User prompt
Kalkan sesi çalma hızını azalt
User prompt
Kalkan sesi kalkan süresi boyunca tekrarlasın
User prompt
Kalkan sesi ekle
User prompt
2. Mermi için ses dosyası ekle
User prompt
Oyuncu 2. Mermiye çarptıgında sag elindeki nesne saga dogru fırlayıp ekrandan cıksın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncu 2. Mermiye çarptıgında sag elindeki nesne sola fırlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuncu 2. Mermiye çarptıgında sag elindeki nesne sola fırlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kalkan etkisi oyuncu geri geldiginde devreye girer
User prompt
Oyuncu 2.mermiye degdiginde sag elindeki nesne sola fırlasın ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Kalkan aktifleştiginde oyuncu sag el nesnesi görünmez olsun
User prompt
Kalkan sırasında oyuncunun sag elindeki nesne devredısı kalsın
User prompt
Oyuncu sag el için resim varlıgı ekle
User prompt
Oyuncu sol el için resim varlıgı ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Biraz daha aşagı
User prompt
Oyuncu sag el biraz aşagı
User prompt
Oyuncu sag el bölgesi nesne ekle
User prompt
2çmermi animasyonu biraz yukarı duöan ve parçacık ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2.mermi alev animasyon konumu yukarı ve sag ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2.mermi alev konumunu yukarı ve sag yap
User prompt
2. Mermi üzerine alev ve duman ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman boyutu büyült fakat üzerindeki göz ellerindeki nesneler ayaklarıda büyüsün ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşmanı üzerindeki göz ellerindeki nesnelerle kordineli olarak büyğlt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Düşman boyutunu büyült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
2. Mermi daha az yumurtlansın
User prompt
Cok hafif sola ve yukarı kaldır
/**** * 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 }); // Create right hand var rightHand = self.attachAsset('enemyRightHand', { anchorX: 0.5, anchorY: 0.5, x: 140, y: -20, scaleX: 1.5, scaleY: 1.5 }); // Create left hand var leftHand = self.attachAsset('enemyLeftHand', { anchorX: 0.5, anchorY: 0.5, x: -70, y: -70, scaleX: 1.5, scaleY: 1.5 }); // Create flame effect on right hand var handFlame = self.attachAsset('flame', { anchorX: 0.5, anchorY: 0.5, x: 190, y: -80, scaleX: 2.0, scaleY: 2.0, alpha: 0.8 }); // Initialize flame animation timer self.flameAnimationTimer = 0; // Create enemy eyes var leftEnemyEye = self.attachAsset('eyeWhite', { anchorX: 0.5, anchorY: 0.5, x: 48, y: -150, scaleX: 0.6, scaleY: 0.6 }); var rightEnemyEye = self.attachAsset('eyeWhite', { anchorX: 0.5, anchorY: 0.5, x: 108, y: -150, scaleX: 0.6, scaleY: 0.6 }); // Create black pupils inside the enemy white eyes var leftEnemyPupil = self.attachAsset('eye', { anchorX: 0.5, anchorY: 0.5, x: 48, y: -150, scaleX: 0.6, scaleY: 0.6 }); var rightEnemyPupil = self.attachAsset('eye', { anchorX: 0.5, anchorY: 0.5, x: 108, y: -150, scaleX: 0.6, scaleY: 0.6 }); 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 }); } // Update enemy pupils to track player if (player) { // Calculate angle from enemy pupils to player var leftEyeCenterX = self.x + 48; var leftEyeCenterY = self.y - 150; var rightEyeCenterX = self.x + 108; var rightEyeCenterY = self.y - 150; // Maximum distance pupils can move from center var maxPupilDistance = 8; // Calculate angles from eye centers to player var leftAngle = Math.atan2(player.y - leftEyeCenterY, player.x - leftEyeCenterX); var rightAngle = Math.atan2(player.y - rightEyeCenterY, player.x - rightEyeCenterX); // Position pupils to track player within eye boundaries leftEnemyPupil.x = 48 + Math.cos(leftAngle) * maxPupilDistance; leftEnemyPupil.y = -150 + Math.sin(leftAngle) * maxPupilDistance; rightEnemyPupil.x = 108 + Math.cos(rightAngle) * maxPupilDistance; rightEnemyPupil.y = -150 + Math.sin(rightAngle) * maxPupilDistance; } // Animate flame effect on right hand self.flameAnimationTimer++; if (self.flameAnimationTimer >= 5) { self.flameAnimationTimer = 0; // Create flickering flame effect tween(handFlame, { scaleX: 1.8 + Math.random() * 0.4, scaleY: 1.8 + Math.random() * 0.4, alpha: 0.6 + Math.random() * 0.3, rotation: (Math.random() - 0.5) * 0.2 }, { duration: 100 + Math.random() * 100, easing: tween.easeInOut }); // Create fire effect particles spreading from hand if (Math.random() < 0.15) { var fireParticle = new Particle(); fireParticle.x = self.x + 190 + (Math.random() - 0.5) * 25; fireParticle.y = self.y - 80 + (Math.random() - 0.5) * 20; fireParticle.velocityX = (Math.random() - 0.5) * 4; fireParticle.velocityY = -Math.random() * 3 - 1; particles.push(fireParticle); game.addChild(fireParticle); } // Create smoke effect particles if (Math.random() < 0.1) { var smokeParticle = game.attachAsset('smoke', { anchorX: 0.5, anchorY: 0.5, x: self.x + 190 + (Math.random() - 0.5) * 35, y: self.y - 80 + (Math.random() - 0.5) * 25, scaleX: 0.3 + Math.random() * 0.3, scaleY: 0.3 + Math.random() * 0.3, alpha: 0.5 }); // Animate smoke rising and fading tween(smokeParticle, { y: smokeParticle.y - 80 - Math.random() * 40, alpha: 0, scaleX: 1 + Math.random() * 0.5, scaleY: 1 + Math.random() * 0.5 }, { duration: 1000 + Math.random() * 500, easing: tween.easeOut, onFinish: function onFinish() { smokeParticle.destroy(); } }); } } // Shooting logic self.shootTimer++; if (self.shootTimer >= self.shootInterval) { self.shootTimer = 0; // Randomly choose projectile type with reduced probability for second projectile if (Math.random() > 0.25) { // 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 from right arm area var projectile2 = new EnemyProjectile2(); projectile2.x = self.x + 140; // Position at right arm/hand area 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.effectTimer = 0; 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; } // Create flame and smoke effects self.effectTimer++; if (self.effectTimer >= 5) { self.effectTimer = 0; // Create flame particles if (Math.random() < 0.8) { var flameParticle = game.attachAsset('flame', { anchorX: 0.5, anchorY: 0.5, x: self.x + 35 + (Math.random() - 0.5) * 30, y: self.y - 50 + (Math.random() - 0.5) * 20, scaleX: 0.5 + Math.random() * 0.3, scaleY: 0.5 + Math.random() * 0.3, alpha: 0.8 + Math.random() * 0.2 }); // Animate flame trailing behind projectile tween(flameParticle, { y: flameParticle.y + 40 + Math.random() * 30, x: flameParticle.x + (Math.random() - 0.5) * 20, alpha: 0, scaleX: 0.1, scaleY: 0.1 }, { duration: 300 + Math.random() * 200, easing: tween.easeOut, onFinish: function onFinish() { flameParticle.destroy(); } }); } // Create smoke particles if (Math.random() < 0.6) { var smokeParticle = game.attachAsset('smoke', { anchorX: 0.5, anchorY: 0.5, x: self.x + (Math.random() - 0.5) * 25, y: self.y + (Math.random() - 0.5) * 15, scaleX: 0.3 + Math.random() * 0.2, scaleY: 0.3 + Math.random() * 0.2, alpha: 0.6 }); // Animate smoke trailing and dispersing tween(smokeParticle, { y: smokeParticle.y + 50 + Math.random() * 25, x: smokeParticle.x + (Math.random() - 0.5) * 15, alpha: 0, scaleX: 0.8 + Math.random() * 0.4, scaleY: 0.8 + Math.random() * 0.4 }, { duration: 400 + Math.random() * 300, easing: tween.easeOut, onFinish: function onFinish() { smokeParticle.destroy(); } }); } // Create additional particle effects if (Math.random() < 0.4) { var projectileParticle = new Particle(); projectileParticle.x = self.x + (Math.random() - 0.5) * 40; projectileParticle.y = self.y - 10 + (Math.random() - 0.5) * 15; projectileParticle.velocityX = (Math.random() - 0.5) * 6; projectileParticle.velocityY = -Math.random() * 4 - 2; particles.push(projectileParticle); game.addChild(projectileParticle); } } }; return self; }); var Particle = Container.expand(function () { var self = Container.call(this); // Choose random particle color/type var particleTypes = ['redParticle', 'orangeParticle', 'yellowParticle', 'whiteParticle', 'smoke']; var randomType = particleTypes[Math.floor(Math.random() * particleTypes.length)]; var particleBody = self.attachAsset(randomType, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.3 + Math.random() * 0.6, scaleY: 0.3 + Math.random() * 0.6 }); // Random particle properties self.velocityX = (Math.random() - 0.5) * 8; self.velocityY = -Math.random() * 6 - 2; self.gravity = 0.2; self.life = 90 + Math.random() * 60; // 1.5-2.5 seconds at 60fps self.maxLife = self.life; self.update = function () { // Apply physics self.x += self.velocityX; self.y += self.velocityY; self.velocityY += self.gravity; // Fade out over time self.life--; self.alpha = self.life / self.maxLife; // Remove when life is over if (self.life <= 0) { self.destroy(); // Remove from particles array for (var p = particles.length - 1; p >= 0; p--) { if (particles[p] === self) { particles.splice(p, 1); break; } } } }; 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 }); // Create player feet var leftFoot = game.attachAsset('playerLeftFoot', { x: player.x - 80, y: player.y + 10, anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); var rightFoot = game.attachAsset('playerRightFoot', { x: player.x + 80, y: player.y + 10, anchorX: 0.5, anchorY: 0.5, scaleX: 2.0, scaleY: 2.0 }); // Create player right hand var playerRightHand = game.attachAsset('playerRightHand', { x: player.x + 120, y: player.y - 120, anchorX: 0.5, anchorY: 0.5, scaleX: 1.2, scaleY: 1.2 }); // Variables for player movement var playerSpeed = 8; var targetX = player.x; var isMoving = false; var playerLives = 3; var isShielded = false; var shieldTimer = 0; var shieldDuration = 240; // 4 seconds at 60fps var isFlying = false; // Track if player is currently flying after being hit var shieldBubble = null; // Shield bubble visual element var walkAnimationTimer = 0; // Timer for walking animation // Enemy and projectile tracking var enemy = null; var enemyProjectiles = []; var enemyProjectiles2 = []; var particles = []; // 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; } // Animate walking - move feet up and down alternately walkAnimationTimer++; if (walkAnimationTimer >= 10) { walkAnimationTimer = 0; // Animate left foot up and down tween(leftFoot, { y: leftFoot.y === player.y + 10 ? player.y - 10 : player.y + 10 }, { duration: 150, easing: tween.easeInOut }); // Animate right foot up and down (opposite to left foot) tween(rightFoot, { y: rightFoot.y === player.y + 10 ? player.y - 10 : player.y + 10 }, { duration: 150, easing: tween.easeInOut }); } } 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 feet positions to follow player leftFoot.x = player.x - 80; rightFoot.x = player.x + 80; // Update right hand position to follow player playerRightHand.x = player.x + 120; playerRightHand.y = player.y - 120; // Reset feet position when not moving if (!isMoving) { leftFoot.y = player.y + 10; rightFoot.y = player.y + 10; } // Update shield system if (isShielded) { shieldTimer--; // Hide player right hand when shield is active playerRightHand.visible = false; // Show shield bubble if not already visible if (!shieldBubble) { shieldBubble = game.attachAsset('shieldBubble', { x: player.x, y: player.y - 150, anchorX: 0.5, anchorY: 0.5, alpha: 0.1, tint: 0xffffff }); // Add