User prompt
öldüren ağaçlar ve puan veren ağaçlar birbirine yaklaşmasınlar ve saniyede 1 kere çıksınlar ikiside
User prompt
iskleti öldürdükten sonra başka bir sahne gelsin o sahnede 6 tane iskelte olsun ve o iskletler bize hem ölümcül ağaç hemde puan kazandıracak ağaç yollasınlar puanımız 400 olunca oyun bitsin
User prompt
bak oyun eğer 150 puanı 40 saniye ve altında yapdığımızdaki çıkan sahneyi oradana kaldır iskeletimizi öldürdükten sonra çıkar
User prompt
azönce ekledim sahneyi iskeleti öldürdükten sonra çıkar
User prompt
AZ ÖNCEKİ DEDİĞİM ŞEYİ 40 SANİYE VE ALTI YAP
User prompt
eğer 150 puanı 30 saniye ve altında geçersek başka bir sahneye geçsin ve o sahnede 5 tane isklete olsun ve bize durmadan ölümcül ağaç atsın
User prompt
Enes batur yendikten sonra Ekrana Enes batur yenildi yazısı çıkar ve 3.sahneye geçtiğimizde 1.sahnenin aynısı olsun
User prompt
Enes batur yenildikten sonra oyun bitmesin ve başka bir sahneye geçsin o sahnedede direkler ağaçların yerine geçsin
User prompt
İskeletin adı ENES BATUR olsun
User prompt
Oyunu küçük resminden gözüken fotoyu aset yap
User prompt
Oyunu dışarıdan görülen resmini aset olarak yap
User prompt
iskeletin adını SCP-911 yap
User prompt
İskeletin canı 1000 olsun
User prompt
İskeletin canı 0 a indiğinde oyun bitsin
User prompt
Her iskelete vurduğumuzda 5 canı gitsin
User prompt
İskeletin can barı hemen sağında gözüksün can barında bir sayaç olsun ve o sayaç 100 den başlayarak her vurduğumuzda geriye doğru giden ve 0 da biter ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Silah asset olarak gelsin
User prompt
Silahı dokunduğumda bizimle birlikte gelsin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Silah ölüm ağaçları gitmeden önce direk çıksın
User prompt
150 puanı yaptıktan sonra geçtiğimiz sahnede rastgele bir yerde silah çıksın ve arabanın üzerine basınca silahtan çıkan mermi iskelete gitsin
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Bullet class for weapon projectiles
var Bullet = Container.expand(function () {
var self = Container.call(this);
// Create bullet visual (small circle)
var bulletAsset = self.attachAsset('manCircle', {
anchorX: 0.5,
anchorY: 0.5
});
bulletAsset.width = 20;
bulletAsset.height = 20;
bulletAsset.tint = 0xFFFF00; // Yellow color for bullet
self.speed = 12;
self.targetX = 0;
self.targetY = 0;
// Update method for bullet movement towards target
self.update = function () {
// Move towards target
var dx = self.targetX - self.x;
var dy = self.targetY - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.speed;
self.y += dy / distance * self.speed;
}
// Remove bullet if it reaches target or goes off screen
if (distance < 30 || self.x < -100 || self.x > 2148 || self.y < -100 || self.y > 2832) {
if (self.parent) {
self.parent.removeChild(self);
}
var index = bullets.indexOf(self);
if (index !== -1) {
bullets.splice(index, 1);
}
}
};
return self;
});
// Car class
var Car = Container.expand(function () {
var self = Container.call(this);
// Attach car asset (red box, 200x120)
var carAsset = self.attachAsset('car', {
anchorX: 0.5,
anchorY: 0.5
});
// Set size for car asset
carAsset.width = 200;
carAsset.height = 120;
// For touch feedback
self.flash = function () {
tween(self, {
alpha: 0.5
}, {
duration: 80,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 120
});
}
});
};
return self;
});
// DeadlyTree class for special scene
var DeadlyTree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (red tinted, 100x100)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 100;
treeAsset.height = 100;
treeAsset.tint = 0xFF0000; // Red tint for deadly trees
self.speed = 24; // Falling speed (3x faster)
self.isFollowing = false;
self.followSpeed = 8; // Speed when following player
// Start following the player
self.startFollowing = function () {
self.isFollowing = true;
};
// Stop following and disappear with tween
self.stopFollowing = function () {
self.isFollowing = false;
tween(self, {
alpha: 0,
scaleX: 0.1,
scaleY: 0.1
}, {
duration: 1000,
easing: tween.easeOut,
onFinish: function onFinish() {
if (self.parent) {
self.parent.removeChild(self);
}
}
});
};
// Update method for falling motion or following
self.update = function () {
if (self.isFollowing && car) {
// Move towards car position
var dx = car.x - self.x;
var dy = car.y - self.y;
var distance = Math.sqrt(dx * dx + dy * dy);
if (distance > 0) {
self.x += dx / distance * self.followSpeed;
self.y += dy / distance * self.followSpeed;
}
} else {
self.y += self.speed;
}
};
return self;
});
// GoldenTree class
