User prompt
yeni bir arkaplan asseti oluştur ve tüm ekranı kaplasın
User prompt
havadan gelen bir yetenek topu olsun o topu alınca 15 saniye mermilerimiz 3'lü olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
bir adet daha güçlü yaratık olsun
Code edit (1 edits merged)
Please save this source code
User prompt
Galactic Battle Arena
Initial prompt
bir uzay savaşı oyunu yapalım
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Boss = Container.expand(function () { var self = Container.call(this); var bossGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5, scaleX: 3, scaleY: 3 }); bossGraphics.tint = 0x8B0000; // Dark red tint for boss self.health = 20; self.maxHealth = 20; self.speed = 1; self.shootCooldown = 0; self.specialAttackCooldown = 0; self.time = 0; self.phase = 1; self.update = function () { self.time++; // Boss movement - side to side self.x += Math.sin(self.time * 0.02) * 2; if (self.x < 100) self.x = 100; if (self.x > 1948) self.x = 1948; self.y += self.speed * 0.2; // Regular shooting if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.shootCooldown <= 0) { self.shoot(); self.shootCooldown = 30; } // Special attack patterns if (self.specialAttackCooldown > 0) { self.specialAttackCooldown--; } if (self.specialAttackCooldown <= 0) { self.specialAttack(); self.specialAttackCooldown = 180; // Every 3 seconds } // Change phase based on health if (self.health <= self.maxHealth * 0.5 && self.phase === 1) { self.phase = 2; self.speed = 1.5; LK.effects.flashObject(self, 0xff6600, 1000); } }; self.shoot = function () { // Triple shot for (var i = -1; i <= 1; i++) { var bullet = new EnemyBullet(); bullet.x = self.x + i * 50; bullet.y = self.y + 90; enemyBullets.push(bullet); game.addChild(bullet); } }; self.specialAttack = function () { if (self.phase === 1) { // Spread shot pattern for (var i = 0; i < 8; i++) { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 90; bullet.speed = 6; bullet.angle = i * 45 * Math.PI / 180; bullet.update = function () { this.x += Math.cos(this.angle) * this.speed; this.y += Math.sin(this.angle) * this.speed; }; enemyBullets.push(bullet); game.addChild(bullet); } } else { // Phase 2: Rapid fire burst for (var i = 0; i < 12; i++) { LK.setTimeout(function (delay) { return function () { var bullet = new EnemyBullet(); bullet.x = self.x + (Math.random() - 0.5) * 100; bullet.y = self.y + 90; bullet.speed = 10; enemyBullets.push(bullet); game.addChild(bullet); }; }(i), i * 50); } } }; self.takeDamage = function () { self.health--; LK.effects.flashObject(self, 0xffff00, 200); if (self.health <= 0) { // Boss defeated - big score bonus LK.setScore(LK.getScore() + 500); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('enemyHit').play(); return true; // Signal boss is defeated } return false; }; return self; }); var Enemy = Container.expand(function () { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 2 + Math.random() * 3; self.shootCooldown = Math.floor(Math.random() * 120) + 60; self.movePattern = Math.floor(Math.random() * 3); self.originalX = self.x; self.time = 0; self.update = function () { self.time++; // Movement patterns if (self.movePattern === 0) { // Straight down self.y += self.speed; } else if (self.movePattern === 1) { // Zigzag self.y += self.speed; self.x += Math.sin(self.time * 0.1) * 2; } else { // Side to side self.y += self.speed * 0.5; self.x += Math.cos(self.time * 0.05) * 3; } // Keep enemies on screen horizontally if (self.x < 50) self.x = 50; if (self.x > 1998) self.x = 1998; // Shooting if (self.shootCooldown > 0) { self.shootCooldown--; } if (self.shootCooldown <= 0 && self.y > 100 && self.y < 2000) { self.shoot(); self.shootCooldown = Math.floor(Math.random() * 180) + 120; } }; self.shoot = function () { var bullet = new EnemyBullet(); bullet.x = self.x; bullet.y = self.y + 30; enemyBullets.push(bullet); game.addChild(bullet); }; return self; }); var EnemyBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('enemyBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 8; self.update = function () { self.y += self.speed; }; return self; }); var Player = Container.expand(function () { var self = Container.call(this); var playerGraphics = self.attachAsset('player', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; self.maxHealth = 3; self.shootCooldown = 0; self.powerLevel = 1; self.tripleShotActive = false; self.tripleShotTimer = 0; self.update = function () { if (self.shootCooldown > 0) { self.shootCooldown--; } // Handle triple shot timer if (self.tripleShotActive && self.tripleShotTimer > 0) { self.tripleShotTimer--; if (self.tripleShotTimer <= 0) { self.tripleShotActive = false; LK.effects.flashObject(self, 0xffffff, 200); } } // Auto-shoot if (self.shootCooldown <= 0) { self.shoot(); self.shootCooldown = 15; // Shoot every 15 frames } }; self.shoot = function () { if (self.tripleShotActive) { // Triple shot for (var i = -1; i <= 1; i++) { var bullet = new PlayerBullet(); bullet.x = self.x + i * 30; bullet.y = self.y - 60; playerBullets.push(bullet); game.addChild(bullet); } } else { // Single shot var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 60; playerBullets.push(bullet); game.addChild(bullet); } LK.getSound('shoot').play(); }; self.takeDamage = function () { self.health--; LK.getSound('playerHit').play(); LK.effects.flashObject(self, 0xff0000, 500); if (self.health <= 0) { LK.showGameOver(); } }; self.heal = function () { if (self.health < self.maxHealth) { self.health++; } }; self.activateTripleShot = function () { self.tripleShotActive = true; self.tripleShotTimer = 900; // 15 seconds at 60 FPS LK.effects.flashObject(self, 0xffff00, 500); }; return self; }); var PlayerBullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('playerBullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = -15; self.update = function () { self.y += self.speed; }; return self; }); var PowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('powerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.time = 0; self.update = function () { self.time++; self.y += self.speed; self.rotation += 0.1; // Floating effect powerUpGraphics.y = Math.sin(self.time * 0.2) * 10; }; return self; }); var TriplePowerUp = Container.expand(function () { var self = Container.call(this); var powerUpGraphics = self.attachAsset('triplePowerUp', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 3; self.time = 0; self.update = function () { self.time++; self.y += self.speed; self.rotation += 0.1; // Floating effect powerUpGraphics.y = Math.sin(self.time * 0.2) * 10; }; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000033 }); /**** * Game Code ****/ var player = null; var playerBullets = []; var enemies = []; var enemyBullets = []; var powerUps = []; var triplePowerUps = []; var boss = null; var bossSpawnTimer = 0; var enemySpawnTimer = 0; var powerUpSpawnTimer = 0; var difficultyLevel = 1; var dragNode = null; // UI Elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0, 0); scoreTxt.x = 120; scoreTxt.y = 50; LK.gui.topLeft.addChild(scoreTxt); var healthTxt = new Text2('Health: 3', { size: 60, fill: 0x00FF00 }); healthTxt.anchor.set(1, 0); healthTxt.x = -50; healthTxt.y = 50; LK.gui.topRight.addChild(healthTxt); // Initialize player player = new Player(); player.x = 1024; player.y = 2400; game.addChild(player); // Game controls function handleMove(x, y, obj) { if (dragNode) { dragNode.x = x; dragNode.y = y; // Keep player on screen if (dragNode.x < 40) dragNode.x = 40; if (dragNode.x > 2008) dragNode.x = 2008; if (dragNode.y < 200) dragNode.y = 200; if (dragNode.y > 2600) dragNode.y = 2600; } } game.move = handleMove; game.down = function (x, y, obj) { dragNode = player; handleMove(x, y, obj); }; game.up = function (x, y, obj) { dragNode = null; }; // Main game loop game.update = function () { // Update difficulty if (LK.ticks % 1800 === 0) { // Every 30 seconds difficultyLevel++; } // Spawn boss every 45 seconds if no boss exists bossSpawnTimer++; if (bossSpawnTimer >= 2700 && !boss) { // 45 seconds at 60 FPS var newBoss = new Boss(); newBoss.x = 1024; newBoss.y = -150; boss = newBoss; game.addChild(boss); bossSpawnTimer = 0; LK.effects.flashScreen(0xff0000, 500); } // Spawn regular enemies (reduced rate when boss is present) enemySpawnTimer++; var spawnRate = Math.max(60 - difficultyLevel * 5, 20); if (boss) spawnRate *= 2; // Slower enemy spawn when boss is active if (enemySpawnTimer >= spawnRate) { var enemy = new Enemy(); enemy.x = Math.random() * 1800 + 124; enemy.y = -50; enemy.speed += difficultyLevel * 0.5; enemies.push(enemy); game.addChild(enemy); enemySpawnTimer = 0; } // Spawn power-ups powerUpSpawnTimer++; if (powerUpSpawnTimer >= 900) { // Every 15 seconds // 30% chance for triple power-up, 70% for health if (Math.random() < 0.3) { var triplePowerUp = new TriplePowerUp(); triplePowerUp.x = Math.random() * 1800 + 124; triplePowerUp.y = -50; triplePowerUps.push(triplePowerUp); game.addChild(triplePowerUp); } else { var powerUp = new PowerUp(); powerUp.x = Math.random() * 1800 + 124; powerUp.y = -50; powerUps.push(powerUp); game.addChild(powerUp); } powerUpSpawnTimer = 0; } // Update and check player bullets for (var i = playerBullets.length - 1; i >= 0; i--) { var bullet = playerBullets[i]; if (bullet.lastY === undefined) bullet.lastY = bullet.y; // Remove bullets that go off screen if (bullet.lastY >= -30 && bullet.y < -30) { bullet.destroy(); playerBullets.splice(i, 1); continue; } // Check collision with boss if (boss && bullet.intersects(boss)) { bullet.destroy(); playerBullets.splice(i, 1); var bossDefeated = boss.takeDamage(); if (bossDefeated) { boss.destroy(); boss = null; bossSpawnTimer = 0; } scoreTxt.setText('Score: ' + LK.getScore()); break; } // Check collision with enemies for (var j = enemies.length - 1; j >= 0; j--) { var enemy = enemies[j]; if (bullet.intersects(enemy)) { // Destroy both bullet and enemy bullet.destroy(); playerBullets.splice(i, 1); enemy.destroy(); enemies.splice(j, 1); // Add score LK.setScore(LK.getScore() + 10 * difficultyLevel); scoreTxt.setText('Score: ' + LK.getScore()); LK.getSound('enemyHit').play(); break; } } if (bullet.parent) { bullet.lastY = bullet.y; } } // Update and check enemy bullets for (var i = enemyBullets.length - 1; i >= 0; i--) { var bullet = enemyBullets[i]; if (bullet.lastY === undefined) bullet.lastY = bullet.y; // Remove bullets that go off screen if (bullet.lastY <= 2732 && bullet.y > 2732) { bullet.destroy(); enemyBullets.splice(i, 1); continue; } // Check collision with player if (bullet.intersects(player)) { bullet.destroy(); enemyBullets.splice(i, 1); player.takeDamage(); healthTxt.setText('Health: ' + player.health); continue; } if (bullet.parent) { bullet.lastY = bullet.y; } } // Update and check enemies for (var i = enemies.length - 1; i >= 0; i--) { var enemy = enemies[i]; if (enemy.lastY === undefined) enemy.lastY = enemy.y; // Remove enemies that go off screen if (enemy.lastY <= 2732 && enemy.y > 2732) { enemy.destroy(); enemies.splice(i, 1); continue; } // Check collision with player if (enemy.intersects(player)) { enemy.destroy(); enemies.splice(i, 1); player.takeDamage(); healthTxt.setText('Health: ' + player.health); continue; } if (enemy.parent) { enemy.lastY = enemy.y; } } // Update and check boss if (boss) { if (boss.lastY === undefined) boss.lastY = boss.y; // Remove boss if it goes off screen if (boss.lastY <= 2732 && boss.y > 2732) { boss.destroy(); boss = null; bossSpawnTimer = 0; } // Check collision with player else if (boss.intersects(player)) { boss.destroy(); boss = null; bossSpawnTimer = 0; player.takeDamage(); player.takeDamage(); // Boss does double damage healthTxt.setText('Health: ' + player.health); } else if (boss.parent) { boss.lastY = boss.y; } } // Update and check power-ups for (var i = powerUps.length - 1; i >= 0; i--) { var powerUp = powerUps[i]; if (powerUp.lastY === undefined) powerUp.lastY = powerUp.y; // Remove power-ups that go off screen if (powerUp.lastY <= 2732 && powerUp.y > 2732) { powerUp.destroy(); powerUps.splice(i, 1); continue; } // Check collision with player if (powerUp.intersects(player)) { powerUp.destroy(); powerUps.splice(i, 1); player.heal(); healthTxt.setText('Health: ' + player.health); LK.getSound('powerup').play(); LK.effects.flashObject(player, 0x00ffff, 300); continue; } if (powerUp.parent) { powerUp.lastY = powerUp.y; } } // Update and check triple power-ups for (var i = triplePowerUps.length - 1; i >= 0; i--) { var triplePowerUp = triplePowerUps[i]; if (triplePowerUp.lastY === undefined) triplePowerUp.lastY = triplePowerUp.y; // Remove triple power-ups that go off screen if (triplePowerUp.lastY <= 2732 && triplePowerUp.y > 2732) { triplePowerUp.destroy(); triplePowerUps.splice(i, 1); continue; } // Check collision with player if (triplePowerUp.intersects(player)) { triplePowerUp.destroy(); triplePowerUps.splice(i, 1); player.activateTripleShot(); LK.getSound('powerup').play(); continue; } if (triplePowerUp.parent) { triplePowerUp.lastY = triplePowerUp.y; } } };