pulsing animation to shield bubble tween(shieldBubble, { scaleX: 1.1, scaleY: 1.1, alpha: 0.2 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { if (shieldBubble) { tween(shieldBubble, { scaleX: 1.0, scaleY: 1.0, alpha: 0.05 }, { duration: 500, easing: tween.easeInOut }); } } }); } // Update shield bubble position to follow player if (shieldBubble) { shieldBubble.x = player.x; shieldBubble.y = player.y - 150; } // Flash player blue to indicate shield if (shieldTimer % 20 < 10) { player.tint = 0x00ffff; } else { player.tint = 0xffffff; } // Deactivate shield when timer expires if (shieldTimer <= 0) { isShielded = false; player.tint = 0xffffff; // Show player right hand when shield is deactivated playerRightHand.visible = true; // Stop pupil spinning and reset rotation tween.stop(leftPupil, { rotation: true }); tween.stop(rightPupil, { rotation: true }); leftPupil.rotation = 0; rightPupil.rotation = 0; // Remove shield bubble if (shieldBubble) { shieldBubble.destroy(); shieldBubble = null; } // Clear shield sound interval if (game.shieldSoundInterval) { LK.clearInterval(game.shieldSoundInterval); game.shieldSoundInterval = null; } } } // 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; // Keep pupils centered when not shielded, but track falling projectiles if (!isShielded) { // Default pupil positions (eye centers) var leftEyeCenterX = player.x - 50; var leftEyeCenterY = player.y - 245; var rightEyeCenterX = player.x + 10; var rightEyeCenterY = player.y - 245; // Maximum distance pupils can move from center var maxPupilDistance = 8; // Find closest falling projectile to track var closestProjectile = null; var closestDistance = Infinity; // Check all enemy projectiles for (var p = 0; p < enemyProjectiles.length; p++) { var proj = enemyProjectiles[p]; var distance = Math.sqrt(Math.pow(proj.x - player.x, 2) + Math.pow(proj.y - player.y, 2)); if (distance < closestDistance) { closestDistance = distance; closestProjectile = proj; } } // Check all enemy projectiles type 2 for (var p2 = 0; p2 < enemyProjectiles2.length; p2++) { var proj2 = enemyProjectiles2[p2]; var distance2 = Math.sqrt(Math.pow(proj2.x - player.x, 2) + Math.pow(proj2.y - player.y, 2)); if (distance2 < closestDistance) { closestDistance = distance2; closestProjectile = proj2; } } if (closestProjectile) { // Calculate angles from eye centers to the closest projectile var leftAngle = Math.atan2(closestProjectile.y - leftEyeCenterY, closestProjectile.x - leftEyeCenterX); var rightAngle = Math.atan2(closestProjectile.y - rightEyeCenterY, closestProjectile.x - rightEyeCenterX); // Position pupils within eye boundaries, tracking the projectile leftPupil.x = leftEyeCenterX + Math.cos(leftAngle) * maxPupilDistance; leftPupil.y = leftEyeCenterY + Math.sin(leftAngle) * maxPupilDistance; rightPupil.x = rightEyeCenterX + Math.cos(rightAngle) * maxPupilDistance; rightPupil.y = rightEyeCenterY + Math.sin(rightAngle) * maxPupilDistance; } else { // No projectiles to track, center pupils leftPupil.x = leftEyeCenterX; leftPupil.y = leftEyeCenterY; rightPupil.x = rightEyeCenterX; rightPupil.y = rightEyeCenterY; } } else { // When shield is active, make pupils move diagonally (down-left and diagonally) var leftEyeCenterX = player.x - 50; var leftEyeCenterY = player.y - 245; var rightEyeCenterX = player.x + 10; var rightEyeCenterY = player.y - 245; var maxBounceDistance = 12; // Use diagonal movement patterns based on time var bounceTime = LK.ticks * 0.12; // Create diagonal movements: down-left and cross-diagonal var bounceX = Math.sin(bounceTime) * maxBounceDistance; var bounceY = Math.cos(bounceTime * 0.8) * (maxBounceDistance * 0.7); // Position pupils with diagonal movement patterns leftPupil.x = leftEyeCenterX + bounceX; leftPupil.y = leftEyeCenterY + bounceY; rightPupil.x = rightEyeCenterX - bounceX; // Opposite X movement for variety rightPupil.y = rightEyeCenterY + bounceY; } // 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)) { // Check if player is protected by shield if (!isShielded) { // Award points when hit by enemy projectile LK.setScore(LK.getScore() + 10); // Play sound effect for first projectile hit LK.getSound('enemyProjectileHit').play(); // Create particle burst effect at player's mouth area for (var particleCount = 0; particleCount < 20; particleCount++) { var particle = new Particle(); particle.x = player.x + (Math.random() - 0.5) * 60; particle.y = player.y - 130 + (Math.random() - 0.5) * 40; // Position higher up from mouth area // Give particles much more dramatic spread velocity particle.velocityX = (Math.random() - 0.5) * 20; particle.velocityY = -Math.random() * 15 - 5; particles.push(particle); game.addChild(particle); } // Add mouth trembling effect during particle burst tween(player, { scaleX: player.scaleX + 0.2, scaleY: player.scaleY - 0.1 }, { duration: 80, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { scaleX: player.scaleX - 0.4, scaleY: player.scaleY + 0.2 }, { duration: 60, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { scaleX: 3.0, scaleY: 3.0 }, { duration: 100, easing: tween.easeOut }); } }); } }); } 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) && !isShielded && !isFlying) { // Play sound effect for second projectile hit LK.getSound('enemyProjectile2Hit').play(); // Stop current player movement isMoving = false; // Set flying state to true isFlying = true; // Player flies off screen to the left while spinning tween(player, { x: -200, y: player.y - 800, rotation: Math.PI * 4 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { // Return player from right side after flying off player.x = 2248; player.y = 2682; player.rotation = 0; // Reset flying state isFlying = false; // Activate shield protection isShielded = true; shieldTimer = shieldDuration; // Play shield activation sound LK.getSound('shieldSound').play(); // Set up repeating shield sound during shield duration var shieldSoundInterval = LK.setInterval(function () { if (isShielded && shieldTimer > 0) { LK.getSound('shieldSound').play(); } }, 800); // Play every 800ms (0.8 seconds) // Store interval reference for cleanup game.shieldSoundInterval = shieldSoundInterval; // Shield bubble will be created in the shield update section // Animate player returning to screen tween(player, { x: 2048 / 2 }, { duration: 800, easing: tween.easeOut }); } }); // Update feet positions during flight animation tween(leftFoot, { x: -330, y: player.y - 790 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { leftFoot.x = 2168; leftFoot.y = 2692; tween(leftFoot, { x: 2048 / 2 - 80 }, { duration: 800, easing: tween.easeOut }); } }); tween(rightFoot, { x: -120, y: player.y - 790 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { rightFoot.x = 2128; rightFoot.y = 2692; tween(rightFoot, { x: 2048 / 2 + 80 }, { duration: 800, easing: tween.easeOut }); } }); // Update eye positions during flight animation tween(leftEye, { x: -250, y: player.y - 1045 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { leftEye.x = 2198; leftEye.y = 2437; tween(leftEye, { x: 2048 / 2 - 50 }, { duration: 800, easing: tween.easeOut }); } }); tween(rightEye, { x: -190, y: player.y - 1045 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { rightEye.x = 2258; rightEye.y = 2437; tween(rightEye, { x: 2048 / 2 + 10 }, { duration: 800, easing: tween.easeOut }); } }); tween(leftPupil, { x: -250, y: player.y - 1045 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { leftPupil.x = 