var GoldenTree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (golden, 140x140 - slightly bigger)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 140;
treeAsset.height = 140;
treeAsset.tint = 0xFFD700; // Golden tint color
self.pointValue = 10; // Golden tree gives 10 points
// Add golden glow effect
self.glowEffect = function () {
tween(self, {
alpha: 0.7
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 500,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.glowEffect(); // Loop the glow effect
}
});
}
});
};
// Start glow effect immediately
self.glowEffect();
// Special golden hit animation
self.hitAnim = function () {
tween(self, {
scaleX: 1.5,
scaleY: 1.5
}, {
duration: 150,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 150,
easing: tween.easeIn
});
}
});
};
return self;
});
// Pole class
var Pole = Container.expand(function () {
var self = Container.call(this);
// Attach pole asset (thin metal pole, 30x300)
var poleAsset = self.attachAsset('pole', {
anchorX: 0.5,
anchorY: 0.5
});
self.pointValue = -10; // Pole reduces 10 points
// Animate on hit (shake effect)
self.hitAnim = function () {
tween(self, {
rotation: 0.2
}, {
duration: 80,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
rotation: -0.2
}, {
duration: 80,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
rotation: 0
}, {
duration: 80,
easing: tween.easeIn
});
}
});
}
});
};
return self;
});
// PurpleTree class
var PurpleTree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (purple, 140x140 - slightly bigger)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 140;
treeAsset.height = 140;
treeAsset.tint = 0x8A2BE2; // Purple tint color
self.pointValue = 30; // Purple tree gives 30 points
// Add purple glow effect
self.glowEffect = function () {
tween(self, {
alpha: 0.6
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(self, {
alpha: 1
}, {
duration: 600,
easing: tween.easeInOut,
onFinish: function onFinish() {
self.glowEffect(); // Loop the glow effect
}
});
}
});
};
// Start glow effect immediately
self.glowEffect();
// Special purple hit animation
self.hitAnim = function () {
tween(self, {
scaleX: 1.6,
scaleY: 1.6
}, {
duration: 180,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 180,
easing: tween.easeIn
});
}
});
};
return self;
});
// Skeleton class for fast completion scene
var Skeleton = Container.expand(function () {
var self = Container.call(this);
// Create skeleton visual using manCircle asset
var skeletonAsset = self.attachAsset('manCircle', {
anchorX: 0.5,
anchorY: 0.5
});
skeletonAsset.width = 80;
skeletonAsset.height = 80;
skeletonAsset.tint = 0x8B4513; // Brown color for skeleton
self.health = 200;
self.throwTimer = 0;
self.throwInterval = Math.random() * 60 + 60; // Random throw interval between 1-2 seconds
return self;
});
// ThrowingMan class for special scene
var ThrowingMan = Container.expand(function () {
var self = Container.call(this);
// Create circular shape for the man
var manAsset = self.attachAsset('manCircle', {
anchorX: 0.5,
anchorY: 0.5
});
return self;
});
// Tree class
var Tree = Container.expand(function () {
var self = Container.call(this);
// Attach tree asset (green ellipse, 120x120)
var treeAsset = self.attachAsset('tree', {
anchorX: 0.5,
anchorY: 0.5
});
treeAsset.width = 120;
treeAsset.height = 120;
treeAsset.tint = 0x228B22;
self.pointValue = 1; // Normal tree gives 1 point
// Animate on hit
self.hitAnim = function () {
tween(self, {
scaleX: 1.3,
scaleY: 1.3
}, {
duration: 120,
easing: tween.easeOut,
onFinish: function onFinish() {
tween(self, {
scaleX: 1,
scaleY: 1
}, {
duration: 120,
easing: tween.easeIn
});
}
});
};
return self;
});
// Weapon class for special scene
var Weapon = Container.expand(function () {
var self = Container.call(this);
// Create weapon visual using weapon image asset
var weaponAsset = self.attachAsset('weapon', {
anchorX: 0.5,
anchorY: 0.5
});
weaponAsset.rotation = Math.PI / 4; // 45 degree rotation
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x87ceeb // Sky blue
});
/****
* Game Code
****/
// --- Game constants ---
var CAR_START_X = 2048 / 2;
var CAR_START_Y = 2732 - 350;
var TREE_MIN_Y = 350;
var TREE_MAX_Y = 2732 - 350;
var TREE_MIN_X = 150;
var TREE_MAX_X = 2048 - 150;
var WIN_SCORE = 100000000;
// --- Game state ---
var car = null;
var trees = [];
var poles = [];
var score = 0;
var scoreTxt = null;
var dragNode = null;
var lastIntersecting = [];
var lastIntersectingPoles = [];
var goldenTreeSpawned = false;
var treesHitThisRound = 0;
var purpleTreeCounter = 0;
var polesSpawnedThisRound = 0;
var countdownTimer = 10;
var countdownTxt = null;
var lastCarX = 0;
var lastCarY = 0;
