User prompt
oyuna başlar başlamaz müzik çalsın
User prompt
ses yok bu seferde ve yanlarınde level seviyeleri yazsın mor renkle ve dönmesinler level seviyesi yazıları
User prompt
select level kısmında levellerin zorlukları üstlerinde değil yanlarında yazsın
User prompt
tıklayınca bir şey olmuyor level seçtiğimizde
User prompt
oyunda level sistemi olsun ve 3 level olsun 1. level kolay 2. level orta 3. level zor olsun ve leveller için ayrı birmenü olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
ses yok bu arada ve Uiacatminecraft assetlere ben ekledim yani sende gözükür
User prompt
arka plana Uiacatminecraft adlı sesi ekle
User prompt
aşağıyada 'by Muhammed Fatih Özdemir' yaz
User prompt
Her power upta 1 can daha kazanalım ve oyunun başlangıcındaki SPACE FIGHTER yazısı dönmesin sabit kalsın ama her saniye renk değiştirsin. ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyuna bir başlangıç menüsü ekle
User prompt
planet ve nebula özelliğini sil
User prompt
Oyuna uzay temalı bir arka plan ekle
User prompt
Lives diye yazma 3 kalp simgesi olsun canımız azaldığında onlardan biri yok olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Power Up ları aldıkça uçak büyüsün ve daha çok mermi ve daha büyük mermi atmaya başlasın ve3 can hakkımız olsun ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
Oyunu daha zorlaştır
Code edit (1 edits merged)
Please save this source code
User prompt
Sky Fighter - Aerial Combat Adventure
Initial prompt
Bir uçak oyunu yapacağım bana yardımcı olurmusun?
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
var EnemyAircraft = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemyAircraft', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 2 + Math.random() * 3;
self.movePattern = Math.floor(Math.random() * 3); // 0: straight, 1: zigzag, 2: sine wave
self.startX = 0;
self.fireRate = 60 + Math.random() * 60; // Fire every 60-120 ticks
self.lastFire = 0;
self.update = function () {
// Movement patterns
if (self.movePattern === 0) {
// Straight down
self.y += self.speed;
} else if (self.movePattern === 1) {
// Zigzag pattern
self.y += self.speed;
self.x = self.startX + Math.sin(self.y * 0.01) * 100;
} else if (self.movePattern === 2) {
// Sine wave pattern
self.y += self.speed;
self.x = self.startX + Math.sin(self.y * 0.02) * 150;
}
// Fire bullets occasionally
if (LK.ticks - self.lastFire >= self.fireRate) {
self.fireBullet();
self.lastFire = LK.ticks;
self.fireRate = 60 + Math.random() * 60; // Randomize next fire time
}
};
self.fireBullet = function () {
var bullet = new EnemyBullet();
bullet.x = self.x;
bullet.y = self.y + 40;
enemyBullets.push(bullet);
game.addChild(bullet);
};
return self;
});
var EnemyBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 4;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PlayerAircraft = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('playerAircraft', {
anchorX: 0.5,
anchorY: 0.5
});
self.health = 1;
self.fireRate = 15; // Fire every 15 ticks
self.lastFire = 0;
self.update = function () {
// Auto-fire bullets
if (LK.ticks - self.lastFire >= self.fireRate) {
self.fireBullet();
self.lastFire = LK.ticks;
}
};
self.fireBullet = function () {
var bullet = new PlayerBullet();
bullet.x = self.x;
bullet.y = self.y - 50;
playerBullets.push(bullet);
game.addChild(bullet);
LK.getSound('shoot').play();
};
return self;
});
var PlayerBullet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('playerBullet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = -8;
self.update = function () {
self.y += self.speed;
};
return self;
});
var PowerUp = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('powerUp', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 3;
self.rotationSpeed = 0.1;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x001122
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var playerBullets = [];
var enemyBullets = [];
var powerUps = [];
var enemySpawnRate = 120; // Spawn enemy every 120 ticks initially
var powerUpSpawnRate = 600; // Spawn power-up every 600 ticks
var difficultyTimer = 0;
var dragNode = null;
// UI Setup
var scoreTxt = new Text2('Score: 0', {
size: 60,
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
// Initialize player
player = new PlayerAircraft();
player.x = 1024; // Center horizontally
player.y = 2400; // Near bottom of screen
game.addChild(player);
// Game input handlers
game.down = function (x, y, obj) {
dragNode = player;
player.x = x;
player.y = y;
};
game.move = function (x, y, obj) {
if (dragNode) {
dragNode.x = Math.max(60, Math.min(1988, x)); // Keep within screen bounds
