User prompt
THE COLOR OF THE POINT COUNTER SHOULD BE BLACK
User prompt
LET THESE BE IN THE DESERT
User prompt
CLEAR THE DATA IN THE GAME WHEN THE SCORE REACHES 100 SO THAT THE GAME DOES NOT lag, FIX GAME BUGS, CLEAR THE DATA IN CASES WHEN IT IS TOO LOAD
User prompt
WHEN THE SCORE REACHES 100, RESET THE VISUALS OF ALL ENEMIES 2 AND 3 AND THEMSELVES TOO, SO THAT THERE IS NOTHING LEFT ON THE SCREEN FOR 2 SECONDS, SO THAT THE GAME STARTS FROM THE BEGINNING
User prompt
enemy.setActive(false).setVisible(false); enemy.destroy(); In some frameworks .destroy() only deletes from memory, not from the scene. So first do .setVisible(false) and .setActive(false). DO THIS FOR ENEMY 2 AND ENEMY 3 AND ENEMY
User prompt
ENEMY VISUALS REMAIN ON THE SCREEN. LET THEM GO TOO. WHEN YOU GET 100 POINTS AND INCREASE THE CYCLE NUMBER. ADD A COUNTER AND EVERY TIME WE REACH 100 POINTS, IT INCREASES BY 1. LINK THE CHARACTER'S 7 SECOND POWER-UP TO EACH INCREASE.
User prompt
WHEN YOU REACH 100 POINTS, CLEAR THE REMAINING "ENEMY 2" AND "ENEMY 3" OBJECTS ON THE SCREEN.
User prompt
WHEN YOU REACH 100 POINTS, CLEAR THE REMAINING ENEMY OBJECTS ON THE SCREEN
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RESET ALL DATA WHEN REACHING 100 POINTS
User prompt
function performansOptimizasyon() { // Her 60 saniyede bir çalıştır heroBullets = heroBullets.filter(b => b.active); hero.enemies = hero.enemies.filter(e => e.active); GC.clean(); // } Write performanceOptimization() Function
User prompt
Bullet & Enemy Pool System (Object Pooling) Instead of creating new objects, create 100 bullets/enemies in advance, save the unused ones by setting active = false. Use them again when needed. function getBulletFromPool() { for (let b of bulletPool) { if (!b.active) return b; } return null; // or create new (optional) }
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1. Memory Cleaning – PROPER toDestroyHeroBullets = []; toDestroyEnemies = []; if you make it null the filter function may explode. Make it an empty array and it will continue intact.
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MAXIMUM ENEMY LIMIT LET IT BE 25
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game.addChild() yerine bir container içinde mermileri grupla. gameBulletsContainer.addChild(bullet) gibi.
User prompt
"WHEN I REACH 100 POINTS, I WILL SHOT 2 BULLETS, ONE SHOULD COME OUT A LITTLE LATER THAN THE OTHER" LET'S DO THIS PROCESS IN A TIMELY MANNER, LET IT BE IN VU SHAPE FOR 7 SECONDS, THEN RETURN TO ITS PREVIOUS FORM, AND LET THE SCORE BE RESET WHEN IT REACHES 100 POINTS
User prompt
WHEN I REACH 100 POINTS, I WILL SHOT 2 BULLETS, ONE SHOULD COME OUT A LITTLE LATER THAN THE OTHER
User prompt
"ENEMY" 1 POINT, "ENEMY 2" 5 POINTS,"ENEMY 3" 7 POINTS, SHOW HOW MANY POINTS I HAVE EARNED IN TOTAL
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SHOW A COUNTER IN THE GAME INTERFACE TO SEE THIS
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ADD A COUNTER THAT COUNTS HOW MANY ARROW HITS ARE HIT ON THE HERO, IT SHOW ON THE SCREEN AND RESET AFTER KILLING 3 "ENEMY 2"
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There should be no such thing as undoing the object operation that appears on the screen.
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There are too many splice operations, these operations can decrease FPS. My suggestion: Put the enemies to be killed in the toDestroy array. Then clear with a single for.