===================================================================
--- original.js
+++ change.js
@@ -176,24 +176,46 @@
self.health = 3;
self.maxHealth = 3;
self.shootCooldown = 0;
self.powerLevel = 1;
+ self.tripleShotActive = false;
+ self.tripleShotTimer = 0;
self.update = function () {
if (self.shootCooldown > 0) {
self.shootCooldown--;
}
+ // Handle triple shot timer
+ if (self.tripleShotActive && self.tripleShotTimer > 0) {
+ self.tripleShotTimer--;
+ if (self.tripleShotTimer <= 0) {
+ self.tripleShotActive = false;
+ LK.effects.flashObject(self, 0xffffff, 200);
+ }
+ }
// Auto-shoot
if (self.shootCooldown <= 0) {
self.shoot();
self.shootCooldown = 15; // Shoot every 15 frames
}
};
self.shoot = function () {
- var bullet = new PlayerBullet();
- bullet.x = self.x;
- bullet.y = self.y - 60;
- playerBullets.push(bullet);
- game.addChild(bullet);
+ if (self.tripleShotActive) {
+ // Triple shot
+ for (var i = -1; i <= 1; i++) {
+ var bullet = new PlayerBullet();
+ bullet.x = self.x + i * 30;
+ bullet.y = self.y - 60;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ }
+ } else {
+ // Single shot
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 60;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ }
LK.getSound('shoot').play();
};
self.takeDamage = function () {
self.health--;
@@ -207,8 +229,13 @@
if (self.health < self.maxHealth) {
self.health++;
}
};
+ self.activateTripleShot = function () {
+ self.tripleShotActive = true;
+ self.tripleShotTimer = 900; // 15 seconds at 60 FPS
+ LK.effects.flashObject(self, 0xffff00, 500);
+ };
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
@@ -238,8 +265,25 @@
powerUpGraphics.y = Math.sin(self.time * 0.2) * 10;
};
return self;
});
+var TriplePowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var powerUpGraphics = self.attachAsset('triplePowerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.time = 0;
+ self.update = function () {
+ self.time++;
+ self.y += self.speed;
+ self.rotation += 0.1;
+ // Floating effect
+ powerUpGraphics.y = Math.sin(self.time * 0.2) * 10;
+ };
+ return self;
+});
/****
* Initialize Game
****/
@@ -254,8 +298,9 @@
var playerBullets = [];
var enemies = [];
var enemyBullets = [];
var powerUps = [];
+var triplePowerUps = [];
var boss = null;
var bossSpawnTimer = 0;
var enemySpawnTimer = 0;
var powerUpSpawnTimer = 0;
@@ -338,13 +383,22 @@
// Spawn power-ups
powerUpSpawnTimer++;
if (powerUpSpawnTimer >= 900) {
// Every 15 seconds
- var powerUp = new PowerUp();
- powerUp.x = Math.random() * 1800 + 124;
- powerUp.y = -50;
- powerUps.push(powerUp);
- game.addChild(powerUp);
+ // 30% chance for triple power-up, 70% for health
+ if (Math.random() < 0.3) {
+ var triplePowerUp = new TriplePowerUp();
+ triplePowerUp.x = Math.random() * 1800 + 124;
+ triplePowerUp.y = -50;
+ triplePowerUps.push(triplePowerUp);
+ game.addChild(triplePowerUp);
+ } else {
+ var powerUp = new PowerUp();
+ powerUp.x = Math.random() * 1800 + 124;
+ powerUp.y = -50;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+ }
powerUpSpawnTimer = 0;
}
// Update and check player bullets
for (var i = playerBullets.length - 1; i >= 0; i--) {
@@ -477,5 +531,27 @@
if (powerUp.parent) {
powerUp.lastY = powerUp.y;
}
}
+ // Update and check triple power-ups
+ for (var i = triplePowerUps.length - 1; i >= 0; i--) {
+ var triplePowerUp = triplePowerUps[i];
+ if (triplePowerUp.lastY === undefined) triplePowerUp.lastY = triplePowerUp.y;
+ // Remove triple power-ups that go off screen
+ if (triplePowerUp.lastY <= 2732 && triplePowerUp.y > 2732) {
+ triplePowerUp.destroy();
+ triplePowerUps.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (triplePowerUp.intersects(player)) {
+ triplePowerUp.destroy();
+ triplePowerUps.splice(i, 1);
+ player.activateTripleShot();
+ LK.getSound('powerup').play();
+ continue;
+ }
+ if (triplePowerUp.parent) {
+ triplePowerUp.lastY = triplePowerUp.y;
+ }
+ }
};
\ No newline at end of file
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