dragNode.y = Math.max(200, Math.min(2600, y)); // Keep within reasonable bounds
}
};
game.up = function (x, y, obj) {
dragNode = null;
};
// Spawn enemy aircraft
function spawnEnemy() {
var enemy = new EnemyAircraft();
enemy.x = 200 + Math.random() * 1648; // Random x position
enemy.y = -50; // Start above screen
enemy.startX = enemy.x;
enemies.push(enemy);
game.addChild(enemy);
}
// Spawn power-up
function spawnPowerUp() {
var powerUp = new PowerUp();
powerUp.x = 200 + Math.random() * 1648;
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
}
// Main game update loop
game.update = function () {
difficultyTimer++;
// Increase difficulty over time
if (difficultyTimer % 1800 === 0) {
// Every 30 seconds
enemySpawnRate = Math.max(40, enemySpawnRate - 10);
}
// Spawn enemies
if (LK.ticks % enemySpawnRate === 0) {
spawnEnemy();
}
// Spawn power-ups
if (LK.ticks % powerUpSpawnRate === 0) {
spawnPowerUp();
}
// 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 enemies
var hitEnemy = false;
for (var e = enemies.length - 1; e >= 0; e--) {
if (bullet.intersects(enemies[e])) {
LK.setScore(LK.getScore() + 100);
scoreTxt.setText('Score: ' + LK.getScore());
// Flash effect on enemy hit
LK.effects.flashObject(enemies[e], 0xFFFFFF, 200);
LK.getSound('enemyHit').play();
enemies[e].destroy();
enemies.splice(e, 1);
bullet.destroy();
playerBullets.splice(i, 1);
hitEnemy = true;
break;
}
}
if (hitEnemy) continue;
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 <= 2762 && bullet.y > 2762) {
bullet.destroy();
enemyBullets.splice(i, 1);
continue;
}
// Check collision with player
if (bullet.intersects(player)) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
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 <= 2762 && enemy.y > 2762) {
enemy.destroy();
enemies.splice(i, 1);
continue;
}
// Check collision with player
if (enemy.intersects(player)) {
LK.effects.flashScreen(0xFF0000, 1000);
LK.showGameOver();
return;
}
enemy.lastY = enemy.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 <= 2762 && powerUp.y > 2762) {
powerUp.destroy();
powerUps.splice(i, 1);
continue;
}
// Check collision with player
if (powerUp.intersects(player)) {
LK.setScore(LK.getScore() + 50);
scoreTxt.setText('Score: ' + LK.getScore());
// Reduce player fire rate for power-up effect
player.fireRate = Math.max(5, player.fireRate - 2);
LK.getSound('powerUpCollect').play();
LK.effects.flashObject(player, 0x00FF00, 500);
powerUp.destroy();
powerUps.splice(i, 1);
continue;
}
powerUp.lastY = powerUp.y;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -1,6 +1,285 @@
-/****
+/****
+* Plugins
+****/
+var tween = LK.import("@upit/tween.v1");
+
+/****
+* Classes
+****/
+var EnemyAircraft = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('enemyAircraft', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 2 + Math.random() * 3;
+ self.movePattern = Math.floor(Math.random() * 3); // 0: straight, 1: zigzag, 2: sine wave
+ self.startX = 0;
+ self.fireRate = 60 + Math.random() * 60; // Fire every 60-120 ticks
+ self.lastFire = 0;
+ self.update = function () {
+ // Movement patterns
+ if (self.movePattern === 0) {
+ // Straight down
+ self.y += self.speed;
+ } else if (self.movePattern === 1) {
+ // Zigzag pattern
+ self.y += self.speed;
+ self.x = self.startX + Math.sin(self.y * 0.01) * 100;
+ } else if (self.movePattern === 2) {
+ // Sine wave pattern
+ self.y += self.speed;
+ self.x = self.startX + Math.sin(self.y * 0.02) * 150;
+ }
+ // Fire bullets occasionally
+ if (LK.ticks - self.lastFire >= self.fireRate) {
+ self.fireBullet();
+ self.lastFire = LK.ticks;
+ self.fireRate = 60 + Math.random() * 60; // Randomize next fire time
+ }
+ };
+ self.fireBullet = function () {
+ var bullet = new EnemyBullet();
+ bullet.x = self.x;
+ bullet.y = self.y + 40;
+ enemyBullets.push(bullet);
+ game.addChild(bullet);
+ };
+ return self;
+});
+var EnemyBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('enemyBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 4;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var PlayerAircraft = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('playerAircraft', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.health = 1;
+ self.fireRate = 15; // Fire every 15 ticks
+ self.lastFire = 0;
+ self.update = function () {
+ // Auto-fire bullets
+ if (LK.ticks - self.lastFire >= self.fireRate) {
+ self.fireBullet();
+ self.lastFire = LK.ticks;
+ }
+ };
+ self.fireBullet = function () {
+ var bullet = new PlayerBullet();
+ bullet.x = self.x;
+ bullet.y = self.y - 50;
+ playerBullets.push(bullet);