var lastScore = 0;
var upwardCounter = 1;
var upwardCounterTxt = null;
var specialScene = false;
var specialSceneInitialized = false;
var throwingMan = null;
var deadlyTrees = [];
var lastIntersectingDeadly = [];
var throwTimer = 0;
var followingStartTime = null;
var followingDuration = 10000; // 10 seconds in milliseconds
var allFollowingTreesGone = false; // Flag to track if all following trees have disappeared
var bottomLeftCounter = 150;
var bottomLeftCounterTxt = null;
var weapon = null;
var weaponSpawned = false;
var bullets = [];
var lastIntersectingWeapon = false;
var skeletonHealth = 1000;
var skeletonHealthTxt = null;
var gameStartTime = null;
var fastSceneActive = false;
var fastSceneInitialized = false;
var skeletons = [];
var skeletonThrowTimers = [];
// --- Create and add car ---
car = new Car();
car.x = CAR_START_X;
car.y = CAR_START_Y;
game.addChild(car);
// --- Create and add trees ---
for (var i = 0; i < 5; i++) {
var tree = new Tree();
tree.x = getRandomTreeX();
tree.y = getRandomTreeY();
trees.push(tree);
lastIntersecting.push(false);
game.addChild(tree);
}
// --- Create and add poles ---
for (var i = 0; i < 5; i++) {
var pole = new Pole();
var tries = 0;
var validPosition = false;
do {
pole.x = getRandomTreeX();
pole.y = getRandomTreeY();
tries++;
validPosition = true;
// Check distance from car
if (distance(car.x, car.y, pole.x, pole.y) < 300) {
validPosition = false;
}
// Check distance from all existing trees
for (var t = 0; t < trees.length; t++) {
if (distance(pole.x, pole.y, trees[t].x, trees[t].y) < 200) {
validPosition = false;
break;
}
}
// Check distance from all existing poles
for (var p = 0; p < poles.length; p++) {
if (distance(pole.x, pole.y, poles[p].x, poles[p].y) < 200) {
validPosition = false;
break;
}
}
} while (!validPosition && tries < 20);
poles.push(pole);
lastIntersectingPoles.push(false);
game.addChild(pole);
}
// --- Score text ---
scoreTxt = new Text2('0', {
size: 120,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// --- Countdown timer text ---
countdownTxt = new Text2('10', {
size: 100,
fill: 0xFF0000
});
countdownTxt.anchor.set(1, 1);
LK.gui.bottomRight.addChild(countdownTxt);
// --- Upward counter text ---
upwardCounterTxt = new Text2('1', {
size: 100,
fill: 0x006400
});
upwardCounterTxt.anchor.set(1, 0);
LK.gui.topRight.addChild(upwardCounterTxt);
// --- Bottom-left counter text ---
bottomLeftCounterTxt = new Text2('150', {
size: 100,
fill: 0x8B4513
});
bottomLeftCounterTxt.anchor.set(0, 1);
LK.gui.bottomLeft.addChild(bottomLeftCounterTxt);
// --- Skeleton health bar text ---
skeletonHealthTxt = new Text2('ENES BATUR: 1000', {
size: 80,
fill: 0xFF0000
});
skeletonHealthTxt.anchor.set(0, 0.5);
skeletonHealthTxt.visible = false; // Initially hidden until special scene
game.addChild(skeletonHealthTxt);
// --- Helper functions ---
function getRandomTreeX() {
return TREE_MIN_X + Math.floor(Math.random() * (TREE_MAX_X - TREE_MIN_X));
}
function getRandomTreeY() {
return TREE_MIN_Y + Math.floor(Math.random() * (TREE_MAX_Y - TREE_MIN_Y));
}
function updateScoreText() {
scoreTxt.setText(score);
}
function updateCountdownText() {
countdownTxt.setText(countdownTimer);
}
function updateUpwardCounterText() {
upwardCounterTxt.setText(upwardCounter);
}
function updateBottomLeftCounterText() {
bottomLeftCounterTxt.setText(bottomLeftCounter);
}
function updateSkeletonHealthText() {
skeletonHealthTxt.setText('ENES BATUR: ' + skeletonHealth);
}
function spawnNewTree() {
var newTree;
// Spawn purple tree every 40 normal trees (1 in 40 chance)
purpleTreeCounter++;
if (purpleTreeCounter >= 40) {
newTree = new PurpleTree();
purpleTreeCounter = 0; // Reset counter
} else if (treesHitThisRound % 5 === 0 && !goldenTreeSpawned) {
// Spawn golden tree once every 5 hits if not already spawned this round
newTree = new GoldenTree();
goldenTreeSpawned = true;
} else {
newTree = new Tree();
// Reset golden tree availability after 10 hits
if (treesHitThisRound >= 10) {
goldenTreeSpawned = false;
treesHitThisRound = 0;
}
}
// Position new tree randomly (avoid placing too close to car and existing poles)
var tries = 0;
var validPosition = false;
do {
newTree.x = getRandomTreeX();
newTree.y = getRandomTreeY();
tries++;
validPosition = true;
// Check distance from car
if (distance(car.x, car.y, newTree.x, newTree.y) < 300) {
validPosition = false;
}
// Check distance from all existing poles
for (var p = 0; p < poles.length; p++) {
if (distance(newTree.x, newTree.y, poles[p].x, poles[p].y) < 200) {
validPosition = false;
break;
}
}
// Check distance from all existing trees
