User prompt
Korunma kalkanı efectini kullan ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncu ölüp geri geldikten sonra 2 saniye boyunca korunma kalkanına sahip olur ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Parçacık efektide ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Parçacık dagılmasıda ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Biraz daha yüksege fırlayıp gitsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncu ikinci mermiye degdiginden oyun ekranından fırlayıp dönerek gitsin ve sonra ekrana sag taraftan dönsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Duman ve alevde ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncu 2.mermiye temas ederse yangın animasyonu olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2.mermi temasında parçalanma efecti çıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2.mermi temasında ateş ve parçacıklar etrafa saçılsın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Eger oyuncu 2. Mermiye dokunursa alev animasyonu eklensin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2. Mermi için patlama animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncunun 3 canı olsun
User prompt
İkinci mermi için ses dosyası ekle
User prompt
Birinci mermi için ses varlıgı ekle
User prompt
Oluşturulan mermi çeşidi öldürücü
User prompt
Düşman için yeni mermi çeşidi ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşmanın mermisi oyuncuya puan kazandıroyor
User prompt
Oyuncu birinci mermiyi topladıgında puan kazansın
User prompt
Ölüm mermisi daha az yumurtlasın
User prompt
Düşman için yeni bir mermi varlıgı ekle bu mermi oyuncuyu öldürüyor
User prompt
Düşman için mermi çeşidi ekle 1. Mermi çeşidi puan kazandırırken oyuncu 2. Mermi çeşidine dokunursa ölüyor
User prompt
Düşman mermi resim varlıkları ekle
User prompt
Düşmanın alt kısmına yürüme animasyonu ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Elipsler aşagı yukarı degil saga sola titresin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/****
* 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: -80,
y: 200
});
// Create right leg
var rightLeg = self.attachAsset('enemyLeg', {
anchorX: 0.5,
anchorY: 0,
x: 160,
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 with walking motion (horizontal and vertical)
tween(leftLeg, {
x: leftLeg.x === -80 ? -100 : -80,
y: leftLeg.y === 200 ? 180 : 200
}, {
duration: 200,
easing: tween.easeInOut
});
// Animate right leg with walking motion (opposite to left leg)
tween(rightLeg, {
x: rightLeg.x === 160 ? 180 : 160,
y: rightLeg.y === 200 ? 180 : 200
}, {
duration: 200,
easing: tween.easeInOut
});
}
// Shooting logic
self.shootTimer++;
if (self.shootTimer >= self.shootInterval) {
self.shootTimer = 0;
// Randomly choose projectile type
if (Math.random() > 0.5) {
// Create regular projectile
var projectile = new EnemyProjectile();
projectile.x = self.x;
projectile.y = self.y + 50;
enemyProjectiles.push(projectile);
game.addChild(projectile);
} else {
// Create new projectile type
var projectile2 = new EnemyProjectile2();
projectile2.x = self.x;
projectile2.y = self.y + 50;
enemyProjectiles2.push(projectile2);
game.addChild(projectile2);
}
// Play enemy shooting sound
LK.getSound('enemyShoot').play();
}
};
return self;
});
var EnemyProjectile = Container.expand(function () {
var self = Container.call(this);
var projectileBody = self.attachAsset('enemyProjectile', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 2.0,
scaleY: 2.0
});
self.speed = 6;
self.update = function () {
self.y += self.speed;
};
return self;
});
var EnemyProjectile2 = Container.expand(function () {
var self = Container.call(this);
var projectileBody = self.attachAsset('enemyProjectile2', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.5,
scaleY: 1.5
});
self.speed = 4;
self.sideSpeed = 2;
self.direction = Math.random() > 0.5 ? 1 : -1;
self.update = function () {
self.y += self.speed;
self.x += self.sideSpeed * self.direction;
// Bounce off screen edges
if (self.x <= 0 || self.x >= 2048) {
self.direction *= -1;
}
};
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 = [];
var enemyProjectiles2 = [];
// Create enemy at top of screen
enemy = game.addChild(new Enemy());
enemy.x = 1124; // Move slightly to the right
enemy.y = 450; // Moved up from previous position
// 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)) {
// Award points when hit by enemy projectile
LK.setScore(LK.getScore() + 10);
projectile.destroy();
enemyProjectiles.splice(i, 1);
}
}
// Update enemy projectiles type 2
for (var j = enemyProjectiles2.length - 1; j >= 0; j--) {
var projectile2 = enemyProjectiles2[j];
// Remove projectiles that go off screen
if (projectile2.y > 2732 + 50 || projectile2.x < -100 || projectile2.x > 2148) {
projectile2.destroy();
enemyProjectiles2.splice(j, 1);
continue;
}
// Check collision with player
if (projectile2.intersects(player)) {
// This projectile type is deadly - show game over
LK.showGameOver();
projectile2.destroy();
enemyProjectiles2.splice(j, 1);
}
}
}; ===================================================================
--- original.js
+++ change.js
@@ -279,10 +279,10 @@
continue;
}
// Check collision with player
if (projectile2.intersects(player)) {
- // Award more points for the harder to avoid projectile
- LK.setScore(LK.getScore() + 15);
+ // This projectile type is deadly - show game over
+ LK.showGameOver();
projectile2.destroy();
enemyProjectiles2.splice(j, 1);
}
}
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