User prompt
kule imlecin gittiği yöne dönsün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zombie çeşidi 6 olsun.
User prompt
alev oku isabet edince duman ve alev patlaması olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
alev oku isabetlerinde patlama sesi olsun.
User prompt
ekrana dokunmadan ateş etmesin.
User prompt
üzerine dokunduğumuz düşmana ateş etsin .
User prompt
silahımızı ortadaki kuleye yerleştir.
User prompt
mermi hızını artır 3 kat
User prompt
kule ateşetsin
User prompt
silah menzilini 10 kat artır.
User prompt
kule silah menzilimizi 10 kat artır.
User prompt
Ekranda dokunduğumuz yere doğru silah kulemizden mermi atılsın..
User prompt
silahımız gelen zombilere, ekranda dokunduğumuz yere ateş etsin.
User prompt
6 tür zombi gelsin.
User prompt
Zombiler 6 çeşit olsun.
User prompt
100 bölüm oyun olsun.Her bölüm 5 dalga olsun .Her bölümde düşmanlarımız değişsin.
User prompt
silahımız dokunduğumuz düşmana dönsün. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zoom iptal et
User prompt
Düşman kulemize yaklaştıkça silahımızın gücü artsın.
User prompt
silah kulemiz gelen düşmanlara dokundukça ateş etsin.
User prompt
uzaktan üzerimize gelen zombiler olsun.
User prompt
düşmanlar ekranın üstünden yürüyerek gelsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
karşımızda düşman olsun.Ekranın ortasından uzaklardan çıkarak silah kulemize doğru gelsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
silahımızın artı şeklinde hareket eden bir artıkıl ı olsun. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
zoom kaldır
/****
* Classes
****/
var Bullet = Container.expand(function (startX, startY, targetX, targetY) {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('hitMarker', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.3,
scaleY: 0.3
});
self.x = startX;
self.y = startY;
// Calculate direction and speed
var dx = targetX - startX;
var dy = targetY - startY;
var distance = Math.sqrt(dx * dx + dy * dy);
self.speed = 45;
self.velocityX = dx / distance * self.speed;
self.velocityY = dy / distance * self.speed;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove bullet if it goes off screen - 100x increased range
if (self.x < -10000 || self.x > 12048 || self.y < -10000 || self.y > 12732) {
self.shouldDestroy = true;
}
};
return self;
});
var SniperScope = Container.expand(function () {
var self = Container.call(this);
var scopeGraphics = self.attachAsset('scope', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 8,
scaleY: 8
});
var crosshairGraphics = self.attachAsset('crosshair', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
self.lastIntersectingZombie = null;
self.shootCooldown = 0;
self.update = function () {
// Decrease shoot cooldown
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
return self;
});
// Game variables
var Zombie = Container.expand(function (enemyType) {
var self = Container.call(this);
self.enemyType = enemyType || 'enemy';
var zombieGraphics = self.attachAsset(self.enemyType, {
anchorX: 0.5,
anchorY: 0.5
});
// Zombie properties - vary by enemy type
var speedMultiplier = 1;
var healthMultiplier = 1;
switch (self.enemyType) {
case 'zombie':
speedMultiplier = 1.0;
healthMultiplier = 1.0;
break;
case 'soldier':
speedMultiplier = 1.2;
healthMultiplier = 1.5;
break;
case 'robot':
speedMultiplier = 0.8;
healthMultiplier = 2;
break;
case 'alien':
speedMultiplier = 1.5;
healthMultiplier = 1.2;
break;
case 'demon':
speedMultiplier = 2.0;
healthMultiplier = 2.5;
break;
case 'mutant':
speedMultiplier = 0.6;
healthMultiplier = 3.0;
break;
}
self.speed = (2 + Math.random() * 3) * speedMultiplier; // Random speed between 2-5
self.health = Math.ceil(healthMultiplier);
self.maxHealth = self.health;
self.targetX = 1024; // Center of screen
self.targetY = 1366; // Center of screen
self.update = function () {
// Move towards player (center of screen)
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
// Normalize and apply speed
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});
/****
* Game Code
****/
// Game variables
var zombies = [];
var bullets = [];
var score = 0;
var gameStarted = false;
var weaponPower = 1; // Base weapon power
var maxWeaponPower = 5; // Maximum weapon power
var currentLevel = 1;
var currentWave = 1;
var maxLevels = 100;
var maxWaves = 5;
var zombiesKilledThisWave = 0;
var zombiesNeededPerWave = 5;
var waveInProgress = false;