for (var t = 0; t < trees.length; t++) {
if (distance(newTree.x, newTree.y, trees[t].x, trees[t].y) < 200) {
validPosition = false;
break;
}
}
} while (!validPosition && tries < 20);
trees.push(newTree);
lastIntersecting.push(false);
game.addChild(newTree);
// Calculate current round based on score (every 50 points is a new round)
var currentRound = Math.floor(score / 50);
var polesPerRound = Math.max(1, 5 - currentRound); // Start with 5, decrease by 1 each round, minimum 1
// Spawn poles (decreasing each round)
if (polesSpawnedThisRound < polesPerRound) {
var newPole = new Pole();
var tries = 0;
var validPolePosition = false;
do {
newPole.x = getRandomTreeX();
newPole.y = getRandomTreeY();
tries++;
validPolePosition = true;
// Check distance from car
if (distance(car.x, car.y, newPole.x, newPole.y) < 300) {
validPolePosition = false;
}
// Check distance from all existing trees
for (var t = 0; t < trees.length; t++) {
if (distance(newPole.x, newPole.y, trees[t].x, trees[t].y) < 200) {
validPolePosition = false;
break;
}
}
// Check distance from all existing poles
for (var p = 0; p < poles.length; p++) {
if (distance(newPole.x, newPole.y, poles[p].x, poles[p].y) < 200) {
validPolePosition = false;
break;
}
}
} while (!validPolePosition && tries < 20);
poles.push(newPole);
lastIntersectingPoles.push(false);
game.addChild(newPole);
polesSpawnedThisRound++;
}
// Reset pole counter when round is complete
if (polesSpawnedThisRound >= polesPerRound && treesHitThisRound >= 10) {
polesSpawnedThisRound = 0;
}
}
// --- Move handler for dragging car ---
function handleMove(x, y, obj) {
if (dragNode) {
var newX = x;
var newY = Math.max(200, Math.min(2732 - 100, y));
// Screen wrapping for X axis
if (newX > 2048) {
newX = 0; // Car exits right, appears on left
} else if (newX < 0) {
newX = 2048; // Car exits left, appears on right
}
dragNode.x = newX;
dragNode.y = newY;
}
// Collision detection for all trees
for (var i = 0; i < trees.length; i++) {
var tree = trees[i];
var currentIntersecting = car.intersects(tree);
if (!lastIntersecting[i] && currentIntersecting) {
// Car just hit tree
score += tree.pointValue;
treesHitThisRound++;
updateScoreText();
// Update bottom-left counter
bottomLeftCounter -= tree.pointValue;
if (bottomLeftCounter <= 0) {
bottomLeftCounter = 0;
bottomLeftCounterTxt.visible = false;
}
updateBottomLeftCounterText();
// Animate car and tree
car.flash();
tree.hitAnim();
// Remove the hit tree
game.removeChild(tree);
trees.splice(i, 1);
lastIntersecting.splice(i, 1);
i--; // Adjust index since we removed an element
// Spawn new tree (normal or golden based on conditions)
spawnNewTree();
// Win condition
if (score >= WIN_SCORE) {
LK.showYouWin();
}
}
if (i >= 0 && i < lastIntersecting.length) {
lastIntersecting[i] = currentIntersecting;
}
}
// Collision detection for all poles
for (var j = 0; j < poles.length; j++) {
var pole = poles[j];
var currentIntersectingPole = car.intersects(pole);
if (!lastIntersectingPoles[j] && currentIntersectingPole) {
// Car just hit pole
score += pole.pointValue; // This will subtract 10 points
updateScoreText();
// Update bottom-left counter (increase by the amount of points lost)
bottomLeftCounter += Math.abs(pole.pointValue);
updateBottomLeftCounterText();
// Animate car and pole
car.flash();
pole.hitAnim();
// Remove the hit pole
game.removeChild(pole);
poles.splice(j, 1);
lastIntersectingPoles.splice(j, 1);
j--; // Adjust index since we removed an element
// Check for game over (negative score)
if (score < 0) {
// Show "eziksin" message for losing with negative score
var loserText = new Text2('eziksin', {
size: 300,
fill: 0x000000 // Black color
});
loserText.anchor.set(0.5, 0.5);
loserText.x = 2048 / 2;
loserText.y = 2732 / 2;
game.addChild(loserText);
// Show message for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
}
}
if (j >= 0 && j < lastIntersectingPoles.length) {
lastIntersectingPoles[j] = currentIntersectingPole;
}
}
}
// --- Utility: distance between two points ---
function distance(x1, y1, x2, y2) {
var dx = x1 - x2;
var dy = y1 - y2;
return Math.sqrt(dx * dx + dy * dy);
}
// --- Touch/drag events ---
game.down = function (x, y, obj) {
// Only start drag if touch is on car (within 120px radius)
var dx = x - car.x;
var dy = y - car.y;
if (dx * dx + dy * dy < 120 * 120) {
dragNode = car;
handleMove(x, y, obj);
}
};
game.move = handleMove;
game.up = function (x, y, obj) {
dragNode = null;
};
// --- Game update loop (not needed for movement, but for future extensibility) ---
game.update = function () {
// Check for fast completion scene transition (150+ score in 30 seconds or less)