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ONLY HIT "ENEMY" 1 TIME AND HE DIES / "ENEMY 2" DIED 3 TIMES AND HE DIES / "ENEMY 3" DIED 2 TIMES
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JUST HIT "ENEMY 3" TWICE AND HE WILL DIE
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ONLY "ENEMY 3" STANDS IN THE CIRCLE AND FIRES ARROWS, THE OTHERS ARE THE SAME AS BEFORE
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INCREASE THE DIAMETER OF THE CIRCLE AROUND MY CHARACTER BY 3 TIMES
/**** * Classes ****/ var Arrow = Container.expand(function (target) { var self = Container.call(this); var arrowGraphics = self.attachAsset('arrow', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 18; self.angle = 0; self.target = target; self.lastX = self.x; self.lastY = self.y; self._move_migrated = function () { // Move in the direction of angle self.lastX = self.x; self.lastY = self.y; self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); self.rotation = self.angle; }; return self; }); var Bullet = Container.expand(function () { var self = Container.call(this); var bulletGraphics = self.attachAsset('bullet', { anchorX: 0.5, anchorY: 0.5 }); self.speed = 20; self._move_migrated = function () { self.x += self.speed * Math.cos(self.angle); self.y += self.speed * Math.sin(self.angle); self.rotation += 0.1; }; }); var Enemy = Container.expand(function (hero) { var self = Container.call(this); var enemyGraphics = self.attachAsset('enemy', { anchorX: 0.5, anchorY: 0.5 }); self.health = 1; // Enemy needs 1 hit to die self._move_migrated = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Enemy does NOT stop or fire arrows, just moves toward hero self.x += dx / distance * 1.8; self.y += dy / distance * 1.8; }; }); var Enemy2 = Container.expand(function (hero) { var self = Container.call(this); var enemy2Graphics = self.attachAsset('enemy2', { anchorX: 0.5, anchorY: 0.5 }); self.health = 3; // Enemy2 needs 3 hits to die self._move_migrated = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // Enemy2 does NOT stop or fire arrows, just moves toward hero self.x += dx / distance * 1.25; self.y += dy / distance * 1.25; }; }); var Enemy3 = Container.expand(function (hero) { var self = Container.call(this); var enemy3Graphics = self.attachAsset('enemy3', { anchorX: 0.5, anchorY: 0.5 }); self.health = 2; // Enemy3 needs 2 hits to die self.arrowCooldown = 0; self._move_migrated = function () { var dx = hero.x - self.x; var dy = hero.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); // --- Enemy3 stop and arrow logic --- if (typeof self.stopTimer === "undefined") self.stopTimer = 0; if (distance <= heroStopRadius) { if (self.stopTimer === 0) { self.stopTimer = 180; // 3 seconds at 60fps } if (self.stopTimer > 0) { self.stopTimer--; // After 3 seconds, fire an arrow at the hero and reset timer if (self.stopTimer === 0) { var arrow = new Arrow(hero); arrow.x = self.x; arrow.y = self.y; arrow.angle = Math.atan2(hero.y - self.y, hero.x - self.x); enemyBullets.push(arrow); game.addChild(arrow); // Double the arrow sending time for next time self.stopTimer = 360; // 6 seconds } return; // Enemy3 stays stopped } } else { self.stopTimer = 0; // Reset timer if out of radius } self.x += dx / distance * 2.5; self.y += dy / distance * 2.5; // Remove original arrow attack logic for Enemy3 }; }); var Hero = Container.expand(function () { var self = Container.call(this); var heroGraphics = self.attachAsset('hero', { anchorX: 0.5, anchorY: 0.5 }); self._move_migrated = function () { if (self.targetPos) { var dx = self.targetPos.x - self.x; var dy = self.targetPos.y - self.y; var distance = Math.sqrt(dx * dx + dy * dy); if (distance > 5) { self.x += dx / distance * 10; self.y += dy / distance * 10; } else { self.x = self.targetPos.x; self.y = self.targetPos.y; self.targetPos = null; } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x000000 }); /**** * Game Code ****/ // You should replace id with a unique asset for enemy2 game.setBackgroundColor(0xE2C275); var hero = game.addChild(new Hero()); hero.enemies = []; var heroBullets = []; var enemyBullets = []; // --- Object Pools --- var bulletPool = []; var enemyPool = []; // Pre-create 100 bullets and 100 enemies for pooling for (var i = 0; i < 100; i++) { var b = new Bullet(); b.active = false; b.visible = false; bulletPool.push(b); } for (var i = 0; i < 100; i++) { var e = new Enemy(hero); e.active = false; e.visible = false; enemyPool.push(e); } // Pool utility functions function getBulletFromPool() { for (var i = 0; i < bulletPool.length; i++) { if (!bulletPool[i].active) { return bulletPool[i]; } } return null; } function getEnemyFromPool() { for (var i = 0; i < enemyPool.length; i++) { if (!enemyPool[i].active) { return enemyPool[i]; } } return null; } // Create a container to group all hero bullets var gameBulletsContainer = new Container(); game.addChild(gameBulletsContainer); hero.x = 2048 / 2; hero.y = 2732 / 2; game.targetPos = null; // Arrow hit counter UI var arrowCounterTxt = new Text2('0', { size: 100, fill: 0xFFFFFF }); arrowCounterTxt.anchor.set(1, 0.5); // right-aligned, vertically centered LK.gui.left.addChild(arrowCounterTxt); // Show a label for clarity var arrowCounterLabel = new Text2('Arrow Hits', { size: 50, fill: 0xFFFFFF }); arrowCounterLabel.anchor.set(1, 0.5); LK.gui.left.addChild(arrowCounterLabel); arrowCounterLabel.y = -80; // Total points counter UI var pointsCounterTxt = new Text2('0', { size: 120, fill: 0x000000 }); pointsCounterTxt.anchor.set(0.5, 0); // center top LK.gui.top.addChild(pointsCounterTxt); var pointsCounterLabel = new Text2('Points', { size: 50, fill: 0xFFD700 }); pointsCounterLabel.anchor.set(0.5, 0); pointsCounterLabel.y = 110; LK.gui.top.addChild(pointsCounterLabel); // Add a large invisible circle radius for enemy stop logic (3x original size) var heroStopRadius = 750; // large size, 3x original game.on('down', function (x, y, obj) { hero.targetPos = game.toLocal(obj.global); }); var spawnEnemy = function spawnEnemy() { var side = Math.floor(Math.random() * 4); var enemy; var rand = Math.random(); // Use pool for Enemy (type 1 only) for now if (rand < 0.6) { enemy = getEnemyFromPool(); if (enemy) { // Reset health and state enemy.health = 1; enemy.active = true; enemy.visible = true; } else { enemy = new Enemy(hero); } } else if (rand < 0.85) { // For Enemy2 and Enemy3, still create new (or you can pool them separately if desired) enemy = new Enemy2(hero); } else { enemy = new Enemy3(hero); } switch (side) { case 0: enemy.x = Math.random() * 2048; enemy.y = 0; break; case 1: enemy.x = 2048; enemy.y = Math.random() * 2732; break; case 2: enemy.x = Math.random() * 2048; enemy.y = 2732; break; case 3: enemy.x = 0; enemy.y = Math.random() * 2732; break; } hero.enemies.push(enemy); game.addChild(enemy); }; LK.on('tick', function () { hero._move_migrated(); for (var i = 0; i < heroBullets.length; i++) { heroBullets[i]._move_migrated(); } for (var i = 0; i < enemyBullets.length; i++) { enemyBullets[i]._move_migrated(); } // Track arrow hits on hero if (typeof hero.arrowHits === "undefined") { hero.arrowHits = 0; } arrowCounterTxt.setText(hero.arrowHits + ""); // Use toDestroy arrays for batch removals var toDestroyEnemyBullets = []; for (var i = enemyBullets.length - 1; i >= 0; i--) { if (enemyBullets[i].intersects(hero)) { // Deactivate and hide enemy bullet instead of