User prompt
Olusturulan düşman elipslerini siyah renk yap
User prompt
Düşman ve yapılan elipsleri biraz yukarı sabitle
User prompt
Elipsleri biraz daha büyült
User prompt
Elipsleri yönünü yan yap
User prompt
Elipslerin rengini siyah yap
User prompt
Elipslerin boylarını büyült
User prompt
Elipslerin konumunu biraz saga kaydır
User prompt
Oluşturulan elipsleri düşmanın biraz sag tarafına kaydır
User prompt
Biraz saga kaydır
User prompt
Oluşan elipsler 180 derece döndür ve sabitle
User prompt
Biraz saga kaydır ve büyült
User prompt
Biraz saga kaydır ve dikdörtgenleri elips yap
User prompt
İki dikdörtgen mesafesini biraz yükselt
User prompt
Düşmanın alt kısmına iki tane dikdörtgen ekle ve yürüme animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman için yürüme animasyonu ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman konum 550
User prompt
Düşman boyutunu 4 yap
User prompt
Düşman için sesler ver resim dosyasını ekle
User prompt
600 yap
User prompt
Düşmanı biraz daha aşagı indir
User prompt
Düşmanı ekledigim ikincı arkaplanın zeminine ekle
User prompt
Düşmanı biraz aşagı indir
User prompt
Yukarıya bir düşman ekle aşagı dogru nesne atsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Çok az yukarı
User prompt
Çok hafif sol yap
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Enemy = Container.expand(function () {
var self = Container.call(this);
// Create enemy visual using enemy image asset
var enemyBody = self.attachAsset('enemy', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 4.0,
scaleY: 4.0
});
// Create left leg
var leftLeg = self.attachAsset('enemyLeg', {
anchorX: 0.5,
anchorY: 0,
x: -120,
y: 200
});
// Create right leg
var rightLeg = self.attachAsset('enemyLeg', {
anchorX: 0.5,
anchorY: 0,
x: 120,
y: 200
});
self.speed = 3;
self.direction = 1;
self.shootTimer = 0;
self.shootInterval = 90; // Shoot every 1.5 seconds at 60fps
self.walkAnimationTimer = 0;
self.update = function () {
// Move horizontally
self.x += self.speed * self.direction;
// Bounce at screen edges
if (self.x <= 100 || self.x >= 1948) {
self.direction *= -1;
}
// Walking animation - alternate leg positions
self.walkAnimationTimer++;
if (self.walkAnimationTimer >= 15) {
// Change leg position every 15 frames
self.walkAnimationTimer = 0;
// Animate left leg
tween(leftLeg, {
y: leftLeg.y === 200 ? 180 : 200
}, {
duration: 200,
easing: tween.easeInOut
});
// Animate right leg (opposite to left leg)
tween(rightLeg, {
y: rightLeg.y === 200 ? 180 : 200
}, {
duration: 200,
easing: tween.easeInOut
});
}
// Shooting logic
self.shootTimer++;
if (self.shootTimer >= self.shootInterval) {
self.shootTimer = 0;
// Create projectile
var projectile = new EnemyProjectile();
projectile.x = self.x;
projectile.y = self.y + 50;
enemyProjectiles.push(projectile);
game.addChild(projectile);
// Play enemy shooting sound
LK.getSound('enemyShoot').play();
}
};
return self;
});
var EnemyProjectile = Container.expand(function () {
var self = Container.call(this);
var projectileBody = self.attachAsset('eye', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0,
tint: 0xff4444
});
self.speed = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x8B4513
});
/****
* Game Code
****/
var backgroundImage = game.attachAsset('background', {
x: 0,
y: 0,
width: 2048,
height: 2732
});
// Add new background layer
var backgroundLayer = game.attachAsset('backgroundLayer', {
x: 0,
y: 0,
width: 2100,
height: 700
});
// Create ground terrain
var ground = game.attachAsset('ground', {
x: 0,
y: 2682,
// Position at bottom (2732 - 50 = 2682)
width: 2048,
height: 50
});
// Create and position player on the ground