var currentTime = Date.now();
var timeElapsed = currentTime - gameStartTime;
if (score >= 150 && timeElapsed <= 30000 && !fastSceneActive && !specialScene) {
fastSceneActive = true;
// Clear existing game elements
for (var i = trees.length - 1; i >= 0; i--) {
game.removeChild(trees[i]);
}
trees = [];
lastIntersecting = [];
for (var j = poles.length - 1; j >= 0; j--) {
game.removeChild(poles[j]);
}
poles = [];
lastIntersectingPoles = [];
// Change background to red for fast scene
game.setBackgroundColor(0x8B0000); // Dark red
}
// Check for normal special scene transition (150+ score after 30 seconds)
else if (score >= 150 && !specialScene && !fastSceneActive) {
specialScene = true;
// Clear existing game elements
for (var i = trees.length - 1; i >= 0; i--) {
game.removeChild(trees[i]);
}
trees = [];
lastIntersecting = [];
for (var j = poles.length - 1; j >= 0; j--) {
game.removeChild(poles[j]);
}
poles = [];
lastIntersectingPoles = [];
// Change background to darker for special scene
game.setBackgroundColor(0x2F4F4F); // Dark gray
}
// Handle fast scene logic
if (fastSceneActive && !fastSceneInitialized) {
// Initialize fast scene with 5 skeletons
for (var s = 0; s < 5; s++) {
var skeleton = new Skeleton();
skeleton.x = (s + 1) * (2048 / 6); // Distribute evenly across screen width
skeleton.y = 150 + s * 100; // Stagger vertically
skeletons.push(skeleton);
skeletonThrowTimers.push(Math.random() * 60); // Random initial throw timer
game.addChild(skeleton);
}
fastSceneInitialized = true;
}
// Handle special scene logic
if (specialScene && !specialSceneInitialized) {
// Initialize special scene
throwingMan = new ThrowingMan();
throwingMan.x = 2048 / 2;
throwingMan.y = 200;
game.addChild(throwingMan);
// Show and position skeleton health bar
skeletonHealthTxt.visible = true;
skeletonHealthTxt.x = throwingMan.x + 100; // Position to the right of skeleton
skeletonHealthTxt.y = throwingMan.y;
skeletonHealth = 1000; // Reset health
updateSkeletonHealthText();
// Spawn weapon immediately in special scene
if (!weaponSpawned) {
weapon = new Weapon();
weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds
weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds
game.addChild(weapon);
weaponSpawned = true;
}
specialSceneInitialized = true;
}
if (fastSceneActive) {
// Handle skeleton throwing deadly trees
for (var sk = 0; sk < skeletons.length; sk++) {
var skeleton = skeletons[sk];
skeletonThrowTimers[sk]++;
// Each skeleton throws a deadly tree at random intervals
if (skeletonThrowTimers[sk] >= skeleton.throwInterval) {
var newDeadlyTree = new DeadlyTree();
newDeadlyTree.x = skeleton.x;
newDeadlyTree.y = skeleton.y;
newDeadlyTree.speed = 15; // Faster falling speed
deadlyTrees.push(newDeadlyTree);
lastIntersectingDeadly.push(false);
game.addChild(newDeadlyTree);
// Reset throw timer with new random interval
skeletonThrowTimers[sk] = 0;
skeleton.throwInterval = Math.random() * 60 + 30; // 0.5-1.5 seconds
}
}
// Check collision with deadly trees (instant death)
for (var k = deadlyTrees.length - 1; k >= 0; k--) {
var deadlyTree = deadlyTrees[k];
var currentIntersectingDeadly = car.intersects(deadlyTree);
// Remove trees that go off screen
if (deadlyTree.y > 2732 + 100) {
game.removeChild(deadlyTree);
deadlyTrees.splice(k, 1);
lastIntersectingDeadly.splice(k, 1);
continue;
}
// Check collision - instant death
if (!lastIntersectingDeadly[k] && currentIntersectingDeadly) {
// Show death message
var deathText = new Text2('ÖLDÜN!', {
size: 300,
fill: 0xFF0000
});
deathText.anchor.set(0.5, 0.5);
deathText.x = 2048 / 2;
deathText.y = 2732 / 2;
game.addChild(deathText);
// Show message for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return;
}
if (k < lastIntersectingDeadly.length) {
lastIntersectingDeadly[k] = currentIntersectingDeadly;
}
}
}
if (specialScene) {
// Initialize following start time when first entering special scene
if (followingStartTime === null) {
followingStartTime = Date.now();
}
// Spawn deadly trees that follow player for 10 seconds, then disappear
if (LK.ticks % 120 === 0 && deadlyTrees.length < 10 && !allFollowingTreesGone) {
var newDeadlyTree = new DeadlyTree();
newDeadlyTree.x = Math.random() * 2048;
newDeadlyTree.y = -100; // Start above screen
newDeadlyTree.spawnTime = Date.now();
newDeadlyTree.startFollowing();
deadlyTrees.push(newDeadlyTree);
lastIntersectingDeadly.push(false);
game.addChild(newDeadlyTree);
// Set timer to make tree disappear after 10 seconds
LK.setTimeout(function () {
if (newDeadlyTree.parent) {
newDeadlyTree.stopFollowing();