destroy enemyBullets[i].active = false; enemyBullets[i].visible = false; toDestroyEnemyBullets.push(i); hero.arrowHits++; if (hero.arrowHits >= 10) { LK.showGameOver(); } arrowCounterTxt.setText(hero.arrowHits + ""); } } for (var idx = 0; idx < toDestroyEnemyBullets.length; idx++) { enemyBullets.splice(toDestroyEnemyBullets[idx], 1); } toDestroyEnemyBullets = []; // Track Enemy2 kills for arrow reset if (typeof hero.enemy2Kills === "undefined") { hero.enemy2Kills = 0; } // Track total kills for bullet upgrades if (typeof hero.totalKills === "undefined") { hero.totalKills = 0; } // Use toDestroy arrays for enemies and heroBullets var toDestroyEnemies = []; var toDestroyHeroBullets = []; if (typeof game.totalPoints === "undefined") { game.totalPoints = 0; } for (var i = 0; i < hero.enemies.length; i++) { hero.enemies[i]._move_migrated(); for (var j = 0; j < heroBullets.length; j++) { if (heroBullets[j].intersects(hero.enemies[i])) { // Deactivate and hide bullet instead of destroy heroBullets[j].active = false; heroBullets[j].visible = false; toDestroyHeroBullets.push(j); if (typeof hero.enemies[i].health === "number") { hero.enemies[i].health--; if (hero.enemies[i].health <= 0) { // Check if this is an Enemy2 if (hero.enemies[i].attachAsset && hero.enemies[i].attachAsset.toString().indexOf("enemy2") !== -1) { hero.enemy2Kills++; if (hero.enemy2Kills >= 3) { hero.arrowHits = 0; hero.enemy2Kills = 0; arrowCounterTxt.setText(hero.arrowHits + ""); } game.totalPoints += 5; // Enemy2 = 5 points } else if (hero.enemies[i].attachAsset && hero.enemies[i].attachAsset.toString().indexOf("enemy3") !== -1) { game.totalPoints += 7; // Enemy3 = 7 points } else { game.totalPoints += 1; // Enemy = 1 point } // No progression logic needed for enemy kills hero.totalKills++; // Increment total kills // Deactivate and hide enemy instead of destroy hero.enemies[i].active = false; hero.enemies[i].visible = false; toDestroyEnemies.push(i); pointsCounterTxt.setText(game.totalPoints + ""); break; } } else { // fallback: deactivate and hide if no health property hero.enemies[i].active = false; hero.enemies[i].visible = false; toDestroyEnemies.push(i); break; } } } if (hero.intersects(hero.enemies[i])) { LK.showGameOver(); } } // Remove heroBullets marked for destruction (from highest to lowest index) heroBullets = heroBullets.filter(function (bullet, idx) { return toDestroyHeroBullets.indexOf(idx) === -1; }); toDestroyHeroBullets = []; // Remove enemies marked for destruction (from highest to lowest index) hero.enemies = hero.enemies.filter(function (enemy, idx) { return toDestroyEnemies.indexOf(idx) === -1; }); toDestroyEnemies = []; if (LK.ticks % 30 === 0) { if (hero.enemies.length < 25) { spawnEnemy(); } } // --- VU mode timer logic --- if (typeof game.vuModeActive !== "undefined" && game.vuModeActive) { if (typeof game.vuModeTimer === "undefined") game.vuModeTimer = 0; game.vuModeTimer--; if (game.vuModeTimer <= 0) { game.vuModeActive = false; game.vuModeTimer = 0; } } // --- CYCLE COUNTER --- if (typeof game.cycleCount === "undefined") { game.cycleCount = 0; } // --- END CYCLE COUNTER --- if (LK.ticks % 20 === 0 && hero.enemies.length > 0) { // Find the closest enemy var closestEnemy = null; var minDist = Infinity; for (var i = 0; i < hero.enemies.length; i++) { var dx = hero.enemies[i].x - hero.x; var dy = hero.enemies[i].y - hero.y; var dist = Math.sqrt(dx * dx + dy * dy); if (dist < minDist) { minDist = dist; closestEnemy = hero.enemies[i]; } } if (closestEnemy) { // If 100 or more points, fire 2 bullets, one delayed // --- VU shape double-bullet mode logic --- // If not already in VU mode and score reaches 100, activate VU mode for 7 seconds and