var player = game.attachAsset('player', {
x: 2048 / 2,
// Center horizontally
y: 2682,
// Position touching the ground
scaleX: 1.0,
scaleY: 1.0,
anchorX: 0.5,
anchorY: 1.0
});
// Scale player to 3.0 using tween animation
tween(player, {
scaleX: 3.0,
scaleY: 3.0
}, {
duration: 500,
easing: tween.easeOut
});
// Create white eyes on the player
var leftEye = game.attachAsset('eyeWhite', {
x: player.x - 50,
y: player.y - 245,
anchorX: 0.5,
anchorY: 0.5
});
var rightEye = game.attachAsset('eyeWhite', {
x: player.x + 10,
y: player.y - 245,
anchorX: 0.5,
anchorY: 0.5
});
// Create black pupils inside the white eyes
var leftPupil = game.attachAsset('eye', {
x: player.x - 50,
y: player.y - 245,
anchorX: 0.5,
anchorY: 0.5
});
var rightPupil = game.attachAsset('eye', {
x: player.x + 10,
y: player.y - 245,
anchorX: 0.5,
anchorY: 0.5
});
// Variables for player movement
var playerSpeed = 8;
var targetX = player.x;
var isMoving = false;
// Enemy and projectile tracking
var enemy = null;
var enemyProjectiles = [];
// Create enemy at top of screen
enemy = game.addChild(new Enemy());
enemy.x = 1300; // Move further to the right
enemy.y = 550; // Moved further down from top of screen
// Touch/mouse controls for player movement
game.down = function (x, y, obj) {
// Set target position to touch/click location
targetX = x;
isMoving = true;
// Keep player within screen bounds
if (targetX < 0) targetX = 0;
if (targetX > 2048) targetX = 2048;
};
// Update player movement
game.update = function () {
if (isMoving) {
// Calculate distance to target
var distance = targetX - player.x;
// Move towards target
if (Math.abs(distance) > 5) {
if (distance > 0) {
player.x += playerSpeed;
} else {
player.x -= playerSpeed;
}
} else {
// Snap to target when close enough
player.x = targetX;
isMoving = false;
}
// Keep player within bounds
if (player.x < 0) player.x = 0;
if (player.x > 2048) player.x = 2048;
}
// Update eye positions to follow player
leftEye.x = player.x - 50;
leftEye.y = player.y - 245;
rightEye.x = player.x + 10;
rightEye.y = player.y - 245;
leftPupil.x = player.x - 50;
leftPupil.y = player.y - 245;
rightPupil.x = player.x + 10;
rightPupil.y = player.y - 245;
// Update enemy projectiles
for (var i = enemyProjectiles.length - 1; i >= 0; i--) {
var projectile = enemyProjectiles[i];
// Remove projectiles that go off screen
if (projectile.y > 2732 + 50) {
projectile.destroy();
enemyProjectiles.splice(i, 1);
continue;
}
// Check collision with player
if (projectile.intersects(player)) {
// Flash screen red when hit
LK.effects.flashScreen(0xff0000, 500);
projectile.destroy();
enemyProjectiles.splice(i, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -19,18 +19,16 @@
var leftLeg = self.attachAsset('enemyLeg', {
anchorX: 0.5,
anchorY: 0,
x: -120,
- y: 200,
- rotation: Math.PI
+ y: 200
});
// Create right leg
var rightLeg = self.attachAsset('enemyLeg', {
anchorX: 0.5,
anchorY: 0,
x: 120,
- y: 200,
- rotation: Math.PI
+ y: 200
});
self.speed = 3;
self.direction = 1;
self.shootTimer = 0;
@@ -179,9 +177,9 @@
var enemy = null;
var enemyProjectiles = [];
// Create enemy at top of screen
enemy = game.addChild(new Enemy());
-enemy.x = 1124; // Move slightly to the right
+enemy.x = 1300; // Move further to the right
enemy.y = 550; // Moved further down from top of screen
// Touch/mouse controls for player movement
game.down = function (x, y, obj) {
// Set target position to touch/click location
3d köstebek. In-Game asset. 2d. High contrast. No shadows
Elinde havuç olan kızgın bir çiftçi. Karakter ayakkabısı siyah
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Kalp 3d. In-Game asset. 2d. High contrast. No shadows