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.bulletCount = 1; self.bulletScale = 1; self.update = function () { // Auto-fire bullets if (LK.ticks - self.lastFire >= self.fireRate) { self.fireBullet(); self.lastFire = LK.ticks; } }; self.fireBullet = function () { if (self.bulletCount === 1) { var bullet = new PlayerBullet(); bullet.x = self.x; bullet.y = self.y - 50; bullet.scaleX = self.bulletScale; bullet.scaleY = self.bulletScale; playerBullets.push(bullet); game.addChild(bullet); } else if (self.bulletCount === 2) { for (var i = 0; i < 2; i++) { var bullet = new PlayerBullet(); bullet.x = self.x + (i === 0 ? -30 : 30); bullet.y = self.y - 50; bullet.scaleX = self.bulletScale; bullet.scaleY = self.bulletScale; playerBullets.push(bullet); game.addChild(bullet); } } else { for (var i = 0; i < 3; i++) { var bullet = new PlayerBullet(); bullet.x = self.x + (i === 0 ? -40 : i === 1 ? 0 : 40); bullet.y = self.y - 50; bullet.scaleX = self.bulletScale; bullet.scaleY = self.bulletScale; 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; var playerLevel = 1; var playerLives = 3; // UI Setup var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); var hearts = []; for (var h = 0; h < 3; h++) { var heart = LK.getAsset('heart', { anchorX: 0.5, anchorY: 0.5 }); heart.x = 150 + h * 80; heart.y = 60; hearts.push(heart); LK.gui.topLeft.addChild(heart); } // 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)) { playerLives--; // Remove a heart with tween animation if (hearts.length > 0) { var heartToRemove = hearts.pop(); tween(heartToRemove, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { heartToRemove.destroy(); } }); } LK.effects.flashObject(player, 0xFF0000, 500); bullet.destroy(); enemyBullets.splice(i, 1); if (playerLives <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } continue; } 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)) { playerLives--; // Remove a heart with tween animation if (hearts.length > 0) { var heartToRemove = hearts.pop(); tween(heartToRemove, { alpha: 0, scaleX: 0, scaleY: 0 }, { duration: 300, easing: tween.easeIn, onFinish: function onFinish() { heartToRemove.destroy(); } }); } LK.effects.flashObject(player, 0xFF0000, 500); enemy.destroy(); enemies.splice(i, 1); if (playerLives <= 0) { LK.effects.flashScreen(0xFF0000, 1000); LK.showGameOver(); return; } continue; } 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()); // Level up player playerLevel++; // Scale up player aircraft tween(player, { scaleX: 1 + (playerLevel - 1) * 0.2, scaleY: 1 + (playerLevel - 1) * 0.2 }, { duration: 500, easing: tween.easeOut }); // Increase bullet count if (playerLevel === 2) { player.bulletCount = 2; } else if (playerLevel >= 3) { player.bulletCount = 3; } // Scale bullets player.bulletScale = 1 + (playerLevel - 1) * 0.3; // 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
@@ -166,16 +166,19 @@
fill: 0xFFFFFF
});
scoreTxt.anchor.set(0.5, 0);
LK.gui.top.addChild(scoreTxt);
-var livesTxt = new Text2('Lives: 3', {
- size: 60,
- fill: 0xFFFFFF
-});
-livesTxt.anchor.set(0, 0);
-livesTxt.x = 120;
-livesTxt.y = 20;
-LK.gui.topLeft.addChild(livesTxt);
+var hearts = [];
+for (var h = 0; h < 3; h++) {
+ var heart = LK.getAsset('heart', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ heart.x = 150 + h * 80;
+ heart.y = 60;
+ hearts.push(heart);
+ LK.gui.topLeft.addChild(heart);
+}
// Initialize player
player = new PlayerAircraft();
player.x = 1024; // Center horizontally
player.y = 2400; // Near bottom of screen
@@ -278,9 +281,23 @@
}
// Check collision with player
if (bullet.intersects(player)) {
playerLives--;
- livesTxt.setText('Lives: ' + playerLives);
+ // Remove a heart with tween animation
+ if (hearts.length > 0) {
+ var heartToRemove = hearts.pop();
+ tween(heartToRemove, {
+ alpha: 0,
+ scaleX: 0,
+ scaleY: 0
+ }, {
+ duration: 300,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ heartToRemove.destroy();
+ }
+ });
+ }
LK.effects.flashObject(player, 0xFF0000, 500);
bullet.destroy();
enemyBullets.splice(i, 1);
if (playerLives <= 0) {
@@ -304,9 +321,23 @@
}
// Check collision with player
if (enemy.intersects(player)) {
playerLives--;
- livesTxt.setText('Lives: ' + playerLives);
+ // Remove a heart with tween animation
+ if (hearts.length > 0) {
+ var heartToRemove = hearts.pop();
+ tween(heartToRemove, {
+ alpha: 0,
+ scaleX: 0,
+ scaleY: 0
+ }, {
+ duration: 300,
+ easing: tween.easeIn,
+ onFinish: function onFinish() {
+ heartToRemove.destroy();
+ }
+ });
+ }
LK.effects.flashObject(player, 0xFF0000, 500);
enemy.destroy();
enemies.splice(i, 1);
if (playerLives <= 0) {
2D Düz bir savaş uçağı. In-Game asset. 2d. High contrast. No shadows
Lazer Işını Mermisi Düz In-Game asset. 2d. High contrast. No shadows
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