var index = deadlyTrees.indexOf(newDeadlyTree);
if (index !== -1) {
deadlyTrees.splice(index, 1);
lastIntersectingDeadly.splice(index, 1);
}
// Check if all deadly trees are gone
if (deadlyTrees.length === 0 && !allFollowingTreesGone) {
allFollowingTreesGone = true;
// Show message near the throwing man
var messageText = new Text2('O zaman bunu al', {
size: 80,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
messageText.x = throwingMan.x;
messageText.y = throwingMan.y - 100;
game.addChild(messageText);
// Spawn weapon at random location
if (!weaponSpawned) {
weapon = new Weapon();
weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds
weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds
game.addChild(weapon);
weaponSpawned = true;
}
}
}
}, 10000);
}
// Check collision with deadly trees
for (var k = deadlyTrees.length - 1; k >= 0; k--) {
var deadlyTree = deadlyTrees[k];
var currentIntersectingDeadly = car.intersects(deadlyTree);
// Check if tree has been alive for 10 seconds
if (deadlyTree.spawnTime && Date.now() - deadlyTree.spawnTime >= 10000) {
deadlyTree.stopFollowing();
deadlyTrees.splice(k, 1);
lastIntersectingDeadly.splice(k, 1);
// Check if all deadly trees are gone
if (deadlyTrees.length === 0 && !allFollowingTreesGone) {
allFollowingTreesGone = true;
// Show message near the throwing man
var messageText = new Text2('O zaman bunu al', {
size: 80,
fill: 0xFFFFFF
});
messageText.anchor.set(0.5, 0.5);
messageText.x = throwingMan.x;
messageText.y = throwingMan.y - 100; // Position above the throwing man
game.addChild(messageText);
// Spawn weapon at random location
if (!weaponSpawned) {
weapon = new Weapon();
weapon.x = Math.random() * (2048 - 200) + 100; // Random X within game bounds
weapon.y = Math.random() * (2732 - 400) + 200; // Random Y within game bounds
game.addChild(weapon);
weaponSpawned = true;
}
}
continue;
}
// Check if tree went off screen (only for non-following trees)
if (!deadlyTree.isFollowing && deadlyTree.y > 2732 + 100) {
game.removeChild(deadlyTree);
deadlyTrees.splice(k, 1);
lastIntersectingDeadly.splice(k, 1);
continue;
}
// Check collision - instant death
if (!lastIntersectingDeadly[k] && currentIntersectingDeadly) {
// Show death message
var deathText = new Text2('ÖLDÜN!', {
size: 300,
fill: 0xFF0000
});
deathText.anchor.set(0.5, 0.5);
deathText.x = 2048 / 2;
deathText.y = 2732 / 2;
game.addChild(deathText);
// Show message for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
return;
}
if (k < lastIntersectingDeadly.length) {
lastIntersectingDeadly[k] = currentIntersectingDeadly;
}
}
// Check weapon collision and bullet firing
if (weapon && throwingMan) {
var currentIntersectingWeapon = car.intersects(weapon);
if (!lastIntersectingWeapon && currentIntersectingWeapon) {
// Car touched weapon, make weapon follow car
weapon.isFollowingCar = true;
// Fire bullet at skeleton
var newBullet = new Bullet();
newBullet.x = car.x;
newBullet.y = car.y;
newBullet.targetX = throwingMan.x;
newBullet.targetY = throwingMan.y;
bullets.push(newBullet);
game.addChild(newBullet);
}
lastIntersectingWeapon = currentIntersectingWeapon;
// Make weapon follow car if attached
if (weapon.isFollowingCar) {
weapon.x = car.x + 60; // Offset to the right of car
weapon.y = car.y;
}
}
// Check bullet collisions with skeleton
for (var b = bullets.length - 1; b >= 0; b--) {
var bullet = bullets[b];
if (throwingMan && bullet.intersects && bullet.intersects(throwingMan)) {
// Bullet hit skeleton - reduce health
skeletonHealth -= 5;
updateSkeletonHealthText();
// Remove bullet
game.removeChild(bullet);
bullets.splice(b, 1);
// Flash skeleton red when hit
tween(throwingMan, {
tint: 0xFF0000
}, {
duration: 200,
onFinish: function onFinish() {
tween(throwingMan, {
tint: 0xFFFFFF
}, {
duration: 200
});
}
});
// Check if skeleton is defeated
if (skeletonHealth <= 0) {
// Hide health bar
skeletonHealthTxt.visible = false;
// Show victory message
var victoryText = new Text2('Enes batur yenildi', {
size: 200,
fill: 0x00FF00
});
victoryText.anchor.set(0.5, 0.5);
victoryText.x = 2048 / 2;
victoryText.y = 2732 / 2;
game.addChild(victoryText);
// Show victory for 3 seconds then transition to third scene (same as first scene)
LK.setTimeout(function () {
// Clear special scene elements
game.removeChild(victoryText);
if (throwingMan) {
game.removeChild(throwingMan);
throwingMan = null;
}
if (weapon) {
game.removeChild(weapon);
weapon = null;
weaponSpawned = false;
}
// Clear bullets
for (var b = bullets.length - 1; b >= 0; b--) {
game.removeChild(bullets[b]);
}
bullets = [];
// Clear deadly trees
