User prompt
10 tane mermim olsun bitince kendiliğinden 3 saniye beklettikten sonra 10tane mermim olsun diye tekrarlasin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
parayı %30 küçült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
parayi büyüt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
parayi büyüt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
başlat menüsü yok
User prompt
haraket tuslarini kaldır istemiyorum
User prompt
haraket tuslarini falan kaldir dokunmatik daha iyi
User prompt
haraket joistik gibi olsun
User prompt
haraket tusu joistik olsun
User prompt
haraket tusu koy
User prompt
birazdaha büyüt mermiyi
User prompt
mermiyi büyüt
User prompt
birazdaha büyüt varliklari
User prompt
varliklar çok küçük büyüt
User prompt
oyun acilmiyor siyah ekran veriyor
User prompt
User prompt
Please continue polishing my design document.
Initial prompt
kuş bakışlı zombi öldürme oyunu her zombi basina belirli bir miktar para kazanmak ve silah almak yukseltme yapmak can barını artırmak koşu hizini artirmak zırh yukseltmesi yapmak silah yukseltme ve silah cesitlerini satin alip savasa devam etmek
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
var bulletGraphics = self.attachAsset('bullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.velocityX = 0;
self.velocityY = 0;
self.damage = 25;
self.update = function () {
self.x += self.velocityX;
self.y += self.velocityY;
// Remove if off screen
if (self.x < -50 || self.x > 2098 || self.y < -50 || self.y > 2782) {
var index = bullets.indexOf(self);
if (index !== -1) {
bullets.splice(index, 1);
}
self.destroy();
}
};
return self;
});
var Coin = Container.expand(function () {
var self = Container.call(this);
var coinGraphics = self.attachAsset('coin', {
anchorX: 0.5,
anchorY: 0.5
});
self.value = 10;
self.lastPlayerDistance = Infinity;
// Start small and grow when spawned
self.scaleX = 0.1;
self.scaleY = 0.1;
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 800,
easing: tween.bounceOut
});
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Collect coin if player is close
if (self.lastPlayerDistance > 40 && distance <= 40) {
player.coins += self.value;
LK.getSound('coin').play();
// Animate coin growing before collection
tween(self, {
scaleX: 2.5,
scaleY: 2.5,
alpha: 0
}, {
duration: 300,
easing: tween.easeOut,
onFinish: function onFinish() {
var index = coins.indexOf(self);
if (index !== -1) {
coins.splice(index, 1);
}
self.destroy();
}
});
}
self.lastPlayerDistance = distance;
};
return self;
});
// Game arrays
var Player = Container.expand(function () {
var self = Container.call(this);
var playerGraphics = self.attachAsset('player', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 100;
self.maxHealth = 100;
self.speed = 5;
self.damage = 25;
self.armor = 0;
self.coins = 0;
self.shootCooldown = 0;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
};
self.takeDamage = function (damage) {
var actualDamage = Math.max(1, damage - self.armor);
self.health -= actualDamage;
if (self.health <= 0) {
self.health = 0;
LK.showGameOver();
}
};
self.shoot = function (targetX, targetY) {
if (self.shootCooldown > 0) return;
var bullet = new Bullet();
bullet.x = self.x;
bullet.y = self.y;
var dx = targetX - self.x;
var dy = targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
bullet.velocityX = dx / distance * 15;
bullet.velocityY = dy / distance * 15;
bullet.damage = self.damage;
bullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
self.shootCooldown = 10;
};
return self;
});
var Zombie = Container.expand(function () {
var self = Container.call(this);
var zombieGraphics = self.attachAsset('zombie', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 50;
self.maxHealth = 50;
self.speed = 2;
self.damage = 20;
self.coinValue = 10;
self.lastPlayerDistance = Infinity;
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 5) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Check collision with player
if (self.lastPlayerDistance > 30 && distance <= 30) {
player.takeDamage(self.damage);
LK.getSound('hit').play();
}
self.lastPlayerDistance = distance;
};
self.takeDamage = function (damage) {
self.health -= damage;
if (self.health <= 0) {
self.die();
}
};
self.die = function () {
var coin = new Coin();
coin.x = self.x;
coin.y = self.y;
coin.value = self.coinValue;
coins.push(coin);
game.addChild(coin);
var index = zombies.indexOf(self);
if (index !== -1) {
zombies.splice(index, 1);
}
self.destroy();
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x2a2a2a
});
/****
* Game Code
****/
// Game state
var gameStarted = false;
// Start menu elements
var titleText = new Text2('ZOMBIE SURVIVAL', {
size: 80,
fill: 0xFFFFFF
});
titleText.anchor.set(0.5, 0.5);
LK.gui.center.addChild(titleText);
titleText.y = -200;
var playButton = new Text2('TAP TO START', {