+ game.addChild(bullet);
+ LK.getSound('shoot').play();
+ };
+ return self;
+});
+var PlayerBullet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('playerBullet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = -8;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var PowerUp = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('powerUp', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 3;
+ self.rotationSpeed = 0.1;
+ self.update = function () {
+ self.y += self.speed;
+ self.rotation += self.rotationSpeed;
+ };
+ return self;
+});
+
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
- backgroundColor: 0x000000
-});
\ No newline at end of file
+ backgroundColor: 0x001122
+});
+
+/****
+* Game Code
+****/
+// Game variables
+var player;
+var enemies = [];
+var playerBullets = [];
+var enemyBullets = [];
+var powerUps = [];
+var enemySpawnRate = 120; // Spawn enemy every 120 ticks initially
+var powerUpSpawnRate = 600; // Spawn power-up every 600 ticks
+var difficultyTimer = 0;
+var dragNode = null;
+// UI Setup
+var scoreTxt = new Text2('Score: 0', {
+ size: 60,
+ fill: 0xFFFFFF
+});
+scoreTxt.anchor.set(0.5, 0);
+LK.gui.top.addChild(scoreTxt);
+// Initialize player
+player = new PlayerAircraft();
+player.x = 1024; // Center horizontally
+player.y = 2400; // Near bottom of screen
+game.addChild(player);
+// Game input handlers
+game.down = function (x, y, obj) {
+ dragNode = player;
+ player.x = x;
+ player.y = y;
+};
+game.move = function (x, y, obj) {
+ if (dragNode) {
+ dragNode.x = Math.max(60, Math.min(1988, x)); // Keep within screen bounds
+ dragNode.y = Math.max(200, Math.min(2600, y)); // Keep within reasonable bounds
+ }
+};
+game.up = function (x, y, obj) {
+ dragNode = null;
+};
+// Spawn enemy aircraft
+function spawnEnemy() {
+ var enemy = new EnemyAircraft();
+ enemy.x = 200 + Math.random() * 1648; // Random x position
+ enemy.y = -50; // Start above screen
+ enemy.startX = enemy.x;
+ enemies.push(enemy);
+ game.addChild(enemy);
+}
+// Spawn power-up
+function spawnPowerUp() {
+ var powerUp = new PowerUp();
+ powerUp.x = 200 + Math.random() * 1648;
+ powerUp.y = -50;
+ powerUps.push(powerUp);
+ game.addChild(powerUp);
+}
+// Main game update loop
+game.update = function () {
+ difficultyTimer++;
+ // Increase difficulty over time
+ if (difficultyTimer % 1800 === 0) {
+ // Every 30 seconds
+ enemySpawnRate = Math.max(40, enemySpawnRate - 10);
+ }
+ // Spawn enemies
+ if (LK.ticks % enemySpawnRate === 0) {
+ spawnEnemy();
+ }
+ // Spawn power-ups
+ if (LK.ticks % powerUpSpawnRate === 0) {
+ spawnPowerUp();
+ }
+ // 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 enemies
+ var hitEnemy = false;
+ for (var e = enemies.length - 1; e >= 0; e--) {
+ if (bullet.intersects(enemies[e])) {
+ LK.setScore(LK.getScore() + 100);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ // Flash effect on enemy hit
+ LK.effects.flashObject(enemies[e], 0xFFFFFF, 200);
+ LK.getSound('enemyHit').play();
+ enemies[e].destroy();
+ enemies.splice(e, 1);
+ bullet.destroy();
+ playerBullets.splice(i, 1);
+ hitEnemy = true;
+ break;
+ }
+ }
+ if (hitEnemy) continue;
+ 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 <= 2762 && bullet.y > 2762) {
+ bullet.destroy();
+ enemyBullets.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (bullet.intersects(player)) {
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ 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 <= 2762 && enemy.y > 2762) {
+ enemy.destroy();
+ enemies.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (enemy.intersects(player)) {
+ LK.effects.flashScreen(0xFF0000, 1000);
+ LK.showGameOver();
+ return;
+ }
+ enemy.lastY = enemy.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 <= 2762 && powerUp.y > 2762) {
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ // Check collision with player
+ if (powerUp.intersects(player)) {
+ LK.setScore(LK.getScore() + 50);
+ scoreTxt.setText('Score: ' + LK.getScore());
+ // Reduce player fire rate for power-up effect
+ player.fireRate = Math.max(5, player.fireRate - 2);
+ LK.getSound('powerUpCollect').play();
+ LK.effects.flashObject(player, 0x00FF00, 500);
+ powerUp.destroy();
+ powerUps.splice(i, 1);
+ continue;
+ }
+ powerUp.lastY = powerUp.y;
+ }
+};
\ No newline at end of file
2D Düz bir savaş uçağı. In-Game asset. 2d. High contrast. No shadows
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Power Up Simgesi. In-Game asset. 2d. High contrast. No shadows
Enemy Plane. In-Game asset. 2d. High contrast. No shadows
Piksel Kalp Resmi. In-Game asset. 2d. High contrast. No shadows