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 Nebula = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('nebula', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.3 + Math.random() * 0.7;
graphics.alpha = 0.3 + Math.random() * 0.4;
self.update = function () {
self.y += self.speed;
};
return self;
});
var Planet = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('planet', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 0.5 + Math.random() * 1.5;
self.rotationSpeed = 0.005 + Math.random() * 0.01;
self.update = function () {
self.y += self.speed;
self.rotation += self.rotationSpeed;
};
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;
});
var Star = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('star', {
anchorX: 0.5,
anchorY: 0.5
});
self.speed = 1 + Math.random() * 3;
self.twinkleSpeed = 0.02 + Math.random() * 0.03;
self.baseAlpha = 0.3 + Math.random() * 0.7;
self.update = function () {
self.y += self.speed;
// Twinkling effect
graphics.alpha = self.baseAlpha + Math.sin(LK.ticks * self.twinkleSpeed) * 0.3;
};
return self;
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000011
});
/****
* Game Code
****/
// Game variables
var player;
var enemies = [];
var playerBullets = [];
var enemyBullets = [];
var powerUps = [];
var stars = [];
var planets = [];
var nebulas = [];
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);
}
// Spawn background elements
function spawnStar() {
var star = new Star();
star.x = Math.random() * 2048;
star.y = -20;
stars.push(star);
game.addChild(star);
}
function spawnPlanet() {
var planet = new Planet();
planet.x = Math.random() * 2048;
planet.y = -150;
planets.push(planet);
game.addChild(planet);
}
function spawnNebula() {
var nebula = new Nebula();
nebula.x = Math.random() * 2048;
nebula.y = -200;
nebulas.push(nebula);
game.addChild(nebula);
}
// 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();
}
// Spawn background elements
if (LK.ticks % 20 === 0) {
spawnStar();
}
if (LK.ticks % 800 === 0) {
spawnPlanet();
}
if (LK.ticks % 1200 === 0) {
spawnNebula();
}
// 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;
}
// Update and clean up stars
for (var i = stars.length - 1; i >= 0; i--) {
var star = stars[i];
if (star.lastY === undefined) star.lastY = star.y;
if (star.lastY <= 2762 && star.y > 2762) {
star.destroy();
stars.splice(i, 1);
continue;
}
star.lastY = star.y;
}
// Update and clean up planets
for (var i = planets.length - 1; i >= 0; i--) {
var planet = planets[i];
if (planet.lastY === undefined) planet.lastY = planet.y;
if (planet.lastY <= 2762 && planet.y > 2762) {
planet.destroy();
planets.splice(i, 1);
continue;
}
planet.lastY = planet.y;
}
// Update and clean up nebulas
for (var i = nebulas.length - 1; i >= 0; i--) {
var nebula = nebulas[i];
if (nebula.lastY === undefined) nebula.lastY = nebula.y;
if (nebula.lastY <= 2762 && nebula.y > 2762) {
nebula.destroy();
nebulas.splice(i, 1);
continue;
}
nebula.lastY = nebula.y;
}
}; ===================================================================
--- original.js
+++ change.js
@@ -58,8 +58,35 @@
self.y += self.speed;
};
return self;
});
+var Nebula = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('nebula', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0.3 + Math.random() * 0.7;
+ graphics.alpha = 0.3 + Math.random() * 0.4;
+ self.update = function () {
+ self.y += self.speed;
+ };
+ return self;
+});
+var Planet = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('planet', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 0.5 + Math.random() * 1.5;
+ self.rotationSpeed = 0.005 + Math.random() * 0.01;
+ self.update = function () {
+ self.y += self.speed;
+ self.rotation += self.rotationSpeed;
+ };
+ return self;
+});
var PlayerAircraft = Container.expand(function () {
var self = Container.call(this);
var graphics = self.attachAsset('playerAircraft', {
anchorX: 0.5,
@@ -136,14 +163,30 @@
self.rotation += self.rotationSpeed;
};
return self;
});
+var Star = Container.expand(function () {
+ var self = Container.call(this);
+ var graphics = self.attachAsset('star', {
+ anchorX: 0.5,
+ anchorY: 0.5
+ });
+ self.speed = 1 + Math.random() * 3;
+ self.twinkleSpeed = 0.02 + Math.random() * 0.03;
+ self.baseAlpha = 0.3 + Math.random() * 0.7;
+ self.update = function () {
+ self.y += self.speed;
+ // Twinkling effect
+ graphics.alpha = self.baseAlpha + Math.sin(LK.ticks * self.twinkleSpeed) * 0.3;
+ };
+ return self;
+});
/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x001122
+ backgroundColor: 0x000011
});
/****
* Game Code
@@ -153,8 +196,11 @@
var enemies = [];
var playerBullets = [];
var enemyBullets = [];
var powerUps = [];
+var stars = [];
+var planets = [];
+var nebulas = [];
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;
@@ -214,8 +260,30 @@
powerUp.y = -50;
powerUps.push(powerUp);
game.addChild(powerUp);
}
+// Spawn background elements
+function spawnStar() {
+ var star = new Star();
+ star.x = Math.random() * 2048;
+ star.y = -20;
+ stars.push(star);
+ game.addChild(star);
+}
+function spawnPlanet() {
+ var planet = new Planet();
+ planet.x = Math.random() * 2048;
+ planet.y = -150;
+ planets.push(planet);
+ game.addChild(planet);
+}
+function spawnNebula() {
+ var nebula = new Nebula();
+ nebula.x = Math.random() * 2048;
+ nebula.y = -200;
+ nebulas.push(nebula);
+ game.addChild(nebula);
+}
// Main game update loop
game.update = function () {
difficultyTimer++;
// Increase difficulty over time
@@ -238,8 +306,18 @@
// Spawn power-ups
if (LK.ticks % powerUpSpawnRate === 0) {
spawnPowerUp();
}
+ // Spawn background elements
+ if (LK.ticks % 20 === 0) {
+ spawnStar();
+ }
+ if (LK.ticks % 800 === 0) {
+ spawnPlanet();
+ }
+ if (LK.ticks % 1200 === 0) {
+ spawnNebula();
+ }
// 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;
@@ -390,5 +468,38 @@
continue;
}
powerUp.lastY = powerUp.y;
}
+ // Update and clean up stars
+ for (var i = stars.length - 1; i >= 0; i--) {
+ var star = stars[i];
+ if (star.lastY === undefined) star.lastY = star.y;
+ if (star.lastY <= 2762 && star.y > 2762) {
+ star.destroy();
+ stars.splice(i, 1);
+ continue;
+ }
+ star.lastY = star.y;
+ }
+ // Update and clean up planets
+ for (var i = planets.length - 1; i >= 0; i--) {
+ var planet = planets[i];
+ if (planet.lastY === undefined) planet.lastY = planet.y;
+ if (planet.lastY <= 2762 && planet.y > 2762) {
+ planet.destroy();
+ planets.splice(i, 1);
+ continue;
+ }
+ planet.lastY = planet.y;
+ }
+ // Update and clean up nebulas
+ for (var i = nebulas.length - 1; i >= 0; i--) {
+ var nebula = nebulas[i];
+ if (nebula.lastY === undefined) nebula.lastY = nebula.y;
+ if (nebula.lastY <= 2762 && nebula.y > 2762) {
+ nebula.destroy();
+ nebulas.splice(i, 1);
+ continue;
+ }
+ nebula.lastY = nebula.y;
+ }
};
\ No newline at end of file
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