for (var d = deadlyTrees.length - 1; d >= 0; d--) {
game.removeChild(deadlyTrees[d]);
}
deadlyTrees = [];
lastIntersectingDeadly = [];
// Transition to third scene (same as first scene with trees)
specialScene = false;
specialSceneInitialized = false;
game.setBackgroundColor(0x87ceeb); // Sky blue background like first scene
// Spawn trees like in the first scene
for (var i = 0; i < 5; i++) {
var tree = new Tree();
tree.x = getRandomTreeX();
tree.y = getRandomTreeY();
trees.push(tree);
lastIntersecting.push(false);
game.addChild(tree);
}
// Spawn poles like in the first scene
for (var i = 0; i < 5; i++) {
var pole = new Pole();
var tries = 0;
var validPosition = false;
do {
pole.x = getRandomTreeX();
pole.y = getRandomTreeY();
tries++;
validPosition = true;
// Check distance from car
if (distance(car.x, car.y, pole.x, pole.y) < 300) {
validPosition = false;
}
// Check distance from all existing trees
for (var t = 0; t < trees.length; t++) {
if (distance(pole.x, pole.y, trees[t].x, trees[t].y) < 200) {
validPosition = false;
break;
}
}
// Check distance from all existing poles
for (var p = 0; p < poles.length; p++) {
if (distance(pole.x, pole.y, poles[p].x, poles[p].y) < 200) {
validPosition = false;
break;
}
}
} while (!validPosition && tries < 20);
poles.push(pole);
lastIntersectingPoles.push(false);
game.addChild(pole);
}
}, 3000);
}
}
}
}
// Only run countdown timer logic if not in special scene
if (!specialScene) {
// Check if player hit something (score changed)
var scoreChanged = score !== lastScore;
if (scoreChanged) {
// Player hit something, reset countdown
countdownTimer = 10;
updateCountdownText();
} else {
// Player didn't hit anything, countdown every second (60 ticks = 1 second)
if (LK.ticks % 60 === 0) {
countdownTimer--;
updateCountdownText();
if (countdownTimer <= 0) {
if (score < 10) {
// Show F- grade for low score
var gradeText = new Text2('F-', {
size: 300,
fill: 0xFF0000
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 10 && score <= 30) {
// Show F+ grade for score between 10 and 30
var gradeText = new Text2('F+', {
size: 300,
fill: 0xFFA500
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 30 && score <= 50) {
// Show D- grade for score between 30 and 50
var gradeText = new Text2('D-', {
size: 300,
fill: 0x800080
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else {
LK.showGameOver();
}
}
}
}
}
// Only run upward counter logic if not in special scene
if (!specialScene) {
// Upward counter increments every second (60 ticks = 1 second)
if (LK.ticks % 60 === 0) {
upwardCounter++;
updateUpwardCounterText();
if (upwardCounter >= 90) {
if (score < 10) {
// Show F- grade for low score
var gradeText = new Text2('F-', {
size: 300,
fill: 0xFF0000
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 10 && score <= 30) {
// Show F+ grade for score between 10 and 30
var gradeText = new Text2('F+', {
size: 300,
fill: 0xFFA500
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else if (score >= 30 && score <= 50) {
// Show D- grade for score between 30 and 50
var gradeText = new Text2('D-', {
size: 300,
fill: 0x800080
});
gradeText.anchor.set(0.5, 0.5);
gradeText.x = 2048 / 2;
gradeText.y = 2732 / 2;
game.addChild(gradeText);
// Show grade for 2 seconds before game over
LK.setTimeout(function () {
LK.showGameOver();
}, 2000);
} else {
LK.showGameOver();
}
}
}
}
// Update tracking variables
lastCarX = car.x;
lastCarY = car.y;
lastScore = score;
};
// --- Initialize score ---
score = 0;
updateScoreText();
// --- Initialize upward counter ---
upwardCounter = 1;
updateUpwardCounterText();
// --- Initialize bottom-left counter ---
bottomLeftCounter = 150;
updateBottomLeftCounterText();
// --- Initialize tracking variables ---
lastCarX = car.x;
lastCarY = car.y;
lastScore = score;
// --- Initialize game start time ---
gameStartTime = Date.now(); ===================================================================
--- original.js
+++ change.js
@@ -268,8 +268,24 @@
});
};
return self;
});
+// Skeleton class for fast completion scene
+var Skeleton = Container.expand(function () {
+ var self = Container.call(this);
+ // Create skeleton visual using manCircle asset
+ var skeletonAsset = self.attachAsset('manCircle', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ skeletonAsset.width = 80;
+ skeletonAsset.height = 80;
+ skeletonAsset.tint = 0x8B4513; // Brown color for skeleton
+ self.health = 200;
+ self.throwTimer = 0;
+ self.throwInterval = Math.random() * 60 + 60; // Random throw interval between 1-2 seconds
+ return self;
+});
// ThrowingMan class for special scene
var ThrowingMan = Container.expand(function () {