var enemyTypes = ['zombie', 'soldier', 'robot', 'alien', 'demon', 'mutant'];
var currentEnemyType = 'zombie';
var weaponTurretX = 1024; // Weapon turret position X
var weaponTurretY = 1366; // Weapon turret position Y (center of screen)
// Create battlefield background
var battlefield = game.addChild(LK.getAsset('background', {
anchorX: 0.5,
anchorY: 0.5,
x: 1024,
y: 1366
}));
// Create sniper scope
var scope = game.addChild(new SniperScope());
scope.x = 1024;
scope.y = 1366;
// Create score display
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0, 0);
scoreTxt.x = 50;
scoreTxt.y = 50;
LK.gui.topLeft.addChild(scoreTxt);
// Create level and wave display
var levelTxt = new Text2('Level: 1 Wave: 1', {
size: 50,
fill: 0xFFFFFF
});
levelTxt.anchor.set(0, 0);
levelTxt.x = 50;
levelTxt.y = 120;
LK.gui.topLeft.addChild(levelTxt);
// Function to start next wave
function startNextWave() {
waveInProgress = true;
zombiesKilledThisWave = 0;
// Determine enemy type based on level - distribute 6 types across 100 levels
var levelGroup = Math.floor((currentLevel - 1) / 17); // Approximately 17 levels per enemy type
currentEnemyType = enemyTypes[Math.min(levelGroup, enemyTypes.length - 1)];
}
// Function to spawn enemy for current wave
function spawnEnemy() {
if (!waveInProgress) return;
var zombie = new Zombie(currentEnemyType);
// Spawn from random edges of the screen
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
zombie.x = Math.random() * 2048;
zombie.y = -100;
break;
case 1:
// Right
zombie.x = 2148;
zombie.y = Math.random() * 2732;
break;
case 2:
// Bottom
zombie.x = Math.random() * 2048;
zombie.y = 2832;
break;
case 3:
// Left
zombie.x = -100;
zombie.y = Math.random() * 2732;
break;
}
zombie.lastX = zombie.x;
zombie.lastY = zombie.y;
zombie.lastIntersecting = false;
zombies.push(zombie);
game.addChild(zombie);
}
// Start first wave
startNextWave();
// Spawn enemies periodically
var spawnTimer = LK.setInterval(function () {
spawnEnemy();
}, 2000); // Spawn every 2 seconds
// Removed automatic turret shooting - now only shoots on touch
// Game event handlers
game.down = function (x, y, obj) {
// Check if we touched an enemy
var touchedEnemy = null;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
var dx = x - zombie.x;
var dy = y - zombie.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 60) {
// Touch tolerance
touchedEnemy = zombie;
break;
}
}
if (touchedEnemy) {
// Fire at the touched enemy
var bullet = new Bullet(weaponTurretX, weaponTurretY, touchedEnemy.x, touchedEnemy.y);
bullets.push(bullet);
game.addChild(bullet);
// Play shooting sound
LK.getSound('shoot').play();
} else {
// Create bullet from weapon turret to touched position (original behavior)
var bullet = new Bullet(weaponTurretX, weaponTurretY, x, y);
bullets.push(bullet);
game.addChild(bullet);
// Play shooting sound
LK.getSound('shoot').play();
}
};
// Main game update loop
game.update = function () {
// Update bullets and check for collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
// Check collision with zombies
for (var j = zombies.length - 1; j >= 0; j--) {
var zombie = zombies[j];
var dx = bullet.x - zombie.x;
var dy = bullet.y - zombie.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < 40) {
// Hit detection
// Create hit marker at impact point
var hitMarker = game.addChild(LK.getAsset('hitMarker', {
anchorX: 0.5,
anchorY: 0.5,
x: zombie.x,
y: zombie.y,
scaleX: weaponPower * 0.5,
scaleY: weaponPower * 0.5
}));
// Remove hit marker after short time
LK.setTimeout(function () {
hitMarker.destroy();
}, 200);
// Remove zombie
zombie.destroy();
zombies.splice(j, 1);
// Remove bullet
bullet.destroy();
bullets.splice(i, 1);
// Increase score
score += 10 * weaponPower;
zombiesKilledThisWave++;
scoreTxt.setText('Score: ' + score + ' | Power: ' + weaponPower);
levelTxt.setText('Level: ' + currentLevel + ' Wave: ' + currentWave);
break;
}
}
// Remove bullets that are off screen
if (bullet.shouldDestroy) {
bullet.destroy();
bullets.splice(i, 1);
}
}
// Check for automatic shooting when scope intersects with zombies
var currentIntersectingZombie = null;
for (var i = 0; i < zombies.length; i++) {
var zombie = zombies[i];
if (scope.intersects(zombie)) {
currentIntersectingZombie = zombie;
break;
}
}
// Calculate weapon power based on closest zombie distance
var closestDistance = Infinity;
for (var k = 0; k < zombies.length; k++) {
var zombie = zombies[k];
var dx = zombie.x - scope.x;
