User prompt
düşman askerleri olsun hareket etsinler . ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
silah dürbünj özelliğini kaldır.
User prompt
zoom özelliğini kaldır.
User prompt
oyun ekranını göster.
Code edit (1 edits merged)
Please save this source code
User prompt
Sniper Elite: Precision Strike
Initial prompt
keskin nişancı oyunu olsun .Düşman askerlerini vursun .ekranda zom özelliği olsun.Dürbün olsun.
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
var enemyGraphics = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 1.0
});
// Movement properties
self.speed = 1 + Math.random() * 2;
self.direction = (Math.random() - 0.5) * 2;
self.changeDirectionTimer = 0;
self.lastX = 0;
self.lastY = 0;
self.update = function () {
// Store last position for collision detection
self.lastX = self.x;
self.lastY = self.y;
// Change direction randomly
self.changeDirectionTimer++;
if (self.changeDirectionTimer > 180) {
// Change direction every 3 seconds
self.direction = (Math.random() - 0.5) * 2;
self.changeDirectionTimer = 0;
}
// Move horizontally
self.x += self.direction * self.speed;
// Keep within battlefield bounds
if (self.x < 200) {
self.x = 200;
self.direction = Math.abs(self.direction);
}
if (self.x > 3800) {
self.x = 3800;
self.direction = -Math.abs(self.direction);
}
};
return self;
});
var HitMarker = Container.expand(function () {
var self = Container.call(this);
var markerGraphics = self.attachAsset('hitMarker', {
anchorX: 0.5,
anchorY: 0.5
});
self.timer = 0;
self.lifetime = 60; // 1 second at 60fps
self.update = function () {
self.timer++;
// Fade out over time
markerGraphics.alpha = 1 - self.timer / self.lifetime;
if (self.timer >= self.lifetime) {
self.destroy();
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game variables
var enemies = [];
var hitMarkers = [];
var battlefield;
var cameraX = 0;
var cameraY = 0;
var targetCameraX = 0;
var targetCameraY = 0;
var score = 0;
// Create battlefield background
battlefield = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 2048,
y: 2048
}));
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
scoreTxt.y = 100;
// Spawn initial enemies
for (var i = 0; i < 5; i++) {
var enemy = new Enemy();
enemy.x = 500 + Math.random() * 3000;
enemy.y = 1800 + Math.random() * 400;
enemies.push(enemy);
battlefield.addChild(enemy);
}
// Touch controls
game.down = function (x, y, obj) {
// Convert screen coordinates to battlefield coordinates
var battlefieldPos = battlefield.toLocal({
x: x - game.x,
y: y - game.y
});
// Check for enemy hits
var hit = false;
for (var i = enemies.length - 1; i >= 0; i--) {
var enemy = enemies[i];
var distance = Math.sqrt(Math.pow(battlefieldPos.x - enemy.x, 2) + Math.pow(battlefieldPos.y - enemy.y, 2));
// Hit detection with some tolerance
if (distance < 60) {
// Create hit marker
var hitMarker = new HitMarker();
hitMarker.x = enemy.x;
hitMarker.y = enemy.y;
hitMarkers.push(hitMarker);
battlefield.addChild(hitMarker);
// Remove enemy
enemy.destroy();
enemies.splice(i, 1);
// Update score
score += 10;
LK.setScore(score);
scoreTxt.setText('Score: ' + score);
// Play hit sound
LK.getSound('hit').play();
hit = true;
break;
}
}
if (!hit) {
// Play miss sound
LK.getSound('shoot').play();
}
// Spawn new enemy if less than 5
if (enemies.length < 5) {
var newEnemy = new Enemy();
newEnemy.x = 500 + Math.random() * 3000;
newEnemy.y = 1800 + Math.random() * 400;
enemies.push(newEnemy);
battlefield.addChild(newEnemy);
}
};
// Camera movement with touch
game.move = function (x, y, obj) {
// Update target camera position based on touch
targetCameraX = -(x - 1024) * 2;
targetCameraY = -(y - 1366) * 1.5;
// Clamp camera bounds
targetCameraX = Math.max(-1500, Math.min(1500, targetCameraX));
targetCameraY = Math.max(-800, Math.min(800, targetCameraY));
};
// Game update loop
game.update = function () {
// Smooth camera movement
cameraX += (targetCameraX - cameraX) * 0.1;
cameraY += (targetCameraY - cameraY) * 0.1;
// Apply camera position to battlefield
battlefield.x = 2048 + cameraX;
battlefield.y = 2048 + cameraY;
// Clean up destroyed hit markers
for (var i = hitMarkers.length - 1; i >= 0; i--) {
var marker = hitMarkers[i];
if (marker.timer >= marker.lifetime) {
hitMarkers.splice(i, 1);
}
}
// Win condition
if (score >= 100) {
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -55,28 +55,8 @@
}
};
return self;
});
-// Game variables
-var Scope = Container.expand(function () {
- var self = Container.call(this);
- // Create scope background
- var scopeGraphics = self.attachAsset('scope', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Create crosshair lines
- var crosshairV = self.attachAsset('crosshair', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- var crosshairH = self.attachAsset('crosshair', {
- anchorX: 0.5,
- anchorY: 0.5,
- rotation: Math.PI / 2
- });
- return self;
-});
/****
* Initialize Game
****/
@@ -89,9 +69,8 @@
****/
// Game variables
var enemies = [];
var hitMarkers = [];
-var scope;
var battlefield;
var cameraX = 0;
var cameraY = 0;
var targetCameraX = 0;
@@ -103,12 +82,8 @@
anchorY: 0.5,
x: 2048,
y: 2048
}));
-// Create scope overlay
-scope = LK.gui.center.addChild(new Scope());
-scope.x = 0;
-scope.y = 0;
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
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