = LK.getAsset('manzara', { width: 250, height: 120, scaleX: 2.5, scaleY: 1.2, alpha: 0.7, tint: 0xF5F5F5, x: 1600, y: 200 }); game.addChildAt(cloud4, 0); var cloud5 = LK.getAsset('manzara', { width: 300, height: 160, scaleX: 3, scaleY: 1.6, alpha: 0.3, tint: 0xFFFFFF, x: 100, y: 600 }); game.addChildAt(cloud5, 0); // Game variables var hero; var enemies = []; var heroBullets = []; var smokeParticles = []; var goldCoins = []; 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); // Function to create smoke effect function createSmokeEffect(x, y, intensity) { intensity = intensity || 1; var particleCount = 3 + Math.floor(Math.random() * 5) * intensity; for (var i = 0; i < particleCount; i++) { var smoke = new SmokeParticle(); smoke.x = x + (Math.random() - 0.5) * 30; smoke.y = y + (Math.random() - 0.5) * 20; smokeParticles.push(smoke); game.addChild(smoke); } } // Function to drop gold coins when enemy dies function dropGoldCoins(x, y, enemyType) { var coinCount = 3 + Math.floor(Math.random() * 2); // 3-4 coins // Boss enemies drop more coins if (enemyType === 'boss') { coinCount += 2; } for (var i = 0; i < coinCount; i++) { var coin = new GoldCoin(); coin.x = x + (Math.random() - 0.5) * 50; coin.y = y + (Math.random() - 0.5) * 30; // Add some initial velocity spread coin.speedX = (Math.random() - 0.5) * 12; coin.speedY = -2 - Math.random() * 4; goldCoins.push(coin); game.addChild(coin); } } // 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) { LK.setScore(LK.getScore() + enemy.points); scoreTxt.setText('Score: ' + LK.getScore()); // Create smoke effect when enemy is destroyed createSmokeEffect(enemy.x, enemy.y, enemy.type === 'boss' ? 3 : 1); // Drop gold coins when enemy dies dropGoldCoins(enemy.x, enemy.y, enemy.type); enemy.destroy(); enemies.splice(j, 1); } else { // Enemy damaged but not destroyed - flash red and create small smoke LK.effects.flashObject(enemy, 0xff0000, 200); createSmokeEffect(enemy.x, enemy.y, 0.5); } 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); } } // Update and check gold coin collection for (var c = goldCoins.length - 1; c >= 0; c--) { var coin = goldCoins[c]; // Check if hero collects coin if (coin.intersects(hero)) { LK.setScore(LK.getScore() + coin.value); scoreTxt.setText('Score: ' + LK.getScore()); // Add collection effect tween(coin, { scaleX: 2, scaleY: 2, alpha: 0 }, { duration: 200, easing: tween.easeOut, onFinish: function onFinish() { coin.destroy(); } }); goldCoins.splice(c, 1); LK.getSound('4581').play(); } } // 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');
===================================================================
--- original.js
+++ change.js
@@ -61,8 +61,64 @@
self.y += self.speed;
};
return self;
});
+// Gold Coin class for collectible coins
+var GoldCoin = Container.expand(function () {
+ var self = Container.call(this);
+ var coinGraphics = self.attachAsset('flower', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ tint: 0xFFD700,
+ scaleX: 0.8,
+ scaleY: 0.8
+ });
+ self.speedY = 2 + Math.random() * 3; // Downward speed
+ self.speedX = (Math.random() - 0.5) * 8; // Random horizontal speed
+ self.gravity = 0.15;
+ self.bounce = 0.7;
+ self.life = 0;
+ self.maxLife = 600; // 10 seconds at 60fps
+ self.value = 5; // Points value
+ // Add floating animation
+ tween(coinGraphics, {
+ scaleX: 1.2,
+ scaleY: 1.2
+ }, {
+ duration: 500,
+ easing: tween.easeInOut
+ });
+ self.update = function () {
+ self.life++;
+ // Apply physics
+ self.speedY += self.gravity;
+ self.x += self.speedX;
+ self.y += self.speedY;
+ // Bounce off ground
+ if (self.y >= 2732 - 100) {
+ self.y = 2732 - 100;
+ self.speedY *= -self.bounce;
+ self.speedX *= 0.8; // Friction
+ }
+ // Bounce off walls
+ if (self.x <= 50 || self.x >= 1998) {
+ self.speedX *= -1;
+ }
+ // Add floating effect
+ coinGraphics.rotation += 0.1;
+ // Remove after maxLife
+ if (self.life >= self.maxLife) {
+ self.destroy();
+ for (var i = goldCoins.length - 1; i >= 0; i--) {
+ if (goldCoins[i] === self) {
+ goldCoins.splice(i, 1);
+ break;
+ }
+ }
+ }
+ };
+ return self;
+});
// Set background
var Hero = Container.expand(function () {
var self = Container.call(this);
var heroGraphics = self.attachAsset('heroBox', {
@@ -290,8 +346,9 @@
var hero;
var enemies = [];
var heroBullets = [];
var smokeParticles = [];
+var goldCoins = [];
var waveNumber = 1;
var enemiesSpawned = 0;
var enemiesPerWave = 5;
var spawnTimer = 0;
@@ -329,8 +386,26 @@
smokeParticles.push(smoke);
game.addChild(smoke);
}
}
+// Function to drop gold coins when enemy dies
+function dropGoldCoins(x, y, enemyType) {
+ var coinCount = 3 + Math.floor(Math.random() * 2); // 3-4 coins
+ // Boss enemies drop more coins
+ if (enemyType === 'boss') {
+ coinCount += 2;
+ }
+ for (var i = 0; i < coinCount; i++) {
+ var coin = new GoldCoin();
+ coin.x = x + (Math.random() - 0.5) * 50;
+ coin.y = y + (Math.random() - 0.5) * 30;
+ // Add some initial velocity spread
+ coin.speedX = (Math.random() - 0.5) * 12;
+ coin.speedY = -2 - Math.random() * 4;
+ goldCoins.push(coin);
+ game.addChild(coin);
+ }
+}
// Touch controls
game.down = function (x, y, obj) {
dragNode = hero;
hero.x = x;
@@ -404,8 +479,10 @@
LK.setScore(LK.getScore() + enemy.points);
scoreTxt.setText('Score: ' + LK.getScore());
// Create smoke effect when enemy is destroyed
createSmokeEffect(enemy.x, enemy.y, enemy.type === 'boss' ? 3 : 1);
+ // Drop gold coins when enemy dies
+ dropGoldCoins(enemy.x, enemy.y, enemy.type);
enemy.destroy();
enemies.splice(j, 1);
} else {
// Enemy damaged but not destroyed - flash red and create small smoke
@@ -429,8 +506,31 @@
enemy.destroy();
enemies.splice(k, 1);
}
}
+ // Update and check gold coin collection
+ for (var c = goldCoins.length - 1; c >= 0; c--) {
+ var coin = goldCoins[c];
+ // Check if hero collects coin
+ if (coin.intersects(hero)) {
+ LK.setScore(LK.getScore() + coin.value);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ // Add collection effect
+ tween(coin, {
+ scaleX: 2,
+ scaleY: 2,
+ alpha: 0
+ }, {
+ duration: 200,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ coin.destroy();
+ }
+ });
+ goldCoins.splice(c, 1);
+ LK.getSound('4581').play();
+ }
+ }
// Check if wave is complete
if (enemies.length === 0 && enemiesSpawned >= enemiesPerWave) {
waveNumber++;
waveTxt.setText('Wave: ' + waveNumber);
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