reset score if (typeof game.vuModeActive === "undefined") game.vuModeActive = false; if (typeof game.vuModeTimer === "undefined") game.vuModeTimer = 0; if (!game.vuModeActive && game.totalPoints >= 100) { // --- RESET ALL DATA --- // Reset hero state hero.arrowHits = 0; hero.enemy2Kills = 0; hero.totalKills = 0; // Reset points game.totalPoints = 0; pointsCounterTxt.setText(game.totalPoints + ""); arrowCounterTxt.setText(hero.arrowHits + ""); // Remove all hero bullets and destroy them for (var i = 0; i < heroBullets.length; i++) { if (typeof heroBullets[i].setActive === "function") heroBullets[i].setActive(false); if (typeof heroBullets[i].setVisible === "function") heroBullets[i].setVisible(false); heroBullets[i].active = false; heroBullets[i].visible = false; if (typeof heroBullets[i].destroy === "function") heroBullets[i].destroy(); } heroBullets = []; // Remove all enemy bullets and destroy them for (var i = 0; i < enemyBullets.length; i++) { if (typeof enemyBullets[i].setActive === "function") enemyBullets[i].setActive(false); if (typeof enemyBullets[i].setVisible === "function") enemyBullets[i].setVisible(false); enemyBullets[i].active = false; enemyBullets[i].visible = false; if (typeof enemyBullets[i].destroy === "function") enemyBullets[i].destroy(); } enemyBullets = []; // Remove all enemies and destroy them for (var i = 0; i < hero.enemies.length; i++) { if (typeof hero.enemies[i].setActive === "function") hero.enemies[i].setActive(false); if (typeof hero.enemies[i].setVisible === "function") hero.enemies[i].setVisible(false); hero.enemies[i].active = false; hero.enemies[i].visible = false; if (typeof hero.enemies[i].destroy === "function") hero.enemies[i].destroy(); } hero.enemies = []; // Also clear all remaining enemy objects on the screen (from enemyPool and any other enemy arrays) for (var i = 0; i < enemyPool.length; i++) { if (typeof enemyPool[i].setActive === "function") enemyPool[i].setActive(false); if (typeof enemyPool[i].setVisible === "function") enemyPool[i].setVisible(false); enemyPool[i].active = false; enemyPool[i].visible = false; if (typeof enemyPool[i].destroy === "function") enemyPool[i].destroy(); } // --- Remove all enemy visuals from the screen, including Enemy, Enemy2, Enemy3 --- for (var i = game.children.length - 1; i >= 0; i--) { var obj = game.children[i]; if (obj && obj.attachAsset && (obj.attachAsset.toString().indexOf("enemy") !== -1 || obj.attachAsset.toString().indexOf("enemy2") !== -1 || obj.attachAsset.toString().indexOf("enemy3") !== -1)) { if (typeof obj.setActive === "function") obj.setActive(false); if (typeof obj.setVisible === "function") obj.setVisible(false); obj.active = false; obj.visible = false; if (typeof obj.destroy === "function") obj.destroy(); // Remove from display list if (typeof game.removeChild === "function") game.removeChild(obj); } } // --- End remove all enemy visuals --- // Hide all remaining Enemy2 and Enemy3 visuals for 2 seconds, then restart game logic game.vuModeActive = false; game.vuModeTimer = 0; // Optionally, reset hero position to center hero.x = 2048 / 2; hero.y = 2732 / 2; // --- INCREMENT CYCLE COUNTER AND TRIGGER POWER-UP --- if (typeof game.cycleCount === "undefined") { game.cycleCount = 0; } game.cycleCount++; // Pause all enemy/hero actions for 2 seconds before restarting game._resetting = true; // Force garbage collection if available (for some platforms) if (typeof GC !== "undefined" && typeof GC.clean === "function") { GC.clean(); } // Remove any remaining references to avoid memory leaks bulletPool = []; enemyPool = []; gameBulletsContainer.removeChildren && gameBulletsContainer.removeChildren(); // Remove any other lingering objects from game.children that are not hero or UI for (var i = game.children.length - 1; i >= 0; i--) { var obj = game.children[i]; if (obj !