var dy = zombie.y - scope.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance < closestDistance) {
closestDistance = distance;
}
}
// Update weapon power based on proximity (closer = more powerful)
if (closestDistance < 200) {
weaponPower = maxWeaponPower; // Maximum power when very close
} else if (closestDistance < 400) {
weaponPower = 4;
} else if (closestDistance < 600) {
weaponPower = 3;
} else if (closestDistance < 800) {
weaponPower = 2;
} else {
weaponPower = 1; // Base power when far
}
// Auto-shoot when intersecting with a zombie and cooldown is ready
if (currentIntersectingZombie && scope.shootCooldown <= 0) {
// Create hit marker with size based on weapon power
var hitMarker = game.addChild(LK.getAsset('hitMarker', {
anchorX: 0.5,
anchorY: 0.5,
x: currentIntersectingZombie.x,
y: currentIntersectingZombie.y,
scaleX: weaponPower * 0.5,
scaleY: weaponPower * 0.5
}));
// Remove hit marker after short time
LK.setTimeout(function () {
hitMarker.destroy();
}, 200);
// Play shooting sound
LK.getSound('shoot').play();
// Remove zombie from array and destroy
for (var j = zombies.length - 1; j >= 0; j--) {
if (zombies[j] === currentIntersectingZombie) {
currentIntersectingZombie.destroy();
zombies.splice(j, 1);
break;
}
}
// Increase score based on weapon power
score += 10 * weaponPower;
zombiesKilledThisWave++;
scoreTxt.setText('Score: ' + score + ' | Power: ' + weaponPower);
levelTxt.setText('Level: ' + currentLevel + ' Wave: ' + currentWave);
// Set cooldown to prevent rapid firing
scope.shootCooldown = 30; // 0.5 seconds at 60fps
}
// Update all zombies
for (var i = zombies.length - 1; i >= 0; i--) {
var zombie = zombies[i];
// Check if zombie reached center (player position)
var dx = zombie.x - 1024;
var dy = zombie.y - 1366;
var distanceToCenter = Math.sqrt(dx * dx + dy * dy);
if (distanceToCenter < 50) {
// Game over - zombie reached player
LK.effects.flashScreen(0xff0000, 1000);
LK.showGameOver();
return;
}
// Remove zombies that are too far (cleanup)
if (zombie.x < -200 || zombie.x > 2248 || zombie.y < -200 || zombie.y > 2932) {
zombie.destroy();
zombies.splice(i, 1);
}
}
// Check wave completion
if (waveInProgress && zombiesKilledThisWave >= zombiesNeededPerWave && zombies.length === 0) {
waveInProgress = false;
currentWave++;
// Check if completed all waves in level
if (currentWave > maxWaves) {
currentWave = 1;
currentLevel++;
zombiesNeededPerWave += 2; // Increase difficulty
}
// Check if completed all levels
if (currentLevel > maxLevels) {
LK.showYouWin();
return;
}
// Start next wave after short delay
LK.setTimeout(function () {
startNextWave();
}, 1000);
}
// Win condition - complete all 100 levels
if (currentLevel > maxLevels) {
LK.showYouWin();
}
}; ===================================================================
--- original.js
+++ change.js
@@ -212,34 +212,9 @@
// Spawn enemies periodically
var spawnTimer = LK.setInterval(function () {
spawnEnemy();
}, 2000); // Spawn every 2 seconds
-// Auto-shoot from turret periodically
-var turretShootTimer = LK.setInterval(function () {
- if (zombies.length > 0) {
- // Find closest zombie to turret
- var closestZombie = null;
- var closestDistance = Infinity;
- for (var i = 0; i < zombies.length; i++) {
- var zombie = zombies[i];
- var dx = zombie.x - weaponTurretX;
- var dy = zombie.y - weaponTurretY;
- var distance = Math.sqrt(dx * dx + dy * dy);
- if (distance < closestDistance) {
- closestDistance = distance;
- closestZombie = zombie;
- }
- }
- // Shoot at closest zombie
- if (closestZombie) {
- var bullet = new Bullet(weaponTurretX, weaponTurretY, closestZombie.x, closestZombie.y);
- bullets.push(bullet);
- game.addChild(bullet);
- // Play shooting sound
- LK.getSound('shoot').play();
- }
- }
-}, 500); // Shoot every 500ms
+// Removed automatic turret shooting - now only shoots on touch
// Game event handlers
game.down = function (x, y, obj) {
// Check if we touched an enemy
var touchedEnemy = null;
hareketli silah. In-Game asset. 2d. High contrast. No shadows
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zombie. In-Game asset. 2d. High contrast. No shadows
dinazor. In-Game asset. 2d. High contrast. No shadows
kuş bakışı silahlı kule.. In-Game asset. 2d. High contrast. No shadows
dairesel mevzi.. In-Game asset. 2d. High contrast. No shadows
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patlama efekti alev duman. In-Game asset. 2d. High contrast. No shadows