var self = Container.call(this);
// Create circular shape for the man
@@ -378,8 +394,13 @@
var bullets = [];
var lastIntersectingWeapon = false;
var skeletonHealth = 1000;
var skeletonHealthTxt = null;
+var gameStartTime = null;
+var fastSceneActive = false;
+var fastSceneInitialized = false;
+var skeletons = [];
+var skeletonThrowTimers = [];
// --- Create and add car ---
car = new Car();
car.x = CAR_START_X;
car.y = CAR_START_Y;
@@ -686,10 +707,29 @@
dragNode = null;
};
// --- Game update loop (not needed for movement, but for future extensibility) ---
game.update = function () {
- // Check for special scene transition (150+ score)
- if (score >= 150 && !specialScene) {
+ // Check for fast completion scene transition (150+ score in 30 seconds or less)
+ var currentTime = Date.now();
+ var timeElapsed = currentTime - gameStartTime;
+ if (score >= 150 && timeElapsed <= 30000 && !fastSceneActive && !specialScene) {
+ fastSceneActive = true;
+ // Clear existing game elements
+ for (var i = trees.length - 1; i >= 0; i--) {
+ game.removeChild(trees[i]);
+ }
+ trees = [];
+ lastIntersecting = [];
+ for (var j = poles.length - 1; j >= 0; j--) {
+ game.removeChild(poles[j]);
+ }
+ poles = [];
+ lastIntersectingPoles = [];
+ // Change background to red for fast scene
+ game.setBackgroundColor(0x8B0000); // Dark red
+ }
+ // Check for normal special scene transition (150+ score after 30 seconds)
+ else if (score >= 150 && !specialScene && !fastSceneActive) {
specialScene = true;
// Clear existing game elements
for (var i = trees.length - 1; i >= 0; i--) {
game.removeChild(trees[i]);
@@ -703,8 +743,21 @@
lastIntersectingPoles = [];
// Change background to darker for special scene
game.setBackgroundColor(0x2F4F4F); // Dark gray
}
+ // Handle fast scene logic
+ if (fastSceneActive && !fastSceneInitialized) {
+ // Initialize fast scene with 5 skeletons
+ for (var s = 0; s < 5; s++) {
+ var skeleton = new Skeleton();
+ skeleton.x = (s + 1) * (2048 / 6); // Distribute evenly across screen width
+ skeleton.y = 150 + s * 100; // Stagger vertically
+ skeletons.push(skeleton);
+ skeletonThrowTimers.push(Math.random() * 60); // Random initial throw timer
+ game.addChild(skeleton);
+ }
+ fastSceneInitialized = true;
+ }
// Handle special scene logic
if (specialScene && !specialSceneInitialized) {
// Initialize special scene
throwingMan = new ThrowingMan();
@@ -726,8 +779,60 @@
weaponSpawned = true;
}
specialSceneInitialized = true;
}
+ if (fastSceneActive) {
+ // Handle skeleton throwing deadly trees
+ for (var sk = 0; sk < skeletons.length; sk++) {
+ var skeleton = skeletons[sk];
+ skeletonThrowTimers[sk]++;
+ // Each skeleton throws a deadly tree at random intervals
+ if (skeletonThrowTimers[sk] >= skeleton.throwInterval) {
+ var newDeadlyTree = new DeadlyTree();
+ newDeadlyTree.x = skeleton.x;
+ newDeadlyTree.y = skeleton.y;
+ newDeadlyTree.speed = 15; // Faster falling speed
+ deadlyTrees.push(newDeadlyTree);
+ lastIntersectingDeadly.push(false);
+ game.addChild(newDeadlyTree);
+ // Reset throw timer with new random interval
+ skeletonThrowTimers[sk] = 0;
+ skeleton.throwInterval = Math.random() * 60 + 30; // 0.5-1.5 seconds
+ }
+ }
+ // Check collision with deadly trees (instant death)
+ for (var k = deadlyTrees.length - 1; k >= 0; k--) {
+ var deadlyTree = deadlyTrees[k];
+ var currentIntersectingDeadly = car.intersects(deadlyTree);
+ // Remove trees that go off screen
+ if (deadlyTree.y > 2732 + 100) {
+ game.removeChild(deadlyTree);
+ deadlyTrees.splice(k, 1);
+ lastIntersectingDeadly.splice(k, 1);
+ continue;
+ }
+ // Check collision - instant death
+ if (!lastIntersectingDeadly[k] && currentIntersectingDeadly) {
+ // Show death message
+ var deathText = new Text2('ÖLDÜN!', {
+ size: 300,
+ fill: 0xFF0000
+ });
+ deathText.anchor.set(0.5, 0.5);
+ deathText.x = 2048 / 2;
+ deathText.y = 2732 / 2;
+ game.addChild(deathText);
+ // Show message for 2 seconds before game over
+ LK.setTimeout(function () {
+ LK.showGameOver();
+ }, 2000);
+ return;
+ }
+ if (k < lastIntersectingDeadly.length) {
+ lastIntersectingDeadly[k] = currentIntersectingDeadly;
+ }
+ }
+ }
if (specialScene) {
// Initialize following start time when first entering special scene
if (followingStartTime === null) {
followingStartTime = Date.now();
@@ -1102,5 +1207,7 @@
updateBottomLeftCounterText();
// --- Initialize tracking variables ---
lastCarX = car.x;
lastCarY = car.y;
-lastScore = score;
\ No newline at end of file
+lastScore = score;
+// --- Initialize game start time ---
+gameStartTime = Date.now();
\ No newline at end of file