== hero && obj !== gameBulletsContainer) { if (typeof obj.setActive === "function") obj.setActive(false); if (typeof obj.setVisible === "function") obj.setVisible(false); obj.active = false; obj.visible = false; if (typeof obj.destroy === "function") obj.destroy(); if (typeof game.removeChild === "function") game.removeChild(obj); } } // Pause for 2 seconds, then allow game to continue and trigger 7s power-up (VU mode) LK.setTimeout(function () { // After 2 seconds, allow game to continue and trigger 7s power-up (VU mode) game.vuModeActive = true; game.vuModeTimer = 60 * 7; // 7 seconds at 60fps game._resetting = false; }, 2000); // --- END CYCLE COUNTER AND POWER-UP --- // --- END RESET --- } // If in VU mode, fire two bullets in V shape (one delayed, both angled) if (game.vuModeActive) { // First bullet: angle -20 degrees from direct line to enemy var bullet1 = getBulletFromPool(); if (bullet1) { bullet1.x = hero.x; bullet1.y = hero.y; var dx = closestEnemy.x - hero.x; var dy = closestEnemy.y - hero.y; var baseAngle = Math.atan2(dy, dx); bullet1.angle = baseAngle - Math.PI / 9; // -20 degrees bullet1.active = true; bullet1.visible = true; heroBullets.push(bullet1); gameBulletsContainer.addChild(bullet1); } // Second bullet: angle +20 degrees, after 8 ticks LK.setTimeout(function () { // Find the closest enemy again (could have changed) var closestEnemy2 = null; var minDist2 = Infinity; for (var i = 0; i < hero.enemies.length; i++) { var dx2 = hero.enemies[i].x - hero.x; var dy2 = hero.enemies[i].y - hero.y; var dist2 = Math.sqrt(dx2 * dx2 + dy2 * dy2); if (dist2 < minDist2) { minDist2 = dist2; closestEnemy2 = hero.enemies[i]; } } if (closestEnemy2) { var bullet2 = getBulletFromPool(); if (bullet2) { bullet2.x = hero.x; bullet2.y = hero.y; var dx2 = closestEnemy2.x - hero.x; var dy2 = closestEnemy2.y - hero.y; var baseAngle2 = Math.atan2(dy2, dx2); bullet2.angle = baseAngle2 + Math.PI / 9; // +20 degrees bullet2.active = true; bullet2.visible = true; heroBullets.push(bullet2); gameBulletsContainer.addChild(bullet2); } } }, 133); } else { // Always fire a single bullet, no upgrades var bullet = getBulletFromPool(); if (bullet) { bullet.x = hero.x; bullet.y = hero.y; var dx = closestEnemy.x - hero.x; var dy = closestEnemy.y - hero.y; bullet.angle = Math.atan2(dy, dx); bullet.active = true; bullet.visible = true; heroBullets.push(bullet); gameBulletsContainer.addChild(bullet); } } } } }); function performanceOptimization() { // Her 60 saniyede bir çalıştır heroBullets = heroBullets.filter(function (b) { return b.active; }); hero.enemies = hero.enemies.filter(function (e) { return e.active; }); if (typeof GC !== "undefined" && typeof GC.clean === "function") { GC.clean(); } } // 60 saniyede bir çalıştırmak için interval ekle LK.setInterval(performanceOptimization, 60000);
===================================================================
--- original.js
+++ change.js
@@ -203,9 +203,9 @@
arrowCounterLabel.y = -80;
// Total points counter UI
var pointsCounterTxt = new Text2('0', {
size: 120,
- fill: 0xFFD700
+ fill: 0x000000
});
pointsCounterTxt.anchor.set(0.5, 0); // center top
LK.gui.top.addChild(pointsCounterTxt);
var pointsCounterLabel = new Text2('Points', {
vampire hunter pixel art Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art vampire, single sprite Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
pixel art boomerang Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows.
fat demon. In-Game asset. 2d. High contrast. No shadows
archer goblin. In-Game asset. 2d. High contrast. No shadows