size: 60,
fill: 0x00FF00
});
playButton.anchor.set(0.5, 0.5);
LK.gui.center.addChild(playButton);
playButton.y = 100;
// Game arrays
var zombies = [];
var bullets = [];
var coins = [];
// Game variables
var waveNumber = 1;
var zombiesPerWave = 5;
var spawnTimer = 0;
var zombiesSpawned = 0;
// Player variable (will be created when game starts)
var player = null;
// UI Elements (will be created when game starts)
var healthText = null;
var coinsText = null;
var waveText = null;
function startGame() {
gameStarted = true;
// Hide start menu
titleText.visible = false;
playButton.visible = false;
// Create player
player = game.addChild(new Player());
player.x = 1024;
player.y = 1366;
// Create UI Elements
healthText = new Text2('Health: 100/100', {
size: 40,
fill: 0xFF0000
});
healthText.anchor.set(0, 0);
LK.gui.topLeft.addChild(healthText);
healthText.x = 120;
healthText.y = 20;
coinsText = new Text2('Coins: 0', {
size: 40,
fill: 0xFFD700
});
coinsText.anchor.set(0, 0);
LK.gui.topRight.addChild(coinsText);
coinsText.x = -200;
coinsText.y = 20;
waveText = new Text2('Wave: 1', {
size: 40,
fill: 0xFFFFFF
});
waveText.anchor.set(0.5, 0);
LK.gui.top.addChild(waveText);
waveText.y = 20;
}
// Touch controls
var touchStartX = 0;
var touchStartY = 0;
var isMoving = false;
game.down = function (x, y, obj) {
if (!gameStarted) {
startGame();
return;
}
touchStartX = x;
touchStartY = y;
isMoving = true;
// Auto-shoot at touch position
if (player) {
player.shoot(x, y);
}
};
game.move = function (x, y, obj) {
if (!gameStarted || !player) return;
if (isMoving) {
var dx = x - touchStartX;
var dy = y - touchStartY;
var newX = player.x + dx * 0.5;
var newY = player.y + dy * 0.5;
// Keep player within bounds
player.x = Math.max(30, Math.min(2018, newX));
player.y = Math.max(30, Math.min(2702, newY));
touchStartX = x;
touchStartY = y;
}
};
game.up = function (x, y, obj) {
if (!gameStarted) return;
isMoving = false;
};
// Game update loop
game.update = function () {
if (!gameStarted || !player) return;
// Update UI
if (healthText && coinsText && waveText) {
healthText.setText('Health: ' + player.health + '/' + player.maxHealth);
coinsText.setText('Coins: ' + player.coins);
waveText.setText('Wave: ' + waveNumber);
}
// Spawn zombies
if (zombiesSpawned < zombiesPerWave) {
spawnTimer++;
if (spawnTimer >= 60) {
// Spawn every second
spawnTimer = 0;
spawnZombie();
zombiesSpawned++;
}
} else if (zombies.length === 0) {
// Start next wave
waveNumber++;
zombiesPerWave += 2;
zombiesSpawned = 0;
}
// Check bullet-zombie collisions
for (var i = bullets.length - 1; i >= 0; i--) {
var bullet = bullets[i];
var bulletHit = false;
for (var j = zombies.length - 1; j >= 0; j--) {
var zombie = zombies[j];
if (bullet.intersects(zombie)) {
zombie.takeDamage(bullet.damage);
bullets.splice(i, 1);
bullet.destroy();
bulletHit = true;
break;
}
}
}
};
function spawnZombie() {
var zombie = new Zombie();
// Spawn at random edge of screen
var side = Math.floor(Math.random() * 4);
switch (side) {
case 0:
// Top
zombie.x = Math.random() * 2048;
zombie.y = -50;
break;
case 1:
// Right
zombie.x = 2098;
zombie.y = Math.random() * 2732;
break;
case 2:
// Bottom
zombie.x = Math.random() * 2048;
zombie.y = 2782;
break;
case 3:
// Left
zombie.x = -50;
zombie.y = Math.random() * 2732;
break;
}
zombie.health += (waveNumber - 1) * 10; // Increase health with waves
zombie.maxHealth = zombie.health;
zombie.coinValue += Math.floor((waveNumber - 1) * 2);
zombies.push(zombie);
game.addChild(zombie);
} ===================================================================
--- original.js
+++ change.js
@@ -1,5 +1,10 @@
/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
* Classes
****/
var Bullet = Container.expand(function () {
var self = Container.call(this);
@@ -31,21 +36,42 @@
anchorY: 0.5
});
self.value = 10;
self.lastPlayerDistance = Infinity;
+ // Start small and grow when spawned
+ self.scaleX = 0.1;
+ self.scaleY = 0.1;
+ tween(self, {
+ scaleX: 1.5,
+ scaleY: 1.5
+ }, {
+ duration: 800,
+ easing: tween.bounceOut
+ });
self.update = function () {
var dx = player.x - self.x;
var dy = player.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
// Collect coin if player is close
if (self.lastPlayerDistance > 40 && distance <= 40) {
player.coins += self.value;
LK.getSound('coin').play();
- var index = coins.indexOf(self);
- if (index !== -1) {
- coins.splice(index, 1);
- }
- self.destroy();
+ // Animate coin growing before collection
+ tween(self, {
+ scaleX: 2.5,
+ scaleY: 2.5,
+ alpha: 0
+ }, {
+ duration: 300,
+ easing: tween.easeOut,
+ onFinish: function onFinish() {
+ var index = coins.indexOf(self);
+ if (index !== -1) {
+ coins.splice(index, 1);
+ }
+ self.destroy();
+ }
+ });
}
self.lastPlayerDistance = distance;
};
return self;
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