2198; leftPupil.y = 2437; tween(leftPupil, { x: 2048 / 2 - 50 }, { duration: 800, easing: tween.easeOut }); } }); tween(rightPupil, { x: -190, y: player.y - 1045 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { rightPupil.x = 2258; rightPupil.y = 2437; tween(rightPupil, { x: 2048 / 2 + 10 }, { duration: 800, easing: tween.easeOut }); } }); // Update right hand position during flight animation tween(playerRightHand, { x: -80, y: player.y - 920 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { playerRightHand.x = 2368; playerRightHand.y = 2562; tween(playerRightHand, { x: 2048 / 2 + 120 }, { duration: 800, easing: tween.easeOut }); } }); // Create particle burst effect for (var particleCount = 0; particleCount < 25; particleCount++) { var particle = new Particle(); particle.x = player.x + (Math.random() - 0.5) * 80; particle.y = player.y - 50 + (Math.random() - 0.5) * 70; // Give particles more dramatic velocities for this bigger explosion particle.velocityX = (Math.random() - 0.5) * 18; particle.velocityY = -Math.random() * 12 - 4; particles.push(particle); game.addChild(particle); } // Create smoke and flame effects for (var smokeCount = 0; smokeCount < 8; smokeCount++) { var smoke = game.attachAsset('smoke', { x: player.x + (Math.random() - 0.5) * 200, y: player.y - 100 + (Math.random() - 0.5) * 100, anchorX: 0.5, anchorY: 0.5, alpha: 0.8 }); // Animate smoke rising and fading tween(smoke, { y: smoke.y - 200 - Math.random() * 100, alpha: 0, scaleX: 2 + Math.random(), scaleY: 2 + Math.random() }, { duration: 2000 + Math.random() * 1000, easing: tween.easeOut, onFinish: function onFinish() { smoke.destroy(); } }); } for (var flameCount = 0; flameCount < 6; flameCount++) { var flame = game.attachAsset('flame', { x: player.x + (Math.random() - 0.5) * 150, y: player.y - 50 + (Math.random() - 0.5) * 80, anchorX: 0.5, anchorY: 0.5, alpha: 1 }); // Animate flames flickering and rising tween(flame, { y: flame.y - 150 - Math.random() * 50, alpha: 0, scaleX: 1.5 + Math.random() * 0.5, scaleY: 1.5 + Math.random() * 0.5 }, { duration: 1500 + Math.random() * 500, easing: tween.easeOut, onFinish: function onFinish() { flame.destroy(); } }); } // Create fire animation effect on player tween(player, { tint: 0xff4500 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { tint: 0xff0000 }, { duration: 200, easing: tween.easeInOut, onFinish: function onFinish() { tween(player, { tint: 0xffffff }, { duration: 300, easing: tween.easeOut }); } }); } }); // Reduce player lives playerLives--; if (playerLives <= 0) { // Show game over when no lives left LK.showGameOver(); } projectile2.destroy(); enemyProjectiles2.splice(j, 1); } } };
===================================================================
--- original.js
+++ change.js
@@ -613,8 +613,13 @@
if (shieldBubble) {
shieldBubble.destroy();
shieldBubble = null;
}
+ // Clear shield sound interval
+ if (game.shieldSoundInterval) {
+ LK.clearInterval(game.shieldSoundInterval);
+ game.shieldSoundInterval = null;
+ }
}
}
// Update eye positions to follow player
leftEye.x = player.x - 50;
@@ -780,8 +785,16 @@
isShielded = true;
shieldTimer = shieldDuration;
// Play shield activation sound
LK.getSound('shieldSound').play();
+ // Set up repeating shield sound during shield duration
+ var shieldSoundInterval = LK.setInterval(function () {
+ if (isShielded && shieldTimer > 0) {
+ LK.getSound('shieldSound').play();
+ }
+ }, 800); // Play every 800ms (0.8 seconds)
+ // Store interval reference for cleanup
+ game.shieldSoundInterval = shieldSoundInterval;
// Shield bubble will be created in the shield update section
// Animate player returning to screen
tween(player, {
x: 2048 / 2
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