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 = 4 + Math.random() * 4; // Increased from 2-5 to 4-8
self.movePattern = Math.floor(Math.random() * 3); // 0: straight, 1: zigzag, 2: sine wave
self.startX = 0;
self.fireRate = 30 + Math.random() * 30; // Increased fire rate from 60-120 to 30-60 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 = 6; // Increased from 4 to 6
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 = 80; // Reduced from 120 to 80 ticks for faster spawning
var powerUpSpawnRate = 900; // Increased from 600 to 900 ticks to make power-ups more rare
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 % 900 === 0) {
// Every 15 seconds (reduced from 30)
enemySpawnRate = Math.max(20, enemySpawnRate - 15); // More aggressive reduction
}
// Spawn enemies - sometimes spawn multiple at once
if (LK.ticks % enemySpawnRate === 0) {
spawnEnemy();
// 30% chance to spawn a second enemy
if (Math.random() < 0.3) {
spawnEnemy();
}
// 10% chance for a third enemy after score 500
if (LK.getScore() > 500 && Math.random() < 0.1) {
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
@@ -11,12 +11,12 @@
var graphics = self.attachAsset('enemyAircraft', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 2 + Math.random() * 3;
+ self.speed = 4 + Math.random() * 4; // Increased from 2-5 to 4-8
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.fireRate = 30 + Math.random() * 30; // Increased fire rate from 60-120 to 30-60 ticks
self.lastFire = 0;
self.update = function () {
// Movement patterns
if (self.movePattern === 0) {
@@ -52,9 +52,9 @@
var graphics = self.attachAsset('enemyBullet', {
anchorX: 0.5,
anchorY: 0.5
});
- self.speed = 4;
+ self.speed = 6; // Increased from 4 to 6
self.update = function () {
self.y += self.speed;
};
return self;
@@ -127,10 +127,10 @@
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 enemySpawnRate = 80; // Reduced from 120 to 80 ticks for faster spawning
+var powerUpSpawnRate = 900; // Increased from 600 to 900 ticks to make power-ups more rare
var difficultyTimer = 0;
var dragNode = null;
// UI Setup
var scoreTxt = new Text2('Score: 0', {
@@ -179,15 +179,23 @@
// 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);
+ if (difficultyTimer % 900 === 0) {
+ // Every 15 seconds (reduced from 30)
+ enemySpawnRate = Math.max(20, enemySpawnRate - 15); // More aggressive reduction
}
- // Spawn enemies
+ // Spawn enemies - sometimes spawn multiple at once
if (LK.ticks % enemySpawnRate === 0) {
spawnEnemy();
+ // 30% chance to spawn a second enemy
+ if (Math.random() < 0.3) {
+ spawnEnemy();
+ }
+ // 10% chance for a third enemy after score 500
+ if (LK.getScore() > 500 && Math.random() < 0.1) {
+ spawnEnemy();
+ }
}
// Spawn power-ups
if (LK.ticks % powerUpSpawnRate === 0) {
spawnPowerUp();
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